|KRandomSequence (int intSeed=0)|
|KRandomSequence (long lngSeed)|
|KRandomSequence (const KRandomSequence &a)|
|unsigned int||getInt (unsigned int max)|
|unsigned long||getLong (unsigned long max)|
|void||modulate (int i)|
|KRandomSequence &||operator= (const KRandomSequence &a)|
|template<typename T >|
|void||randomize (QList< T > &list)|
|void||setSeed (int intSeed=0)|
|void||setSeed (long lngSeed=0)|
A class to create a pseudo-random sequence.
Given a seed number, this class will produce a sequence of pseudo-random numbers. This would typically be used in applications like games.
In general, you should instantiate a KRandomSequence object and pass along your seed number in the constructor. From then on, simply call getDouble or getLong to obtain the next number in the sequence.
Constructor & Destructor Documentation
Creates a pseudo-random sequence based on the seed lngSeed.
A Pseudo-random sequence is different for each seed but can be reproduced by starting the sequence with the same seed.
If you need a single value which needs to be unpredictable, you need to use KRandom::random() instead.
intSeed Seed to initialize the sequence with. If lngSeed is 0, the sequence is initialized with a value from KRandom::random().
Do not use methods working with long type because on 64-bit their size is different.
|KRandomSequence::KRandomSequence||(||const KRandomSequence &||a||)|
Member Function Documentation
|unsigned int KRandomSequence::getInt||(||unsigned int||max||)|
Modulate the random sequence.
If S(i) is the sequence of numbers that will follow given the current state after calling modulate(i), then S(i) != S(j) for i != j and S(i) == S(j) for i == j.
This can be useful in game situation where "undo" restores the state of the random sequence. If the game modulates the random sequence with the move chosen by the player, the random sequence will be identical whenever the player "redo"-s his or hers original move, but different when the player chooses another move.
With this scenario "undo" can no longer be used to repeat a certain move over and over again until the computer reacts with a favorable response or to predict the response for a certain move based on the response to another move.
i the sequence identified
Put a list in random order.
Since kdelibs 4.11, this function uses a more efficient algorithm (Fisher-Yates). Therefore, the order of the items in the randomized list is different from the one in earlier versions if the same seed value is used for the random sequence.
list the list whose order will be modified
- modifies the list in place
|void KRandomSequence::setSeed||(||int||intSeed = ||)|
The documentation for this class was generated from the following files: