Is the new random library really better than std::rand()?
Clash Royale CLAN TAG#URR8PPP
up vote
6
down vote
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So I saw a talk called rand() Considered Harmful and it advocated for using the engine-distribution paradigm of random number generation over the simple std::rand()
plus modulus paradigm.
However, I wanted to see the failings of std::rand()
firsthand so I did a quick experiment:
- Basically, I wrote 2 functions
getRandNum_Old()
andgetRandNum_New()
that generated a random number between 0 and 5 inclusive usingstd::rand()
andstd::mt19937
+std::uniform_int_distribution
respectively. - Then I generated 960,000 (divisible by 6) random numbers using the "old" way and recorded the frequencies of the numbers 0-5. Then I calculated the standard deviation of these frequencies. What I'm looking for is a standard deviation as low as possible since that is what would happen if the distribution were truly uniform.
- I ran that simulation 1000 times and recorded the standard deviation for each simulation. I also recorded the time it took in milliseconds.
- Afterwards, I did the exact same again but this time generating random numbers the "new" way.
- Finally, I calculated the mean and standard deviation of the list of standard deviations for both the old and new way and the mean and standard deviation for the list of times taken for both the old and new way.
Here were the results:
[OLD WAY]
Spread
mean: 346.554406
std dev: 110.318361
Time Taken (ms)
mean: 6.662910
std dev: 0.366301
[NEW WAY]
Spread
mean: 350.346792
std dev: 110.449190
Time Taken (ms)
mean: 28.053907
std dev: 0.654964
Surprisingly, the aggregate spread of rolls was the same for both methods. I.e., std::mt19937
+std::uniform_int_distribution
was not "more uniform" than simple std::rand()
+%
. Another observation I made was that the new was about 4x slower than the old way. Overall, it seemed like I was paying a huge cost in speed for almost no gain in quality.
Is my experiment flawed in some way? Or is std::rand()
really not that bad, and maybe even better?
For reference, here is the code I used in its entirety:
#include <cstdio>
#include <random>
#include <algorithm>
#include <chrono>
int getRandNum_Old()
static bool init = false;
if (!init)
std::srand(time(nullptr)); // Seed std::rand
init = true;
return std::rand() % 6;
int getRandNum_New()
static bool init = false;
static std::random_device rd;
static std::mt19937 eng;
static std::uniform_int_distribution<int> dist(0,5);
if (!init)
eng.seed(rd()); // Seed random engine
init = true;
return dist(eng);
template <typename T>
double mean(T* data, int n)
double m = 0;
std::for_each(data, data+n, [&](T x) m += x; );
m /= n;
return m;
template <typename T>
double stdDev(T* data, int n)
double m = mean(data, n);
double sd = 0.0;
std::for_each(data, data+n, [&](T x) sd += ((x-m) * (x-m)); );
sd /= n;
sd = sqrt(sd);
return sd;
int main()
const int N = 960000; // Number of trials
const int M = 1000; // Number of simulations
const int D = 6; // Num sides on die
/* Do the things the "old" way (blech) */
int freqList_Old[D];
double stdDevList_Old[M];
double timeTakenList_Old[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_Old, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_Old();
freqList_Old[roll] += 1;
stdDevList_Old[j] = stdDev(freqList_Old, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_Old[j] = timeTaken;
/* Do the things the cool new way! */
int freqList_New[D];
double stdDevList_New[M];
double timeTakenList_New[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_New, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_New();
freqList_New[roll] += 1;
stdDevList_New[j] = stdDev(freqList_New, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_New[j] = timeTaken;
/* Display Results */
printf("[OLD WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_Old, M));
printf(" std dev: %.6fn", stdDev(stdDevList_Old, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_Old, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_Old, M));
printf("n");
printf("[NEW WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_New, M));
printf(" std dev: %.6fn", stdDev(stdDevList_New, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_New, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_New, M));
c++ c++11 random
 |Â
show 6 more comments
up vote
6
down vote
favorite
So I saw a talk called rand() Considered Harmful and it advocated for using the engine-distribution paradigm of random number generation over the simple std::rand()
plus modulus paradigm.
However, I wanted to see the failings of std::rand()
firsthand so I did a quick experiment:
- Basically, I wrote 2 functions
getRandNum_Old()
andgetRandNum_New()
that generated a random number between 0 and 5 inclusive usingstd::rand()
andstd::mt19937
+std::uniform_int_distribution
respectively. - Then I generated 960,000 (divisible by 6) random numbers using the "old" way and recorded the frequencies of the numbers 0-5. Then I calculated the standard deviation of these frequencies. What I'm looking for is a standard deviation as low as possible since that is what would happen if the distribution were truly uniform.
- I ran that simulation 1000 times and recorded the standard deviation for each simulation. I also recorded the time it took in milliseconds.
- Afterwards, I did the exact same again but this time generating random numbers the "new" way.
- Finally, I calculated the mean and standard deviation of the list of standard deviations for both the old and new way and the mean and standard deviation for the list of times taken for both the old and new way.
