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// |
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// Lol Engine |
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// |
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// Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> |
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// This program is free software; you can redistribute it and/or |
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// modify it under the terms of the Do What The Fuck You Want To |
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// Public License, Version 2, as published by Sam Hocevar. See |
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// http://www.wtfpl.net/ for more details. |
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// |
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#if defined HAVE_CONFIG_H |
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# include "config.h" |
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#endif |
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#include <lol/main.h> |
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#include "lol/unit.h" |
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namespace lol |
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{ |
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LOLUNIT_FIXTURE(ArrayNDTest) |
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{ |
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void SetUp() {} |
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void TearDown() {} |
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#if 0 |
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LOLUNIT_TEST(ArrayNDCreate) |
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{ |
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arraynd<int,10> a; |
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arraynd<float,20> b; |
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arraynd<uint8_t, 30> c; |
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arraynd<double,40> d; |
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} |
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LOLUNIT_TEST(ArrayNDInit) |
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{ |
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int const dimension = 8; |
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vec_t<size_t, dimension> size; |
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for (int i = 0; i < dimension; ++i) |
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size[i] = 5; |
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arraynd<uint8_t, dimension> a(size); |
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memset(a.Data(), 0, a.Bytes()); |
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LOLUNIT_ASSERT_EQUAL(a[2][3][2][0][1][4][0][1], 0x00); |
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vec_t<int, dimension> v{ 2, 3, 2, 0, 1, 4, 0, 1 }; |
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LOLUNIT_ASSERT_EQUAL(a[v], 0x00); |
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a[2][3][2][0][1][4][0][1] = 0xcd; |
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LOLUNIT_ASSERT_EQUAL(a[2][3][2][0][1][4][0][1], 0xcd); |
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LOLUNIT_ASSERT_EQUAL(a[v], 0xcd); |
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} |
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#endif |
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}; |
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} /* namespace lol */ |
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