The HEP Random module originally part of
GEANT4,
has been designed and developed
starting from the Random class of
MC++,
the CLHEP's
HepRandom module with no persistency and the
Rogue Wave approach in
Math.h++
package.
The current release consists of 24 classes implementing 12 different random
engines and 10 different random distributions.
Each random distribution belongs to a different distribution-class
which can collect different algorithms and different calling sequence for
each method to define distribution parameters or range-intervals.
Each distribution-class collects also methods to fill arrays of
specified size of distributed random values.
There are 3 different ways of shooting random values:
HepRandomEngine
Is the abstract class defining the interface for each random engine. It
implements the getSeed() and getSeeds() methods which return
the initial seed value and the initial array of seeds respectively. It
defines 7 pure virtual functions: flat(), flatArray(),
setSeed(), setSeeds(), saveStatus(), restoreStatus() and
showStatus(), which are implemented by the concrete
random engines each one inheriting from this abstract class.
Many concrete random engines can be defined and added to the structure,
simply making them inheriting from HepRandomEngine and defining concrete
methods for them in such a way that flat() and flatArray() return double
random values ranging between ]0,1[.
All the random engines have a default seed value already set. They can however
be instantiated with a different seed value set up by the user. The
user, whenever necessary, can initialise the engine with a new seed by either
using a static method defined in HepRandom, or the methods to set seeds
defined in the engine itself.
Methods saveStatus() and restoreStatus() can be used to save to
file the current status of an engine and restore it from a previous saved
configuration.
The showStatus() method dumps on screen the status of the engine
currently in use.
All these methods can be called statically from HepRandom
or directly at engine level.
HepJamesRandom
This class implements the algorithm described in "F.James, Comp. Phys.
Comm. 60 (1990) 329" for pseudo-random numbers generation.
This is the default random engine for the static generator; it will be invoked
by each distribution class unless the user sets a different one.
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
DRand48Engine
Random engine using the drand48() and srand48() system
functions from C standard library to implement the flat() basic
distribution and for setting seeds respectively.
DRand48Engine uses the seed48() function from C standard library
to retrieve the current internal status of the generator, which is
represented by 3 short values. Copies of an object of this kind are not
allowed.
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
RandEngine
Simple random engine using the rand() and srand() system
functions from C standard library to implement the flat() basic
distribution and for setting seeds respectively.
To keep track of the current status of an engine of this kind, a counter
is used and its value is stored as data-member. Copies of an object of
this kind are not allowed.
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
RanluxEngine
The algorithm for RanluxEngine has been taken from the original
implementation in FORTRAN77 by Fred James, part of the MATHLIB HEP
library.
The initialisation is carried out using a Multiplicative Congruential
generator using formula constants of L'Ecuyer as described in "F.James,
Comp. Phys. Comm. 60 (1990) 329-344". It provides 5 different luxury
levels:
ex. ... RanluxEngine theRanluxEngine(seed,4); // instantiates an engine with "seed" and the best luxury-level ... or RanluxEngine theRanluxEngine; // instatiates an engine with default seed value and luxury-level 3 ...The class provides a method getLuxury() to get the engine luxury level.
ex. ... HepRandom::setTheSeed(seed,4); // sets the seed to "seed" and luxury // to 4 HepRandom::setTheSeed(seed); // sets the seed to "seed" keeping the // current luxury levelThe engine state can be streamed through ad-hoc defined stream operators << and >>.
Ranlux64Engine
The algorithm for this random engine has been taken from the notes of
a double-precision ranlux implementation by Martin Luscher, dated
November 1997.
This engine has "luxury" levels,
determining how many pseudo-random numbers are discarded for every
twelve values used. Three levels are given, with the note that Luscher
himself advocates only the highest two levels for this engine.
RanecuEngine
The algorithm for RanecuEngine is taken from the one originally written in
FORTRAN77 as part of the MATHLIB HEP library. The initialisation is carried
out using a Multiplicative Congruential generator using formula constants
of L'Ecuyer as described in "F.James, Comp. Phys. Comm. 60 (1990) 329-344".