Here were the results:
[OLD WAY]
Spread
mean: 346.554406
std dev: 110.318361
Time Taken (ms)
mean: 6.662910
std dev: 0.366301
[NEW WAY]
Spread
mean: 350.346792
std dev: 110.449190
Time Taken (ms)
mean: 28.053907
std dev: 0.654964
Surprisingly, the aggregate spread of rolls was the same for both methods. I.e., std::mt19937
+std::uniform_int_distribution
was not "more uniform" than simple std::rand()
+%
. Another observation I made was that the new was about 4x slower than the old way. Overall, it seemed like I was paying a huge cost in speed for almost no gain in quality.
Is my experiment flawed in some way? Or is std::rand()
really not that bad, and maybe even better?
For reference, here is the code I used in its entirety:
#include <cstdio>
#include <random>
#include <algorithm>
#include <chrono>
int getRandNum_Old()
static bool init = false;
if (!init)
std::srand(time(nullptr)); // Seed std::rand
init = true;
return std::rand() % 6;
int getRandNum_New()
static bool init = false;
static std::random_device rd;
static std::mt19937 eng;
static std::uniform_int_distribution<int> dist(0,5);
if (!init)
eng.seed(rd()); // Seed random engine
init = true;
return dist(eng);
template <typename T>
double mean(T* data, int n)
double m = 0;
std::for_each(data, data+n, [&](T x) m += x; );
m /= n;
return m;
template <typename T>
double stdDev(T* data, int n)
double m = mean(data, n);
double sd = 0.0;
std::for_each(data, data+n, [&](T x) sd += ((x-m) * (x-m)); );
sd /= n;
sd = sqrt(sd);
return sd;
int main()
const int N = 960000; // Number of trials
const int M = 1000; // Number of simulations
const int D = 6; // Num sides on die
/* Do the things the "old" way (blech) */
int freqList_Old[D];
double stdDevList_Old[M];
double timeTakenList_Old[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_Old, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_Old();
freqList_Old[roll] += 1;
stdDevList_Old[j] = stdDev(freqList_Old, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_Old[j] = timeTaken;
/* Do the things the cool new way! */
int freqList_New[D];
double stdDevList_New[M];
double timeTakenList_New[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_New, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_New();
freqList_New[roll] += 1;
stdDevList_New[j] = stdDev(freqList_New, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_New[j] = timeTaken;
/* Display Results */
printf("[OLD WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_Old, M));
printf(" std dev: %.6fn", stdDev(stdDevList_Old, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_Old, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_Old, M));
printf("n");
printf("[NEW WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_New, M));
printf(" std dev: %.6fn", stdDev(stdDevList_New, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_New, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_New, M));
c++ c++11 random
Try to usegetRandNum_Old
in a multi-threaded code. By the way, your both function are inefficient, since they test a condition in each call, which you really don't want to if you care about performance.
– Daniel Langr
2 hours ago
I could simulate you results with some very non-random numbers. You need to look at avalanche properties as well.
– doron
2 hours ago
@doron what does simulating with non-random numbers mean? like a deterministic seed?
– rcplusplus
2 hours ago
2
That is pretty much why this advice exists. If you don't know how to test the RNG for sufficient entropy or whether or not it matters for your program then you should assume that std::rand() isn't good enough. en.wikipedia.org/wiki/Entropy_(computing)
– Hans Passant
2 hours ago
1
@rcplusplus like repeating a sequence of a handful of numbers.
– doron
1 hour ago
 |Â
show 6 more comments
up vote
6
down vote
favorite
up vote
6
down vote
favorite
So I saw a talk called rand() Considered Harmful and it advocated for using the engine-distribution paradigm of random number generation over the simple std::rand()
plus modulus paradigm.
However, I wanted to see the failings of std::rand()
firsthand so I did a quick experiment:
- Basically, I wrote 2 functions
getRandNum_Old()
andgetRandNum_New()
that generated a random number between 0 and 5 inclusive usingstd::rand()
andstd::mt19937
+std::uniform_int_distribution
respectively. - Then I generated 960,000 (divisible by 6) random numbers using the "old" way and recorded the frequencies of the numbers 0-5. Then I calculated the standard deviation of these frequencies. What I'm looking for is a standard deviation as low as possible since that is what would happen if the distribution were truly uniform.
- I ran that simulation 1000 times and recorded the standard deviation for each simulation. I also recorded the time it took in milliseconds.
- Afterwards, I did the exact same again but this time generating random numbers the "new" way.
- Finally, I calculated the mean and standard deviation of the list of standard deviations for both the old and new way and the mean and standard deviation for the list of times taken for both the old and new way.
Here were the results:
[OLD WAY]
Spread
mean: 346.554406
std dev: 110.318361
Time Taken (ms)
mean: 6.662910
std dev: 0.366301
[NEW WAY]
Spread
mean: 350.346792
std dev: 110.449190
Time Taken (ms)
mean: 28.053907
std dev: 0.654964
Surprisingly, the aggregate spread of rolls was the same for both methods. I.e., std::mt19937
+std::uniform_int_distribution
was not "more uniform" than simple std::rand()
+%
. Another observation I made was that the new was about 4x slower than the old way. Overall, it seemed like I was paying a huge cost in speed for almost no gain in quality.
