/usr/include/krandomsequence.h is in kdelibs5-dev 4:4.14.2-5+deb8u2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 | /* 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
|