Seeds are taken from SeedTable given an index, the getSeed()
method returns the current index of SeedTable. The setSeeds()
method will set seeds in the local SeedTable at a given position
index (if the index number specified exceeds the table's size,
(index%size) is taken):
ex. ... int index=n; long seeds[2]; const long* table; table = HepRandom::getTheSeeds(); // it returns a pointer "table" to the local SeedTable at the // current "index" position ... HepRandom::setTheSeeds(seeds,index); // sets the new "index" for seeds and modify the values inside // the local SeedTable at the "index" position. If the index is // not specified, the current index in the table is considered. ...The setSeed() method resets the current status of the engine to the original seeds stored in the static table of seeds in HepRandom, at the specified index.
Hurd160Engine
The starting point for the Hurd Random algorithm is the paper in
"IEEE Transactions on Computers c23, 2 Feb 1974". The algorithm is
essentially a series of 32 interconnected b-bit registers. The basic
property is that at each step, bit 1 becomes bit 0, bit 2 the new bit 1,
bit b the new bit b-1. This is modified so that the new bit
b0 is the old bit b1 XOR'd with some bit b-d from the
previous bit register. The values of d can be chosen so as to
generate a primitive polynomial, a maximal length sequence through all
bit patterns except the zero pattern.
This engine uses values based upon Table I of the afore
mentioned paper, such that we have 160 total bits, representing 32
5-bit registers (actually implemented as an array of 5 32-bit words).
The engine state can also be streamed through ad-hoc defined stream operators
<< and >>.
Hurd288Engine
The algorithm adopted for this engine is essentially the same as for
Hurd160Engine, except that it acts over a number of 288 total bits,
representing 32 9-bit registers (actually implemented as an array of 9
32-bit words).
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
MTwistEngine
The algorithm for this random engine is based on the article by M. Matsumoto
and T. Nishimura, "Mersenne Twister: A 623-dimensionally equidistributed
uniform pseudorandom number generator", to appear in ACM Trans. on
Modeling and Computer Simulation.
It is a twisted GFSR generator with a Mersenne-prime period of 2^19937-1,
uniform on open interval (0,1).
For further information, see
www.math.keio.ac.jp/~matumoto/emt.html.
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
RanshiEngine
The algorithm for this random engine was taken from "F.Gutbrod, Comp.
Phys. Comm. 87 (1995) 291-306".
As figurative explanation of the algorithm, imagine a physical system as
follows: 512 "black balls" each with their own unique spin, and positions
characterized by discrete angles, where the spin is a 32-bit unsigned integer.
A "red ball" collides based upon the angle determined by the last 8 bits
of its spin, and the spin of the colliding ball is taken as the output
random number. The spin of the colliding ball is replaced then with the
left circular shift of the black ball's spin XOR'd with the red ball's
spin. The black ball's old spin becomes the red ball's.
To avoid the traps presented, two measures are taken: first, the red
ball will oscillate between hitting the lower half of the buffer on one
turn and the upper half on another; second, the red ball's spin is
incremented by a counter of the number of random numbers produced.
The result is scaled to a double precision floating point number to which
is added another random double further scaled 2^(53-32) places to the
right in order to ensure that the remaining bits of the result are not
left empty due to the mere 32 bits representation used internally.
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
DualRand Engine
This is a 32-bit C++ implementation of the Canopy random number generator
DualRand: exclusive-or of a feedback shift register and integer congruence
random number generator.
The feedback shift register uses offsets 127 and 97. The integer congruence
generator uses a different multiplier for each stream.
The multipliers are chosen to give full period and maximum potency
for modulo 2^32. The period of the combined random number generator is
2^159 - 2^32, and the sequences are different for each stream
(not just started in a different place).
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
TripleRand Engine
TripleRand is canopy pseudo-random number generator. It uses
the Tausworthe exclusive-or shift register, a simple Integer Coungruence
generator, and the Hurd 288 total bit shift register, all XOR'd with
each other.
It behavies similarly to DualRand, with the addition of the
Hurd288Engine. In addition to DualRand, this generator
is amended to also add in the exclusive or of the
288-total bit Hurd engine which in this case is a series of 32
interconnected 9-bit shift registers, with the newest bit of each register
formed by the XOR of the previous bit and some bit b-d from a previous
register, where d is chosen to create a primitive polynomial to maximize
the period.