Is my experiment flawed in some way? Or is std::rand()
really not that bad, and maybe even better?
For reference, here is the code I used in its entirety:
#include <cstdio>
#include <random>
#include <algorithm>
#include <chrono>
int getRandNum_Old()
static bool init = false;
if (!init)
std::srand(time(nullptr)); // Seed std::rand
init = true;
return std::rand() % 6;
int getRandNum_New()
static bool init = false;
static std::random_device rd;
static std::mt19937 eng;
static std::uniform_int_distribution<int> dist(0,5);
if (!init)
eng.seed(rd()); // Seed random engine
init = true;
return dist(eng);
template <typename T>
double mean(T* data, int n)
double m = 0;
std::for_each(data, data+n, [&](T x) m += x; );
m /= n;
return m;
template <typename T>
double stdDev(T* data, int n)
double m = mean(data, n);
double sd = 0.0;
std::for_each(data, data+n, [&](T x) sd += ((x-m) * (x-m)); );
sd /= n;
sd = sqrt(sd);
return sd;
int main()
const int N = 960000; // Number of trials
const int M = 1000; // Number of simulations
const int D = 6; // Num sides on die
/* Do the things the "old" way (blech) */
int freqList_Old[D];
double stdDevList_Old[M];
double timeTakenList_Old[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_Old, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_Old();
freqList_Old[roll] += 1;
stdDevList_Old[j] = stdDev(freqList_Old, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_Old[j] = timeTaken;
/* Do the things the cool new way! */
int freqList_New[D];
double stdDevList_New[M];
double timeTakenList_New[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_New, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_New();
freqList_New[roll] += 1;
stdDevList_New[j] = stdDev(freqList_New, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_New[j] = timeTaken;
/* Display Results */
printf("[OLD WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_Old, M));
printf(" std dev: %.6fn", stdDev(stdDevList_Old, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_Old, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_Old, M));
printf("n");
printf("[NEW WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_New, M));
printf(" std dev: %.6fn", stdDev(stdDevList_New, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_New, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_New, M));
c++ c++11 random
So I saw a talk called rand() Considered Harmful and it advocated for using the engine-distribution paradigm of random number generation over the simple std::rand()
plus modulus paradigm.
However, I wanted to see the failings of std::rand()
firsthand so I did a quick experiment:
- Basically, I wrote 2 functions
getRandNum_Old()
andgetRandNum_New()
that generated a random number between 0 and 5 inclusive usingstd::rand()
andstd::mt19937
+std::uniform_int_distribution
respectively. - Then I generated 960,000 (divisible by 6) random numbers using the "old" way and recorded the frequencies of the numbers 0-5. Then I calculated the standard deviation of these frequencies. What I'm looking for is a standard deviation as low as possible since that is what would happen if the distribution were truly uniform.
- I ran that simulation 1000 times and recorded the standard deviation for each simulation. I also recorded the time it took in milliseconds.
- Afterwards, I did the exact same again but this time generating random numbers the "new" way.
- Finally, I calculated the mean and standard deviation of the list of standard deviations for both the old and new way and the mean and standard deviation for the list of times taken for both the old and new way.
Here were the results:
[OLD WAY]
Spread
mean: 346.554406
std dev: 110.318361
Time Taken (ms)
mean: 6.662910
std dev: 0.366301
[NEW WAY]
Spread
mean: 350.346792
std dev: 110.449190
Time Taken (ms)
mean: 28.053907
std dev: 0.654964
Surprisingly, the aggregate spread of rolls was the same for both methods. I.e., std::mt19937
+std::uniform_int_distribution
was not "more uniform" than simple std::rand()
+%
. Another observation I made was that the new was about 4x slower than the old way. Overall, it seemed like I was paying a huge cost in speed for almost no gain in quality.
Is my experiment flawed in some way? Or is std::rand()
really not that bad, and maybe even better?
