mirror of
https://github.com/space-wizards/RobustToolbox.git
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371 lines
13 KiB
C#
371 lines
13 KiB
C#
using System;
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namespace Lidgren.Network
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{
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/// <summary>
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/// A fast random number generator for .NET
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/// Colin Green, January 2005
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/// </summary>
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/// September 4th 2005
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/// Added NextBytesUnsafe() - commented out by default.
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/// Fixed bug in Reinitialise() - y,z and w variables were not being reset.
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///
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/// Key points:
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/// 1) Based on a simple and fast xor-shift pseudo random number generator (RNG) specified in:
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/// Marsaglia, George. (2003). Xorshift RNGs.
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/// http://www.jstatsoft.org/v08/i14/xorshift.pdf
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///
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/// This particular implementation of xorshift has a period of 2^128-1. See the above paper to see
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/// how this can be easily extened if you need a longer period. At the time of writing I could find no
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/// information on the period of System.Random for comparison.
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///
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/// 2) Faster than System.Random. Up to 8x faster, depending on which methods are called.
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///
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/// 3) Direct replacement for System.Random. This class implements all of the methods that System.Random
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/// does plus some additional methods. The like named methods are functionally equivalent.
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///
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/// 4) Allows fast re-initialisation with a seed, unlike System.Random which accepts a seed at construction
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/// time which then executes a relatively expensive initialisation routine. This provides a vast speed improvement
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/// if you need to reset the pseudo-random number sequence many times, e.g. if you want to re-generate the same
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/// sequence many times. An alternative might be to cache random numbers in an array, but that approach is limited
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/// by memory capacity and the fact that you may also want a large number of different sequences cached. Each sequence
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/// can each be represented by a single seed value (int) when using FastRandom.
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///
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/// Notes.
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/// A further performance improvement can be obtained by declaring local variables as static, thus avoiding
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/// re-allocation of variables on each call. However care should be taken if multiple instances of
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/// FastRandom are in use or if being used in a multi-threaded environment.
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public class NetRandom
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{
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/// <summary>
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/// Gets a global NetRandom instance
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/// </summary>
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public static readonly NetRandom Instance = new NetRandom();
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// The +1 ensures NextDouble doesn't generate 1.0
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const double REAL_UNIT_INT = 1.0 / ((double)int.MaxValue + 1.0);
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const double REAL_UNIT_UINT = 1.0 / ((double)uint.MaxValue + 1.0);
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const uint Y = 842502087, Z = 3579807591, W = 273326509;
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private static int s_extraSeed = 42;
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uint x, y, z, w;
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#region Constructors
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/// <summary>
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/// Initialises a new instance using time dependent seed.
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/// </summary>
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public NetRandom()
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{
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// Initialise using the system tick count.
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Reinitialise(GetSeed(this));
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}
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/// <summary>
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/// Initialises a new instance using an int value as seed.
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/// This constructor signature is provided to maintain compatibility with
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/// System.Random
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/// </summary>
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public NetRandom(int seed)
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{
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Reinitialise(seed);
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}
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public int GetSeed(object forObject)
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{
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// mix some semi-random properties
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int seed = (int)Environment.TickCount;
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seed ^= forObject.GetHashCode();
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//seed ^= (int)(Stopwatch.GetTimestamp());
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//seed ^= (int)(Environment.WorkingSet); // will return 0 on mono
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int extraSeed = System.Threading.Interlocked.Increment(ref s_extraSeed);
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return seed + extraSeed;
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}
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#endregion
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#region Public Methods [Reinitialisation]
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/// <summary>
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/// Reinitialises using an int value as a seed.
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/// </summary>
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/// <param name="seed"></param>
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public void Reinitialise(int seed)
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{
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// The only stipulation stated for the xorshift RNG is that at least one of
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// the seeds x,y,z,w is non-zero. We fulfill that requirement by only allowing
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// resetting of the x seed
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x = (uint)seed;
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y = Y;
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z = Z;
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w = W;
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}
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#endregion
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#region Public Methods [System.Random functionally equivalent methods]
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/// <summary>
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/// Generates a random int over the range 0 to int.MaxValue-1.
