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src/java.base/share/classes/java/util/random/package-info.java
633 строки
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Goetz Lindenmaier
8272866: java.util.random package summary contains incorrect mixing function in table
28 фев 2022, 14:03
28 фев 2022, 14:03
90d83a2
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/* * Copyright (c) 2021, Oracle and/or its affiliates. All rights reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Oracle designates this * particular file as subject to the "Classpath" exception as provided * by Oracle in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA * or visit www.oracle.com if you need additional information or have any * questions. */ /** * This package contains classes and interfaces that support a generic API * for random number generation. * * <p>These classes and interfaces support the definition and use of "random * generators", a term covering what have traditionally been called "random * number generators" as well as generators of other sorts of randomly chosen * values (eg. booleans). These classes and interfaces cover not only * deterministic (pseudorandom) algorithms but also generators of values that * use some "truly random" physical source (stochastic algorithms perhaps making * use of thermal noise, for example, or quantum-mechanical effects). * * <p> The principal interface is {@link RandomGenerator}, which provides * methods for requesting individual values of type {@code int}, {@code long}, * {@code float}, {@code double}, or {@code boolean} chosen pseudorandomly * from a uniform distribution; methods for requesting values of type * {@code double} chosen pseudorandomly from a normal distribution or from an * exponential distribution; and methods for creating streams of values of type * {@code int}, {@code long}, or {@code double} chosen pseudorandomly from a * uniform distribution (such streams are spliterator-based, allowing for * parallel processing of their elements). There are also static factory methods * for creating an instance of a specific random number generator algorithm * given its name. * * <p> The principal supporting class is {@link RandomGeneratorFactory}. This * can be used to generate multiple random number generators for a specific * algorithm. {@link RandomGeneratorFactory} also provides methods for * selecting random number generator algorithms. RandomGeneratorFactory * registers implementations of {@link RandomGenerator} interface using the * service provider API. * * <p> An important subsidiary interface is * {@link RandomGenerator.StreamableGenerator}, which provides methods for * creating spliterator-based streams of {@link RandomGenerator} objects, * allowing for parallel processing of these objects using multiple threads. * Unlike {@link java.util.Random}, most implementations of * {@link RandomGenerator} are <i>not</i> thread-safe. The intent is that * instances should not be shared among threads; rather, each thread should have * its own random generator(s) to use. The various pseudorandom algorithms * provided by this package are designed so that multiple instances will (with * very high probability) behave as if statistically independent. * * <p> For many purposes, these are the only two interfaces that a consumer of * pseudorandom values will need. There are also some more specialized * interfaces that describe more specialized categories of random number * generators {@link RandomGenerator.SplittableGenerator SplittableGenerator}, * {@link RandomGenerator.JumpableGenerator JumpableGenerator}, * {@link RandomGenerator.LeapableGenerator LeapableGenerator}, and * {@link RandomGenerator.ArbitrarilyJumpableGenerator ArbitrarilyJumpableGenerator} * that have specific strategies for creating statistically independent instances. * * <h2>Using the Random Number Generator Interfaces</h2> * * To get started, an application should first create one instance of a * generator class. Assume that the contents of the package * {@link java.util.random} has been imported: * * <blockquote>{@code import java.util.random.*;}</blockquote> * * Then one can choose a specific implementation by giving the name of a generator * algorithm to the static method {@link RandomGenerator#of}, in which case the * no-arguments constructor for that implementation is used: * * <blockquote>{@code RandomGenerator g = RandomGenerator.of("L64X128MixRandom");}</blockquote> * * For a single-threaded application, this is all that is needed. One can then * invoke methods of {@code g} such as * {@link RandomGenerator#nextLong nextLong()}, * {@link RandomGenerator#nextInt nextInt()}, * {@link RandomGenerator#nextFloat nextFloat()}, * {@link RandomGenerator#nextDouble nextDouble()} and * {@link RandomGenerator#nextBoolean nextBoolean()} to generate individual * randomly chosen values. One can also use the methods * {@link RandomGenerator#ints ints()}, {@link RandomGenerator#longs longs()} * and {@link RandomGenerator#doubles doubles()} to create streams of randomly * chosen values. The methods * {@link RandomGenerator#nextGaussian nextGaussian()} and * {@link RandomGenerator#nextExponential nextExponential()} draw floating-point * values from nonuniform distributions. * * <p> For a multi-threaded application, one can repeat the preceding steps * to create additional {@linkplain RandomGenerator RandomGenerators}, but * often it is preferable to use methods of the one single initially * created generator to create others like it. (One reason is that some * generator algorithms, if asked to create a new set of generators all at * once, can make a special effort to ensure that the new generators are * statistically independent.) If the initial generator implements the * interface {@link RandomGenerator.StreamableGenerator}, then the method * {@link RandomGenerator.StreamableGenerator#rngs rngs()} can be used to * create a stream of generators. If this is a parallel stream, then it is * easy to get parallel execution by using the * {@link java.util.stream.Stream#map map()} method on the stream. * <p> For a multi-threaded application that forks new threads dynamically, * another approach is to use an initial generator that implements the interface * {@link RandomGenerator.SplittableGenerator}, which is then considered to * "belong" to the initial thread for its exclusive use; then whenever any * thread needs to fork a new thread, it first uses the * {@link RandomGenerator.SplittableGenerator#split split()} method of its own * generator to create a new generator, which is then passed to the newly * created thread for exclusive use by that new thread. * * * <h2>Choosing a Random Number Generator Algorithm</h2> * * <p> There are three groups of random number generator algorithm provided * in Java: the Legacy group, the LXM group, and the Xoroshiro/Xoshiro group. * * <p> The legacy group includes random number generators that existed * before JDK 17: Random, ThreadLocalRandom, SplittableRandom, and * SecureRandom. Random (LCG) is the weakest of the available algorithms, and it * is recommended that users migrate to newer algorithms. If an application * requires a random number generator algorithm that is cryptographically * secure, then it should continue to use an instance of the class {@link * java.security.SecureRandom}. * * <p> The algorithms in the LXM group are similar to each other. The parameters * of each algorithm can be found in the algorithm name. The number after "L" indicates the * number of state bits for the LCG subgenerator, and the number after "X" indicates the * number of state bits for the XBG subgenerator. "Mix" indicates that * the algorithm uses an 8-operation bit-mixing function; "StarStar" indicates use * of a 3-operation bit-scrambler. * * <p> The algorithms in the Xoroshiro/Xoshiro group are more traditional algorithms * (see David Blackman and Sebastiano Vigna, "Scrambled Linear Pseudorandom * Number Generators," ACM Transactions on Mathematical Software, 2021); * the number in the name indicates the number of state bits. * * <p> For applications (such as physical simulation, machine learning, and * games) that do not require a cryptographically secure algorithm, this package * provides multiple implementations of interface {@link RandomGenerator} that * provide trade-offs among speed, space, period, accidental correlation, and * equidistribution properties. * * <p> For applications with no special requirements, * {@code L64X128MixRandom} has a good balance among speed, space, * and period, and is suitable for both single-threaded and multi-threaded * applications when used properly (a separate instance for each thread). * * <p> If the application uses only a single thread, then * {@code Xoroshiro128PlusPlus} is even smaller and faster, and * certainly has a sufficiently long period. * * <p> For an application running in a 32-bit hardware environment and using * only one thread or a small number of threads, {@code L32X64MixRandom} may be a good * choice. * * <p> For an application that uses many threads that are allocated in one batch * at the start of the computation, either a "jumpable" generator such as * {@code Xoroshiro128PlusPlus} or * {@code Xoshiro256PlusPlus} may be used, or a "splittable" * generator such as {@code L64X128MixRandom} or * {@code L64X256MixRandom} may