For reference, here is the code I used in its entirety:
#include <cstdio>
#include <random>
#include <algorithm>
#include <chrono>
int getRandNum_Old()
static bool init = false;
if (!init)
std::srand(time(nullptr)); // Seed std::rand
init = true;
return std::rand() % 6;
int getRandNum_New()
static bool init = false;
static std::random_device rd;
static std::mt19937 eng;
static std::uniform_int_distribution<int> dist(0,5);
if (!init)
eng.seed(rd()); // Seed random engine
init = true;
return dist(eng);
template <typename T>
double mean(T* data, int n)
double m = 0;
std::for_each(data, data+n, [&](T x) m += x; );
m /= n;
return m;
template <typename T>
double stdDev(T* data, int n)
double m = mean(data, n);
double sd = 0.0;
std::for_each(data, data+n, [&](T x) sd += ((x-m) * (x-m)); );
sd /= n;
sd = sqrt(sd);
return sd;
int main()
const int N = 960000; // Number of trials
const int M = 1000; // Number of simulations
const int D = 6; // Num sides on die
/* Do the things the "old" way (blech) */
int freqList_Old[D];
double stdDevList_Old[M];
double timeTakenList_Old[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_Old, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_Old();
freqList_Old[roll] += 1;
stdDevList_Old[j] = stdDev(freqList_Old, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_Old[j] = timeTaken;
/* Do the things the cool new way! */
int freqList_New[D];
double stdDevList_New[M];
double timeTakenList_New[M];
for (int j = 0; j < M; j++)
auto start = std::chrono::high_resolution_clock::now();
std::fill_n(freqList_New, D, 0);
for (int i = 0; i < N; i++)
int roll = getRandNum_New();
freqList_New[roll] += 1;
stdDevList_New[j] = stdDev(freqList_New, D);
auto end = std::chrono::high_resolution_clock::now();
auto dur = std::chrono::duration_cast<std::chrono::microseconds>(end-start);
double timeTaken = dur.count() / 1000.0;
timeTakenList_New[j] = timeTaken;
/* Display Results */
printf("[OLD WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_Old, M));
printf(" std dev: %.6fn", stdDev(stdDevList_Old, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_Old, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_Old, M));
printf("n");
printf("[NEW WAY]n");
printf("Spreadn");
printf(" mean: %.6fn", mean(stdDevList_New, M));
printf(" std dev: %.6fn", stdDev(stdDevList_New, M));
printf("Time Taken (ms)n");
printf(" mean: %.6fn", mean(timeTakenList_New, M));
printf(" std dev: %.6fn", stdDev(timeTakenList_New, M));
c++ c++11 random
c++ c++11 random
edited 2 hours ago
asked 2 hours ago
rcplusplus
72611123
72611123
Try to usegetRandNum_Old
in a multi-threaded code. By the way, your both function are inefficient, since they test a condition in each call, which you really don't want to if you care about performance.
– Daniel Langr
2 hours ago
I could simulate you results with some very non-random numbers. You need to look at avalanche properties as well.
– doron
2 hours ago
@doron what does simulating with non-random numbers mean? like a deterministic seed?
– rcplusplus
2 hours ago
2
That is pretty much why this advice exists. If you don't know how to test the RNG for sufficient entropy or whether or not it matters for your program then you should assume that std::rand() isn't good enough. en.wikipedia.org/wiki/Entropy_(computing)
– Hans Passant
2 hours ago
1
@rcplusplus like repeating a sequence of a handful of numbers.
– doron
1 hour ago
 |Â
show 6 more comments
Try to usegetRandNum_Old
in a multi-threaded code. By the way, your both function are inefficient, since they test a condition in each call, which you really don't want to if you care about performance.
– Daniel Langr
2 hours ago
I could simulate you results with some very non-random numbers. You need to look at avalanche properties as well.
– doron
2 hours ago
@doron what does simulating with non-random numbers mean? like a deterministic seed?
– rcplusplus
2 hours ago
2
That is pretty much why this advice exists. If you don't know how to test the RNG for sufficient entropy or whether or not it matters for your program then you should assume that std::rand() isn't good enough. en.wikipedia.org/wiki/Entropy_(computing)
– Hans Passant
2 hours ago
1
@rcplusplus like repeating a sequence of a handful of numbers.
– doron
1 hour ago
Try to use
getRandNum_Old
in a multi-threaded code. By the way, your both function are inefficient, since they test a condition in each call, which you really don't want to if you care about performance.– Daniel Langr
2 hours ago
Try to use
getRandNum_Old
in a multi-threaded code. By the way, your both function are inefficient, since they test a condition in each call, which you really don't want to if you care about performance.– Daniel Langr
2 hours ago
I could simulate you results with some very non-random numbers. You need to look at avalanche properties as well.
– doron
2 hours ago
I could simulate you results with some very non-random numbers. You need to look at avalanche properties as well.
– doron
2 hours ago
@doron what does simulating with non-random numbers mean? like a deterministic seed?
– rcplusplus
2 hours ago
@doron what does simulating with non-random numbers mean? like a deterministic seed?
– rcplusplus
2 hours ago
2
2
That is pretty much why this advice exists. If you don't know how to test the RNG for sufficient entropy or whether or not it matters for your program then you should assume that std::rand() isn't good enough. en.wikipedia.org/wiki/Entropy_(computing)
– Hans Passant
2 hours ago
That is pretty much why this advice exists. If you don't know how to test the RNG for sufficient entropy or whether or not it matters for your program then you should assume that std::rand() isn't good enough. en.wikipedia.org/wiki/Entropy_(computing)
– Hans Passant
2 hours ago
1
1
@rcplusplus like repeating a sequence of a handful of numbers.
– doron
1 hour ago
@rcplusplus like repeating a sequence of a handful of numbers.
