1 | using System;
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2 | using HeuristicLab.Common;
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3 | using HeuristicLab.Core;
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4 | using HeuristicLab.Persistence;
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5 |
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6 | namespace HeuristicLab.Random {
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7 | /// <summary>
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8 | /// A fast random number generator for .NET
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9 | /// Colin Green, January 2005
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10 | ///
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11 | /// September 4th 2005
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12 | /// Added NextBytesUnsafe() - commented out by default.
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13 | /// Fixed bug in Reinitialise() - y,z and w variables were not being reset.
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14 | ///
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15 | /// Key points:
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16 | /// 1) Based on a simple and fast xor-shift pseudo random number generator (RNG) specified in:
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17 | /// Marsaglia, George. (2003). Xorshift RNGs.
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18 | /// http://www.jstatsoft.org/v08/i14/xorshift.pdf
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19 | ///
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20 | /// This particular implementation of xorshift has a period of 2^128-1. See the above paper to see
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21 | /// 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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22 | /// information on the period of System.Random for comparison.
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23 | ///
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24 | /// 2) Faster than System.Random. Up to 8x faster, depending on which methods are called.
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25 | ///
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26 | /// 3) Direct replacement for System.Random. This class implements all of the methods that System.Random
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27 | /// does plus some additional methods. The like named methods are functionally equivalent.
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28 | ///
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29 | /// 4) Allows fast re-initialisation with a seed, unlike System.Random which accepts a seed at construction
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30 | /// time which then executes a relatively expensive initialisation routine. This provides a vast speed improvement
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31 | /// 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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32 | /// sequence many times. An alternative might be to cache random numbers in an array, but that approach is limited
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33 | /// by memory capacity and the fact that you may also want a large number of different sequences cached. Each sequence
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34 | /// can each be represented by a single seed value (int) when using FastRandom.
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35 | ///
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36 | /// Notes.
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37 | /// A further performance improvement can be obtained by declaring local variables as static, thus avoiding
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38 | /// re-allocation of variables on each call. However care should be taken if multiple instances of
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39 | /// FastRandom are in use or if being used in a multi-threaded environment.
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40 | ///
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41 | /// August 2010:
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42 | /// adapted for HeuristicLab by gkronber (cloning, persistence, IRandom interface)
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43 | ///
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44 | /// </summary>
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45 | [StorableType("1a0cccd9-9e4e-4788-ac31-b436f6eb1391")]
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46 | public sealed class FastRandom : Item, IRandom {
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47 | // The +1 ensures NextDouble doesn't generate 1.0
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48 | private const double REAL_UNIT_INT = 1.0 / ((double)int.MaxValue + 1.0);
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49 | private const double REAL_UNIT_UINT = 1.0 / ((double)uint.MaxValue + 1.0);
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50 | private const uint Y = 842502087, Z = 3579807591, W = 273326509;
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51 |
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52 | [Storable]
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53 | private uint x, y, z, w;
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54 |
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55 | #region Constructors
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56 | /// <summary>
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57 | /// Used by HeuristicLab.Persistence to initialize new instances during deserialization.
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58 | /// </summary>
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59 | /// <param name="deserializing">true, if the constructor is called during deserialization.</param>
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60 | [StorableConstructor]
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61 | private FastRandom(StorableConstructorFlag deserializing) : base(deserializing) { }
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62 |
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63 | /// <summary>
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64 | /// Initializes a new instance from an existing one (copy constructor).
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65 | /// </summary>
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66 | /// <param name="original">The original <see cref="FastRandom"/> instance which is used to initialize the new instance.</param>
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67 | /// <param name="cloner">A <see cref="Cloner"/> which is used to track all already cloned objects in order to avoid cycles.</param>
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68 | private FastRandom(FastRandom original, Cloner cloner)
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69 | : base(original, cloner) {
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70 | x = original.x;
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71 | y = original.y;
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72 | z = original.z;
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73 | w = original.w;
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74 | bitBuffer = original.bitBuffer;
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75 | bitMask = original.bitMask;
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76 | }
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77 |
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78 | /// <summary>
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79 | /// Initialises a new instance using time dependent seed.