be used. * * <p> For an application that creates many threads dynamically, perhaps through * the use of spliterators, a "splittable" generator such as * {@code L64X128MixRandom} or {@code L64X256MixRandom} is * recommended. If the number of generators created dynamically may * be very large (millions or more), then using generators such as * {@code L128X128MixRandom} or {@code L128X256MixRandom}, * which use a 128-bit parameter rather than a 64-bit parameter for their LCG * subgenerator, will make it much less likely that two instances use the same * state cycle. * * <p> For an application that uses tuples of consecutively generated values, it * may be desirable to use a generator that is <i>k</i>-equidistributed such * that <i>k</i> is at least as large as the length of the tuples being * generated. The generator {@code L64X256MixRandom} is provably * 4-equidistributed, and {@code L64X1024MixRandom} is provably * 16-equidistributed. * * <p> For applications that generate large permutations, it may be best to use * a generator whose period is much larger than the total number of possible * permutations; otherwise it will be impossible to generate some of the * intended permutations. For example, if the goal is to shuffle a deck of 52 * cards, the number of possible permutations is 52! (52 factorial), which is * larger than 2<sup>225</sup> (but smaller than 2<sup>226</sup>), so it may be * best to use a generator whose period at least 2<sup>256</sup>, such as * {@code L64X256MixRandom} or {@code L64X1024MixRandom} * or {@code L128X256MixRandom} or * {@code L128X1024MixRandom}. (It is of course also necessary to * provide sufficiently many seed bits when the generator is initialized, or * else it will still be impossible to generate some of the intended * permutations.) * * * <h2><a id="algorithms">Random Number Generator Algorithms Available</a></h2> * * These algorithms [in the table below] must be found with the current version * of Java SE. A particular JDK implementation may recognize additional * algorithms; check the JDK's documentation for details. The set of algorithms * required by Java SE may be updated by changes to the Java SE specification. * Over time, new algorithms may be added and old algorithms may be removed. * <p>In addition, as another life-cycle phase, an algorithm may be {@linkplain * RandomGeneratorFactory#isDeprecated() deprecated}. A deprecated algorithm is * not recommended for use. If a required algorithm is deprecated, it may be * removed in a future release. Due to advances in random number generator * algorithm development and analysis, an algorithm may be deprecated during the * lifetime of a particular Java SE release. Changing the deprecation status of * an algorithm is <em>not</em> a specification change. * * <table style="padding:0px 20px 0px 0px"> * <caption>Available Algorithms</caption> * <thead> * <tr> * <th style="text-align:left">Algorithm</th> * <th style="text-align:left">Group</th> * <th style="text-align:left">Period</th> * <th style="text-align:right">StateBits</th> * <th style="text-align:right">Equidistribution</th> * </tr> * </thead> * <tbody> * <tr> * <td style="text-align:left">L128X1024MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(1024).subtract(BigInteger.ONE).shiftLeft(128)</td> * <td style="text-align:right">1152</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">L128X128MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(128).subtract(BigInteger.ONE).shiftLeft(128)</td> * <td style="text-align:right">256</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">L128X256MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(256).subtract(BigInteger.ONE).shiftLeft(128)</td> * <td style="text-align:right">384</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">L32X64MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(64).subtract(BigInteger.ONE).shiftLeft(32)</td> * <td style="text-align:right">96</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">L64X1024MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(1024).subtract(BigInteger.ONE).shiftLeft(64)</td> * <td style="text-align:right">1088</td> * <td style="text-align:right">16</td> * </tr> * <tr> * <td style="text-align:left">L64X128MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(128).subtract(BigInteger.ONE).shiftLeft(64)</td> * <td style="text-align:right">192</td> * <td style="text-align:right">2</td> * </tr> * <tr> * <td style="text-align:left">L64X128StarStarRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(128).subtract(BigInteger.ONE).shiftLeft(64)</td> * <td style="text-align:right">192</td> * <td style="text-align:right">2</td> * </tr> * <tr> * <td