Added a multi-channel, multi-threaded rng for comparison

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Thorsten Sommer 2023-07-10 16:39:56 +02:00
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FastRng/MultiChannelRng.cs Normal file
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using System;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using System.Threading;
using System.Threading.Channels;
namespace FastRng;
public sealed class MultiChannelRng<TNum> : IRandom<TNum>, IDisposable where TNum : IFloatingPointIeee754<TNum>, IAdditionOperators<TNum, TNum, TNum>
{
#if DEBUG
private const int BUFFER_SIZE = 1_000_000;
#else
private const int BUFFER_SIZE = 1_000_000;
#endif
private readonly Channel<uint> channelIntegers = Channel.CreateBounded<uint>(new BoundedChannelOptions(capacity: BUFFER_SIZE * 2) { FullMode = BoundedChannelFullMode.Wait, SingleWriter = true, SingleReader = true });
private readonly Channel<TNum> channelFloats = Channel.CreateBounded<TNum>(new BoundedChannelOptions(capacity: BUFFER_SIZE) { FullMode = BoundedChannelFullMode.Wait, SingleWriter = true, SingleReader = false });
private static readonly TNum CONST_FLOAT_CONVERSION = TNum.CreateChecked(2.328306435454494e-10f);
// Gets used to stop the producer threads:
private readonly CancellationTokenSource producerTokenSource = new();
// The uint producer thread:
private Thread producerRandomUint;
// The uniform float producer thread:
private Thread producerRandomUniformDistributedFloat;
// Variable w and z for the uint generator. Both get used
// as seeding variable as well (cf. constructors)
private uint mW;
private uint mZ;
#region Constructors
/// <summary>
/// Creates a multi-threaded random number generator.
/// </summary>
/// <remarks>
/// This constructor uses the user's current local time
/// to derive necessary parameters for the generator.
/// Thus, the results are depending on the time, where
/// the generator was created.
/// </remarks>
public MultiChannelRng()
{
//
// Initialize the mW and mZ by using
// the system's time.
//
var now = DateTime.Now;
var ticks = now.Ticks;
this.mW = (uint) (ticks >> 16);
this.mZ = (uint) (ticks % 4_294_967_296);
this.StartProducerThreads();
}
/// <summary>
/// Creates a multi-threaded random number generator.
/// </summary>
/// <remarks>
/// A multi-threaded random number generator created by this constructor is
/// deterministic. It's behaviour is not depending on the time of its creation.<br/><br/>
///
/// <b>Please note:</b> Although the number generator and all distributions are deterministic,
/// the behavior of the consuming application might be non-deterministic. This is possible if
/// the application with multiple threads consumes the numbers. The scheduling of the threads
/// is up to the operating system and might not be predictable.
/// </remarks>
/// <param name="seedU">A seed value to generate a deterministic generator.</param>
public MultiChannelRng(uint seedU)
{
this.mW = seedU;
this.mZ = 362_436_069;
this.StartProducerThreads();
}
/// <summary>
/// Creates a multi-threaded random number generator.
/// </summary>
/// <remarks>
/// A multi-threaded random number generator created by this constructor is
/// deterministic. It's behaviour is not depending on the time of its creation.<br/><br/>
///
/// <b>Please note:</b> Although the number generator and all distributions are deterministic,
/// the behavior of the consuming application might be non-deterministic. This is possible if
/// the application with multiple threads consumes the numbers. The scheduling of the threads
/// is up to the operating system and might not be predictable.
/// </remarks>
/// <param name="seedU">The first seed value.</param>
/// <param name="seedV">The second seed value.</param>
public MultiChannelRng(uint seedU, uint seedV)
{
this.mW = seedU;
this.mZ = seedV;
this.StartProducerThreads();
}
private void StartProducerThreads()
{
this.producerRandomUint = new Thread(() => this.RandomProducerUint(this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUint.Start();
this.producerRandomUniformDistributedFloat = new Thread(() => this.RandomProducerUniformDistributedFloat(this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedFloat.Start();
}
#endregion
#region Producers
[ExcludeFromCodeCoverage]
private async void RandomProducerUint(CancellationToken cancellationToken)
{
try
{
while (!cancellationToken.IsCancellationRequested)
{
this.mZ = 36_969 * (this.mZ & 65_535) + (this.mZ >> 16);
this.mW = 18_000 * (this.mW & 65_535) + (this.mW >> 16);
await this.channelIntegers.Writer.WriteAsync((this.mZ << 16) + this.mW, cancellationToken);
}
}
catch (OperationCanceledException)
{
}
}
[ExcludeFromCodeCoverage]
private async void RandomProducerUniformDistributedFloat(CancellationToken cancellationToken)
{
try
{
while (!cancellationToken.IsCancellationRequested)
{
await this.channelFloats.Writer.WriteAsync((TNum.CreateChecked(await this.channelIntegers.Reader.ReadAsync(cancellationToken)) + TNum.One) * CONST_FLOAT_CONVERSION, cancellationToken);
}
}
catch (OperationCanceledException)
{
}
}
#endregion
#region Implementing interfaces
#region Implementation of IDisposable
private void StopProducer() => this.producerTokenSource.Cancel();
public void Dispose() => this.StopProducer();
#endregion
#region Implementation of IRandom<TNum>
public TNum GetUniform(CancellationToken cancel = default)
{
var valueTask = this.channelFloats.Reader.ReadAsync(cancel);
return valueTask.AsTask().Result;
}
#endregion
#endregion
}