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glize

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Glize is a clean and robust pure JavaScript library.

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/** * @fileoverview Number utility methods. * * @see https://google.github.io/styleguide/javascriptguide.xml * @see https://developers.google.com/closure/compiler/docs/js-for-compiler * @module glize/utils/number * @suppress {misplacedTypeAnnotation} */ import { uint8, uint16, uint32, MAX_UINT8, MAX_UINT16, MAX_UINT32 } from 'uint'; export { /** * Maximum value for unsigned 8-bit integer. * @type {number} */ MAX_UINT8, }; export { /** * Maximum value for unsigned 16-bit integer. * @type {number} */ MAX_UINT16, }; export { /** * Maximum value for unsigned 32-bit integer. * @type {number} */ MAX_UINT32, }; export { /** * Converts given <code>number</code> to unsigned int8. * @param {number} number The number to be converted. * @return {number} The unsigned (zero or positive) number. * @method * @example * import { uint8 } from 'uint'; * uint8(0); //> 0 * uint8(1); //> 1 * uint8(255); //> 255 * uint8(-5); //> NaN */ uint8, }; export { /** * Converts given <code>number</code> to unsigned int16. * @param {number} number The number to be converted. * @return {number} The unsigned (zero or positive) number. * @method * @example * import { uint16 } from 'uint'; * uint16(0); //> 0 * uint16(1); //> 1 * uint16(65535); //> 65535 * uint16(-5); //> NaN */ uint16, }; export { /** * Converts given <code>number</code> to unsigned int32. * @param {number} number The number to be converted. * @return {number} The unsigned (zero or positive) number. * @method * @example * import { uint32 } from 'uint'; * uint32(0); //> 0 * uint32(1); //> 1 * uint32(4294967295); //> 4294967295 * uint32(-5); //> NaN */ uint32, }; /** * Returns a random integer greater than or equal to <code>min</code> and * less than or equal <code>max</code>. * @param {number} min The lower bound for the random integer. * @param {number} max The upper bound for the random integer. * @return {number} Returns a random integer. * @method */ export const random = (min, max) => { return Math.floor(Math.random() * (max - min + 1) + min); };