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80 | /// </summary>
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81 | public FastRandom() {
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82 | // Initialise using the system tick count.
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83 | Reinitialise((int)Environment.TickCount);
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84 | }
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85 |
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86 | /// <summary>
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87 | /// Initialises a new instance using an int value as seed.
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88 | /// This constructor signature is provided to maintain compatibility with
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89 | /// System.Random
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90 | /// </summary>
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91 | public FastRandom(int seed) {
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92 | Reinitialise(seed);
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93 | }
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94 | #endregion
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95 |
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96 | #region Public Methods [Reinitialisation]
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97 |
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98 | /// <summary>
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99 | /// Reinitialises using an int value as a seed.
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100 | /// </summary>
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101 | /// <param name="seed"></param>
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102 | public void Reinitialise(int seed) {
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103 | // The only stipulation stated for the xorshift RNG is that at least one of
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104 | // the seeds x,y,z,w is non-zero. We fulfill that requirement by only allowing
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105 | // resetting of the x seed
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106 | x = (uint)seed;
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107 | y = Y;
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108 | z = Z;
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109 | w = W;
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110 | }
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111 |
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112 | #endregion
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113 |
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114 | #region Public Methods [System.Random functionally equivalent methods]
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115 |
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116 | /// <summary>
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117 | /// Generates a random int over the range 0 to int.MaxValue-1.
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118 | /// MaxValue is not generated in order to remain functionally equivalent to System.Random.Next().
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119 | /// This does slightly eat into some of the performance gain over System.Random, but not much.
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120 | /// For better performance see:
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121 | ///
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122 | /// Call NextInt() for an int over the range 0 to int.MaxValue.
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123 | ///
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124 | /// Call NextUInt() and cast the result to an int to generate an int over the full Int32 value range
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125 | /// including negative values.
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126 | /// </summary>
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127 | /// <returns></returns>
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128 | public int Next() {
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129 | uint t = (x ^ (x << 11));
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130 | x = y; y = z; z = w;
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131 | w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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132 |
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133 | // Handle the special case where the value int.MaxValue is generated. This is outside of
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134 | // the range of permitted values, so we therefore call Next() to try again.
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135 | uint rtn = w & 0x7FFFFFFF;
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136 | if (rtn == 0x7FFFFFFF)
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137 | return Next();
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138 | return (int)rtn;
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139 | }
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140 |
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141 | /// <summary>
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142 | /// Generates a random int over the range 0 to upperBound-1, and not including upperBound.
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143 | /// </summary>
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144 | /// <param name="upperBound"></param>
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145 | /// <returns></returns>
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146 | public int Next(int upperBound) {
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147 | if (upperBound < 0)
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148 | throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=0");
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149 |
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150 | uint t = (x ^ (x << 11));
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151 | x = y; y = z; z = w;
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152 |
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153 | // The explicit int cast before the first multiplication gives better performance.
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154 | // See comments in NextDouble.
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155 | return (int)((REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * upperBound);
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156 | }
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157 |
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158 | /// <summary>
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159 | /// Generates a random int over the range lowerBound to upperBound-1, and not including upperBound.
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160 | /// upperBound must be >= lowerBound. lowerBound may be negative.
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161 | /// </summary>
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162 | /// <param name="lowerBound"></param>
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163 | /// <param name="upperBound"></param>
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164 | /// <returns></returns>
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165 | public int Next(int lowerBound, int upperBound) {
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166 | if (lowerBound > upperBound)
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167 | throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=lowerBound");
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168 |
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169 | uint t = (x ^ (x << 11));
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170 | x = y; y = z; z = w;
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171 |
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172 | // The explicit int cast before the first multiplication gives better performance.
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173 | // See comments in NextDouble.
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174 | int range = upperBound - lowerBound;
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175 | if (range < 0) { // If range is <0 then an overflow has occured and must resort to using long integer arithmetic instead (slower).
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176 | // We also must use all 32 bits of precision, instead of the normal 31, which again is slower.
