For my program, I needed so far to draw one random value in [0..k[ from time to time, and using C++11 <random> features works really well. My current code is something like
class Random
{
public:
Random() : rng( rd() ) { }
inline int getRandNum( int limit ) { return ( numbers(rng) % limit ); }
private:
std::random_device rd;
std::mt19937 rng;
std::uniform_int_distribution<int> numbers;
};
Now, I need to draw in a row n different values in [0..k[. I was looking for something in <random> allowing that, but either I am not able to find it, or such a thing does not exist yet. Is there a clever, more elegant way to proceed than calling my getRandNum function and repeat until I get n different values?
EDIT: to give an idea, in my program k is some thousands and n some tens.
This solution is not C++ specific but can be easily implemented in any language.
What you want is essentially shuffle numbers 0 to k and pick the first n numbers, where n <= k.
This can be done using a reservoir sampling algorithm. See this wikipedia link for the pseudocode.
Note that it is possible to get the n numbers without storing all k numbers and shuffling them. That is, it is possible to just use O(n) space, where n is the number of random numbers you wish to obtain, instead of O(k). The time complexity for this algorithm is O(k), if we assume generating the random number takes O(1) time.
If k is several thousands and n is tens, then a permutation generation is really not the best choise. But calling getRandNum is not what you want too, because it can return the same value several times.
One option is to generate random sequence all at once, checking that the numbers don't repeat. The easiest (and may be even the most efficient) way to achieve this is to use a set.
Like so:
#include <vector>
#include <set>
#include <iostream>
#include <random>
class Random
{
public:
Random() : rng( rd() ) { }
inline int getRandNum( int limit ) { return ( numbers(rng) % limit ); }
std::set<int> getRandSequence(int limit, int n);
private:
std::random_device rd;
std::mt19937 rng;
std::uniform_int_distribution<int> numbers;
};
std::set<int> Random::getRandSequence(int limit, int n)
{
std::set<int> generatedSequence;
while (generatedSequence.size() < n) //size() for set is O(1) if I'm not mistaken
generatedSequence.insert(getRandNum(limit));
return generatedSequence;
}
int main()
{
Random r;
auto sequence = r.getRandSequence(1000, 10);
std::cout << "Seq;uence: " << std::endl;
for (int number : sequence)
std::cout << number << std::endl;
std::cout << "End" << std::endl;
return 0;
}
Ideone demo.
By the way, random_device creation is expensive, but uniform_int_distribution creation, as far as I remember, is not. So this might be even more efficient:
std::set<int> Random::getRandSequence(int limit, int n)
{
std::uniform_int_distribution<int> uiniformDistribution(0, limit);
std::set<int> generatedSequence;
while (generatedSequence.size() < n)
generatedSequence.insert(uiniformDistribution(rng));
return generatedSequence;
}
Besides, when you get a uniform distribution and then apply % limit to it, you don't get a uniform distribution anymore.
std::random_device rd; // obtain a random number from hardware
std::mt19937 eng(rd()); // seed the generator
std::uniform_int_distribution<> distr(0, 1500); // define the range
for(int a=0; a<limit; a++){
cout << distr(eng); //draw random nubmer
Related
I'm new to C++ and I am trying to create a basic genetic algorithm. I created a Chromosome class and want to create a Society class that generates a vector of these Chromosomes with randomly generated "genes". Genes being the vector in the Chromosome that holds values of 0 or 1. I was testing out the Chromosome constructor, and all of the objects have the same gene vectors. How can I make the constructor generate random values? I have included code below. Any other coding practice or optimization tips would also be extremely appreciated.