– doron
1 hour ago
 |Â
show 6 more comments
2 Answers
2
active
oldest
votes
up vote
8
down vote
Pretty much any implementation of "old" rand()
use an LCG; while they are generally not the best generators around, usually you are not going to see them fail on such a basic test - mean and standard deviation is generally got right even by the worst PRNGs.
Common failings of "bad" - but common enough - rand()
implementations are:
- low randomness of low-order bits;
- short period;
- low
RAND_MAX
; - some correlation between successive extractions (in general, LCGs produce numbers that are on a limited number of hyperplanes, although this can be somehow mitigated).
Still, none of these are specific to the API of rand()
. A particular implementation could place a xorshift-family generator behind srand
/rand
and, algoritmically speaking, obtain a state of the art PRNG with no changes of interface, so no test like the one you did would show any weakness in the output.
Indeed, the actual problem with rand()
is not much of implementation in principle but:
- backwards compatibility; many current implementations use suboptimal generators, typically with badly choosen parameters; a notorious example is Visual C++, which sports a
RAND_MAX
of just 32767. However, this cannot be changed easily, as it would break compatibility with the past - people usingsrand
with a fixed seed for reproducible simulations wouldn't be too happy (indeed, IIRC the aforementioned implementation goes back to Microsoft C early versions - or even Lattice C - from the mid-eighties); bad interface;
rand()
provides a single generator with global state for the whole program. While this is perfectly fine (and actually quite handy) for many simple use cases, it poses problems:- with multithreaded code: to fix it you either need a global mutex - which would slow down everything for no reason and kill any chance of repeatability, as the sequence of calls becomes random itself -, or thread local state; this last one has been adopted by several implementations (notably Visual C++);
- if you want a "private", reproducible sequence into a specific module of your program that doesn't impact the global state.
Finally, the rand
state of affairs:
- doesn't specify an actual implementation (the C standard provides just a sample implementation), so any program that is intended to produce reproducible output (or expect a PRNG of some known quality) across different compilers must roll its own generator;
- doesn't provide any cross-platform method to obtain a decent seed (
time(NULL)
is not, as it isn't granular enough, and often - think embedded devices with no RTC - not even random enough).
Hence the new <random>
header, which tries to fix this mess providing algorithms that are:
- fully specified (so you can have cross-compiler reproducible output and guaranteed characteristics - say, range of the generator);
- generally of state-of-the-art quality;
- encapsulated in classes (so no global state is forced upon you, which avoids completely threading and nonlocality problems);
... and a default random_device
as well to seed them.
Now, if you ask me I would have liked also a simple API built on top of this for the "easy", "guess a number" cases (similar to how Python does provide the "complicated" API, but also the trivial random.randint
& co. using a global, pre-seeded PRNG for us uncomplicated people who'd like not to drown in random devices/engines/adapters/whatever every time we want to extract a number for the bingo cards), but it's true that you can easily build it by yourself over the current facilities (while building the "full" API over a simplistic one wouldn't be possible).
1
It's exactly the combination ofsrand
and an unspecified algorithm that getsstd::rand
in trouble. See also my answer to another question.
– Peter O.
17 mins ago
add a comment |Â
up vote
2
down vote
If you repeat your experiment with a range larger than 5 then you will probably see different results. When your range is significantly smaller than RAND_MAX
there isn't an issue for most applications.
For example if we have a RAND_MAX
of 25 then rand() % 5
will produce numbers with the following frequencies:
0: 6
1: 5
2: 5
3: 5
4: 5
As RAND_MAX
is guaranteed to be more than 32767 and the difference in frequencies between the least likely and the most likely is only 1, for small numbers the distribution is near enough random for most use cases.
2
This is explained in STL's second slide
– Alan Birtles
1 hour ago
1
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
8
down vote
Pretty much any implementation of "old" rand()
use an LCG; while they are generally not the best generators around, usually you are not going to see them fail on such a basic test - mean and standard deviation is generally got right even by the worst PRNGs.
Common failings of "bad" - but common enough - rand()
implementations are:
- low randomness of low-order bits;
- short period;
- low
RAND_MAX
; - some correlation between successive extractions (in general, LCGs produce numbers that are on a limited number of hyperplanes, although this can be somehow mitigated).
Still, none of these are specific to the API of rand()
. A particular implementation could place a xorshift-family generator behind srand
/rand
and, algoritmically speaking, obtain a state of the art PRNG with no changes of interface, so no test like the one you did would show any weakness in the output.
Indeed, the actual problem with rand()
is not much of implementation in principle but:
- backwards compatibility; many current implementations use suboptimal generators, typically with badly choosen parameters; a notorious example is Visual C++, which sports a
RAND_MAX
of just 32767. However, this cannot be changed easily, as it would break compatibility with the past - people usingsrand
with a fixed seed for reproducible simulations wouldn't be too happy (indeed, IIRC the aforementioned implementation goes back to Microsoft C early versions - or even Lattice C - from the mid-eighties); bad interface;
rand()
provides a single generator with global state for the whole program. While this is perfectly fine (and actually quite handy) for many simple use cases, it poses problems:- with multithreaded code: to fix it you either need a global mutex - which would slow down everything for no reason and kill any chance of repeatability, as the sequence of calls becomes random itself -, or thread local state; this last one has been adopted by several implementations (notably Visual C++);
- if you want a "private", reproducible sequence into a specific module of your program that doesn't impact the global state.
