On Dec 1, 2017, at 11:23 PM, David Waite <da...@alkaline-solutions.com> wrote:
> 
> 
> 
>> On Dec 1, 2017, at 11:05 AM, Erica Sadun via swift-evolution 
>> <swift-evolution@swift.org <mailto:swift-evolution@swift.org>> wrote:
>> 
>> I'd like to put forth that Gameplay Kit offers a perfectly cromulent model 
>> of random number generation and API. Why not take that as a starting point, 
>> Swiftify it so it becomes a cross platform solution, and then apply the 
>> specific questions of sequences, collections, and indices as a second step?  
>> 
>> I don't support intermingling random functionality with existing core types.
>> 
> 
> GameplayKit randomization has a number of API deficiencies that we can’t 
> easily/efficiently solve by wrapping it in Swift.
> 
> Most significantly, it is not designed to support any cryptographic 
> operations (which I believe is why they never added a nextBytes() or 
> equivalent method).
> 
> For GameplayKit this is fine - the design focuses on being able to get the 
> distribution appropriate for your game, and being able to have identical 
> pseudorandom number sequences for each device in a multiplayer scenario. They 
> went as far as to require all random sources to support NSSecureCoding so 
> that they may be persisted and/or serialized over the wire, which precludes a 
> GKRandomSource from being based on the system random sources.
> 
> -DW

I wasn't suggesting wrapping as that would not provide a cross platform 
solution. Instead of re-inventing the wheel, we may profit from the approaches 
already explored and real-world tested in prior art and existing standards.

-- E

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