A Tausworthe random number generator
monarch_dodra
monarchdodra at gmail.com
Wed Jan 22 03:02:08 PST 2014
On Wednesday, 22 January 2014 at 09:33:39 UTC, terchestor wrote:
> My problem is the cast to integral type (line 80), downgrading
> performances of circa 50%.
> Is there any possibility to avoid it?
I'd say it's your "Tconst_tau0" that is getting in your way: You
have a uint sized integral, which you divide by a floating point,
just to multiply it again and cast back to integral type (!).
I'd suggest you get rid of "high/low" completly. There are prng
*adaptors* that can create a uniform distribution *from* a
natural prng (std.random.uniform). If you do this, you code
becomes (starting line 73):
auto uni = (s1 ^ s2 ^ s3);
static if (isFloatingPoint!result_t)
{
return uni / Tconst_tau0;
}
else
{
return uni;
}
Heck, you could get rid of floating point support entirely, and
generate only integrals. Then, you just let "uniform" do the
tough work:
auto rnd = tausworthe!(ulong, uint)(randomSeed);
auto rndF = rnd.uniform!"[)"(0.0, 1.0); //0 - 1 double range
auto rnd1024 = rnd.uniform!"[)"(0, 1024); //[0 .. 1024)
integral range.
Nitpick:
/// get seed from current time
auto se = Clock.currTime().stdTime;
This is known to be a bad seed. If you need a "good enough" seed,
use "std.random.randomSeed". Although arguably (IMO), it is
better place the burden of seeding on the caller.
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