Finally, the rand
state of affairs:
- doesn't specify an actual implementation (the C standard provides just a sample implementation), so any program that is intended to produce reproducible output (or expect a PRNG of some known quality) across different compilers must roll its own generator;
- doesn't provide any cross-platform method to obtain a decent seed (
time(NULL)
is not, as it isn't granular enough, and often - think embedded devices with no RTC - not even random enough).
Hence the new <random>
header, which tries to fix this mess providing algorithms that are:
- fully specified (so you can have cross-compiler reproducible output and guaranteed characteristics - say, range of the generator);
- generally of state-of-the-art quality;
- encapsulated in classes (so no global state is forced upon you, which avoids completely threading and nonlocality problems);
... and a default random_device
as well to seed them.
Now, if you ask me I would have liked also a simple API built on top of this for the "easy", "guess a number" cases (similar to how Python does provide the "complicated" API, but also the trivial random.randint
& co. using a global, pre-seeded PRNG for us uncomplicated people who'd like not to drown in random devices/engines/adapters/whatever every time we want to extract a number for the bingo cards), but it's true that you can easily build it by yourself over the current facilities (while building the "full" API over a simplistic one wouldn't be possible).
1
It's exactly the combination ofsrand
and an unspecified algorithm that getsstd::rand
in trouble. See also my answer to another question.
– Peter O.
17 mins ago
add a comment |Â
up vote
8
down vote
Pretty much any implementation of "old" rand()
use an LCG; while they are generally not the best generators around, usually you are not going to see them fail on such a basic test - mean and standard deviation is generally got right even by the worst PRNGs.
Common failings of "bad" - but common enough - rand()
implementations are:
- low randomness of low-order bits;
- short period;
- low
RAND_MAX
; - some correlation between successive extractions (in general, LCGs produce numbers that are on a limited number of hyperplanes, although this can be somehow mitigated).
Still, none of these are specific to the API of rand()
. A particular implementation could place a xorshift-family generator behind srand
/rand
and, algoritmically speaking, obtain a state of the art PRNG with no changes of interface, so no test like the one you did would show any weakness in the output.
Indeed, the actual problem with rand()
is not much of implementation in principle but:
- backwards compatibility; many current implementations use suboptimal generators, typically with badly choosen parameters; a notorious example is Visual C++, which sports a
RAND_MAX
of just 32767. However, this cannot be changed easily, as it would break compatibility with the past - people usingsrand
with a fixed seed for reproducible simulations wouldn't be too happy (indeed, IIRC the aforementioned implementation goes back to Microsoft C early versions - or even Lattice C - from the mid-eighties); bad interface;
rand()
provides a single generator with global state for the whole program. While this is perfectly fine (and actually quite handy) for many simple use cases, it poses problems:- with multithreaded code: to fix it you either need a global mutex - which would slow down everything for no reason and kill any chance of repeatability, as the sequence of calls becomes random itself -, or thread local state; this last one has been adopted by several implementations (notably Visual C++);
- if you want a "private", reproducible sequence into a specific module of your program that doesn't impact the global state.
Finally, the rand
state of affairs:
- doesn't specify an actual implementation (the C standard provides just a sample implementation), so any program that is intended to produce reproducible output (or expect a PRNG of some known quality) across different compilers must roll its own generator;
- doesn't provide any cross-platform method to obtain a decent seed (
time(NULL)
is not, as it isn't granular enough, and often - think embedded devices with no RTC - not even random enough).
Hence the new <random>
header, which tries to fix this mess providing algorithms that are:
- fully specified (so you can have cross-compiler reproducible output and guaranteed characteristics - say, range of the generator);
- generally of state-of-the-art quality;
- encapsulated in classes (so no global state is forced upon you, which avoids completely threading and nonlocality problems);
... and a default random_device
as well to seed them.
Now, if you ask me I would have liked also a simple API built on top of this for the "easy", "guess a number" cases (similar to how Python does provide the "complicated" API, but also the trivial random.randint
& co. using a global, pre-seeded PRNG for us uncomplicated people who'd like not to drown in random devices/engines/adapters/whatever every time we want to extract a number for the bingo cards), but it's true that you can easily build it by yourself over the current facilities (while building the "full" API over a simplistic one wouldn't be possible).
1
It's exactly the combination ofsrand
and an unspecified algorithm that getsstd::rand
in trouble. See also my answer to another question.
– Peter O.
17 mins ago
add a comment |Â
up vote
8
down vote
up vote
8
down vote
Pretty much any implementation of "old" rand()
use an LCG; while they are generally not the best generators around, usually you are not going to see them fail on such a basic test - mean and standard deviation is generally got right even by the worst PRNGs.
