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using System;
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using System.Runtime.CompilerServices;
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namespace ZeroLevel.HNSW
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{
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public sealed class DefaultRandomGenerator
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{
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/// <summary>
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/// This is the default configuration (it supports the optimization process to be executed on multiple threads)
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/// </summary>
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public static DefaultRandomGenerator Instance { get; } = new DefaultRandomGenerator(allowParallel: true);
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/// <summary>
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/// This uses the same random number generator but forces the optimization process to run on a single thread (which may be desirable if multiple requests may be processed concurrently
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/// or if it is otherwise not desirable to let a single request access all of the CPUs)
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/// </summary>
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public static DefaultRandomGenerator DisableThreading { get; } = new DefaultRandomGenerator(allowParallel: false);
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private DefaultRandomGenerator(bool allowParallel) => IsThreadSafe = allowParallel;
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public bool IsThreadSafe { get; }
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int Next(int minValue, int maxValue) => ThreadSafeFastRandom.Next(minValue, maxValue);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float NextFloat() => ThreadSafeFastRandom.NextFloat();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void NextFloats(Span<float> buffer) => ThreadSafeFastRandom.NextFloats(buffer);
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}
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internal static class ThreadSafeFastRandom
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{
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private static readonly Random _global = new Random();
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[ThreadStatic]
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private static FastRandom _local;
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private static int GetGlobalSeed()
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{
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int seed;
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lock (_global)
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{
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seed = _global.Next();
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}
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return seed;
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}
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/// <summary>
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/// Returns a non-negative random integer.
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/// </summary>
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/// <returns>A 32-bit signed integer that is greater than or equal to 0 and less than System.Int32.MaxValue.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int Next()
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{
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var inst = _local;
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if (inst == null)
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{
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int seed;
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seed = GetGlobalSeed();
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_local = inst = new FastRandom(seed);
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}
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return inst.Next();
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}
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/// <summary>
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/// Returns a non-negative random integer that is less than the specified maximum.
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/// </summary>
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/// <param name="maxValue">The exclusive upper bound of the random number to be generated. maxValue must be greater than or equal to 0.</param>
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/// <returns>A 32-bit signed integer that is greater than or equal to 0, and less than maxValue; that is, the range of return values ordinarily includes 0 but not maxValue. However,
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// if maxValue equals 0, maxValue is returned.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int Next(int maxValue)
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{
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var inst = _local;
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if (inst == null)
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{
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int seed;
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seed = GetGlobalSeed();
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_local = inst = new FastRandom(seed);
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}
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int ans;
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do
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{
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ans = inst.Next(maxValue);
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} while (ans == maxValue);
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return ans;
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}
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/// <summary>
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/// Returns a random integer that is within a specified range.
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/// </summary>
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/// <param name="minValue">The inclusive lower bound of the random number returned.</param>
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/// <param name="maxValue">The exclusive upper bound of the random number returned. maxValue must be greater than or equal to minValue.</param>
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/// <returns>A 32-bit signed integer greater than or equal to minValue and less than maxValue; that is, the range of return values includes minValue but not maxValue. If minValue
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// equals maxValue, minValue is returned.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int Next(int minValue, int maxValue)
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{
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var inst = _local;
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if (inst == null)
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{
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int seed;
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seed = GetGlobalSeed();
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_local = inst = new FastRandom(seed);
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}
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return inst.Next(minValue, maxValue);
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}
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/// <summary>
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/// Generates a random float. Values returned are from 0.0 up to but not including 1.0.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float NextFloat()
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{
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var inst = _local;
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if (inst == null)
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{
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int seed;
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seed = GetGlobalSeed();
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_local = inst = new FastRandom(seed);
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}
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return inst.NextFloat();
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}
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/// <summary>
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/// Fills the elements of a specified array of bytes with random numbers.
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/// </summary>
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/// <param name="buffer">An array of bytes to contain random numbers.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void NextFloats(Span<float> buffer)
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{
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var inst = _local;
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if (inst == null)
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{
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int seed;
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seed = GetGlobalSeed();
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_local = inst = new FastRandom(seed);
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}
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inst.NextFloats(buffer);
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}
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}
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/// <summary>
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/// A fast random number generator for .NET, from https://www.codeproject.com/Articles/9187/A-fast-equivalent-for-System-Random
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/// Colin Green, January 2005
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///
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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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///
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/// </summary>
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internal class FastRandom
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{
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// The +1 ensures NextDouble doesn't generate 1.0
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const float FLOAT_UNIT_INT = 1.0f / ((float)int.MaxValue + 1.0f);
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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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uint x, y, z, w;
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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 FastRandom()
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{
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// Initialise using the system tick count.
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Reinitialise(Environment.TickCount);
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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 FastRandom(int seed)
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{
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Reinitialise(seed);
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}
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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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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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/// <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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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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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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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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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 double. Values returned are from 0.0 up to but not including 1.0.
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/// </summary>
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public float NextFloat()
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{
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|
uint x = this.x, y = this.y, z = this.z, w = this.w;
|
|
|
|
|
uint t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
var value = FLOAT_UNIT_INT * (int)(0x7FFFFFFF & w);
|
|
|
|
|
this.x = x; this.y = y; this.z = z; this.w = w;
|
|
|
|
|
return value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Fills the provided byte array with random floats.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void NextFloats(Span<float> buffer)
|
|
|
|
|
{
|
|
|
|
|
uint x = this.x, y = this.y, z = this.z, w = this.w;
|
|
|
|
|
int i = 0;
|
|
|
|
|
uint t;
|
|
|
|
|
for (int bound = buffer.Length; i < bound;)
|
|
|
|
|
{
|
|
|
|
|
t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
|
|
|
|
|
buffer[i++] = FLOAT_UNIT_INT * (int)(0x7FFFFFFF & w);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.x = x; this.y = y; this.z = z; this.w = w;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Fills the provided byte array with random bytes.
|
|
|
|
|
/// This method is functionally equivalent to System.Random.NextBytes().
