Conmajia
Jan. 29th, 2019
早在2012年,我曾经针对 C# System.Random
不同的初始化方案专门做过一次试验,得出了单次默认初始化即可获得质量很好的随机数的结论。可是这么多年过去,C# 从2.0升到了4.7,还能在网上看到很多新手(甚至是老鸟)被一些想当然的奇怪思想误导,费时费力地脱裤子放屁。
有些人总觉得用点额外的、生僻的玩意儿会显得很炫技,很厉害。正如修真小说里,稀有的古代神器多半比量产的现代装备牛逼,在编程的时候,用上那么几个不常用,或者当前问题环境下一般没人用的patterns or callbacks什么的,仿佛就拥有了高贵的血统,让人不明觉厉。然而再华丽的古罗马战车,也比不上穿梭在街头巷尾的五菱宏光;再炫酷的开发技巧,也敌不过没头没脑的overdesign。
以前有种说法,觉得用随机性相当大的GUID做种子来初始化Random
就能得到比new Random()
更随机的输出结果。这种不知从何而来的莫名自信一直延续到了今天。
且不说这堆一脉相承的智障操作对性能的影响,很显然,他们对真随机数、伪随机数这些概念有点误会,对计算机生成随机数的原理也不甚了然[1]。他们只是看到那一长串变幻无穷的GUID后,心中的虔诚感油然而生。然而回过神,迎面扑来的却是现实的一盆刺骨冷水:对于 Random
,任何多余的初始化都不过是拖后腿的累赘而已。
一顿操作猛如虎,一看战绩0-5
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已经足够好的 Random
一个随机数发生器好坏的评判标准,首先看它在值域的分布概率是不是符合均匀分布(uniform distribution),也就是说它取得任何一个值的概率都是相同的。其次看它的性能。不管你的Random
用到了多么炫酷亮瞎狗眼的神技,只要它的性能不够,狂吃资源,那它一定是个辣鸡。如果产生一个随机数需要5分钟,那么任何音乐软件的“随机播放”都将变得索然无味。而对于那些热衷于使用花里胡哨的玩意儿来做随机数种子的方案,性能永远不可能超过默认构造函数。毕竟你每次生成随机数的时候都必须把这帮家伙初始化一遍,否则就和默认初始化完全一样,这些花里胡哨将变得毫无意义。数学理论不说了,先让秀儿们看看默认的Random
到底够不够随机。
Case #1 的数据,是用默认构造函数初始化生成的数据统计概率直方图。\(x\) 轴是输出的随机数数值,范围从0-99,共100个数。\(y\) 轴是对应数值出现的概率。每次试验生成 10,000,000(一千万)个随机数,每个case进行10次试验,共生成100,000,000(一亿)个随机数,得到单次试验平均用时0.76秒。令 \(\tau=0.76\),后面的case都按类似的方法进行,并以 \(\tau\) 作为性能基准,排除计算平台的干扰。
new Random()
,用时:$\tau=0.76$
// 函数定义
static Random r = new Random();
int GetRandomNumber() {
return r.Next(0, 100);
} // 主程序(单次试验,1000 万随机数)
...
for (int i = 0; i < 10000000; i++) {
output[i] = GetRandomNumber();
}
...
看,典型的均匀分布。在一千万大数据量的支撑下,100个可能值每个的输出概率都达到了完美的1%,带内波动小于 ±0.000,05,还有什么可挑剔的呢?
那么,现在开始试验备受推崇的GUID初始化随机数发生器了。当然,这句话也可以拗口地说成随机生成随机数发生器(generate random generator randomly),反正都是秀嘛。
找个比较简单的GUID例子:
依然生成 10,000,000个随机数,主程序内容不变,只需要修改 GetRandomNumber()
:
new Random(GUID)
,用时:$52\tau$
int GetRandomNumber() {
Random r = new Random(
BitConverter.ToInt32(Guid.NewGuid().ToByteArray(), 0)
);
return r.Next(0, 100);
}
没错,这确实能得到输出效果不错的随机数。但是,它的带内波动达到了 ±0.000,2,差不多是 Case #1 的4倍,完全谈不上更好。那么性能呢?在效果近似,波动更大的情况下,Case #2 用时达到了 #1 的52倍(39.5秒),这么辣鸡的性能还好意思吹您 的 呢?
再来看看更秀的,本文最开始那张图里的例子,用的是GUID×Time×计数器这种秀破天际的初始化方案:
new Random(GUID * Time * count)
,用时:$56\tau$
static randomCount = 0;
static int GetRandomNumber() {
randomCount++;
Guid guid = Guid.NewGuid();
int key1 = guid.GetHashCode();
int key2 = unchecked((int)DateTime.Now.Ticks);
int seed = unchecked(key1 * key2 * randomCount);
Random r = new Random(seed);
return r.Next(0, 100);
}
您可省省吧!
这段代码的作者甚至还想到了用unchecked
略微优化一下代码的健壮性。上手就来秀优化,全然不顾丫的压根儿从算法上就有毛病。习惯成自然,可以猜测他平时在业务工作中没少这么干。然后是hashcode、time tick各种key一顿花里胡哨得到一个seed
来初始化Random
。可是这又有什么卵用呢?朋友?为了这个和 Case #1 几乎一样效果的输出结果花掉了 56倍(43秒)的计算时间,您觉得合适吗??
代码的质量不是看它用了多少技巧,秀了多少知识,只要花点功夫,这并不难做到。恰恰相反,用最简单的办法实现适当功能和良好的性能,才是最困难的。一段代码是不是实用,你也不可能靠它的字数来判断,任何结论,要么理论推导,要么试验验证。那些被人奉为经典的半吊子大神的话,可能往往只是他们放的狗屁而已。
The End. \(\Box\)
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所有的真随机数发生器都需要专用硬件支持,它们中绝大部分受到发明专利保护。
System.Random
基于 Donald E. Knuth 的减随机数生成器算法实现,从实用角度而言,随机程度已经足够。 ↩︎