Search code examples
c++privatestatic-methodsprivate-membersrandom-seed

How to efficiently construct random dice in C++


I have a class dieClass to represent a six-sided die, and I use <random> to set the number. Here is the header file die.h:

#include <random>
#include <iostream>

class dieClass
{
public:
    dieClass();
    int getNum() const { return num; }

private:
    int num;
    static std::uniform_int_distribution<int> distribution;
};

and here is the implementation file die.cpp:

#include "die.h"

dieClass::dieClass()
{
    static std::random_device rdevice{};
    static std::default_random_engine generator{rdevice()};
    num = distribution(generator);
}

std::uniform_int_distribution<int> dieClass::distribution{1, 6};

Question: If I call dieClass dice[5], have I created five default_random_engines, or just one because it is static? Basically, what would be the most efficient way to construct millions of dice? Can I declare generator outside of the constructor, like I did for distribution? I don't fully understand what private and static do.

EDIT: Rearranging things like this seems to achieve what I want, although it may not be best practice. I pulled all random-number-generating code from the class and stuck it in the implementation file. Now I can call generator from a function roll.

dieClass.h
#include <iostream>

class dieClass
{
public:
    die();
    void roll();
    int getNum() const { return num; }

private:
    int num;
};
dieClass.cpp
#include <random>
#include "die.hpp"

std::random_device rdevice{};
std::default_random_engine generator{rdevice()};
std::uniform_int_distribution<int> distribution{1, 6};

dieClass::dieClass()
{
    num = distribution(generator);
}

void dieClass::roll()
{
    num = distribution(generator);
}

Solution

  • If you are going to have millions of dice I prefer your second example. It will be more efficient to have one random generator. However, instead of a global random number generator for your dice you can encapsulate it inside a class.

    Like static variables you should avoid the use of globals as much as possible. It is possible to inject a reference or pointer to this new generator class to your dieClass. Just change the constructor to accept it. Whenever you want to generate a new number just call a method of the new class.

    Here's an example:

    #include <random>
    #include <iostream>
    
    class RandomNumberGenerator
    {
    public:
        RandomNumberGenerator() : mRd(), mGen(mRd()), mDis(1, 6) {}
        ~RandomNumberGenerator() = default;
    
        inline int Generate() { return mDis(mGen); }
    
    private:
        std::random_device mRd;
        std::mt19937 mGen;
        std::uniform_int_distribution<int> mDis;
    };
    
    
    class dieClass
    {
    public:
        dieClass(RandomNumberGenerator &gen) : mGenerator(gen), num(gen.Generate()) {}
        int getNum() const { return num; }
        void roll() { num = mGenerator.Generate(); }
    
    private:
        RandomNumberGenerator &mGenerator;  //store as reference to avoid copying
        int num;
    };
    

    This way it's the responsibility of the RandomNumberGenerator class to generate the randome number, not the dieClass class.

    Working version here.