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/* This file is part of the KDE libraries
   Copyright (c) 1999 Sean Harmer <sh@astro.keele.ac.uk>

   This library is free software; you can redistribute it and/or
   modify it under the terms of the GNU Library General Public
   License version 2 as published by the Free Software Foundation.

   This library 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
   Library General Public License for more details.

   You should have received a copy of the GNU Library General Public License
   along with this library; see the file COPYING.LIB.  If not, write to
   the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
   Boston, MA 02110-1301, USA.
*/
#ifndef K_RANDOM_SEQUENCE_H
#define K_RANDOM_SEQUENCE_H

#include <kdecore_export.h>
#include <QtCore/QList>

/**
 * \class KRandomSequence krandomsequence.h <KRandomSequence>
 * 
 * A class to create a pseudo-random sequence
 *
 * Given a seed number, this class will produce a sequence of
 * pseudo-random numbers.  This would typically be used in
 * applications like games.
 *
 * In general, you should instantiate a KRandomSequence object and
 * pass along your seed number in the constructor.  From then on,
 * simply call getDouble or getLong to obtain the next
 * number in the sequence.
 *
 * @author Sean Harmer <sh@astro.keele.ac.uk>
 */
class KDECORE_EXPORT KRandomSequence
{
public:
  /**
   * Creates a pseudo-random sequence based on the seed lngSeed.
   *
   * A Pseudo-random sequence is different for each seed but can be
   * reproduced by starting the sequence with the same seed.
   *
   * If you need a single value which needs to be unpredictable,
   * you need to use KRandom::random() instead.
   *
   * @param lngSeed Seed to initialize the sequence with.
   * If lngSeed is 0, the sequence is initialized with a value from
   * KRandom::random().
   */
  explicit KRandomSequence( long lngSeed = 0 );

  /**
   * Standard destructor
   */
  virtual ~KRandomSequence();

  /**
   * Copy constructor
   */
  KRandomSequence(const KRandomSequence &a);

  /**
   * Assignment
   */
  KRandomSequence &operator=(const KRandomSequence &a);

  /**
   * Restart the sequence based on lngSeed.
   * @param lngSeed Seed to initialize the sequence with.
   * If lngSeed is 0, the sequence is initialized with a value from
   * KRandom::random().
   */
  void setSeed( long lngSeed = 0 );

  /**
   * Get the next number from the pseudo-random sequence.
   *
   * @return a pseudo-random double value between [0,1)
   */
  double getDouble();

  /**
   * Get the next number from the pseudo-random sequence.
   *
   * @return a pseudo-random integer value between [0, max)
   * with 0 <= max < 1.000.000
   */
  unsigned long getLong(unsigned long max);

  /**
   * Get a boolean from the pseudo-random sequence.
   *
   * @return a boolean which is either true or false
   */
  bool getBool();

  /**
   * Put a list in random order. Since KDE 4.11, this function uses a more
   * efficient algorithm (Fisher-Yates). Therefore, the order of the items
   * in the randomized list is different from the one in earlier versions
   * if the same seed value is used for the random sequence.
   *
   * @param list the list whose order will be modified
   * @note modifies the list in place
   */
  template<typename T> void randomize(QList<T>& list) {
      // Fisher-Yates algorithm
      for (int index = list.count() - 1; index > 0; --index) {
          const int swapIndex = getLong(index + 1);
          qSwap(list[index], list[swapIndex]);
      }
  }


  /**
   * Modulate the random sequence.
   *
   * If S(i) is the sequence of numbers that will follow
   * given the current state after calling modulate(i),
   * then S(i) != S(j) for i != j and
   *      S(i) == S(j) for i == j.
   *
   * This can be useful in game situation where "undo" restores
   * the state of the random sequence. If the game modulates the
   * random sequence with the move chosen by the player, the
   * random sequence will be identical whenever the player "redo"-s
   * his or hers original move, but different when the player
   * chooses another move.
   *
   * With this scenario "undo" can no longer be used to repeat a
   * certain move over and over again until the computer reacts
   * with a favorable response or to predict the response for a
   * certain move based on the response to another move.
   * @param i the sequence identified
   */
  void modulate(int i);

private:
  class Private;
  Private *const d;
};

#endif