In that case, one can just open /dev/urandom and read random data from
there. That algorithm is supposed to be cryptographically secure.
On 19 May 2016 12:39 a.m., "Juergen Sauermann" <
juergen.sauerm...@t-online.de> wrote:

> Hi,
>
> does not work because  Xiao-Yong is looking for a portable solution.
>
> A simple and fast - although not portable - solution is this:
>
> 1. write your favourite RNG in C/C++ (ie. copy the source code from  Numerical
> Recipes
>    and write the random number, say 8 bytes each, to stdout,
>
> 2. *popen()* the C/C++ program with ⎕FIO like:
>
> *      Handle←⎕FIO[24] 'path-to-the**-C-program'*
>
> Every chunk of 8 bytes *fread()* with, say,
>
> *      256⊥8 ⎕FIO[6] Handle*
>
> will then be one (signed) random number.
> You can also read several random numbers in one go).
>
> The above essentially pipes the output of your C/C++ RND directly into GNU
> APL.
>
> The code below will probably run faster if you can avoid to convert
> between integers and bit vectors
> too often (like in bit∆mult) and pre-compute constants like *(⌽¯1+⍳64)*
> beforehand.
>
> /// Jürgen
>
>
> On 05/18/2016 05:44 PM, Elias Mårtenson wrote:
>
> How about implementing this as a native quad-function?
>
> On 18 May 2016 at 23:09, Xiao-Yong Jin <jinxiaoy...@gmail.com> wrote:
>
>> I translated a simple RNG from the book, Numerical Recipes.  APL code is
>> slow, probably because of the bit operations.  The bit operations are not
>> portable, relying on ¯1=2⊥64⍴1 (always a 64-bit signed integer), for which
>> Dyalog does differently.  I’d welcome some suggestions.  Full code follows.
>>
>> ∇z←x bit∆add y
>>  ⍝ 64-bit-vector addition as unsigned int.
>>  z←(64⍴2)⊤2⊥x+y
>> ∇
>>
>> ∇z←x bit∆mul y
>>  ⍝ 64-bit-vector multiplication as unsigned int.
>>  z←⊃bit∆add/(⌽¯1+⍳64)bit∆shift¨⊂[1]x∘.∧y
>> ∇
>>
>> ∇z←n bit∆shift x
>>  ⍝ Shift vector x by n positions with filler ↑0↑x.
>>  ⍝ Shift direction is (1 ¯1=×n)/'left' 'right'.
>>  →(n≠0)/nonzero
>>  z←x
>>  →0
>>  nonzero: z←((×n)×⍴x)↑n↓x
>> ∇
>>
>> ∇r←ran∆bits;u;v;w
>>  (u v w)←ran∆state
>>  u←((64⍴2)⊤7046029254386353087) bit∆add u bit∆mul
>> ((64⍴2)⊤2862933555777941757)
>>  v←v≠¯17 bit∆shift v
>>  v←v≠31 bit∆shift v
>>  v←v≠¯8 bit∆shift v
>>  w←(¯32 bit∆shift w) bit∆add ((64⍴2)⊤4294957665) bit∆mul w∧¯64↑32⍴1
>>  ran∆state←u v w
>>  r←u≠21 bit∆shift u
>>  r←r≠¯35 bit∆shift r
>>  r←r≠4 bit∆shift r
>>  r←w≠r bit∆add v
>> ∇
>>
>> ∇r←ran∆double
>>  ⍝ Returns a random 64-bit floating point number in the range of [0,1).
