Files
rippled/modules/beast_core/maths/Random.h
2013-09-19 14:42:51 -07:00

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4.7 KiB
C++

//------------------------------------------------------------------------------
/*
This file is part of Beast: https://github.com/vinniefalco/Beast
Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
Portions of this file are from JUCE.
Copyright (c) 2013 - Raw Material Software Ltd.
Please visit http://www.juce.com
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
//==============================================================================
#ifndef BEAST_RANDOM_H_INCLUDED
#define BEAST_RANDOM_H_INCLUDED
//==============================================================================
/**
A random number generator.
You can create a Random object and use it to generate a sequence of random numbers.
*/
class Random
{
public:
//==============================================================================
/** Creates a Random object based on a seed value.
For a given seed value, the subsequent numbers generated by this object
will be predictable, so a good idea is to set this value based
on the time, e.g.
new Random (Time::currentTimeMillis())
*/
explicit Random (int64 seedValue) noexcept;
/** Creates a Random object using a random seed value.
Internally, this calls setSeedRandomly() to randomise the seed.
*/
Random();
/** Destructor. */
~Random() noexcept;
/** Returns the next random 32 bit integer.
@returns a random integer from the full range 0x80000000 to 0x7fffffff
*/
int nextInt() noexcept;
/** Returns the next random number, limited to a given range.
The maxValue parameter may not be negative, or zero.
@returns a random integer between 0 (inclusive) and maxValue (exclusive).
*/
int nextInt (int maxValue) noexcept;
/** Returns the next 64-bit random number.
@returns a random integer from the full range 0x8000000000000000 to 0x7fffffffffffffff
*/
int64 nextInt64() noexcept;
/** Returns the next random floating-point number.
@returns a random value in the range 0 to 1.0
*/
float nextFloat() noexcept;
/** Returns the next random floating-point number.
@returns a random value in the range 0 to 1.0
*/
double nextDouble() noexcept;
/** Returns the next random boolean value.
*/
bool nextBool() noexcept;
/** Returns a BigInteger containing a random number.
@returns a random value in the range 0 to (maximumValue - 1).
*/
BigInteger nextLargeNumber (const BigInteger& maximumValue);
/** Fills a block of memory with random values. */
void fillBitsRandomly (void* bufferToFill, size_t sizeInBytes);
/** Sets a range of bits in a BigInteger to random values. */
void fillBitsRandomly (BigInteger& arrayToChange, int startBit, int numBits);
//==============================================================================
/** Resets this Random object to a given seed value. */
void setSeed (int64 newSeed) noexcept;
/** Merges this object's seed with another value.
This sets the seed to be a value created by combining the current seed and this
new value.
*/
void combineSeed (int64 seedValue) noexcept;
/** Reseeds this generator using a value generated from various semi-random system
properties like the current time, etc.
Because this function convolves the time with the last seed value, calling
it repeatedly will increase the randomness of the final result.
*/
void setSeedRandomly();
/** The overhead of creating a new Random object is fairly small, but if you want to avoid
it, you can call this method to get a global shared Random object.
It's not thread-safe though, so threads should use their own Random object, otherwise
you run the risk of your random numbers becoming.. erm.. randomly corrupted..
*/
static Random& getSystemRandom() noexcept;
private:
//==============================================================================
int64 seed;
};
#endif // BEAST_RANDOM_H_INCLUDED