The engine state can be streamed through ad-hoc defined stream operators
<< and >>.
HepRandom
This is a singleton class, instantiated by default within the
HEP Random module and using an HepJamesRandom
engine as default algorithm for pseudo-random number generation.
However, on some compilers the static instance of the HepRandom generator needs to be created explicitly in the client code. The static generator is assured to be correctly initialized by including the Randomize.h header in the client code, or by invoking explicitly the HepRandom::createInstance() static function before any usage of the Random classes.
ex. HepRandom::createInstance(); // to force instantiation of static generator // before any usage of HepRandom classes!HepRandom defines a static private data member theGenerator and a set of static inlined methods to manipulate it. By means of theGenerator the user can change the underlying engine algorithm, get and set the seeds and use any kind of defined random distribution.
ex. ... HepRandom::setTheSeed(seed); // to change the current seed to 'seed' int startSeed = HepRandom::getTheSeed(); // to get the current ... // initial seed HepRandom::saveEngineStatus(); // to save the current engine status // on file. HepRandom::restoreEngineStatus(); // to restore the current engine to // a previous saved configuration. HepRandom::showEngineStatus(); // to display the current engine // status to the std output. ... int index=n; long seeds[2]; HepRandom::getTheTableSeeds(seeds,index); // fills "seeds" with the values stored in the global seedTable // at position "index"Only one random engine can be active at a time, the user can decide at any time to change it, define a new one (if not done already) and set it:
ex. ... DRand48Engine theNewEngine; HepRandom::setTheEngine(&theNewEngine); ...or simply setting it to an old instantiated engine (the old engine status is kept and the new random sequence will start exactly from the last one previously interrupted):
ex. ... HepRandom::setTheEngine(&myOldEngine);
RandFlat
Distribution-class defining methods for shooting flat
random numbers, double or integers. It provides also methods to
fill with double flat values arrays of specified size.
ex. ... double m,n; ... double fnum = RandFlat::shoot(); // fnum ]0,1[ double fnum = RandFlat::shoot(n); // fnum ]0,n[ double fnum = RandFlat::shoot(-m,n); // fnum ]-m,n[ long h,k; ... long inum = RandFlat::shootInt(k); // inum [0,k[ long inum = RandFlat::shootInt(-h,k); // inum [-h,k[ ... int i = RandFlat::shootBit(); // it returns just a bit (0 or 1) ... // of a random number const int size=n; double vect[size]; RandFlat::shootArray(size,vect); // to fill an array "vect" of n // double flat valuesA speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution provided by the engine, by-passing the HepRandom generator mechanism.
ex. ... RanecuEngine theRanecuEngine; double m,n; ... double fnum = RandFlat::shoot(&theRanecuEngine); // fnum ]0,1[ double fnum = RandFlat::shoot(&theRanecuEngine,n); // fnum ]0,n[ double fnum = RandFlat::shoot(&theRanecuEngine,-m,n); // fnum ]-m,n[ long h,k; ... long inum = RandFlat::shootInt(&theRanecuEngine,k); // inum [0,k[ long inum = RandFlat::shootInt(&theRanecuEngine,-h,k); // inum [-h,k[ ... int i = RandFlat::shootBit(&theRanecuEngine); // it returns just a bit ... // of a random number const int size=n; // to fill an array "vect" double vect[size]; // of n double flat values RandFlat::shootArray(&theRanecuEngine,size,vect);A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandFlat object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandFlat. These methods will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandFlat destructor, if passed by reference it will not be deleted by the RandFlat destructor.
