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* First work on better timezones * Update tests to new api. Removed tests for checking that `isDst` was included when formatting, since `isDst` no longer affects utc offset (the entire utc offset is stored directly in `utcOffset` instead). * Deprecate getLocaltime & getGmTime * Add `now()` as a shorthand for GetTIme().inZone(Local) * Add FedericoCeratto's timezone tests (#6548) * Run more tests in all timezones * Make month enum start at 1 instead of 0 * Deprecate getDayOfWeekJulian * Fix issues with gc safety * Rename TimeInfo => DateTime * Fixes #6465 * Improve isLeapYear * FIx handling negative adjTime * Cleanup: - deprecated toSeconds and fromSeconds, added fromUnix and toUnix instead (that returns int64 instead of float) - added missing doc comments - removed some unnecessary JS specific implementations * Fix misstake in JS `-` for Time * Update usage of TimeEffect * Removed unecessary use of `difftime` * JS fix for local tz * Fix subtraction of months * Fix `days` field in `toTimeInterval` * Style and docs * Fix getDayOfYear for real this time... * Fix handling of adding/subtracting time across dst transitions * Fix some bad usage of the times module in the stdlib * Revert to use proper time resoultion for seeding in random.nim * Move deprecated procs to bottom of file * Always use `epochTime` in `randomize` * Remove TimeInterval normalization * Fixes #6905 * Fix getDayOfWeek for year < 1 * Export toEpochDay/fromEpochDay and change year/month/monthday order * Add asserts for checking that the monthday is valid * Fix some remaining ambiguous references to `Time` * Fix ambiguous reference to Time
217 lines
6.8 KiB
Nim
217 lines
6.8 KiB
Nim
#
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#
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# Nim's Runtime Library
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# (c) Copyright 2017 Andreas Rumpf
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#
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# See the file "copying.txt", included in this
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# distribution, for details about the copyright.
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#
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## Nim's standard random number generator. Based on
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## the ``xoroshiro128+`` (xor/rotate/shift/rotate) library.
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## * More information: http://xoroshiro.di.unimi.it/
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## * C implementation: http://xoroshiro.di.unimi.it/xoroshiro128plus.c
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##
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## **Do not use this module for cryptographic purposes!**
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include "system/inclrtl"
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{.push debugger:off.}
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when defined(JS):
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type ui = uint32
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const randMax = 4_294_967_295u32
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else:
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type ui = uint64
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const randMax = 18_446_744_073_709_551_615u64
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type
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Rand* = object ## State of the random number generator.
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## The procs that use the default state
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## are **not** thread-safe!
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a0, a1: ui
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when defined(JS):
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var state = Rand(
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a0: 0x69B4C98Cu32,
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a1: 0xFED1DD30u32) # global for backwards compatibility
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else:
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# racy for multi-threading but good enough for now:
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var state = Rand(
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a0: 0x69B4C98CB8530805u64,
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a1: 0xFED1DD3004688D67CAu64) # global for backwards compatibility
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proc rotl(x, k: ui): ui =
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result = (x shl k) or (x shr (ui(64) - k))
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proc next*(r: var Rand): uint64 =
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## Uses the state to compute a new ``uint64`` random number.
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let s0 = r.a0
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var s1 = r.a1
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result = s0 + s1
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s1 = s1 xor s0
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r.a0 = rotl(s0, 55) xor s1 xor (s1 shl 14) # a, b
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r.a1 = rotl(s1, 36) # c
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proc skipRandomNumbers*(s: var Rand) =
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## This is the jump function for the generator. It is equivalent
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## to 2^64 calls to next(); it can be used to generate 2^64
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## non-overlapping subsequences for parallel computations.
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when defined(JS):
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const helper = [0xbeac0467u32, 0xd86b048bu32]
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else:
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const helper = [0xbeac0467eba5facbu64, 0xd86b048b86aa9922u64]
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var
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s0 = ui 0
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s1 = ui 0
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for i in 0..high(helper):
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for b in 0..< 64:
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if (helper[i] and (ui(1) shl ui(b))) != 0:
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s0 = s0 xor s.a0
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s1 = s1 xor s.a1
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discard next(s)
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s.a0 = s0
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s.a1 = s1
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proc random*(max: int): int {.benign, deprecated.} =
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## Returns a random number in the range 0..max-1. The sequence of
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## random number is always the same, unless `randomize` is called
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## which initializes the random number generator with a "random"
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## number, i.e. a tickcount. **Deprecated since version 0.18.0**.
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## Use ``rand`` instead.
