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Because random generators in C++ are defined by the compilers, compiling the same program with different C++ compilers can produce different results. Having a specified implementation of a random generator could improve that, so that it only changes if critical bugs are detected. It should have a large source of entropy and be balanced between speed and even distributions.
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Would using a random generator engine defined in the std library with a fixed seed solve this issue?
In theory, yes. Choosing a specific algorithm that is mandated by the standard to exist would work. In practice however, not all C++ compilers will be fully compliant with the C++ standard, implementations can have different interpretations of the standard, and we don't know if those features will be deprecated for new random generators in future versions of C++. I remember how a random generator in pixel shader assembler got deprecated despite being a core functionality in GPU hardware. Just have to write the code in such a simple way that no compiler can refuse to compile it.
Because random generators in C++ are defined by the compilers, compiling the same program with different C++ compilers can produce different results. Having a specified implementation of a random generator could improve that, so that it only changes if critical bugs are detected. It should have a large source of entropy and be balanced between speed and even distributions.
The text was updated successfully, but these errors were encountered: