Fix the Trivial Problems

In this lesson, we will begin redesigning the Random library and have a look at the performance issues.

In the previous lesson, we discussed the shortcomings of System.Random. In this lesson, we will begin redesigning the Random library.

First Attempt to Fixing Random

The first thing we want is two static methods, one that gives me an actually-random integer from 0 to Int32.MaxValue, and one that gives us a random double from 0.00.0 (inclusive) to 1.01.0 (exclusive). Not pseudo-random, but indistinguishable from a true random uniform distribution.

Here’s an attempt:

using CRNG = System.Security.Cryptography.RandomNumberGenerator;
public static class BetterRandom
  private static readonly ThreadLocal<CRNG> crng = new ThreadLocal<CRNG>(CRNG.Create);
  private static readonly ThreadLocal<byte[]> bytes =
    new ThreadLocal<byte[]>(()=>new byte[sizeof(int)]);
  public static int NextInt()
    return BitConverter.ToInt32(bytes.Value, 0) & int.MaxValue;
  public static double NextDouble()
    while (true)
      long x = NextInt() & 0x001FFFFF;
      x <<= 31;
      x |= (uint)NextInt();
      double n = x;
      const double d = 1L << 52;
      double q = n / d;
      if (q != 1.0)
        return q;

It’s pretty straightforward, but let’s take a quick look. First, all the state is thread-local, so we trade a small amount of per-thread overhead and per-call indirection for thread safety, which is probably a good tradeoff. We’re going to use the same four-byte buffer over and over again. So it is probably worthwhile to cache it and avoid the hit to collection pressure; however, this is just a guess and we would want to verify that with empirical tests.

There are other possible performance problems here, for example:

  • Is it worthwhile to generate a few thousand random bytes at once, cache them, and then gradually use them up? or,
  • Is the per-call cost of GetBytes sufficiently low that this is not an issue?

We will have to check this empirically, however, note that this course is not about making good performance optimizations. There are lots of places where the code could be a lot faster. We went for clarity rather than performance. It’s easier to make a clear program fast than it is to make a fast program clear!

We want only positive integers; clearing the top bit by and-ing with 0x7FFFFFF does that nicely without changing the distribution.

For a random double, we know that doubles have 52 bits of precision, so we generate a random 52 bit integer and make that the numerator of a fraction. We want to guarantee that 1.01.0 is never a possible output. So we reject that possibility; one in every few billion calls we’ll do some additional calls to NextInt.

An alternative and possibly better solution would be to build the double from bits directly, rather than doing an expensive division.

Now that we have a crypto-strength thread-safe random number library, we can build a cheap pseudo-random library out of it:

public static class Pseudorandom
  private readonly static ThreadLocal<Random> prng =
    new ThreadLocal<Random>(() => new Random(BetterRandom.NextInt()));

  public static int NextInt() => prng.Value.Next();
  public static double NextDouble() =>  prng.Value.NextDouble();

We’ve solved two of the main problems with Random. It gave us highly correlated values when called repeatedly from one thread, and it is not thread-safe. We now have a single prng per thread, and it is seeded with a crypto-strength random seed, not the current time.

I think this is already a major improvement, in that 99%99\% of the questions about misuse of Random on StackOverflow would not exist if this had been the received randomness library in the first place. These problems have been fixed in the core implementation.

Performance Issues

What about performance? The crypto-RNG is a lot slower than the pseudo-RNG, and there is overhead for the thread-local infrastructure. But most programs would not be observably slowed down by these improvements. For the ones that are slowed down, we can make a cheap, thread-unsafe version if we need to improve performance.

We should always make good tradeoffs; if the cost of eliminating a whole class of bugs is a tiny performance hit, we should make that tradeoff.

The entire premise of managed languages is that we trade a small amount of performance for improved developer productivity.

That’s why we have things like a garbage collector, immutable strings, checked array access, and so on; these all trade a small amount of performance for more safety, robustness, and productivity. And that’s why we have unsafe pointers; if you need to abandon some safety to get performance, C# should let you do that. But we should default to safety!

Recent implementations of System.Random solve this problem using some similar techniques.

Remember, that codes in this course are for pedagogy and not intended to be an example of industrial-quality code. You’ll notice that for instance, they make only the rarely-used parts of the algorithm thread-safe. That seems like a reasonable tradeoff between performance and safety.

We’re off to a good start, but we can do a lot better still. These are trivial problems. There are a lot more problems we could be solving. Two that come to mind are as follows:

  • The received PRNG is simply not very good in terms of its randomness. There are far better algorithms that produce harder-to-predict outputs with similar performance and a similar amount of state.
  • A common use for PRNGs is to generate a random-seeming but actually-deterministic sequence to randomize a game. But the received implementation has no way to say “save the current state of the PRNG to disk and restore it later”, or any such thing.

We are not going to address either of these problems in this course. We are going to take a different approach to improve how we deal with randomness. We want to look at the problem at a higher level of abstraction than the low-level details of how the random numbers are generated and what the state of the generator is. To improve the state of the art of dealing with probability in C#, we’ll need some more powerful types.


The following code implements improvements in the Random class:

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