Source.cpp
#include "Chromosome.h"
#include "Society.h"
using namespace std;
int main()
{
Chromosome demo = Chromosome::Chromosome();
Chromosome demo2 = Chromosome::Chromosome();
return 1;
}
Chromosome.h
#pragma once
#include <vector>
using namespace std;
class Chromosome
{
private:
int fitness;
vector<int> genes;
public:
Chromosome();
void generateGenes();
int calculateFitness(),
getFitness();
vector<int> getGenes();
void setGenes(vector<int> child);
};
Chromosome.cpp
#include "Chromosome.h"
#include <cstdlib>
#include <ctime>
#include <numeric>
using namespace std;
Chromosome::Chromosome()
{
generateGenes();
Chromosome::fitness = calculateFitness();
}
void Chromosome::generateGenes()
{
srand(time(NULL));
for (unsigned i = 0; i < 10; i++)
{
unsigned chance = rand() % 5;
Chromosome::genes.push_back((!chance)? 1 : 0);
}
}
int Chromosome::calculateFitness()
{
int sum = 0;
for (unsigned i = 0; i < Chromosome::genes.size(); i++)
{
sum += Chromosome::genes[i];
}
return sum;
}
int Chromosome::getFitness()
{
return Chromosome::fitness;
}
vector<int> Chromosome::getGenes()
{
return Chromosome::genes;
}
void Chromosome::setGenes(vector<int> child)
{
Chromosome::genes = child;
}
You seed the random number generator with the same value time(NULL).
Two calls after eachother will return the same time_t. You'll generate one set of random numbers first, then reset the random number generator and generate them again.
Only call srand() once during the whole program run.
Also, use <random> instead to get better/faster random number generators.
Instead of rand() % 5; using <random>:
#include <random>
// A function to return a random number generator.
inline std::mt19937& generator() {
// the generator will only be seeded once since it's static
static std::mt19937 gen(std::random_device{}());
return gen;
}
// A function to generate unsigned int:s in the range [min, max]
int my_rand(unsigned min, unsigned max) {
std::uniform_int_distribution<unsigned > dist(min, max);
return dist(generator());
}
Then call it:
unsigned chance = my_rand(0, 4);
Your problem is the use of rand & srand in a C++ program.
srand(time(NULL));
unsigned chance = rand() % 5;
in this implementation, rand might return multiple numbers that will give you the same final result. for example:
19, 24, 190214, 49789, 1645879, 15623454, 4, 156489719, 1645234, 152349, ...
There are different ways of generate random numbers in C++, this one isn't recommended due to bad results.
One (of many) good ways to generate random, using "pseudo-random" in C++:
void Chromosome::generateGenes()
{
// Initialize random
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::uniform_int_distribution<> dis(0, 5);
for (unsigned i = 0; i < 10; i++)
{
// Use random: dis(gen);
unsigned chance = dis(gen);
Chromosome::genes.push_back((!chance)? 1 : 0);
}
}
Include:
#include <random>
Right note by #TedLyngmo: Every time that function will be called (in your case, in every object creation in the constructor call), this code will make you generate a new random seed (In 'Initialize random' section). In more progress cases, or as the program grows, it is highly recommended to extract this initialize to another function (and maybe to a new class object for modular programming reason). In this response I demonstrated the general syntax of using this type of random in your case.
Read about:
Pseudo-random number generation
Uniform Distribution
Thanks to #M.M: How to succinctly, portably, and thoroughly seed the mt19937 PRNG?
string bolsa_letras::letters_generator(int quantity){
int already_generated = 0;
map<char, int> aux = values;
string out;
while(already_generated != quantity){
char generated_char = 'A' + rand()%26;
if(aux[generated_char] > 0){
out.push_back(generated_char);
aux[generated_char]--;
already_generated++;
}
}
return out;
}
Above is the code that given a number generates random letters.
The map saves the letters and the times that letters can be appeared. The problem is that every time i run the code, it prints the same: NLRBBMQH. Why is so?
I have include cstdlib for the rand function.
A deterministic program cannot naturally generate randomness. We need to get that randomness from elsewhere. In the old days of rand(), we'd generally seed the RNG with the result of std::time(NULL) to produce a different state at each run.
Nowadays, we use the tools provided by <random> which are "more random".
