Sorry I’ve been gone for a while, I had to do a lot of traveling.
1. Initially I made this thinking that developers had the power to determine
their own lower bound. The current implementation uses the integer’s min value
as a lower bound. If it makes sense to only allow unsigned integers from an
RNG, then I’m perfectly fine with. I do disagree when you say that it should
only generate UInt32s. The current approach allows, lets say mt19337 and
mt19337-64, to be used within one generator. So if you wanted a UInt32, mt19337
would be used, and if you asked for a UInt64, mt19337-64 would be used.
2. The Randomizable protocol isn’t always used with integers. Think Date.random
or Color.random. These types of values are difficult to express with ranges.
Randomizable solves this issue.
3. I’ve made the adjustment necessary for this.
4. So while I can see your point for this, it would break the consistency with
Randomizable’s random property. You could argue that we could make this
property a function itself, but I think most will agree that Int.random is a
cleaner api than Int.random().
5. I’ve made the adjustment necessary for this.
6. I actually forgot to implement the random api for the ranges where Bound:
BinaryFloatingPoint. While implementing this, I realized these would never fail
and would always return a non-optional. So, I decided making the other
Countable ranges non-optional. (0 ..< 10).random would return a non-optional,
(0.0 ..< 10.0).random would return a non-optional, and Array(0 ..< 10).random
would return an optional. I can agree that something like (0 ..< 10).random is
hard to discover, so I added Int.random(in: 0 ..< 10) (along with
BinaryFloatingPoint). However, these are not requirements of Randomizable. I
think these methods would benefit more if they were extension methods:
extension Randomizable where Self: FixedWidthInteger, Self.Stride:
SignedInteger {
public static func random(
in range: Countable{Closed}Range,
using generator: RandomNumberGenerator
) -> Self {
return range.random(using: generator)
}
}
extension Randomizable where Self: BinaryFloatingPointer {
public static func random(
in range: {Closed}Range,
using generator: RandomNumberGenerator
) -> Self {
return range.random
}
}
I think external types that wish to do something similar, like
Data.random(bytes: 128), could extend Randomizable with their own custom needs.
The stdlib would at this point provide all the features needed to make this
happen very simply for something like Data.random(bytes: 128).
- Alejandro
On Nov 5, 2017, 10:44 PM -0600, Nate Cook <[email protected]>, wrote:
Thanks for continuing to push this forward, Alejandro! I’m excited about the
potential of having access to these APIs as part of the standard library. Here
are a few comments on some different parts of the proposal:
1) For your RandomGenerator protocol, I’m not totally clear on the semantics of
the next(_:) and next(_:upperBound:) methods. Do they both have zero as their
lower bound, for example? I’m not sure it makes sense to have signed integers
generated directly by an RNG—perhaps T: FixedWidthInteger & UnsignedInteger
would be a more useful constraint. (Does it even need to be generic? What if
RNGs just generate UInt32s?)
2) Can you say more about the purpose of the Randomizable protocol? How would
we use that protocol in useful ways that we wouldn’t get from being able to
select random values from ranges (half-open and closed) of FixedWidthInteger /
BinaryFloatingPoint? My experience has been that a full-width random value is
rarely what a user needs.
3) I agree with Xiaodi that Random should probably be a struct with a single
shared instance, but I don’t think it should be internal. Hiding that shared
RNG would make it hard for non-stdlib additions to have the same usage, as they
would need to have completely separate implementations for the “default” and
custom RNG versions.
4) I would also still suggest that the simplest version of random (that you use
to get a value from a range or an element from a collection) should be a
function, not a property. Collection properties like first, last, and count all
represent facts that already exist about a collection, and don’t change unless
the collection itself changes. Choosing a random element, on the other hand, is
clearly going to be freshly performed on each call. In addition, with the
notable exception of count, we try to ensure O(1) performance for properties,
while random will be O(n) except in random-access collections. Finally, if it
is a method, we can unify the two versions by providing a single method with
the shared RNG as the default parameter.
5) To match the sorted() method, shuffled() should be on Sequence instead of
Collection. I don’t think either shuffled() or shuffle() needs to be a protocol
requirement, since there isn’t really any kind of customization necessary for
different kinds of collections. Like the sorting algorithms, both could be
regular extension methods.
6) I don’t know whether or not a consensus has formed around the correct
spelling of the APIs for generating random values. From the proposal it looks
like the preferred ways of getting a random value in a range would be to use
the random property (or method) on a range or closed range:
(0..<10).random // 7
(0.0 ... 5.0).random // 4.112312
If that’s the goal, and we don’t want those values to be optional, we’ll need
an implementation of random for floating-point ranges and an overload for
fixed-width integer ranges. That said, I don’t think that style is as
discoverable as having static methods or initializers available on the
different types:
Int.random(in: 0..<10)
Double.random(in: 0.0 ... 5.0)
// or maybe
Int(randomIn: 0..<10)
Double(randomIn: 0.0 ... 5.0)
(My only quibble with the initializer approach is that Bool would be awkward.)
In addition, this alternative approach could make creating random values more
consistent with types that don’t work well in ranges:
Data.random(bytes: 128)
Color.random(r: 0...0, g: 0...1, b: 0...1, a: 1...1)
————
Thanks again!