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void NextBytes(byte[] buffer)
|
|
|
|
|
{
|
|
|
|
|
// Fill up the bulk of the buffer in chunks of 4 bytes at a time.
|
|
|
|
|
uint x = this.x, y = this.y, z = this.z, w = this.w;
|
|
|
|
|
int i = 0;
|
|
|
|
|
uint t;
|
|
|
|
|
for (int bound = buffer.Length - 3; i < bound;)
|
|
|
|
|
{
|
|
|
|
|
// Generate 4 bytes.
|
|
|
|
|
// Increased performance is achieved by generating 4 random bytes per loop.
|
|
|
|
|
// Also note that no mask needs to be applied to zero out the higher order bytes before
|
|
|
|
|
// casting because the cast ignores thos bytes. Thanks to Stefan Troschütz for pointing this out.
|
|
|
|
|
t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
|
|
|
|
|
buffer[i++] = (byte)w;
|
|
|
|
|
buffer[i++] = (byte)(w >> 8);
|
|
|
|
|
buffer[i++] = (byte)(w >> 16);
|
|
|
|
|
buffer[i++] = (byte)(w >> 24);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fill up any remaining bytes in the buffer.
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
// Generate 4 bytes.
|
|
|
|
|
t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
|
|
|
|
|
buffer[i++] = (byte)w;
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
buffer[i++] = (byte)(w >> 8);
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
buffer[i++] = (byte)(w >> 16);
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
buffer[i] = (byte)(w >> 24);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this.x = x; this.y = y; this.z = z; this.w = w;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Fills the provided byte array with random bytes.
|
|
|
|
|
/// This method is functionally equivalent to System.Random.NextBytes().
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void NextBytes(Span<byte> buffer)
|
|
|
|
|
{
|
|
|
|
|
// Fill up the bulk of the buffer in chunks of 4 bytes at a time.
|
|
|
|
|
uint x = this.x, y = this.y, z = this.z, w = this.w;
|
|
|
|
|
int i = 0;
|
|
|
|
|
uint t;
|
|
|
|
|
for (int bound = buffer.Length - 3; i < bound;)
|
|
|
|
|
{
|
|
|
|
|
// Generate 4 bytes.
|
|
|
|
|
// Increased performance is achieved by generating 4 random bytes per loop.
|
|
|
|
|
// Also note that no mask needs to be applied to zero out the higher order bytes before
|
|
|
|
|
// casting because the cast ignores thos bytes. Thanks to Stefan Troschütz for pointing this out.
|
|
|
|
|
t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
|
|
|
|
|
buffer[i++] = (byte)w;
|
|
|
|
|
buffer[i++] = (byte)(w >> 8);
|
|
|
|
|
buffer[i++] = (byte)(w >> 16);
|
|
|
|
|
buffer[i++] = (byte)(w >> 24);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fill up any remaining bytes in the buffer.
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
// Generate 4 bytes.
|
|
|
|
|
t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
|
|
|
|
|
buffer[i++] = (byte)w;
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
buffer[i++] = (byte)(w >> 8);
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
buffer[i++] = (byte)(w >> 16);
|
|
|
|
|
if (i < buffer.Length)
|
|
|
|
|
{
|
|
|
|
|
buffer[i] = (byte)(w >> 24);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this.x = x; this.y = y; this.z = z; this.w = w;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Generates a uint. Values returned are over the full range of a uint,
|
|
|
|
|
/// uint.MinValue to uint.MaxValue, inclusive.
|
|
|
|
|
///
|
|
|
|
|
/// This is the fastest method for generating a single random number because the underlying
|
|
|
|
|
/// random number generator algorithm generates 32 random bits that can be cast directly to
|
|
|
|
|
/// a uint.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public uint NextUInt()
|
|
|
|
|
{
|
|
|
|
|
uint t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
return (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Generates a random int over the range 0 to int.MaxValue, inclusive.
|
|
|
|
|
/// This method differs from Next() only in that the range is 0 to int.MaxValue
|
|
|
|
|
/// and not 0 to int.MaxValue-1.
|
|
|
|
|
///
|
|
|
|
|
/// The slight difference in range means this method is slightly faster than Next()
|
|
|
|
|
/// but is not functionally equivalent to System.Random.Next().
|
|
|
|
|
/// </summary>
|
|
|
|
|
public int NextInt()
|
|
|
|
|
{
|
|
|
|
|
uint t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
return (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Buffer 32 bits in bitBuffer, return 1 at a time, keep track of how many have been returned
|
|
|
|
|
// with bitBufferIdx.
|
|
|
|
|
uint bitBuffer;
|
|
|
|
|
uint bitMask = 1;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Generates a single random bit.
|
|
|
|
|
/// This method's performance is improved by generating 32 bits in one operation and storing them
|
|
|
|
|
/// ready for future calls.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool NextBool()
|
|
|
|
|
{
|
|
|
|
|
if (bitMask == 1)
|
|
|
|
|
{
|
|
|
|
|
// Generate 32 more bits.
|
|
|
|
|
uint t = (x ^ (x << 11));
|
|
|
|
|
x = y; y = z; z = w;
|
|
|
|
|
bitBuffer = w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
|
|
|
|
|
|
|
|
|
// Reset the bitMask that tells us which bit to read next.
|
|
|
|
|
bitMask = 0x80000000;
|
|
|
|
|
return (bitBuffer & bitMask) == 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return (bitBuffer & (bitMask >>= 1)) == 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|