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