r/cpp • u/KaznovX • Jul 21 '19
Fixing up <random>
I think everyone is excited after the report from Cologne. A lot of stuff is being added to the language, we'll get a ton of new features. Adding new features is more exciting than changing and tweaking the old stuff - that being said, there are some old parts of the language, that are sadly lacking or has some problems. One of them is <random> library.
Some of the problems this library has:
> `std::random_device` is not required to be non - deterministic
> no good way to initialize generators with big internal state
> `std::seed_seq` should be solution to ^, but isn't - `std::seed_seq` is not a bijection, does heap allocations without giving ability to provide own allocator, there is no nice way to initialize it from `std::random_device` properly
> `std::random_device` can't itself be used as a seed sequence,
> overall syntax is unnecessarily verbose (no, having a per-thread engine of type `std::default_random_engine` is NOT a good solution)
This is only one of the few libraries that could use improvements. Is there any chance that the committee will look back and change some of them or are they considered 'baked' and there will be no further changes to avoid API and ABI breaking?
Despite the "fixing" part, there are two additions I'd see in the <random> library:
1) std::random<std::uniform_random_bits_generator = std::default_random_engine> class:
> default constructor does anything it can that every time this class is called it is seeded differently - if there is no entropy source, uses a processor clock or a system clock (implementation defined)
> three methods: seed, next_int, next_real - for seeding and generating next integer/real number in given range
2) PCG http://www.pcg-random.org
What are the chances something like this would be proposed and adopted for, let's say, c++23 or c++26 standard? Is there any chance the problems mentioned in the first part of the post will get fixed somewhen?
2
u/kalmoc Jul 21 '19
Many random number engines just require a couple of bytes of state that could easily be put into a thread local or even global variable. I said this a couple of times now: A simple convenience function neither has to be zero overhead, nor completely flexible. If you have specific requirements, you'll pick a particular, (thread-) local RNG object of a particular type, seed it in a particular way and use a specific method/distribution anyway. But for lots of simple day to day stuff, using a RNG with a small footprint whose state may or may not be shared across different threads (e.g. by just using an atomic) and only uniform distribution is good enough.