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geant4/source/externals/clhep/include/CLHEP/Random/RandFlat.h
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2016-06-10 14:11:04 +02:00

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// $Id:$
// -*- C++ -*-
//
// -----------------------------------------------------------------------
// HEP Random
// --- RandFlat ---
// class header file
// -----------------------------------------------------------------------
// This file is part of Geant4 (simulation toolkit for HEP).
// Class defining methods for shooting flat random numbers, double or
// integers.
// It provides methods to fill with double flat values arrays of
// specified size, as well as methods for shooting sequences of 0,1 (bits).
// Default boundaries ]0.1[ for operator()().
// =======================================================================
// Gabriele Cosmo - Created: 5th September 1995
// Peter Urban - ShootBit() and related stuff added: 5th Sep 1996
// Gabriele Cosmo - Added operator() and additional methods to fill
// arrays specifying boundaries: 24th Jul 1997
// J.Marraffino - Added default arguments as attributes and
// operator() with arguments: 16th Feb 1998
// M. Fischler - Moved copy constructor to protected so that
// derived RandBit can get at it.
// M Fischler - put and get to/from streams 12/10/04
// =======================================================================
#ifndef RandFlat_h
#define RandFlat_h 1
#include "CLHEP/Random/Random.h"
#include "CLHEP/Utility/memory.h"
#include "CLHEP/Utility/thread_local.h"
namespace CLHEP {
/**
* @author <Gabriele.Cosmo@cern.ch>
* @ingroup random
*/
class RandFlat : public HepRandom {
public:
inline RandFlat ( HepRandomEngine& anEngine );
inline RandFlat ( HepRandomEngine& anEngine, double width );
inline RandFlat ( HepRandomEngine& anEngine, double a, double b );
inline RandFlat ( HepRandomEngine* anEngine );
inline RandFlat ( HepRandomEngine* anEngine, double width );
inline RandFlat ( HepRandomEngine* anEngine, double a, double b );
// These constructors should be used to instantiate a RandFlat
// distribution object defining a local engine for it.
// The static generator will be skipped using the non-static methods
// defined below.
// If the engine is passed by pointer the corresponding engine object
// will be deleted by the RandFlat destructor.
// If the engine is passed by reference the corresponding engine object
// will not be deleted by the RandFlat destructor.
virtual ~RandFlat();
// Destructor
// Static methods to shoot random values using the static generator
static double shoot();
static inline double shoot( double width );
static inline double shoot( double a, double b );
static inline long shootInt( long n );
static inline long shootInt( long a1, long n );
static inline int shootBit();
static void shootArray ( const int size, double* vect );
static void shootArray ( const int size, double* vect,
double lx, double dx );
// Static methods to shoot random values using a given engine
// by-passing the static generator.
static inline double shoot ( HepRandomEngine* anEngine );
static inline double shoot( HepRandomEngine* anEngine, double width );
static inline double shoot( HepRandomEngine* anEngine,
double a, double b );
static inline long shootInt( HepRandomEngine* anEngine, long n );
static inline long shootInt( HepRandomEngine* anEngine, long a1, long n );
static inline int shootBit( HepRandomEngine* );
static inline void shootArray ( HepRandomEngine* anEngine,
const int size, double* vect );
static void shootArray ( HepRandomEngine* anEngine,
const int size, double* vect,
double lx, double dx );
// Methods using the localEngine to shoot random values, by-passing
// the static generator.
inline double fire();
inline double fire( double width );
inline double fire( double a, double b );
inline long fireInt( long n );
inline long fireInt( long a1, long n );
inline int fireBit();
void fireArray (const int size, double* vect);
void fireArray (const int size, double* vect,
double lx, double dx);
double operator()();
double operator()( double width );
double operator()( double a, double b );
// Save and restore to/from streams
std::ostream & put ( std::ostream & os ) const;
std::istream & get ( std::istream & is );
std::string name() const;
HepRandomEngine & engine();
static std::string distributionName() {return "RandFlat";}
// Provides the name of this distribution class
// Methods overriding the base class static saveEngineStatus ones,
// by adding extra data so that save in one program, then further shootBit()s
// will produce the identical sequence to restore in another program, then
// generating shootBit() randoms there
static void saveEngineStatus( const char filename[] = "Config.conf" );
// Saves to file the current status of the current engine.
static void restoreEngineStatus( const char filename[] = "Config.conf" );
// Restores a saved status (if any) for the current engine.
static std::ostream& saveFullState ( std::ostream & os );
// Saves to stream the state of the engine and cached data.
static std::istream& restoreFullState ( std::istream & is );
// Restores from stream the state of the engine and cached data.
static std::ostream& saveDistState ( std::ostream & os );
// Saves to stream the state of the cached data.
static std::istream& restoreDistState ( std::istream & is );
// Restores from stream the state of the cached data.
protected:
#if 0
// Protected copy constructor. Defining it here disallows use by users.
RandFlat(const RandFlat& d);
#endif // 0
private:
// ShootBits generates an integer random number,
// which is used by fireBit().
// The number is stored in randomInt and firstUnusedBit
inline void fireBits();
static inline void shootBits();
static inline void shootBits(HepRandomEngine*);
// In MSB, the most significant bit of the integer random number
// generated by ShootBits() is set.
// Note:
// the number of significant bits must be chosen so that
// - an unsigned long can hold it
// - and it should be less than the number of bits returned
// by Shoot() which are not affected by precision problems
// on _each_ architecture.
// (Aim: the random generators should be machine-independent).
static const unsigned long MSB;
static const int MSBBits;
// These two are set up in RandFlat.cc and need not be saved/restored
unsigned long randomInt;
unsigned long firstUnusedBit;
static CLHEP_THREAD_LOCAL unsigned long staticRandomInt;
static CLHEP_THREAD_LOCAL unsigned long staticFirstUnusedBit;
std::shared_ptr<HepRandomEngine> localEngine;
double defaultWidth;
double defaultA;
double defaultB;
};
} // namespace CLHEP
#include "CLHEP/Random/RandFlat.icc"
#endif