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/// MaxValue is not generated in order to remain functionally equivalent to System.Random.Next().
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/// This does slightly eat into some of the performance gain over System.Random, but not much.
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/// For better performance see:
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///
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/// Call NextInt() for an int over the range 0 to int.MaxValue.
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///
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/// Call NextUInt() and cast the result to an int to generate an int over the full Int32 value range
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/// including negative values.
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/// </summary>
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/// <returns></returns>
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public int Next()
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{
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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// Handle the special case where the value int.MaxValue is generated. This is outside of
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// the range of permitted values, so we therefore call Next() to try again.
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uint rtn = w & 0x7FFFFFFF;
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if (rtn == 0x7FFFFFFF)
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return Next();
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return (int)rtn;
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}
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/// <summary>
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/// Generates a random int over the range 0 to upperBound-1, and not including upperBound.
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/// </summary>
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/// <param name="upperBound"></param>
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/// <returns></returns>
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public int Next(int upperBound)
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{
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if (upperBound < 0)
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throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=0");
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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// The explicit int cast before the first multiplication gives better performance.
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// See comments in NextDouble.
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return (int)((REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * upperBound);
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}
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/// <summary>
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/// Generates a random int over the range lowerBound to upperBound-1, and not including upperBound.
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/// upperBound must be >= lowerBound. lowerBound may be negative.
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/// </summary>
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/// <param name="lowerBound"></param>
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/// <param name="upperBound"></param>
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/// <returns></returns>
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public int Next(int lowerBound, int upperBound)
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{
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if (lowerBound > upperBound)
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throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=lowerBound");
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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// The explicit int cast before the first multiplication gives better performance.
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// See comments in NextDouble.
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int range = upperBound - lowerBound;
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if (range < 0)
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{ // If range is <0 then an overflow has occured and must resort to using long integer arithmetic instead (slower).
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// We also must use all 32 bits of precision, instead of the normal 31, which again is slower.
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return lowerBound + (int)((REAL_UNIT_UINT * (double)(w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))) * (double)((long)upperBound - (long)lowerBound));
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}
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// 31 bits of precision will suffice if range<=int.MaxValue. This allows us to cast to an int and gain
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// a little more performance.
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return lowerBound + (int)((REAL_UNIT_INT * (double)(int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * (double)range);
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}
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/// <summary>
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/// Generates a random double. Values returned are from 0.0 up to but not including 1.0.
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/// </summary>
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/// <returns></returns>
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public double NextDouble()
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{
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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// Here we can gain a 2x speed improvement by generating a value that can be cast to
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// an int instead of the more easily available uint. If we then explicitly cast to an
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// int the compiler will then cast the int to a double to perform the multiplication,
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// this final cast is a lot faster than casting from a uint to a double. The extra cast
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// to an int is very fast (the allocated bits remain the same) and so the overall effect
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// of the extra cast is a significant performance improvement.
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//
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// Also note that the loss of one bit of precision is equivalent to what occurs within
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// System.Random.
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return (REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))));
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}
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/// <summary>
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/// Generates a random single. Values returned are from 0.0 up to but not including 1.0.
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/// </summary>
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public float NextSingle()
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{
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return (float)NextDouble();
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}
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/// <summary>
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/// Fills the provided byte array with random bytes.
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/// This method is functionally equivalent to System.Random.NextBytes().
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/// </summary>
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/// <param name="buffer"></param>
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public void NextBytes(byte[] buffer)
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{
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// Fill up the bulk of the buffer in chunks of 4 bytes at a time.
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uint x = this.x, y = this.y, z = this.z, w = this.w;
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int i = 0;
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uint t;
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for (int bound = buffer.Length - 3; i < bound; )
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{
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// Generate 4 bytes.
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// Increased performance is achieved by generating 4 random bytes per loop.
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// Also note that no mask needs to be applied to zero out the higher order bytes before
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// casting because the cast ignores thos bytes. Thanks to Stefan Troschütz for pointing this out.
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t = (x ^ (x << 11));
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x = y; y = z; z = w;
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w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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buffer[i++] = (byte)w;
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buffer[i++] = (byte)(w >> 8);
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buffer[i++] = (byte)(w >> 16);
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buffer[i++] = (byte)(w >> 24);
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}
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// Fill up any remaining bytes in the buffer.
