However when starting to work with negative numbers, this is where a result that is not expected might occur.
Say you have a spinner in a game that is used to find the number of spaces a player moves, like in many board games. In can be spin forwards, but also backwards, and should always reflect a certain number within a range, say 1 to 6.
As such say you put together something like this:
The fix method works just fine at correcting the zero relative index value if it goes over, but what if I give it a negative number?
This is not the way I would expect modulo to work for me most of the time when given a negative number. The spinner example reflects what I expect from a modulo operation most of the time where -8 would whip back around and land on 2. It’s not wrong in the sense that 5 - 3 = 2, but with certain values it gives numbers like negative zero so I end up with 5 - -0 = 5 where I want the value to be 0.