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* Fix Lua PcgRandomest312015-08-12
| | | | | | | | | | | | | | | | Before, this lua code led to a crash: local pcg = PcgRandom(42) local value = pcg:next() This was because if you called s32 PcgRandom::range(min, max) with the minimum and maximum possible values for s32 integers (which the lua binding code did), u32 PcgRandom::range(bound) got called with 0 as the bound. The bound however is one above the maximum value, so 0 is a "special" value to pass to this function. This commit fixes the lua crash by assigning the RNG's full range to the bound 0, which is also fits to the "maximum is bound - 1" principle, as (u32)-1 is the maximum value in the u32 range.
* Fix GCC compiler warningShadowNinja2015-05-04
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* Fix MSVC compatibilitykwolekr2015-04-29
| | | | | | Make sure to include random unittests in android builds, too Use SWAP() macro Ensure that negative ranges are tested as well in random unittests
* Tests: Add random unittestskwolekr2015-04-29
span>gui::IGUIEnvironment* env, gui::IGUIElement* parent, s32 id, IMenuManager *menumgr); ~GUIVolumeChange(); void removeChildren(); /* Remove and re-add (or reposition) stuff */ void regenerateGui(v2u32 screensize); void drawMenu(); bool OnEvent(const SEvent& event); bool pausesGame() { return true; } protected: std::wstring getLabelByID(s32 id) { return L""; } std::string getNameByID(s32 id) { return ""; } };