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if (i < buffer.Length)
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{
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// Generate 4 bytes.
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t = (x ^ (x << 11));
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x = y; y = z; z = w;
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w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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buffer[i++] = (byte)w;
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if (i < buffer.Length)
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{
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buffer[i++] = (byte)(w >> 8);
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if (i < buffer.Length)
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{
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buffer[i++] = (byte)(w >> 16);
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if (i < buffer.Length)
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{
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buffer[i] = (byte)(w >> 24);
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}
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}
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}
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}
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this.x = x; this.y = y; this.z = z; this.w = w;
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}
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// /// <summary>
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// /// A version of NextBytes that uses a pointer to set 4 bytes of the byte buffer in one operation
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// /// thus providing a nice speedup. The loop is also partially unrolled to allow out-of-order-execution,
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// /// this results in about a x2 speedup on an AMD Athlon. Thus performance may vary wildly on different CPUs
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// /// depending on the number of execution units available.
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// ///
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// /// Another significant speedup is obtained by setting the 4 bytes by indexing pDWord (e.g. pDWord[i++]=w)
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// /// instead of adjusting it dereferencing it (e.g. *pDWord++=w).
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// ///
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// /// Note that this routine requires the unsafe compilation flag to be specified and so is commented out by default.
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// /// </summary>
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// /// <param name="buffer"></param>
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// public unsafe void NextBytesUnsafe(byte[] buffer)
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// {
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// if(buffer.Length % 8 != 0)
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// throw new ArgumentException("Buffer length must be divisible by 8", "buffer");
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//
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// uint x=this.x, y=this.y, z=this.z, w=this.w;
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//
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// fixed(byte* pByte0 = buffer)
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// {
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// uint* pDWord = (uint*)pByte0;
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// for(int i=0, len=buffer.Length>>2; i < len; i+=2)
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// {
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// uint t=(x^(x<<11));
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// x=y; y=z; z=w;
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// pDWord[i] = w = (w^(w>>19))^(t^(t>>8));
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//
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// t=(x^(x<<11));
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// x=y; y=z; z=w;
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// pDWord[i+1] = w = (w^(w>>19))^(t^(t>>8));
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// }
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// }
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//
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// this.x=x; this.y=y; this.z=z; this.w=w;
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// }
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#endregion
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#region Public Methods [Methods not present on System.Random]
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/// <summary>
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/// Generates a uint. Values returned are over the full range of a uint,
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/// uint.MinValue to uint.MaxValue, inclusive.
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///
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/// This is the fastest method for generating a single random number because the underlying
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/// random number generator algorithm generates 32 random bits that can be cast directly to
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/// a uint.
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/// </summary>
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[CLSCompliant(false)]
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public uint NextUInt()
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{
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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return (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)));
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}
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/// <summary>
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/// Generates a random int over the range 0 to int.MaxValue, inclusive.
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/// This method differs from Next() only in that the range is 0 to int.MaxValue
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/// and not 0 to int.MaxValue-1.
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///
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/// The slight difference in range means this method is slightly faster than Next()
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/// but is not functionally equivalent to System.Random.Next().
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/// </summary>
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/// <returns></returns>
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public int NextInt()
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{
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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return (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))));
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}
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// Buffer 32 bits in bitBuffer, return 1 at a time, keep track of how many have been returned
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// with bitBufferIdx.
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uint bitBuffer;
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uint bitMask = 1;
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/// <summary>
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/// Generates a single random bit.
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/// This method's performance is improved by generating 32 bits in one operation and storing them
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/// ready for future calls.
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/// </summary>
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/// <returns></returns>
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public bool NextBool()
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{
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if (bitMask == 1)
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{
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// Generate 32 more bits.
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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bitBuffer = w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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// Reset the bitMask that tells us which bit to read next.
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bitMask = 0x80000000;
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return (bitBuffer & bitMask) == 0;
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}
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return (bitBuffer & (bitMask >>= 1)) == 0;
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}
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#endregion
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}
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}
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