From cppreference.com's documentation on std::uniform_int_distribution you can find an example for integers of type int. Now, char is an integer type too. Let us tweak their example a tiny bit:
#include <random>
#include <iostream>
int main()
{
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::uniform_int_distribution<char> dis('A', 'Z');
for (int n=0; n<10; ++n) {
std::cout << dis(gen) << ' ';
}
std::cout << '\n';
}
And tadaaaa! a random letter generator :)
Live demo
I want to generate a set of unit vectors (for any arbitrary dimension), which are evenly distributed across all directions. For this I generate normally distributed numbers for each vector component and scale the result by the inverse of the magnitude.
My question: Can I use a single std::default_random_engine to generate numbers for all components of my vector or does every component require its own engine?
Afaik, each component needs to be Gaussian-distributed independently for the math to work out and I cannot assess the difference between the two scenarios. Here's a MWE with a single RNG (allocation and normalization of vectors is omitted here).
std::vector<std::vector<double>> GenerateUnitVecs(size_t dimension, size_t count)
{
std::vector<std::vector<double>> result;
/* Set up a _single_ RNG */
size_t seed = GetSeed(); // system_clock
std::default_random_engine gen(seed);
std::normal_distribution<double> distribution(0.0, 1.0);
/* Generate _multiple_ (independent?) distributions */
for(size_t ii = 0; ii < count; ++ii){
std::vector<double> vec;
for(size_t comp = 0; comp < dimension; ++comp)
vec.push_back(distribution(gen)); // <-- random number goes here
result.push_back(vec);
}
return result;
}
Thank you.
The OP asked:
My question: Can I use a single std::default_random_engine to generate numbers for all components of my vector or does every component require its own engine?
I would suggest as others have stated in the comments about not using std::default_random_engine and instead use std::random_device or std::chrono::high_resolution_clock
To use random_device for a normal distribution or Gaussian it is quite simple:
#include <iostream>
#include <iomanip>
#include <string>
#include <map>
#include <random>
#include <cmath>
int main() {
std::random_device rd{};
std::mt19937 gen{ rd() };
// values near the mean are the most likely
// standard deviation affects the dispersion of generated values from the mean
std::normal_distribution<> d{5,2};
std::map<int, int> hist{};
for ( int n=0; n<10000; ++n ) {
++hist[std::round(d(gen))];
}
for ( auto p : hist ) {
std::cout << std::setw(2)
<< p.first << ' ' << std::string(p.second/200, '*' ) << '\n';
}
}
To use std::chrono::high_resolution_clock: there is a little more work but just as easy.
#include <iostream>
#include <iomanip>
#include <string>
#include <map>
#include <random>
#include <cmath>
#include <limits>
#include <chrono>
class ChronoClock {
public:
using Clock = std::conditional_t<std::chrono::high_resolution_clock::is_steady,
std::chrono::high_resolution_clock,
std::chrono::steady_clock>;
static unsigned int getTimeNow() {
unsigned int now = static_cast<unsigned int>(Clock::now().time_since_epoch().count());
return now;
}
};
int main() {
/*static*/ std::mt19937 gen{}; // Can be either static or not.
gen.seed( ChronoClock::getTimeNow() );
// values near the mean are the most likely
// standard deviation affects the dispersion of generated values from the mean
std::normal_distribution<> d{5,2};
std::map<int, int> hist{};
for ( int n=0; n<10000; ++n ) {
++hist[std::round(d(gen))];
}
for ( auto p : hist ) {
std::cout << std::setw(2)
<< p.first << ' ' << std::string(p.second/200, '*' ) << '\n';
}
}
As you can see from the examples above where these are shown here from cppreference.comthere is a single engine, single seed, and a single distribution, that it is generating random numbers or sets of random numbers with a single engine.
EDIT - Additionally you can use a class that I've written as a wrapper class for random engines and random distributions. You can refer to this answer of mine here.