style="text-align:left">L64X256MixRandom</td> * <td style="text-align:left">LXM</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(256).subtract(BigInteger.ONE).shiftLeft(64)</td> * <td style="text-align:right">320</td> * <td style="text-align:right">4</td> * </tr> * <tr> * <td style="text-align:left">Random</td> * <td style="text-align:left">Legacy</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(48)</td> * <td style="text-align:right">48</td> * <td style="text-align:right">0</td> * </tr> * <tr> * <td style="text-align:left">SplittableRandom</td> * <td style="text-align:left">Legacy</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(64)</td> * <td style="text-align:right">64</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">ThreadLocalRandom <sup>*</sup></td> * <td style="text-align:left">Legacy</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(64)</td> * <td style="text-align:right">64</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">Xoroshiro128PlusPlus</td> * <td style="text-align:left">Xoroshiro</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(128).subtract(BigInteger.ONE)</td> * <td style="text-align:right">128</td> * <td style="text-align:right">1</td> * </tr> * <tr> * <td style="text-align:left">Xoshiro256PlusPlus</td> * <td style="text-align:left">Xoshiro</td> * <td style="text-align:left">BigInteger.ONE.shiftLeft(256).subtract(BigInteger.ONE)</td> * <td style="text-align:right">256</td> * <td style="text-align:right">3</td> * </tr> * </tbody> * </table> * * <p><sup>*</sup> ThreadLocalRandom can only be accessed via * {@link java.util.concurrent.ThreadLocalRandom#current()}. * * <h2>Categories of Random Number Generator Algorithms</h2> * * Historically, most pseudorandom generator algorithms have been based on some * sort of finite-state machine with a single, large cycle of states; when it is * necessary to have multiple threads use the same algorithm simultaneously, the * usual technique is to arrange for each thread to traverse a different region * of the state cycle. These regions may be doled out to threads by starting * with a single initial state and then using a "jump function" that travels a * long distance around the cycle (perhaps 2<sup>64</sup> steps or more); the * jump function is applied repeatedly and sequentially, to identify widely * spaced states that are then doled out, one to each thread, to serve as the * initial state for the generator to be used by that thread. This strategy is * supported by the interface {@link RandomGenerator.JumpableGenerator}. * Sometimes it is desirable to support two levels of jumping (by long distances * and by <i>really</i> long distances); this strategy is supported by the * interface {@link RandomGenerator.LeapableGenerator}. There is also an interface * {@link RandomGenerator.ArbitrarilyJumpableGenerator} for algorithms that allow * jumping along the state cycle by any user-specified distance. In this package, * implementations of these interfaces include * "Xoroshiro128PlusPlus", and * "Xoshiro256PlusPlus". * * <p> A more recent category of "splittable" pseudorandom generator algorithms * uses a large family of state cycles and makes some attempt to ensure that * distinct instances use different state cycles; but even if two instances * "accidentally" use the same state cycle, they are highly likely to traverse * different regions parts of that shared state cycle. This strategy is * supported by the interface {@link RandomGenerator.SplittableGenerator}. * In this package, implementations of this interface include * "L32X64MixRandom", * "L64X128StarStarRandom", * "L64X128MixRandom", * "L64X256MixRandom", * "L64X1024MixRandom", * "L128X128MixRandom", * "L128X256MixRandom", and * "L128X1024MixRandom"; note that the class * {@link java.util.SplittableRandom} also implements this interface. * * * <h2>The LXM Family of Random Number Generator Algorithms</h2> * * The structure of the central nextLong (or nextInt) method of an LXM * algorithm follows a suggestion in December 2017 by Sebastiano Vigna * that using one Linear Congruential Generator (LCG) as a first subgenerator * and one Xor-Based Generator (XBG) as a second subgenerator (rather * than using two LCG subgenerators) would provide a longer period, superior * equidistribution, scalability, and better quality. Each of the * specific implementations here combines one of the best currently known * XBG algorithms (xoroshiro128 or xoshiro256, described by Blackman and * Vigna in "Scrambled Linear Pseudorandom Number Generators", ACM Transactions * on Mathematical Software, 2021) with an LCG that uses one of the best * currently known multipliers (found