ex. ... RanecuEngine aRanecuEngine; RandFlat FlatDist(aRanecuEngine); double m,n; ... double fnum = FlatDist.fire(); // fnum ]0,1[ double fnum = FlatDist.fire(n); // fnum ]0,n[ double fnum = FlatDist.fire(-m,n); // fnum ]-m,n[ long h,k; ... long inum = FlatDist.fireInt(k); // inum [0,k[ long inum = FlatDist.fireInt(-h,k); // inum [-h,k[ ... int i = FlatDist.fireBit(); // it returns just a bit (0 or 1) ... // of a random number const int size=n; // to fill an array "vect" double vect[size]; // of n double flat values FlatDist.fireArray(size,vect);RandExponential
ex. ... double m; ... double num = RandExponential::shoot(); // (mean=1) double num = RandExponential::shoot(m); // (mean=m)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... RanluxEngine theRanluxEngine(19780503,4); double m; ... double num = RandExponential::shoot(&theRanluxEngine); // (mean=1) double num = RandExponential::shoot(&theRanluxEngine,m); // (mean=m)A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandExponential object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandExponential; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandExponential destructor, if passed by reference it will not be deleted by the RandExponential destructor.
ex. ... RanluxEngine aRanluxEngine(19780503,4); RandExponential ExpDist(aRanluxEngine); double m; ... double num = ExpDist.fire(); // (mean=1) double num = ExpDist.fire(m); // (mean=m)RandGauss
ex. ... double m,s; ... double num = RandGauss::shoot(); // (mean=0) double num = RandGauss::shoot(m,s); // (mean=m, stDev=s)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... RandEngine theRandEngine; double m,s; ... double num = RandGauss::shoot(&theRandEngine); double num = RandGauss::shoot(&theRandEngine,m,s);A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandGauss object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandGauss; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandGauss destructor, if passed by reference it will not be deleted by the RandGauss destructor.
ex. ... RandEngine aRandEngine; RandGauss GaussDist(aRandEngine); double m,s; ... double num = GaussDist.fire(); double num = GaussDist.fire(m,s);RandBreitWigner
ex. ... double m,g,c; ... double num = RandBreitWigner::shoot(m,g); // (mean=m, gamma=g) double num = RandBreitWigner::shoot(m,g,c); // (mean=m, gamma=g, cut=c)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... double m,g,c; DRand48Engine theDRand48Engine; ... double num = RandBreitWigner::shoot(&theDRand48Engine,m,g); double num = RandBreitWigner::shoot(&theDRand48Engine,m,g,c);A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandBreitWigner object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandBreitWigner; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandBreitWigner destructor, if passed by reference it will not be deleted by the RandBreitWigner destructor.
ex. ... double m,g,c; DRand48Engine aDRand48Engine; RandBreitWigner BWDist(aDRand48Engine); ... double num = BWDist.fire(m,g); double num = BWDist.fire(m,g,c);RandPoisson
ex. ... double m; ... long num = RandPoisson::shoot(m); // (mean=m)Other static methods are provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... RanecuEngine theRanecuEngine; double m; ... long num = RandPoisson::shoot(&theRanecuEngine,m); // (mean=m)Other fire()/fireArray() methods are provided to shoot random numbers via an instantiated RandPoisson object. These methods act directly on the flat distribution of the engine passed as argument to the constructor of RandPoisson; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandPoisson destructor, if passed by reference it will not be deleted by the RandPoisson destructor.
ex. ... RanecuEngine aRanecuEngine; RandPoisson PoissonDist(aRanecuEngine); double m; ... long num = PoissonDist.fire(m); // (mean=m)RandBinomial
ex. ... double n,p; ... double num = RandBinomial::shoot(); // (sample=1, prob=1) double num = RandBinomial::shoot(n,p); // (sample=n, prob=p)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... RanshiEngine theRanshiEngine; double n,p; ... double num = RandBinomial::shoot(&theRanshiEngine); // (sample=1, prob=1) double num = RandBinomial::shoot(&theRanshiEngine,n,p); // (sample=n, prob=p)A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandBinomial object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandBinomial; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandBinomial destructor, if passed by reference it will not be deleted by the RandBinomial destructor.
