Random: Replaced drand48 with an in-class implementation
This is faster than the library functionality that it replaces, as it allows the compiler to do inlining. It also does not utilise any static state so generators do not interfere with each other. It is also faster than the the array lookup in cachedRandom. The cachedRandom class therefore offers no advantage over Random and has been removed.
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@ -48,7 +48,7 @@ void testPackedList(const polyMesh& mesh, Random& rndGen)
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PackedList<3> bits(mesh.nEdges());
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forAll(bits, i)
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{
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bits.set(i, rndGen.integer(0,3));
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bits.set(i, rndGen.sampleAB<label>(0, 4));
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}
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labelList edgeValues(mesh.nEdges());
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@ -95,7 +95,7 @@ void testPackedList(const polyMesh& mesh, Random& rndGen)
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PackedList<3> bits(mesh.nPoints());
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forAll(bits, i)
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{
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bits.set(i, rndGen.integer(0,3));
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bits.set(i, rndGen.sampleAB<label>(0, 4));
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}
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labelList pointValues(mesh.nPoints());
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@ -143,7 +143,7 @@ void testPackedList(const polyMesh& mesh, Random& rndGen)
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PackedList<3> bits(mesh.nFaces());
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forAll(bits, facei)
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{
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bits.set(facei, rndGen.integer(0,3));
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bits.set(facei, rndGen.sampleAB<label>(0, 4));
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}
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labelList faceValues(mesh.nFaces());
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@ -213,7 +213,7 @@ void testSparseData(const polyMesh& mesh, Random& rndGen)
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forAll(localPoints, i)
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{
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const point pt = localPoints[i] + 1e-4*rndGen.vector01();
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const point pt = localPoints[i] + 1e-4*rndGen.sample01<vector>();
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label meshPointi = allBoundary.meshPoints()[i];
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@ -298,7 +298,8 @@ void testSparseData(const polyMesh& mesh, Random& rndGen)
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{
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const edge& e = edges[i];
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const point pt = e.centre(localPoints) + 1e-4*rndGen.vector01();
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const point pt =
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e.centre(localPoints) + 1e-4*rndGen.sample01<vector>();
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label meshEdgeI = meshEdges[i];
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