by a search for better multipliers * in 2019 by Steele and Vigna), and then applies either a mixing function * identified by Doug Lea or a simple scrambler proposed by Blackman and Vigna. * Testing has confirmed that the LXM algorithm is far superior in quality to * the SplitMix algorithm (2014) used by {@code SplittableRandom}. * * Each class with a name of the form * {@code L}<i>p</i>{@code X}<i>q</i>{@code SomethingRandom} * uses some specific member of the LXM family of random number * algorithms; "LXM" is short for "LCG, XBG, Mixer". Every LXM * generator has two subgenerators; one is an LCG (Linear Congruential * Generator) and the other is an XBG (Xor-Based Generator). Each output of an LXM * generator is the result of combining state from the LCG with state from the * XBG using a Mixing function (and then the state of the LCG * and the state of the XBG are advanced). * * <p> The LCG subgenerator has an update step of the form {@code s = m*s + a}, * where {@code s}, {@code m}, and {@code a} are all binary integers of the same * size, each having <i>p</i> bits; {@code s} is the mutable state, the * multiplier {@code m} is fixed (the same for all instances of a class) and the * addend {@code a} is a parameter (a final field of the instance). The * parameter {@code a} is required to be odd (this allows the LCG to have the * maximal period, namely 2<sup><i>p</i></sup>); therefore there are * 2<sup><i>p</i>−1</sup> distinct choices of parameter. (When the size of * {@code s} is 128 bits, then we use the name "{@code sh}" below to refer to * the high half of {@code s}, that is, the high-order 64 bits of {@code s}.) * * <p> The XBG subgenerator can in principle be any one of a wide variety * of XBG algorithms; in this package it is always either * {@code xoroshiro128}, {@code xoshiro256}, or {@code xoroshiro1024}, in each * case without any final scrambler (such as "+" or "**") because LXM uses * a separate Mixer later in the process. The XBG state consists of * some fixed number of {@code int} or {@code long} fields, generally named * {@code x0}, {@code x1}, and so on, which can take on any values provided that * they are not all zero. The collective total size of these fields is <i>q</i> * bits; therefore the period of this subgenerator is * 2<sup><i>q</i></sup>−1. * * <p> Because the periods 2<sup><i>p</i></sup> and 2<sup><i>q</i></sup>−1 * of the two subgenerators are relatively prime, the <em>period</em> of any * single instance of an LXM algorithm (the length of the series of generated * values before it repeats) is the product of the periods of the subgenerators, * that is, 2<sup><i>p</i></sup>(2<sup><i>q</i></sup>−1), which is just * slightly smaller than 2<sup>(<i>p</i>+<i>q</i>)</sup>. Moreover, if two * distinct instances of the same LXM algorithm have different {@code a} * parameters, then their cycles of produced values will be different. * * <p> Generally speaking, among the "{@code L}<i>p</i>{@code X}<i>q</i>" * generators, the memory required for an instance is 2<i>p</i>+<i>q</i> bits. * (If <i>q</i> is 1024 or larger, the XBG state is represented as an * array, so additional bits are needed for the array object header, and another * 32 bits are used for an array index.) * * <p> Larger values of <i>p</i> imply a lower probability that two distinct * instances will traverse the same state cycle, and larger values of <i>q</i> * imply that the generator is equidistributed in a larger number of dimensions * (this is provably true when <i>p</i> is 64, and conjectured to be * approximately true when <i>p</i> is 128). A class with "{@code Mix}" in its * name uses a fairly strong mixing function with excellent avalanche * characteristics; a class with "{@code StarStar}" in its name uses a weaker * but faster mixing function. * * <p> The specific LXM algorithms used in this package are all chosen so that * the 64-bit values produced by the {@link RandomGenerator#nextLong nextLong()} * method are exactly equidistributed (for example, for any specific instance of * "L64X128MixRandom", over the course of its cycle each of the * 2<sup>64</sup> possible {@code long} values will be produced * 2<sup>128</sup>−1 times). The values produced by the * {@link RandomGenerator#nextInt nextInt()}, * {@link RandomGenerator#nextFloat nextFloat()}, and * {@link RandomGenerator#nextDouble nextDouble()} methods are likewise exactly * equidistributed. Some algorithms provide a further guarantee of * <i>k</i>-equidistribution for some <i>k</i> greater than 1, meaning that successive * non-overlapping <i>k</i>-tuples of 64-bit values produced by the * {@link RandomGenerator#nextLong nextLong()} method are exactly * equidistributed (equally likely to occur). * * <p> The following table gives the period, state size (in bits), parameter * size (in bits, including the low-order bit that is required always to be a * 1-bit), and equidistribution property for each of the specific LXM algorithms * used in this package. * * <table style="padding:0px 20px 0px 0px"> * <caption>Algorithm Properties</caption> * <thead> * <tr><th style="text-align:left">Implementation</th> * <th style="text-align:right">Period</th> * <th style="text-align:right">State size</th> * <th style="text-align:right">Parameter size</th> * <th style="text-align:left">{@link RandomGenerator#nextLong nextLong()} values are</th></tr> * </thead> * <tbody> * <tr><td style="text-align:left">"L32X64MixRandom"</td> * <td style="text-align:right">2<sup>32</sup>(2<sup>64</sup>−1)</td> * <td style="text-align:right">96 bits</td> * <td style="text-align:right">32 bits</td> * <td style="text-align:left"></td></tr> * <tr><td style="text-align:left">"L64X128StarStarRandom"</td> * <td style="text-align:right">2<sup>64</sup>(2<sup>128</sup>−1)</td> * <td style="text-align:right">192 bits</td> * <td style="text-align:right">64 bits</td> * <td style="text-align:left">2-equidistributed and exactly equidistributed</td></tr> * <tr><td style="text-align:left">"L64X128MixRandom"</td> * <td style="text-align:right">2<sup>64</sup>(2<sup>128</sup>−1)</td> * <td style="text-align:right">192 bits</td> * <td style="text-align:right">64 bits</td> * <td style="text-align:left">2-equidistributed and exactly equidistributed</td></tr> * <tr><td style="text-align:left">"L64X256MixRandom"</td> * <td style="text-align:right">2<sup>64</sup>(2<sup>256</sup>−1)</td> * <td style="text-align:right">320 bits</td> * <td style="text-align:right">64 bits</td> * <td style="text-align:left">4-equidistributed and exactly equidistributed</td></tr> * <tr><td style="text-align:left">"L64X1024MixRandom"</td> * <td style="text-align:right">2<sup>64</sup>(2<sup>1024</sup>−1)</td> * <td style="text-align:right">1088 bits</td> * <td style="text-align:right">64 bits</td> * <td style="text-align:left">16-equidistributed and exactly equidistributed</td></tr> * <tr><td style="text-align:left">"L128X128MixRandom"</td> * <td style="text-align:right">2<sup>128</sup>(2<sup>128</sup>−1)</td> * <td style="text-align:right">256 bits</td> * <td style="text-align:right">128 bits</td> * <td style="text-align:left">exactly equidistributed</td></tr> * <tr><td style="text-align:left">"L128X256MixRandom"</td> * <td style="text-align:right">2<sup>128</sup>(2<sup>256</sup>−1)</td> * <td style="text-align:right">384 bits</td> * <td style="text-align:right">128 bits</td> * <td style="text-align:left">exactly equidistributed</td></tr> * <tr><td style="text-align:left">"L128X1024MixRandom"</td> * <td style="text-align:right">2<sup>128</sup>(2<sup>1024</sup>−1)</td> * <td style="text-align:right">1152 bits</td> * <td style="text-align:right">128 bits</td> * <td style="text-align:left">exactly equidistributed</td></tr> * </tbody> * </table> * * For the algorithms listed above whose names begin with {@code L32}, the * 32-bit values produced by the {@link RandomGenerator#nextInt nextInt()} * method are exactly equidistributed, but the 64-bit values produced by the * {@link RandomGenerator#nextLong nextLong()} method are not exactly * equidistributed. * * <p> For the algorithms listed above whose names begin with {@code L64} or * {@code L128}, the 64-bit values produced by the * {@link RandomGenerator#nextLong nextLong()} method are <i>exactly * equidistributed</i>: every instance, over the course of its cycle, will * produce each of the 2<sup>64</sup> possible {@code long} values exactly the * same number of times. For example, any specific instance of * "L64X256MixRandom", over the course of its cycle each of the * 2<sup>64</sup> possible {@code long} values will be produced * 2<sup>256</sup>−1 times. The values produced by the * {@link RandomGenerator#nextInt nextInt()}, * {@link RandomGenerator#nextFloat nextFloat()}, and * {@link RandomGenerator#nextDouble nextDouble()} methods are likewise exactly * equidistributed. * * <p> In addition, for the algorithms listed above whose names begin with * {@code L64}, the 64-bit values produced by the * {@link RandomGenerator#nextLong nextLong()} method are * <i>k</i>-equidistributed (but not exactly <i>k</i>-equidistributed). To be * precise, and taking "L64X256MixRandom" as an example: for * any specific instance of "L64X256MixRandom", consider the * (overlapping) length-4 subsequences of the cycle of 64-bit values produced by * {@link RandomGenerator#nextLong nextLong()} (assuming no other methods