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I had a similar realization recently; I was writing a compiler so I implemented a "random" function as part of the runtime.

To avoid regression I have some simple code examples I compile and execute, and I compare their output to "known good" versions.

I reached a point where I wanted to write a "sort array" routine and my immediate thought was to generate an array of 50 random numbers, sort them, and print them. But of course that wouldn't give me predictable output for my test-driver.

In the end I decided I'd do that when run interactively, but for testing purposes I'd just sort the characters in a string "The quick brown fox .." and while it isn't super-convincing it's enough to let me see regressions in my sorting function and/or array indexing runtime code.

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That's a bad example to use because it has very few repetitions (only the spaces I think?) and the key doesn't have different equivalent values so you can't test that you're order-preserving (or not).

But ideally sort is something you want to test with something like quickcheck/hypothesis, not gold tests (and I say that as probably the world's number 1 proponent of gold tests).

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If you’ve played the game it makes sense to have the seed be settable and shareable. In Slay the Spire it can be exciting to have an outrageously unlikely starting state or early option, and in order for players to share this with each other the seed has to be user controlled. It’s a big part of what gives the game its community!
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GP isn't saying you should never have seedable random generators, just that they should not be part of the standard library because then the API promise is no longer that you get random numbers but that you get a very specific sequence of numbers which fixes the implementation as part of the API contract.
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They can certainly be part of the standard library, it's just that you have to make the programmer be specific: it's a bad idea `new Random(seed)`, because you can then never update the `Random` class, and you might get stuck with a terrible default forever. But having a `new Xoshiro256(seed)` is a fine thing to have in your standard lib, given that quality PRNGs are such a common need.
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That split is exactly what .NET 6 did. The parameterless Random switched to xoshiro256*, but new Random(seed) stays pinned to the old Numerical Recipes subtractive generator so historical seeds still reproduce, and that legacy generator is the affine one whose first output is linear in abs(seed), which is the whole root cause of this bug.
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