[issue1704] possible bug in randint

2007-12-29 Thread Rich Marinaccio
Rich Marinaccio added the comment: What was happening before was I was getting an index out of range error every so often, so then I put in the ValueError catch to see what was going on. I was surprised to see that randIndex was the same as len (preshuffle). I have some further catches in

[issue1704] possible bug in randint

2007-12-29 Thread Rich Marinaccio
Rich Marinaccio added the comment: To be clear, I am not using multi-threading in my particular module. I can't explain this behavior with my code alone. The issue is complicated by the fact that my module is called by Civ IV, and I have no idea what the game is doing behind the scen

[issue1704] possible bug in randint

2007-12-28 Thread Rich Marinaccio
Rich Marinaccio added the comment: I've done some more testing and I can't get this to repeat with randint alone. It must be an issue with combination of the len() function used as a parameter to randint. The above code is in a loop that further down will del preshuffle[randIndex].

[issue1704] possible bug in randint

2007-12-27 Thread Rich Marinaccio
Rich Marinaccio added the comment: I have been using python for Civilization IV map scripting, and I believe I have found a small problem with the randint function. Once in a blue moon, randint(a,b) returns b + 1, rather than a <= N <= b. I have seen this behavior a few times. Here

[issue1704] possible bug in randint

2007-12-27 Thread Rich Marinaccio
New submission from Rich Marinaccio: I have been using python for Civilization IV map scripting, and I believe I have found a small problem with the randint function. Once in a blue moon, randint(a,b) returns b + 1, rather than a >= N <= b. I have seen this behavior a few times. Here