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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