ex. ... Hurd160Engine aHurd160Engine; RandBinomial BinDist(aHurd160Engine); double n,p; ... double num = BinDist.fire(); // (sample=1, prob=1) double num = BinDist.fire(n,p); // (sample=n, prob=p)RandChiSquare
ex. ... double a; ... double num = RandChiSquare::shoot(); // (deg=1) double num = RandChiSquare::shoot(a); // (deg=a)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... DualRand theDualRandEngine; double a; ... double num = RandChiSquare::shoot(&theDualRandEngine); // (deg=1) double num = RandChisquare::shoot(&theDualRandEngine,a); // (deg=a)A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandChiSquare object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandChiSquare; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandChiSquare destructor, if passed by reference it will not be deleted by the RandChiSquare destructor.
ex. ... Hurd288Engine aHurd288Engine; RandChiSquare Chi2Dist(aHurd288Engine); double a; ... double num = Chi2Dist.fire(); // (deg=1) double num = Chi2Dist.fire(a); // (deg=a)RandGamma
ex. ... double a,lm; ... double num = RandGamma::shoot(); // (k=1, lambda=1) double num = RandGamma::shoot(a,lm); // (k=a, lambda=lm)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... MTwistEngine theMTwistEngine; double a,lm; ... double num = RandGamma::shoot(&theMTwistEngine); // (k=1, lambda=1) double num = RandGamma::shoot(&theMTwistEngine,a,lm); // (k=a, lambda=lm)A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandGamma object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandGamma; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandGamma destructor, if passed by reference it will not be deleted by the RandGamma destructor.
ex. ... Ranlux64Engine aRanlux64Engine; RandGamma GammaDist(aRanlux64Engine); double a,lm; ... double num = GammaDist.fire(); // (k=1, lambda=1) double num = GammaDist.fire(a,lm); // (k=a, lambda=lm)RandStudentT
ex. ... double a; ... double num = RandStudentT::shoot(); // (deg=1) double num = RandStudentT::shoot(a); // (deg=a)A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... TripleRand theTripleRandEngine; double a; ... double num = RandStudentT::shoot(&theTripleRandEngine); // (deg=1) double num = RandStudentT::shoot(&theTripleRandEngine,a); // (deg=a)A speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandStudentT object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandStudentT; they will by-pass the HepRandom generator mechanism. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandStudentT destructor, if passed by reference it will not be deleted by the RandStudentT destructor.
ex. ... RandEngine aRandEngine; RandChiSquare StudDist(aRandEngine); double a; ... double num = StudDist.fire(); // (deg=1) double num = StudDist.fire(a); // (deg=a)RandGeneral
ex. ... double* probList; int nBins; ... RandGeneral GenDist(probList,nBins); double num = GenDist.shoot(); // shoots values using the engine // in the static generator. shoot() // provides the same functionality // of fire() in this case.A speculate set of static methods is provided to shoot random numbers from given random engines. Using these methods, the user is responsible of the state of the random engine(s) he/she is activating, since these methods act directly on the flat distribution of the engine, by-passing the HepRandom generator mechanism.
ex. ... RanecuEngine aRanecuEngine; double* probList; int nBins; ... RandGeneral GenDist(probList,nBins); double num = GenDist.shoot(&aRanecuEngine); // shoots values using the // specified engineA speculate set of fire()/fireArray() methods is provided to shoot random numbers via an instantiated RandGeneral object. These methods act directly on the flat distribution provided by the engine given as argument to the constructor of RandGeneral; in case an engine is not specified the engine of the static generator will be used. If the engine is passed by pointer to the constructor, the corresponding engine object will be deleted by the RandGeneral destructor, if passed by reference it will not be deleted by the RandGeneral destructor.
ex. ... RanluxEngine aRanluxEngine; double* probList; int nBins; ... RandGeneral GenDist(aRanluxEngine,probList,nBins); ... double num = GenDist.fire(); // shoots values using the specified // engine local to the distribution
The use of a static generator has been introduced in the original design of HEP Random as a project requirement in Geant4. In applications like Geant4, where it is necessary to shoot random numbers (normally of the same engine) in many different methods and parts of the program, it is highly desirable not to have to rely-on/know global objects instantiated. By using static methods via a unique generator, randomness of a sequence of numbers is best assured.
Analysis and design of the HEP Random module have been achieved
following the
Booch Object-Oriented methodology.
Here follows a list of diagrams describing the model according to the
Booch notation: