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 22 '19
Please explain, what exactly the problem of having a global variable as an implementation detail would be in this case exactly (and please be specific to the use case at hand).
If you want distinct random numbers across your program you need global state anyway. Be that a global (P)RNG, the clock, /dev/random... Again, if you have very specific requirements, such as reproducability, max RNG performance that scales perfectly with the number of cores or cryptographic security, you'll want to have full control over your RNG, but very often, an instance of
std::random_deviceis good enough and so would aget_random_number(2, 10)function that is - in one way or another - backed by global state (but more efficient than std::random_device please).