除非我设置断点,否则IEnumerable不会随机播放

时间:2015-08-20 17:40:00

标签: c# asp.net asp.net-mvc linq asynchronous

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!

2 个答案:

答案 0 :(得分:2)

我的猜测是两个名单imageDataListtoneDataList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RandomRandom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;
    }
}