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authorSimon Tatham <anakin@pobox.com>2005-10-22 16:27:54 +0000
committerSimon Tatham <anakin@pobox.com>2005-10-22 16:27:54 +0000
commit23ab000b7b038b6810e48a71a94b8287c20a6047 (patch)
tree1e8bcd5adc7c7d3b8179a954bc0e7c1c50cec7af /devel.but
parent4faecc77264b6d3e84ae24707af5593490f36796 (diff)
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Cleanup: rename random_init() to random_new(), because it actually
_allocates_ a random_state rather than just initialising one passed in by the caller. [originally from svn r6412]
Diffstat (limited to 'devel.but')
-rw-r--r--devel.but6
1 files changed, 3 insertions, 3 deletions
diff --git a/devel.but b/devel.but
index ef43baa..88ff947 100644
--- a/devel.but
+++ b/devel.but
@@ -1478,7 +1478,7 @@ otherwise be obvious.
If a back end needs random numbers at some point during normal play,
it can create a fresh \c{random_state} by first calling
\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
-the returned seed data to \cw{random_init()}.
+the returned seed data to \cw{random_new()}.
This is likely not to be what you want. If a puzzle needs randomness
in the middle of play, it's likely to be more sensible to store some
@@ -3044,9 +3044,9 @@ generator has an \e{explicit} state object called a
\c{random_state}. One of these is managed by each mid-end, for
example, and passed to the back end to generate a game with.
-\S{utils-random-init} \cw{random_init()}
+\S{utils-random-init} \cw{random_new()}
-\c random_state *random_init(char *seed, int len);
+\c random_state *random_new(char *seed, int len);
Allocates, initialises and returns a new \c{random_state}. The input
data is used as the seed for the random number stream (i.e. using