are * called that would affect the state). There are * 2<sup>64</sup>(2<sup>256</sup>−1) such subsequences, and each * subsequence, which consists of 4 64-bit values, can have one of * 2<sup>256</sup> values. Of those 2<sup>256</sup> subsequence values, nearly * all of them (2<sup>256</sup>−2<sup>64</sup>) occur 2<sup>64</sup> times * over the course of the entire cycle, and the other 2<sup>64</sup> subsequence * values occur only 2<sup>64</sup>−1 times. So the ratio of the * probability of getting any specific one of the less common subsequence values * and the probability of getting any specific one of the more common * subsequence values is 1−2<sup>-64</sup>. (Note that the set of * 2<sup>64</sup> less-common subsequence values will differ from one instance * of "L64X256MixRandom" to another, as a function of the * additive parameter of the LCG.) The values produced by the * {@link RandomGenerator#nextInt nextInt()}, * {@link RandomGenerator#nextFloat nextFloat()}, and * {@link RandomGenerator#nextDouble nextDouble()} methods are likewise * 4-equidistributed (but not exactly 4-equidistributed). * * <p> The next table gives the LCG multiplier value, the name of the specific * XBG algorithm used, the specific numeric parameters for that XBG * algorithm, and the mixing function for each of the specific LXM algorithms * used in this package. (Note that the multiplier used for the 128-bit LCG * cases is 65 bits wide, so the constant {@code 0x1d605bbb58c8abbfdL} shown in * the table cannot actually be used in code; instead, only the 64 low-order * bits {@code 0xd605bbb58c8abbfdL} are represented in the source code, and the * missing 1-bit is handled through special coding of the multiply-add algorithm * used in the LCG.) * * <table style="padding:0px 20px 0px 0px"> * <caption>LXM Multipliers</caption> * <thead> * <tr><th style="text-align:left">Implementation</th> * <th style="text-align:right">LCG multiplier {@code m}</th> * <th style="text-align:left">XBG algorithm</th> * <th style="text-align:left">XBG parameters</th> * <th style="text-align:left">Mixing function</th></tr> * </thead> * <tbody> * <tr><td style="text-align:left">"L32X64MixRandom"</td> * <td style="text-align:right">{@code 0xadb4a92d}</td> * <td style="text-align:left">{@code xoroshiro64}, version 1.0</td> * <td style="text-align:left">{@code (26, 9, 13)}</td> * <td style="text-align:left">mixLea32{@code (s+x0)}</td></tr> * <tr><td style="text-align:left">"L64X128StarStarRandom" </td> * <td style="text-align:right">{@code 0xd1342543de82ef95L}</td> * <td style="text-align:left">{@code xoroshiro128}, version 1.0</td> * <td style="text-align:left">{@code (24, 16, 37)}</td> * <td style="text-align:left">{@code Long.rotateLeft((s+x0)* 5, 7) * 9}</td></tr> * <tr><td style="text-align:left">"L64X128MixRandom"</td> * <td style="text-align:right">{@code 0xd1342543de82ef95L}</td> * <td style="text-align:left">{@code xoroshiro128}, version 1.0</td> * <td style="text-align:left">{@code (24, 16, 37)}</td> * <td style="text-align:left">mixLea64{@code (s+x0)}</td></tr> * <tr><td style="text-align:left">"L64X256MixRandom"</td> * <td style="text-align:right">{@code 0xd1342543de82ef95L}</td> * <td style="text-align:left">{@code xoshiro256}, version 1.0</td> * <td style="text-align:left">{@code (17, 45)}</td> * <td style="text-align:left">mixLea64{@code (s+x0)}</td></tr> * <tr><td style="text-align:left">"L64X1024MixRandom"</td> * <td style="text-align:right">{@code 0xd1342543de82ef95L}</td> * <td style="text-align:left">{@code xoroshiro1024}, version 1.0</td> * <td style="text-align:left">{@code (25, 27, 36)}</td> * <td style="text-align:left">mixLea64{@code (s+x0)}</td></tr> * <tr><td style="text-align:left">"L128X128MixRandom"</td> * <td style="text-align:right">{@code 0x1d605bbb58c8abbfdL}</td> * <td style="text-align:left">{@code xoroshiro128}, version 1.0</td> * <td style="text-align:left">{@code (24, 16, 37)}</td> * <td style="text-align:left">mixLea64{@code (sh+x0)}</td></tr> * <tr><td style="text-align:left">"L128X256MixRandom"</td> * <td style="text-align:right">{@code 0x1d605bbb58c8abbfdL}</td> * <td style="text-align:left">{@code xoshiro256}, version 1.0</td> * <td style="text-align:left">{@code (17, 45)}</td> * <td style="text-align:left">mixLea64{@code (sh+x0)}</td></tr> * <tr><td style="text-align:left">"L128X1024MixRandom"</td> * <td style="text-align:right">{@code 0x1d605bbb58c8abbfdL}</td> * <td style="text-align:left">{@code xoroshiro1024}, version 1.0</td> * <td style="text-align:left">{@code (25, 27, 36)}</td> * <td style="text-align:left">mixLea64{@code (sh+x0)}</td></tr> * </tbody> * </table> * * @since 17 */ package java.util.random;