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authorDevtools Arcadia <arcadia-devtools@yandex-team.ru>2022-02-07 18:08:42 +0300
committerDevtools Arcadia <arcadia-devtools@mous.vla.yp-c.yandex.net>2022-02-07 18:08:42 +0300
commit1110808a9d39d4b808aef724c861a2e1a38d2a69 (patch)
treee26c9fed0de5d9873cce7e00bc214573dc2195b7 /contrib/libs/poco/Foundation/src/Random.cpp
downloadydb-1110808a9d39d4b808aef724c861a2e1a38d2a69.tar.gz
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+//
+// Random.cpp
+//
+// Library: Foundation
+// Package: Crypt
+// Module: Random
+//
+// Definition of class Random.
+//
+// Copyright (c) 2004-2006, Applied Informatics Software Engineering GmbH.
+// and Contributors.
+//
+// SPDX-License-Identifier: BSL-1.0
+//
+//
+// Based on the FreeBSD random number generator.
+// src/lib/libc/stdlib/random.c,v 1.25
+//
+// Copyright (c) 1983, 1993
+// The Regents of the University of California. All rights reserved.
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+// 1. Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// 2. Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// 4. Neither the name of the University nor the names of its contributors
+// may be used to endorse or promote products derived from this software
+// without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
+// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+// ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
+// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
+// OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
+// OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+// SUCH DAMAGE.
+//
+
+
+#include "Poco/Random.h"
+#include "Poco/RandomStream.h"
+#include <ctime>
+#if defined(_WIN32_WCE) && _WIN32_WCE < 0x800
+#error #include "wce_time.h"
+#endif
+
+
+/*
+ * random.c:
+ *
+ * An improved random number generation package. In addition to the standard
+ * rand()/srand() like interface, this package also has a special state info
+ * interface. The initstate() routine is called with a seed, an array of
+ * bytes, and a count of how many bytes are being passed in; this array is
+ * then initialized to contain information for random number generation with
+ * that much state information. Good sizes for the amount of state
+ * information are 32, 64, 128, and 256 bytes. The state can be switched by
+ * calling the setstate() routine with the same array as was initiallized
+ * with initstate(). By default, the package runs with 128 bytes of state
+ * information and generates far better random numbers than a linear
+ * congruential generator. If the amount of state information is less than
+ * 32 bytes, a simple linear congruential R.N.G. is used.
+ *
+ * Internally, the state information is treated as an array of uint32_t's; the
+ * zeroeth element of the array is the type of R.N.G. being used (small
+ * integer); the remainder of the array is the state information for the
+ * R.N.G. Thus, 32 bytes of state information will give 7 ints worth of
+ * state information, which will allow a degree seven polynomial. (Note:
+ * the zeroeth word of state information also has some other information
+ * stored in it -- see setstate() for details).
+ *
+ * The random number generation technique is a linear feedback shift register
+ * approach, employing trinomials (since there are fewer terms to sum up that
+ * way). In this approach, the least significant bit of all the numbers in
+ * the state table will act as a linear feedback shift register, and will
+ * have period 2^deg - 1 (where deg is the degree of the polynomial being
+ * used, assuming that the polynomial is irreducible and primitive). The
+ * higher order bits will have longer periods, since their values are also
+ * influenced by pseudo-random carries out of the lower bits. The total
+ * period of the generator is approximately deg*(2**deg - 1); thus doubling
+ * the amount of state information has a vast influence on the period of the
+ * generator. Note: the deg*(2**deg - 1) is an approximation only good for
+ * large deg, when the period of the shift is the dominant factor.
+ * With deg equal to seven, the period is actually much longer than the
+ * 7*(2**7 - 1) predicted by this formula.
+ *
+ * Modified 28 December 1994 by Jacob S. Rosenberg.
+ * The following changes have been made:
+ * All references to the type u_int have been changed to unsigned long.
+ * All references to type int have been changed to type long. Other
+ * cleanups have been made as well. A warning for both initstate and
+ * setstate has been inserted to the effect that on Sparc platforms
+ * the 'arg_state' variable must be forced to begin on word boundaries.
+ * This can be easily done by casting a long integer array to char *.
+ * The overall logic has been left STRICTLY alone. This software was
+ * tested on both a VAX and Sun SpacsStation with exactly the same
+ * results. The new version and the original give IDENTICAL results.
+ * The new version is somewhat faster than the original. As the
+ * documentation says: "By default, the package runs with 128 bytes of
+ * state information and generates far better random numbers than a linear
+ * congruential generator. If the amount of state information is less than
+ * 32 bytes, a simple linear congruential R.N.G. is used." For a buffer of
+ * 128 bytes, this new version runs about 19 percent faster and for a 16
+ * byte buffer it is about 5 percent faster.
+ */
+
+
+/*
+ * For each of the currently supported random number generators, we have a
+ * break value on the amount of state information (you need at least this
+ * many bytes of state info to support this random number generator), a degree
+ * for the polynomial (actually a trinomial) that the R.N.G. is based on, and
+ * the separation between the two lower order coefficients of the trinomial.
+ */
+#define TYPE_0 0 /* linear congruential */
+#define BREAK_0 8
+#define DEG_0 0
+#define SEP_0 0
+
+#define TYPE_1 1 /* x**7 + x**3 + 1 */
+#define BREAK_1 32
+#define DEG_1 7
+#define SEP_1 3
+
+#define TYPE_2 2 /* x**15 + x + 1 */
+#define BREAK_2 64
+#define DEG_2 15
+#define SEP_2 1
+
+#define TYPE_3 3 /* x**31 + x**3 + 1 */
+#define BREAK_3 128
+#define DEG_3 31
+#define SEP_3 3
+
+#define TYPE_4 4 /* x**63 + x + 1 */
+#define BREAK_4 256
+#define DEG_4 63
+#define SEP_4 1
+
+
+namespace Poco {
+
+
+Random::Random(int stateSize)
+{
+ poco_assert (BREAK_0 <= stateSize && stateSize <= BREAK_4);
+
+ _pBuffer = new char[stateSize];
+#if defined(_WIN32_WCE) && _WIN32_WCE < 0x800
+ initState((UInt32) wceex_time(NULL), _pBuffer, stateSize);
+#else
+ initState((UInt32) std::time(NULL), _pBuffer, stateSize);
+#endif
+}
+
+
+Random::~Random()
+{
+ delete [] _pBuffer;
+}
+
+
+/*
+ * Compute x = (7^5 * x) mod (2^31 - 1)
+ * wihout overflowing 31 bits:
+ * (2^31 - 1) = 127773 * (7^5) + 2836
+ * From "Random number generators: good ones are hard to find",
+ * Park and Miller, Communications of the ACM, vol. 31, no. 10,
+ * October 1988, p. 1195.
+ */
+inline UInt32 Random::goodRand(Int32 x)
+{
+ Int32 hi, lo;
+
+ if (x == 0) x = 123459876;
+ hi = x / 127773;
+ lo = x % 127773;
+ x = 16807 * lo - 2836 * hi;
+ if (x < 0) x += 0x7FFFFFFF;
+
+ return x;
+}
+
+
+/*
+ * Initialize the random number generator based on the given seed. If the
+ * type is the trivial no-state-information type, just remember the seed.
+ * Otherwise, initializes state[] based on the given "seed" via a linear
+ * congruential generator. Then, the pointers are set to known locations
+ * that are exactly rand_sep places apart. Lastly, it cycles the state
+ * information a given number of times to get rid of any initial dependencies
+ * introduced by the L.C.R.N.G. Note that the initialization of randtbl[]
+ * for default usage relies on values produced by this routine.
+ */
+void Random::seed(UInt32 x)
+{
+ int i, lim;
+
+ _state[0] = x;
+ if (_randType == TYPE_0)
+ lim = NSHUFF;
+ else
+ {
+ for (i = 1; i < _randDeg; i++)
+ _state[i] = goodRand(_state[i - 1]);
+ _fptr = &_state[_randSep];
+ _rptr = &_state[0];
+ lim = 10 * _randDeg;
+ }
+ for (i = 0; i < lim; i++)
+ next();
+}
+
+
+/*
+ * Many programs choose the seed value in a totally predictable manner.
+ * This often causes problems. We seed the generator using the much more
+ * secure random(4) interface. Note that this particular seeding
+ * procedure can generate states which are impossible to reproduce by
+ * calling srandom() with any value, since the succeeding terms in the
+ * state buffer are no longer derived from the LC algorithm applied to
+ * a fixed seed.
