我试图使用fisher-yates shuffle将列表中的元素洗牌。但是,看起来元素不会随机播放,除非我在它应该随机播放的位置放置一个断点。我尝试异步执行shuffle但我没有运气(也许我做错了)。
随机播放算法如下:
// Uses Fisher-Yates shuffle to swap elements
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source)
{
Random rng = new Random();
T[] elements = source.ToArray();
for (int i = elements.Length - 1; i >= 0; i--)
{
int j = rng.Next(i + 1);
yield return elements[j];
elements[j] = elements[i];
}
}
我这样洗牌:
imageDataList= imageDataList.Shuffle().ToList();
我像这样异步地拖拽:
imageDataList = await Task.Run(() => imageDataList.Shuffle().ToList());
以下是我的代码片段:
GameData gameData = null;
ImageData imageData = null;
ToneData toneData = null;
ImageToneData imageToneData = null;
LevelData levelData = null;
List<ImageData> imageDataList = new List<ImageData>();
List<ToneData> toneDataList = new List<ToneData>();
List<ImageToneData> imageToneDataList = new List<ImageToneData>();
List<LevelData> levelDataList = new List<LevelData>();
// Add images to a list of ImageData contracts
foreach (GameImage gameImage in game.GameImages)
{
imageData = new ImageData()
{
ImageId = gameImage.Image.ImageId,
ImageFileName = gameImage.Image.ImageFileName
};
imageDataList.Add(imageData);
}
// Add tones to a list of ToneData contracts
foreach (GameTone gameTone in game.GameTones)
{
toneData = new ToneData()
{
ToneId = gameTone.Tone.ToneId,
ToneFileName = gameTone.Tone.ToneFileName
};
toneDataList.Add(toneData);
}
//Randomize image and tone association
imageDataList = imageDataList.Shuffle().ToList();
toneDataList = toneDataList.Shuffle().ToList();
// Combine imageData and toneData and assign a position
for (int i = 0; i < game.NumLevels; i++)
{
imageToneData = new ImageToneData()
{
Image = imageDataList.ElementAt(i),
Tone = toneDataList.ElementAt(i),
Position = (i + 1)
};
imageToneDataList.Add(imageToneData);
}
foreach (GameLevel level in game.GameLevels)
{
//Randomize image/tone (already fixed association)
imageToneDataList = imageToneDataList.Shuffle().ToList();
levelData = new LevelData()
{
GameLevelId = level.GameLevelId,
Level = level.Level,
UniqueRounds = level.UniqueRounds,
Rounds = level.Rounds,
NumImages = level.NumImages,
ImageTones = imageToneDataList.Take(level.NumImages)
};
levelDataList.Add(levelData);
}
gameData = new GameData()
{
NumLevels = game.NumLevels,
SelectionTime = game.SelectionTime,
Levels = levelDataList
};
我的数据合约如下:
[DataContract]
public class GameData
{
[DataMember]
public int NumLevels { get; set; }
[DataMember]
public int? SelectionTime { get; set; }
[DataMember]
public IEnumerable<LevelData> Levels { get; set; }
}
[DataContract]
public class LevelData
{
[DataMember]
public int GameLevelId { get; set; }
[DataMember]
public int Level { get; set; }
[DataMember]
public bool UniqueRounds { get; set; }
[DataMember]
public int Rounds { get; set; }
[DataMember]
public int NumImages { get; set; }
[DataMember]
public IEnumerable<ImageToneData> ImageTones { get; set; }
}
[DataContract]
public class ImageToneData
{
[DataMember]
public ImageData Image { get; set; }
[DataMember]
public ToneData Tone { get; set; }
[DataMember]
public int? Position { get; set; }
}
[DataContract]
public class ImageData
{
[DataMember]
public int ImageId { get; set; }
[DataMember]
public string ImageFileName { get; set; }
}
[DataContract]
public class ToneData
{
[DataMember]
public int ToneId { get; set; }
[DataMember]
public string ToneFileName { get; set; }
}
非常感谢任何帮助!
答案 0 :(得分:2)
我的猜测是两个名单imageDataList
和toneDataList
实际上正在洗牌。我怀疑它们看起来没有被洗牌,因为每次运行该代码时,当你将两个列表合并到imageToneDataList
时,相同的音调会与上次运行代码时的相同图像保持配对。这是因为您的Shuffle
方法每次调用时都会实例化一个新的Random
。 Random
使用系统时钟生成其种子。因此,如果您背靠背地实例化两个Random
对象(就像您通过连续两次调用Shuffle
那样),那么它们将具有相同种子的可能性非常高。这意味着他们将生成相同的随机数。这意味着您的两个列表将以完全相同的顺序进行洗牌。这解释了为什么当您只调整一个列表时它似乎正常工作。当您将混洗列表与未拖曳到imageToneDataList
的列表组合在一起时,您将得到您期望的随机结果。这也解释了为什么它在使用断点时有效。它们在您第一次调用Shuffle
之间延迟,第二次足够长以创建具有新种子的Random
对象。
要获得您期望的行为,您需要拥有Random
的单个实例 - 可能是包含扩展方法的类中的静态字段。
答案 1 :(得分:-1)
我会将方法改为:
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source)
{
Random rng = new Random();
List<T> elements = source.ToList();
while (elements.Count > 0)
{
int i = rng.Next(elements.Count);
T item = elements[i];
elements.RemoveAt(i);
yield return item;
}
}