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📄 mt19937.c

📁 psp游戏机上的SDK的开发例子
💻 C
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/* Copyright (C) 1997 Makoto Matsumoto and Takuji Nishimura.       */
/* Any feedback is very welcome. For any question, comments,       */
/* see http://www.math.keio.ac.jp/matumoto/emt.html or email       */
/* matumoto@math.keio.ac.jp                                        */

/* Period parameters */  
#define N           624
#define M           397
#define MATRIX_A    0x9908b0df   /* constant vector a */
#define UPPER_MASK  0x80000000 /* most significant w-r bits */
#define LOWER_MASK  0x7fffffff /* least significant r bits */

/* Tempering parameters */   
#define TEMPERING_MASK_B 0x9d2c5680
#define TEMPERING_MASK_C 0xefc60000
#define TEMPERING_SHIFT_U(y)  (y >> 11)
#define TEMPERING_SHIFT_S(y)  (y << 7)
#define TEMPERING_SHIFT_T(y)  (y << 15)
#define TEMPERING_SHIFT_L(y)  (y >> 18)

static unsigned long mt[N]; /* the array for the state vector  */
static int mti=N+1; /* mti==N+1 means mt[N] is not initialized */

/* initializing the array with a NONZERO seed */
void sgenrand(unsigned long seed)
{
    /* setting initial seeds to mt[N] using         */
    /* the generator Line 25 of Table 1 in          */
    /* [KNUTH 1981, The Art of Computer Programming */
    /*    Vol. 2 (2nd Ed.), pp102]                  */
    mt[0]= seed & 0xffffffff;
    for (mti=1; mti<N; mti++)
        mt[mti] = (69069 * mt[mti-1]) & 0xffffffff;
}

float genrand(void)
{
    unsigned long y;
    static unsigned long mag01[2]={0x0, MATRIX_A};
    if (mti >= N) {
        int kk;
        if (mti == N+1)   /* if sgenrand() has not been called, */
            sgenrand(4357); /* a default initial seed is used   */
        for (kk=0;kk<N-M;kk++) {
            y = (mt[kk]&UPPER_MASK)|(mt[kk+1]&LOWER_MASK);
            mt[kk] = mt[kk+M] ^ (y >> 1) ^ mag01[y & 0x1];
        }
        for (;kk<N-1;kk++) {
            y = (mt[kk]&UPPER_MASK)|(mt[kk+1]&LOWER_MASK);
            mt[kk] = mt[kk+(M-N)] ^ (y >> 1) ^ mag01[y & 0x1];
        }
        y = (mt[N-1]&UPPER_MASK)|(mt[0]&LOWER_MASK);
        mt[N-1] = mt[M-1] ^ (y >> 1) ^ mag01[y & 0x1];
        mti = 0;
    }
    y = mt[mti++];
    y ^= TEMPERING_SHIFT_U(y);
    y ^= TEMPERING_SHIFT_S(y) & TEMPERING_MASK_B;
    y ^= TEMPERING_SHIFT_T(y) & TEMPERING_MASK_C;
    y ^= TEMPERING_SHIFT_L(y);
    return (float)(((float)y)*(1.0f/4294967295.0f));
}

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