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while true:
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let x = next(state)
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if x < randMax - (randMax mod ui(max)):
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return int(x mod uint64(max))
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proc random*(max: float): float {.benign, deprecated.} =
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## Returns a random number in the range 0..<max. The sequence of
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## random number is always the same, unless `randomize` is called
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## which initializes the random number generator with a "random"
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## number, i.e. a tickcount. **Deprecated since version 0.18.0**.
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## Use ``rand`` instead.
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let x = next(state)
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when defined(JS):
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result = (float(x) / float(high(uint32))) * max
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else:
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let u = (0x3FFu64 shl 52u64) or (x shr 12u64)
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result = (cast[float](u) - 1.0) * max
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proc random*[T](x: HSlice[T, T]): T {.deprecated.} =
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## For a slice `a .. b` returns a value in the range `a .. b-1`.
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## **Deprecated since version 0.18.0**.
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## Use ``rand`` instead.
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result = T(random(x.b - x.a)) + x.a
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proc random*[T](a: openArray[T]): T {.deprecated.} =
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## returns a random element from the openarray `a`.
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## **Deprecated since version 0.18.0**.
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## Use ``rand`` instead.
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result = a[random(a.low..a.len)]
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proc rand*(r: var Rand; max: int): int {.benign.} =
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## Returns a random number in the range 0..max. The sequence of
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## random number is always the same, unless `randomize` is called
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## which initializes the random number generator with a "random"
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## number, i.e. a tickcount.
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while true:
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let x = next(r)
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if x <= randMax - (randMax mod ui(max)):
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return int(x mod (uint64(max)+1u64))
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proc rand*(max: int): int {.benign.} =
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## Returns a random number in the range 0..max. The sequence of
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## random number is always the same, unless `randomize` is called
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## which initializes the random number generator with a "random"
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## number, i.e. a tickcount.
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rand(state, max)
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proc rand*(r: var Rand; max: float): float {.benign.} =
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## Returns a random number in the range 0..max. The sequence of
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## random number is always the same, unless `randomize` is called
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## which initializes the random number generator with a "random"
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## number, i.e. a tickcount.
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let x = next(r)
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when defined(JS):
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result = (float(x) / float(high(uint32))) * max
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else:
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let u = (0x3FFu64 shl 52u64) or (x shr 12u64)
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result = (cast[float](u) - 1.0) * max
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proc rand*(max: float): float {.benign.} =
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## Returns a random number in the range 0..max. The sequence of
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## random number is always the same, unless `randomize` is called
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## which initializes the random number generator with a "random"
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## number, i.e. a tickcount.
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rand(state, max)
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proc rand*[T](r: var Rand; x: HSlice[T, T]): T =
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## For a slice `a .. b` returns a value in the range `a .. b`.
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result = T(rand(r, x.b - x.a)) + x.a
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proc rand*[T](x: HSlice[T, T]): T =
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## For a slice `a .. b` returns a value in the range `a .. b`.
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result = rand(state, x)
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proc rand*[T](r: var Rand; a: openArray[T]): T =
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## returns a random element from the openarray `a`.
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result = a[rand(r, a.low..a.high)]
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proc rand*[T](a: openArray[T]): T =
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## returns a random element from the openarray `a`.
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result = a[rand(a.low..a.high)]
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proc initRand*(seed: int64): Rand =
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## Creates a new ``Rand`` state from ``seed``.
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result.a0 = ui(seed shr 16)
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result.a1 = ui(seed and 0xffff)
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discard next(result)
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proc randomize*(seed: int64) {.benign.} =
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## Initializes the default random number generator
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## with a specific seed.
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state = initRand(seed)
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proc shuffle*[T](r: var Rand; x: var openArray[T]) =
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## Swaps the positions of elements in a sequence randomly.
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for i in countdown(x.high, 1):
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let j = r.rand(i)
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swap(x[i], x[j])
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proc shuffle*[T](x: var openArray[T]) =
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## Swaps the positions of elements in a sequence randomly.
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shuffle(state, x)
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when not defined(nimscript):
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import times
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proc randomize*() {.benign.} =
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## Initializes the random number generator with a "random"
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## number, i.e. a tickcount. Note: Does not work for NimScript.
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let time = int64(times.epochTime() * 1_000_000_000)
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randomize(time)
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{.pop.}
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when isMainModule:
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proc main =
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var occur: array[1000, int]
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var x = 8234
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for i in 0..100_000:
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x = rand(high(occur))
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inc occur[x]
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for i, oc in occur:
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if oc < 69:
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doAssert false, "too few occurrences of " & $i
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elif oc > 150:
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doAssert false, "too many occurrences of " & $i
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var a = [0, 1]
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shuffle(a)
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doAssert a[0] == 1
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doAssert a[1] == 0
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main()
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