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This is a a cross-post from the boost developers mailing list from App 10.
Boost.Random and the C++11 standard library ship with a 24- and a 48-bit
RANLUX pseudo-random number generator (PRNG). I …
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### Expected behavior
It is possible to JAX JIT a function where `qml.device` has `seed` set to be a tracer for the PRNG key.
### Actual behavior
An error is raised in many cases. I'm not exactly s…
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We should support deterministic PRNG for usage for retries, hashmaps, etc. We can accomplish this by providing a deterministic version of `RandomState`.
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When trying to use the PRNG to generate some number ghc crashes:
```
λ import Crypto.Threefish.Random
λ gen
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Each language here uses different RNGs.
If this test is for the performance of each builtin PRNG, this is fair, otherwise a single random implementation should be used for each language.
For example…
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To always generate the same world, even in future versions of this game, we need to stick to one pseudo random number generator. Currently we're using a xor-shift RNG. But we should discuss and finali…
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I needed to seed the PRNG with a specific value. After some poking around I found that it can be done like so:
function hex2Array(hex)
{
var arr = new Array();
for (var i = 0; i …
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Pass in an argument to libnh to set the PRNG seed so that runs become deterministic and predictable.
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There's a Tendermint/Cosmos hack that implements distributed PRNG, we might want to investigate: https://github.com/dgamingfoundation/tendermint/blob/dcr-random/docs/arcade/arcade.md
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Align the PRNG in inkjs with the C# version so the randomness is the same on all platforms.
[The C# version can be found here.](http://referencesource.microsoft.com/#mscorlib/system/random.cs,bb77e610…