NextSingle() public method

Returns a pseudo-random number between 0.0 and 1.0.
public NextSingle ( ) : Single
return Single
Beispiel #1
0
 public static Single NextSingle()
 {
     lock (Lock)
     {
         return(Random.NextSingle(true));
     }
 }
    void Sample()
    {
        Debug.Log("GENERATING RANDOM NUMBERS WITH SEED: " + seed);
        mrand      = new MersenneTwister(seed);
        randomList = new ArrayList();
        for (int i = 0; i < samplig_size; i++)
        {
            double myval, rn;

            switch (op)
            {
            case MersenneWindowOptionsType.INT:
                rn = mrand.Next();
                break;

            case MersenneWindowOptionsType.FLOAT:
                rn = mrand.NextSingle(true);
                break;

            case MersenneWindowOptionsType.DOUBLE:
                rn = mrand.NextDouble(true);
                break;

            default:
                rn = mrand.Next();
                break;
            }

            if (normalizeToggle)
            {
                myval = UnityNormalDistribution.toNormalDistribution(rn, temperature);
            }
            else
            {
                myval = rn;
            }

            randomList.Add(myval);
        }
        randomList.Sort();
        this.Repaint();
    }
 // VALUE Return a Float 0 - 1
 public float Value()
 {
     return(_rand.NextSingle(true));
 }
    void Sample()
    {
        Debug.Log("GENERATING RANDOM NUMBERS WITH SEED: " + seed);
        mrand = new MersenneTwister(seed);
        randomList = new ArrayList();
        for (int i = 0; i < samplig_size; i++) {

            double myval, rn;

            switch (op)
            {
                case MersenneWindowOptionsType.INT:
                    rn = mrand.Next();
                break;

                case MersenneWindowOptionsType.FLOAT:
                    rn = mrand.NextSingle(true);
                break;

                case MersenneWindowOptionsType.DOUBLE:
                    rn = mrand.NextDouble(true);
                break;

                default:
                    rn = mrand.Next();
                break;
            }

            if (normalizeToggle) {
                myval = UnityNormalDistribution.toNormalDistribution(rn, temperature);
            } else {
                myval = rn;
            }

            randomList.Add(myval);
        }
        randomList.Sort();
        this.Repaint();
    }