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PLA schematic example. A programmable logic array (PLA) is a kind of programmable logic device used to implement combinational logic circuits.The PLA has a set of programmable AND gate planes, which link to a set of programmable OR gate planes, which can then be conditionally complemented to produce an output.
For a specific example, an ideal random number generator with 32 bits of output is expected (by the Birthday theorem) to begin duplicating earlier outputs after √ m ≈ 2 16 results. Any PRNG whose output is its full, untruncated state will not produce duplicates until its full period elapses, an easily detectable statistical flaw. [37]
Poor dimensional distribution of the output sequence; Distances between where certain values occur are distributed differently from those in a random sequence distribution. Defects exhibited by flawed PRNGs range from unnoticeable (and unknown) to very obvious. An example was the RANDU random number algorithm used for decades on mainframe ...
In the field of runtime analysis of algorithms, it is common to specify a computational model in terms of primitive operations allowed which have unit cost, or simply unit-cost operations. A commonly used example is the random-access machine, which has unit cost for read and write access to all of its memory cells. In this respect, it differs ...
In computer science, a generator is a routine that can be used to control the iteration behaviour of a loop. All generators are also iterators. [1] A generator is very similar to a function that returns an array, in that a generator has parameters, can be called, and generates a sequence of values.
The behavior of a card shuffling program used in a game of blackjack, for example, should not be predictable by players — even if the source code of the program is visible. The use of a pseudorandom number generator is often not sufficient to ensure that players are unable to predict the outcome of a shuffle.
For example, SpeedTree is a middleware package that procedurally generates trees which can be used to quickly populate a forest. [1] Whereas most games use this technique to create a static environment for the final product, some employ procedural generation as a game mechanic , such as to create new environments for the player to explore.
Each transition edge is labeled with the value of the input (shown in red) and the value of the output (shown in blue). The machine starts in state S i. (In this example, the output is the exclusive-or of the two most-recent input values; thus, the machine implements an edge detector, outputting a 1 every time the input flips and a 0 otherwise.)