I am assuming you are not generating random numbers in parallel. Then theoretically, there is no problem with generating random independent Gaussian vectors with one engine.
Each call to std::normal_distribution's () operator gives you a random real-valued number following specified Gaussian distribution. Successive calls of () operator give you independent samples. The implementation in gcc (my version: 4.8) uses the Marsaglia Polar method for standard normal random number generation. You can read this Wikipedia page for more detail.
However, for rigorous scientific research that demands high quality randomness and a huge amount of random samples, I would recommend using the Mersenne-Twister engine (mt19937 32-bit or 64-bit) instead of the default engine, since it is based on a well-established method, has long period and performs well on statistical random tests.
I have been programming in Java for three years, and have been using Math.random() to get a random number. I'm fairly new to C++, and I was wondering if there was equivalent to that but in C++? A specific function or method that I could use? Also include an explanation. Thanks so much!
C++ provides a fairly nice random number library, <random>, but it doesn't yet have the sort of dead simple API beginners generally want. It's easy to produce such an API, as I show below, and hopefully some such API will be included at some point.
The C++ API splits random number generation into two parts, sources of 'randomness', and machinery for turning randomness into numbers with specific distributions. Many basic uses of random numbers don't particularly care how good (or fast, or small) the source of 'randomness' is, and they only need 'uniform' distributions. So the typically recommended source of randomness is the "Mersenne Twister" engine. You create one of these and seed it like so:
#include <random>
int main() {
std::mt19937 eng{42};
}
Now eng is an object that can be passed around and used as a source for random bits. It's a value-type so you can make copies of it, assign to it, etc. like a normal value. In terms of thread safety, accessing this value is like accessing any other, so if you need multiple threads you should either put an engine on each thread or use mutual exclusion.
To turn data from an engine into random values, use a distribution object. Typical uses need 'uniform' distributions, so for integral values use std::uniform_int_distribution<int>.
std::uniform_int_distribution<int> dice{1, 6};
A distribution object is a function object, and you get values from it by calling it and passing it the source of randomness it will use:
auto die_roll = dice(eng);
One thing to keep in mind is that the math for producing random values should be encapsulated inside a distribution object. If you find yourself doing some kind of transformation on the results then you probably should be using a different distribution. Don't do things like dist(eng) % 10 or dist(eng) / 6.0 + 10.0. There are several other distributions provided in the library, including ones for producing floating point values with various distributions.
Here's a pretty easy way to wrap the <random> functionality for simple usage:
#include <iostream>
#include <random>
std::mt19937 seeded_eng() {
std::random_device r;
std::seed_seq seed{r(), r(), r(), r(), r(), r(), r(), r()};
return std::mt19937(seed);
}
class Random {
std::mt19937 eng = seeded_eng();
public:
auto operator()(int a, int b) {
std::uniform_int_distribution<int> dist(a, b);
return dist(eng);
}
};
int main() {
Random random;
for (int i = 0; i < 10; ++i) {
std::cout << "Dice: " << random(1, 6) << " " << random(1, 6) << '\n';
}
}
#include <iostream>
#include <ctime>
int main()
{
srand((unsigned int) time (NULL)); //activates the generator
//...
int a = rand()%10; //gives a random from 0 to 9
double r = ((double) rand() / (RAND_MAX)); //gives a random from 0 to 1
int max, min;
//...
int c = (rand()%(max - min)) + min; //gives a random from min to max
//...
return 0;
}
These ways are the simpliest.
Sometimes it means "the best", sometimes - not.
1.srand((unsigned) time(0)) will make sure that everytime you run your program that the rand() function will get a new seed causing it to produce a different or "random" output. Without stand((unsigned) time(0)), the rand() will produce the same output.
2.int Number, is used to store the random number that is being generated by the rand() function. The rand() % 27 will give you numbers 0-26.