+ */
+void Random::seed()
+{
+ std::streamsize len;
+
+ if (_randType == TYPE_0)
+ len = sizeof _state[0];
+ else
+ len = _randDeg * sizeof _state[0];
+
+ RandomInputStream rstr;
+ rstr.read((char*) _state, len);
+}
+
+
+/*
+ * Initialize the state information in the given array of n bytes for future
+ * random number generation. Based on the number of bytes we are given, and
+ * the break values for the different R.N.G.'s, we choose the best (largest)
+ * one we can and set things up for it. srandom() is then called to
+ * initialize the state information.
+ *
+ * Note that on return from srandom(), we set state[-1] to be the type
+ * multiplexed with the current value of the rear pointer; this is so
+ * successive calls to initstate() won't lose this information and will be
+ * able to restart with setstate().
+ *
+ * Note: the first thing we do is save the current state, if any, just like
+ * setstate() so that it doesn't matter when initstate is called.
+ *
+ * Returns a pointer to the old state.
+ *
+ * Note: The Sparc platform requires that arg_state begin on an int
+ * word boundary; otherwise a bus error will occur. Even so, lint will
+ * complain about mis-alignment, but you should disregard these messages.
+ */
+void Random::initState(UInt32 s, char* argState, Int32 n)
+{
+ UInt32* intArgState = (UInt32*) argState;
+
+ if (n < BREAK_0)
+ {
+ poco_bugcheck_msg("not enough state");
+ return;
+ }
+ if (n < BREAK_1)
+ {
+ _randType = TYPE_0;
+ _randDeg = DEG_0;
+ _randSep = SEP_0;
+ }
+ else if (n < BREAK_2)
+ {
+ _randType = TYPE_1;
+ _randDeg = DEG_1;
+ _randSep = SEP_1;
+ }
+ else if (n < BREAK_3)
+ {
+ _randType = TYPE_2;
+ _randDeg = DEG_2;
+ _randSep = SEP_2;
+ }
+ else if (n < BREAK_4)
+ {
+ _randType = TYPE_3;
+ _randDeg = DEG_3;
+ _randSep = SEP_3;
+ }
+ else
+ {
+ _randType = TYPE_4;
+ _randDeg = DEG_4;
+ _randSep = SEP_4;
+ }
+ _state = intArgState + 1; /* first location */
+ _endPtr = &_state[_randDeg]; /* must set end_ptr before seed */
+ seed(s);
+ if (_randType == TYPE_0)
+ intArgState[0] = _randType;
+ else
+ intArgState[0] = MAX_TYPES * (int) (_rptr - _state) + _randType;
+}
+
+
+/*
+ * Next:
+ *
+ * If we are using the trivial TYPE_0 R.N.G., just do the old linear
+ * congruential bit. Otherwise, we do our fancy trinomial stuff, which is
+ * the same in all the other cases due to all the global variables that have
+ * been set up. The basic operation is to add the number at the rear pointer
+ * into the one at the front pointer. Then both pointers are advanced to
+ * the next location cyclically in the table. The value returned is the sum
+ * generated, reduced to 31 bits by throwing away the "least random" low bit.
+ *
+ * Note: the code takes advantage of the fact that both the front and
+ * rear pointers can't wrap on the same call by not testing the rear
+ * pointer if the front one has wrapped.
+ *
+ * Returns a 31-bit random number.
+ */
+UInt32 Random::next()
+{
+ UInt32 i;
+ UInt32 *f, *r;
+
+ if (_randType == TYPE_0)
+ {
+ i = _state[0];
+ _state[0] = i = goodRand(i) & 0x7FFFFFFF;
+ }
+ else
+ {
+ /*
+ * Use local variables rather than static variables for speed.
+ */
+ f = _fptr; r = _rptr;
+ *f += *r;
+ i = (*f >> 1) & 0x7FFFFFFF; /* chucking least random bit */
+ if (++f >= _endPtr) {
+ f = _state;
+ ++r;
+ }
+ else if (++r >= _endPtr) {
+ r = _state;
+ }
+
+ _fptr = f; _rptr = r;
+ }
+ return i;
+}
+
+
+} // namespace Poco