Nate
On Nov 5, 2017, at 6:33 PM, Alejandro Alonso via swift-evolution
<[email protected]<mailto:[email protected]>> wrote:
https://github.com/apple/swift-evolution/pull/760 is the current API and
proposed solution.
- Alejandro
On Nov 5, 2017, 6:18 PM -0600, Xiaodi Wu
<[email protected]<mailto:[email protected]>>, wrote:
My comments are directed to the "more up-to-date" document that you just linked
to in your reply to Jon. Is that one outdated? If so, can you send a link to
the updated proposal and implementation for which you're soliciting feedback?
On Sun, Nov 5, 2017 at 6:12 PM, Alejandro Alonso
<[email protected]<mailto:[email protected]>> wrote:
The proposal and implementation have the current updated API. The link I sent
Jon was the one I brought up a few weeks ago which is outdated now. The
proposal answers all of your questions. As for `.random` being a function, some
would argue that it behaves in the same way as `.first` and `.last` which are
properties.
- Alejandro
On Nov 5, 2017, 6:07 PM -0600, Xiaodi Wu
<[email protected]<mailto:[email protected]>>, wrote:
A few quick thoughts:
I know that there's been some discussion that `(1...10).random` is the best
spelling, but I'd like to push back on that suggestion. When I want a random
number, I tend to think of the type I want first ("I want a random integer")
and then a range ("I want a random integer between a and b"), not the other way
around. My intuition is that `Int.random(in:)` will be more discoverable, both
on that basis and because it is more similar to other languages' syntax
(`Math.random` in JavaScript and `randint` in NumPy,
for example). It also has the advantage that the type is explicit, which I
think is particularly useful in this case because the value itself is, well,
random.
I would also argue that, `random` is most appropriately a method and not a
property; there's no hard and fast rule for this, but the fact that the result
is stochastic suggests (to me) that it's not a "property" of the range (or, for
that matter, of the type).
I would reiterate here my qualms about `Source` being the term used for a
generator. These types are not a _source_ of entropy but rather a _consumer_ of
entropy.
`UnsafeRandomSource` needs to be renamed; "unsafe" has a specific meaning in
Swift--that is, memory safety, and this is not it. Moreover, it's questionable
whether this protocol is useful in any sense. What useful generic algorithms
can one write with such a protocol?
`XoroshiroRandom` cannot be seeded by any `Numeric` value; depending on the
specific algorithm it needs a seed of a specific bit width. If you default the
shared instance to being seeded with an `Int` then you will have to have
distinct implementations for 32-bit and 64-bit platforms. This is unadvisable.
On that note, your `UnsafeRandomSource` needs to have an associated type and
not a generic `<T : Numeric>` for the seed.
The default random number generator should be cryptographically secure;
however, it's not clear to me that it should be device random.
I agree with others that alternative random number generators other than the
default RNG (and, if not default, possibly also the device RNG) should be
accommodated by the protocol hierarchy but not necessarily supplied in the
stdlib.
The term `Randomizable` means something specific which is not how it's used in
your proposed protocol.
There's still the open question, not answered, about how requesting an instance
of the hardware RNG behaves when there's insufficient or no entropy. Does it
return nil, throw, trap, or wait? The proposed API does not clarify this point,
although based on the method signature it cannot return nil or throw. Trapping
might be acceptable but I'd be interested to hear your take as to why it is
preferable.
On Sun, Nov 5, 2017 at 4:43 PM, Alejandro Alonso via swift-evolution
<[email protected]<mailto:[email protected]>> wrote:
For the proof of concept, I had accidentally deleted that one. I have a more up
to date one which was discussed a few weeks later.
https://gist.github.com/Azoy/15f0518df38df9b722d4cb17bafea4c1
- Alejandro
On Nov 5, 2017, 4:37 PM -0600, Jonathan Hull
<[email protected]<mailto:[email protected]>>, wrote:
Is there a link to the writeup? The one in the quote 404s.
Thanks,
Jon
On Nov 5, 2017, at 2:10 PM, Alejandro Alonso via swift-evolution
<[email protected]<mailto:[email protected]>> wrote:
Hello once again Swift evolution community. I have taken the time to write up
the proposal for this thread, and have provided an implementation for it as
well. I hope to once again get good feedback on the overall proposal.
- Alejandro
On Sep 8, 2017, 11:52 AM -0500, Alejandro Alonso via swift-evolution
<[email protected]<mailto:[email protected]>>, wrote:
Hello swift evolution, I would like to propose a unified approach to `random()`
in Swift. I have a simple implementation here
https://gist.github.com/Azoy/5d294148c8b97d20b96ee64f434bb4f5. This
implementation is a simple wrapper over existing random functions so existing
code bases will not be affected. Also, this approach introduces a new random
feature for Linux users that give them access to upper bounds, as well as a
lower bound for both Glibc and Darwin users. This change would be implemented
within Foundation.
I believe this simple change could have a very positive impact on new
developers learning Swift and experienced developers being able to write single
random declarations.
I’d like to hear about your ideas on this proposal, or any implementation
changes if need be.
- Alejando
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