使用Wiki中的 Marsaglia 生成器
public class SimpleMarsagliaRandom
{
private const uint original_w = 1023;
private uint m_w = original_w; /* must not be zero */
private uint m_z = 0; /* must not be zero, initialized by the constructor */
public SimpleMarsagliaRandom()
{
this.init(666);
}
public void init(uint z)
{
this.m_w = original_w;
this.m_z = z;
}
public uint get_random()
{
this.m_z = 36969 * (this.m_z & 65535) + (this.m_z >> 16);
this.m_w = 18000 * (this.m_w & 65535) + (this.m_w >> 16);
return (this.m_z << 16) + this.m_w; /* 32-bit result */
}
public uint get_random(uint min, uint max)
{
// max excluded
uint num = max - min;
return (this.get_random() % num) + min;
}
}
和
simpleMarsagliaRandom = function()
{
var original_w = 1023 >>> 0;
var m_w = 0, m_z = 0;
this.init = function(z)
{
m_w = original_w;
m_z = z >>> 0;
};
this.init(666);
var internalRandom = function()
{
m_z = (36969 * (m_z & 65535) + (m_z >>> 16)) >>> 0;
m_w = (18000 * (m_w & 65535) + (m_w >>> 16)) >>> 0;
return (((m_z << 16) >>> 0) + m_w) >>> 0; /* 32-bit result */
};
this.get_random = function(min, max)
{
if (arguments.length < 2)
{
return internalRandom();
}
var num = ((max >>> 0) - (min >>> 0)) >>> 0;
return ((internalRandom() % num) + min) >>> 0;
}
};
在Javascript中,所有的>>>
都是强制数字uint
完全未经测试
请注意,get_random
将数字从 x 变为 y 所做的事情是错误的。低数字会比高数字发生的次数多一点。举个例子:假设你有一个标准的 6 面骰子。你滚动它,你得到1-6。现在假设您在其上打印数字 0-5。你滚动它,你得到0-5。没问题。但是您需要 0-3 范围内的数字。所以你滚动 % 3 ......所以我们有:
rolled => rolled % 3
0 => 0,
1 => 1,
2 => 2,
3 => 0,
4 => 1,
5 => 2,
6 => 0.
0 结果更常见。
C# 版本的 Ideone:http: //ideone.com/VQudcV
Javascript 版本的 JSFiddle:http: //jsfiddle.net/dqayk/