>>  r←5.42101086242752217E¯20×ran∆int64
>>  →(r≥0)/0
>>  r←r+1
>> ∇
>>
>> ∇ran∆init j;u;v;w
>>  v←(64⍴2)⊤4101842887655102017
>>  w←(64⍴2)⊤1
>>  u←v≠(64⍴2)⊤j
>>  ran∆state←u v w
>>  ⊣ran∆int64
>>  ran∆state[2]←ran∆state[1]
>>  ⊣ran∆int64
>>  ran∆state[3]←ran∆state[2]
>>  ⊣ran∆int64
>> ∇
>>
>> ∇r←ran∆int32
>>  r←2⊥¯32↑ran∆bits
>> ∇
>>
>> ∇r←ran∆int64
>>  r←2⊥ran∆bits
>> ∇
>>
>> ∇pass←ran∆test;n;r;x;y;z;ran∆state;expected;⎕CT
>>  ran∆init 12345
>>  n←0
>>  r←⍳0
>>  loop:x←ran∆int64
>>  y←ran∆double
>>  z←ran∆int32
>>  →(∧/n≠0 3 99)/nosave
>>  r←r,x,y,z
>>  nosave:→(10000>n←n+1)/loop
>>  nosave:→(100>n←n+1)/loop
>>  expected←¯2246894694364600497 0.9394142395716724714 1367803369
>> 2961111174787631927 0.1878554618793005226 3059533365 ¯1847334932704710330
>> 0.7547241536014889229 1532567919
>>  ⎕CT←1E¯15
>>  pass←(r=expected),0 1 2 9 10 11 297 298 299,r,[1.5]expected
>> ∇
>>
>> > On May 17, 2016, at 1:41 PM, Juergen Sauermann <
>> juergen.sauerm...@t-online.de> wrote:
>> >
>> > Hi Xiao-Yong,
>> >
>> > I have fixed the redundant %, see SVN 728.
>> >
>> > Regarding length, the GNU APL generator is 64-bit long (and so are
>> > GNU APL integers), which should suffice for most purposes.
>> >
>> > Regarding bit vectors in APL, most people use integer 0/1 vectors
>> > for that (and then you have all boolean functions available) and
>> > 2⊥ resp. 2 2 2 ... 2⊤ for conversions between 0/1 vectors and integers
>> > You can also call into C/C++ libraries from GNU APL using native
>> functions.
>> >
>> > /// Jürgen
>> >
>> >
>> >
>> >
>> > On 05/17/2016 07:44 PM, Xiao-Yong Jin wrote:
>> >> Hi,
>> >>
>> >>
>> >>> On May 17, 2016, at 12:06 PM, Juergen Sauermann <
>> juergen.sauerm...@t-online.de>
>> >>>  wrote:
>> >>>
>> >>> Hi Xiao-Yong,
>> >>>
>> >>> the reason is that ⎕RL is defined as a single integer in the ISO
>> standard.
>> >>> That prevents generators with a too large state.
>> >>>
>> >> Okay.  I was thinking whether ⎕RL can be an integer vector.  Even a
>> combined generator with a 3-int-state would be quite useful for numerical
>> simulations if it could be.
>> >>
>> >>> For somebody seriously into simulations a general purpose generator
>> >>> will never suffice, but it is fairly easy to program one in APL.
>> >>>
>> >> We definitely don’t want to make it cryptographically strong, but as a
>> general purpose one, I would hope for decent high quality for relatively
>> long monte carlo simulations.
>> >>
>> >> I don’t see an easy implementation because we don’t have exact 64bit
>> unsigned integers and bit operations in APL.  If any of you on this list
>> have suggestions in implementing a good RNG in APL, please let me know.
>> >>
>> >>>
>> >>> c++11 is currently not an option because I would like to not reduce
>> the
>> >>> portability of GNU APL onto different platforms.
>> >>>
>> >>> I'll have a look at the % usage.
>> >>>
>> >>> /// Jürgen
>> >>>
>> >>>
>> >>>
>> >>>
>> >>> On 05/17/2016 06:16 PM, Xiao-Yong Jin wrote:
>> >>>
>> >>>> Hi,
>> >>>>
>> >>>> The LCG used for roll may be fine for some casual uses, but I would
>> really like to see a higher quality RNG adopted here.  Since speed may not
>> be the main concern here, employing the use of c++11 <random> and
>> preferably using the std::mt19937_64 seems to be much better for any monte
>> carlo type calculations.  It could be a trivial change to Quad_RL class,
>> although saving the RNG state in a workspace may require a bit more code.
>> What do you say?
>> >>>>
>> >>>> By the way, since in Workspace::get_RL 'return rand % mod;', you can
>> remove the same ‘%’ in all the bif_roll definitions.
>> >>>>
>> >>>> Best,
>> >>>> Xiao-Yong
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>
>> >
>>
>>
>>
>
>

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