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177 | return lowerBound + (int)((REAL_UNIT_UINT * (double)(w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))) * (double)((long)upperBound - (long)lowerBound));
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178 | }
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179 |
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180 | // 31 bits of precision will suffice if range<=int.MaxValue. This allows us to cast to an int and gain
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181 | // a little more performance.
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182 | return lowerBound + (int)((REAL_UNIT_INT * (double)(int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * (double)range);
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183 | }
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184 |
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185 | /// <summary>
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186 | /// Generates a random double. Values returned are from 0.0 up to but not including 1.0.
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187 | /// </summary>
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188 | /// <returns></returns>
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189 | public double NextDouble() {
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190 | uint t = (x ^ (x << 11));
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191 | x = y; y = z; z = w;
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192 |
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193 | // Here we can gain a 2x speed improvement by generating a value that can be cast to
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194 | // an int instead of the more easily available uint. If we then explicitly cast to an
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195 | // int the compiler will then cast the int to a double to perform the multiplication,
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196 | // this final cast is a lot faster than casting from a uint to a double. The extra cast
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197 | // to an int is very fast (the allocated bits remain the same) and so the overall effect
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198 | // of the extra cast is a significant performance improvement.
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199 | //
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200 | // Also note that the loss of one bit of precision is equivalent to what occurs within
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201 | // System.Random.
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202 | return (REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))));
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203 | }
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204 |
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205 |
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206 | /// <summary>
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207 | /// Fills the provided byte array with random bytes.
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208 | /// This method is functionally equivalent to System.Random.NextBytes().
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209 | /// </summary>
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210 | /// <param name="buffer"></param>
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211 | public void NextBytes(byte[] buffer) {
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212 | // Fill up the bulk of the buffer in chunks of 4 bytes at a time.
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213 | uint x = this.x, y = this.y, z = this.z, w = this.w;
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214 | int i = 0;
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215 | uint t;
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216 | for (int bound = buffer.Length - 3; i < bound;) {
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217 | // Generate 4 bytes.
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218 | // Increased performance is achieved by generating 4 random bytes per loop.
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219 | // Also note that no mask needs to be applied to zero out the higher order bytes before
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220 | // casting because the cast ignores thos bytes. Thanks to Stefan Trosch�tz for pointing this out.
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221 | t = (x ^ (x << 11));
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222 | x = y; y = z; z = w;
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223 | w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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224 |
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225 | buffer[i++] = (byte)w;
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226 | buffer[i++] = (byte)(w >> 8);
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227 | buffer[i++] = (byte)(w >> 16);
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228 | buffer[i++] = (byte)(w >> 24);
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229 | }
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230 |
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231 | // Fill up any remaining bytes in the buffer.
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232 | if (i < buffer.Length) {
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233 | // Generate 4 bytes.
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234 | t = (x ^ (x << 11));
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235 | x = y; y = z; z = w;
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236 | w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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237 |
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238 | buffer[i++] = (byte)w;
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239 | if (i < buffer.Length) {
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240 | buffer[i++] = (byte)(w >> 8);
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241 | if (i < buffer.Length) {
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242 | buffer[i++] = (byte)(w >> 16);
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243 | if (i < buffer.Length) {
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244 | buffer[i] = (byte)(w >> 24);
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245 | }
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246 | }
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247 | }
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248 | }
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249 | this.x = x; this.y = y; this.z = z; this.w = w;
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250 | }
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251 |
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252 |
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253 | // /// <summary>
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254 | // /// A version of NextBytes that uses a pointer to set 4 bytes of the byte buffer in one operation
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255 | // /// thus providing a nice speedup. The loop is also partially unrolled to allow out-of-order-execution,
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256 | // /// this results in about a x2 speedup on an AMD Athlon. Thus performance may vary wildly on different CPUs
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257 | // /// depending on the number of execution units available.
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258 | // ///
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259 | // /// Another significant speedup is obtained by setting the 4 bytes by indexing pDWord (e.g. pDWord[i++]=w)
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260 | // /// instead of adjusting it dereferencing it (e.g. *pDWord++=w).
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261 | // ///
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262 | // /// Note that this routine requires the unsafe compilation flag to be specified and so is commented out by default.
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263 | // /// </summary>
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264 | // /// <param name="buffer"></param>
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265 | // public unsafe void NextBytesUnsafe(byte[] buffer)
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266 | // {
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267 | // if(buffer.Length % 8 != 0)
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268 | // throw new ArgumentException("Buffer length must be divisible by 8", "buffer");
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269 | //
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270 | // uint x=this.x, y=this.y, z=this.z, w=this.w;
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271 | //
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272 | // fixed(byte* pByte0 = buffer)
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273 | // {
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274 | // uint* pDWord = (uint*)pByte0;
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275 | // for(int i=0, len=buffer.Length>>2; i < len; i+=2)
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276 | // {
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277 | // uint t=(x^(x<<11));
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278 | // x=y; y=z; z=w;
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279 | // pDWord[i] = w = (w^(w>>19))^(t^(t>>8));
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280 | //
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281 | // t=(x^(x<<11));
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282 | // x=y; y=z; z=w;
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283 | // pDWord[i+1] = w = (w^(w>>19))^(t^(t>>8));
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284 | // }
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285 | // }
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286 | //
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287 | // this.x=x; this.y=y; this.z=z; this.w=w;
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288 | // }
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289 |
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290 | #endregion
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291 |
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292 | #region Public Methods [Methods not present on System.Random]
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293 |
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294 | /// <summary>
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295 | /// Generates a uint. Values returned are over the full range of a uint,
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296 | /// uint.MinValue to uint.MaxValue, inclusive.
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297 | ///
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298 | /// This is the fastest method for generating a single random number because the underlying
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299 | /// random number generator algorithm generates 32 random bits that can be cast directly to
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300 | /// a uint.
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301 | /// </summary>
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302 | /// <returns></returns>
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303 | public uint NextUInt() {
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304 | uint t = (x ^ (x << 11));
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305 | x = y; y = z; z = w;
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306 | return (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)));
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307 | }
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308 |
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309 | /// <summary>
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310 | /// Generates a random int over the range 0 to int.MaxValue, inclusive.
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311 | /// This method differs from Next() only in that the range is 0 to int.MaxValue
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312 | /// and not 0 to int.MaxValue-1.
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313 | ///
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314 | /// The slight difference in range means this method is slightly faster than Next()
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315 | /// but is not functionally equivalent to System.Random.Next().
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316 | /// </summary>
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317 | /// <returns></returns>
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318 | public int NextInt() {
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319 | uint t = (x ^ (x << 11));
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320 | x = y; y = z; z = w;
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321 | return (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))));
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322 | }
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323 |
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324 | /// <summary>
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325 | /// Generates a single random bit.
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326 | /// This method's performance is improved by generating 32 bits in one operation and storing them
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327 | /// ready for future calls.
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328 | /// </summary>
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329 | /// <returns></returns>
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330 | public bool NextBool() {
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331 | if (bitMask == 1) {
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332 | // Generate 32 more bits.
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333 | uint t = (x ^ (x << 11));
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334 | x = y; y = z; z = w;
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335 | bitBuffer = w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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336 |
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337 | // Reset the bitMask that tells us which bit to read next.
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338 | bitMask = 0x80000000;
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339 | return (bitBuffer & bitMask) == 0;
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340 | }
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341 | return (bitBuffer & (bitMask >>= 1)) == 0;
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342 | }
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343 | // Buffer 32 bits in bitBuffer, return 1 at a time, keep track of how many have been returned
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344 | // with bitBufferIdx.
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345 | [Storable]
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346 | private uint bitBuffer;
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347 | [Storable]
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348 | private uint bitMask = 1;
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349 |
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350 |
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351 | #endregion
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352 |
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353 | #region IRandom Members
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354 |
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355 | public void Reset() {
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356 | Reinitialise((int)Environment.TickCount);
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357 | }
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358 |
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359 | public void Reset(int seed) {
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360 | Reinitialise(seed);
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361 | }
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362 |
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363 | #endregion
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364 |
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365 | public override IDeepCloneable Clone(Cloner cloner) {
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366 | return new FastRandom(this, cloner);
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367 | }
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368 | }
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369 | }
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