Common failings of "bad" - but common enough - rand()
implementations are:
- low randomness of low-order bits;
- short period;
- low
RAND_MAX
; - some correlation between successive extractions (in general, LCGs produce numbers that are on a limited number of hyperplanes, although this can be somehow mitigated).
Still, none of these are specific to the API of rand()
. A particular implementation could place a xorshift-family generator behind srand
/rand
and, algoritmically speaking, obtain a state of the art PRNG with no changes of interface, so no test like the one you did would show any weakness in the output.
Indeed, the actual problem with rand()
is not much of implementation in principle but:
- backwards compatibility; many current implementations use suboptimal generators, typically with badly choosen parameters; a notorious example is Visual C++, which sports a
RAND_MAX
of just 32767. However, this cannot be changed easily, as it would break compatibility with the past - people usingsrand
with a fixed seed for reproducible simulations wouldn't be too happy (indeed, IIRC the aforementioned implementation goes back to Microsoft C early versions - or even Lattice C - from the mid-eighties); bad interface;
rand()
provides a single generator with global state for the whole program. While this is perfectly fine (and actually quite handy) for many simple use cases, it poses problems:- with multithreaded code: to fix it you either need a global mutex - which would slow down everything for no reason and kill any chance of repeatability, as the sequence of calls becomes random itself -, or thread local state; this last one has been adopted by several implementations (notably Visual C++);
- if you want a "private", reproducible sequence into a specific module of your program that doesn't impact the global state.
Finally, the rand
state of affairs:
- doesn't specify an actual implementation (the C standard provides just a sample implementation), so any program that is intended to produce reproducible output (or expect a PRNG of some known quality) across different compilers must roll its own generator;
- doesn't provide any cross-platform method to obtain a decent seed (
time(NULL)
is not, as it isn't granular enough, and often - think embedded devices with no RTC - not even random enough).
Hence the new <random>
header, which tries to fix this mess providing algorithms that are:
- fully specified (so you can have cross-compiler reproducible output and guaranteed characteristics - say, range of the generator);
- generally of state-of-the-art quality;
- encapsulated in classes (so no global state is forced upon you, which avoids completely threading and nonlocality problems);
... and a default random_device
as well to seed them.
Now, if you ask me I would have liked also a simple API built on top of this for the "easy", "guess a number" cases (similar to how Python does provide the "complicated" API, but also the trivial random.randint
& co. using a global, pre-seeded PRNG for us uncomplicated people who'd like not to drown in random devices/engines/adapters/whatever every time we want to extract a number for the bingo cards), but it's true that you can easily build it by yourself over the current facilities (while building the "full" API over a simplistic one wouldn't be possible).
Pretty much any implementation of "old" rand()
use an LCG; while they are generally not the best generators around, usually you are not going to see them fail on such a basic test - mean and standard deviation is generally got right even by the worst PRNGs.
Common failings of "bad" - but common enough - rand()
implementations are:
- low randomness of low-order bits;
- short period;
- low
RAND_MAX
; - some correlation between successive extractions (in general, LCGs produce numbers that are on a limited number of hyperplanes, although this can be somehow mitigated).
Still, none of these are specific to the API of rand()
. A particular implementation could place a xorshift-family generator behind srand
/rand
and, algoritmically speaking, obtain a state of the art PRNG with no changes of interface, so no test like the one you did would show any weakness in the output.
Indeed, the actual problem with rand()
is not much of implementation in principle but:
- backwards compatibility; many current implementations use suboptimal generators, typically with badly choosen parameters; a notorious example is Visual C++, which sports a
RAND_MAX
of just 32767. However, this cannot be changed easily, as it would break compatibility with the past - people usingsrand
with a fixed seed for reproducible simulations wouldn't be too happy (indeed, IIRC the aforementioned implementation goes back to Microsoft C early versions - or even Lattice C - from the mid-eighties); bad interface;
rand()
provides a single generator with global state for the whole program. While this is perfectly fine (and actually quite handy) for many simple use cases, it poses problems:- with multithreaded code: to fix it you either need a global mutex - which would slow down everything for no reason and kill any chance of repeatability, as the sequence of calls becomes random itself -, or thread local state; this last one has been adopted by several implementations (notably Visual C++);
- if you want a "private", reproducible sequence into a specific module of your program that doesn't impact the global state.
Finally, the rand
state of affairs:
- doesn't specify an actual implementation (the C standard provides just a sample implementation), so any program that is intended to produce reproducible output (or expect a PRNG of some known quality) across different compilers must roll its own generator;
- doesn't provide any cross-platform method to obtain a decent seed (
time(NULL)
is not, as it isn't granular enough, and often - think embedded devices with no RTC - not even random enough).
Hence the new <random>
header, which tries to fix this mess providing algorithms that are:
- fully specified (so you can have cross-compiler reproducible output and guaranteed characteristics - say, range of the generator);
- generally of state-of-the-art quality;
- encapsulated in classes (so no global state is forced upon you, which avoids completely threading and nonlocality problems);
... and a default random_device
as well to seed them.
Now, if you ask me I would have liked also a simple API built on top of this for the "easy", "guess a number" cases (similar to how Python does provide the "complicated" API, but also the trivial random.randint
& co. using a global, pre-seeded PRNG for us uncomplicated people who'd like not to drown in random devices/engines/adapters/whatever every time we want to extract a number for the bingo cards), but it's true that you can easily build it by yourself over the current facilities (while building the "full" API over a simplistic one wouldn't be possible).
edited 6 mins ago
answered 1 hour ago
Matteo Italia
95.8k12132234
95.8k12132234
1
It's exactly the combination ofsrand
and an unspecified algorithm that getsstd::rand
in trouble. See also my answer to another question.
– Peter O.
17 mins ago
add a comment |Â
1
It's exactly the combination ofsrand
and an unspecified algorithm that getsstd::rand
in trouble. See also my answer to another question.
– Peter O.
17 mins ago
1
1
It's exactly the combination of
srand
and an unspecified algorithm that gets std::rand
in trouble. See also my answer to another question.– Peter O.
17 mins ago
It's exactly the combination of
srand
and an unspecified algorithm that gets std::rand
in trouble. See also my answer to another question.– Peter O.
17 mins ago
add a comment |Â
up vote
2
down vote
If you repeat your experiment with a range larger than 5 then you will probably see different results. When your range is significantly smaller than RAND_MAX
there isn't an issue for most applications.
For example if we have a RAND_MAX
of 25 then rand() % 5
will produce numbers with the following frequencies:
0: 6
1: 5
2: 5
3: 5
4: 5
As RAND_MAX
is guaranteed to be more than 32767 and the difference in frequencies between the least likely and the most likely is only 1, for small numbers the distribution is near enough random for most use cases.
2
This is explained in STL's second slide
– Alan Birtles
1 hour ago
1
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
add a comment |Â
up vote
2
down vote
If you repeat your experiment with a range larger than 5 then you will probably see different results. When your range is significantly smaller than RAND_MAX
there isn't an issue for most applications.
For example if we have a RAND_MAX
of 25 then rand() % 5
will produce numbers with the following frequencies:
0: 6
1: 5
2: 5
3: 5
4: 5
As RAND_MAX
is guaranteed to be more than 32767 and the difference in frequencies between the least likely and the most likely is only 1, for small numbers the distribution is near enough random for most use cases.
2
This is explained in STL's second slide
– Alan Birtles
1 hour ago
1
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
add a comment |Â
up vote
2
down vote
up vote
2
down vote
If you repeat your experiment with a range larger than 5 then you will probably see different results. When your range is significantly smaller than RAND_MAX
there isn't an issue for most applications.
For example if we have a RAND_MAX
of 25 then rand() % 5
will produce numbers with the following frequencies:
0: 6
1: 5
2: 5
3: 5
4: 5
As RAND_MAX
is guaranteed to be more than 32767 and the difference in frequencies between the least likely and the most likely is only 1, for small numbers the distribution is near enough random for most use cases.
If you repeat your experiment with a range larger than 5 then you will probably see different results. When your range is significantly smaller than RAND_MAX
there isn't an issue for most applications.
For example if we have a RAND_MAX
of 25 then rand() % 5
will produce numbers with the following frequencies:
0: 6
1: 5
2: 5
3: 5
4: 5
As RAND_MAX
is guaranteed to be more than 32767 and the difference in frequencies between the least likely and the most likely is only 1, for small numbers the distribution is near enough random for most use cases.
answered 1 hour ago
Alan Birtles
6,548632
6,548632
2
This is explained in STL's second slide
– Alan Birtles
1 hour ago
1
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
add a comment |Â
2
This is explained in STL's second slide
– Alan Birtles
1 hour ago
1
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
2
2
This is explained in STL's second slide
– Alan Birtles
1 hour ago
This is explained in STL's second slide
– Alan Birtles
1 hour ago
1
1
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
Ok, but... who is STL ? And what slides ? (serious question)
– kebs
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
@kebs, Stephan Lavavej, see the Youtube reference in the question.
– Evg
1 hour ago
add a comment |Â
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Try to use
getRandNum_Old
in a multi-threaded code. By the way, your both function are inefficient, since they test a condition in each call, which you really don't want to if you care about performance.– Daniel Langr
2 hours ago
I could simulate you results with some very non-random numbers. You need to look at avalanche properties as well.
– doron
2 hours ago
@doron what does simulating with non-random numbers mean? like a deterministic seed?
– rcplusplus
2 hours ago
2
That is pretty much why this advice exists. If you don't know how to test the RNG for sufficient entropy or whether or not it matters for your program then you should assume that std::rand() isn't good enough. en.wikipedia.org/wiki/Entropy_(computing)
– Hans Passant
2 hours ago
1
@rcplusplus like repeating a sequence of a handful of numbers.
– doron
1 hour ago