#include <iostream>
#include <ctime>
int main()
{
srand((unsigned)time(0))
int Number = ((rand() % 27));
cout << Number << endl;
return 0;
}
Here is a simple solution. The function random is overloaded. One instance is used to acquire a random number generator for integers. Another instance is used to acquire a random number generator for doubles. After you have these two functions, applications becomes rather trivial as can be observed in the main function.
#include <algorithm>
#include <functional>
#include <iostream>
#include <iterator>
#include <numeric>
#include <ostream>
#include <random>
// Single global engine, a better version of std::rand
std::mt19937 engine{ std::random_device()() };
// Returns a generator producing uniform random integers in the closed range [a, b]
std::function<int()> random(int a, int b)
{
auto dist = std::uniform_int_distribution<>(a, b);
return std::bind(dist, std::ref(engine));
}
// Returns a generator producing uniform random doubles in the half-open range [x, y)
std::function<double()> random(double x, double y)
{
auto dist = std::uniform_real_distribution<>(x, y);
return std::bind(dist, std::ref(engine));
}
int main()
{
const auto no_iterations = int{ 12 };
auto dice = random(1, 6);
// Roll the dice a few times and observe the outcome
std::generate_n(std::ostream_iterator<int>(std::cout, " "),
no_iterations, dice);
std::cout << std::endl;
// U is a uniform random variable on the unit interval [0, 1]
auto U = random(0.0, 1.0);
// Generate some observations
std::vector<double> observations;
std::generate_n(std::back_inserter(observations), no_iterations, U);
// Calculate the mean of the observations
auto sum = std::accumulate(observations.cbegin(), observations.cend(), 0.0);
auto mean = sum / no_iterations;
std::cout << "The mean is " << mean << std::endl;
return 0;
}
Q: How do I generate (many) uniformly distributed integers from a-priory unknown ranges? What is the prefered way in terms of performance (milions of generated numbers)?
Context: In my app I have to generate many pseudo random numbers in many places. I use singleton pattern for the generator to maintain reproducibility of the app's run. Distribution is always uniform in my case, but the problem is that there are far too many possible ranges to pre-made the distribution object in C++11 style.
What I tried: There are two obvious solutions to this, first is to have one-time distribution objects and second is to use modulo to transform random number from widest possible range to the desired one. But somehow i doubt these are best possible :)
#include <random>
#include <iostream>
#include "limits.h"
using namespace std;
mt19937 mt;
uniform_int_distribution<int> * fixedDist;
uniform_int_distribution<int> * variableDist;
// this version creates and delete dist after just one use
int getIntFromRange1(int from, int to){
variableDist = new uniform_int_distribution<int>(from,to);
int num = (*variableDist)(mt);
delete variableDist;
return num;
}
// this version contains modulo
int getIntFromRange2(int from, int to){
int num = (*fixedDist)(mt);
int diff = to - from;
num = num % diff;
return num + from;
}
int main(){
mt.seed(123456);
fixedDist= new uniform_int_distribution<int>(0,INT_MAX)
int a = getIntFromRange1(1,10); // 1 and 10 are just for illustration
int b = getIntFromRange2(1,10); // can change freely
cout << "a: " << a << endl; // a: 6
cout << "b: " << b << endl; // b: 9
getchar();
}
Duplicate question
Vary range of uniform_int_distribution
I would do
int getIntFromRange1(int from, int to){
std::uniform_int_distribution<int> dist(from, to);
return dist(mt);
}
I would do as in Jarod42's answer: distribution objects should be lightweight, so constructing a new distribution when you need a random number is simple and fast (it's the random engine that is expensive).
However you can also consider this implementation:
inline int get_int_from_range(int from, int to)
{
using distribution_type = std::uniform_int_distribution<int>;
using param_type = typename distribution_type::param_type;
thread_local distribution_type dist;
return dist(mt, param_type(from, to));
}
The rationale is that there could be distributions that need to store values/states.
This isn't probably the case for integers and uniform distribution, but it's interesting that in N4316 - std::rand replacement the proposed implementation uses this technique.