C# ew随机(种子); } 返回(rng);; } } 公共静态IEnumerable Shuffle(此IEnumerable项) { return items.OrderBy(i=>rng.Next()); } }

C# ew随机(种子); } 返回(rng);; } } 公共静态IEnumerable Shuffle(此IEnumerable项) { return items.OrderBy(i=>rng.Next()); } },c#,generic-list,C#,Generic List,如果您不介意使用两个列表,那么这可能是最简单的方法,但可能不是最有效或最不可预测的方法: List<int> xList = new List<int>() { 1, 2, 3, 4, 5 }; List<int> deck = new List<int>(); foreach (int xInt in xList) deck.Insert(random.Next(0, deck.Count + 1), xInt); List xLis

如果您不介意使用两个
列表,那么这可能是最简单的方法,但可能不是最有效或最不可预测的方法:

List<int> xList = new List<int>() { 1, 2, 3, 4, 5 };
List<int> deck = new List<int>();

foreach (int xInt in xList)
    deck.Insert(random.Next(0, deck.Count + 1), xInt);
List xList=newlist(){1,2,3,4,5};
列表组=新列表();
foreach(xList中的int xInt)
deck.Insert(random.Next(0,deck.Count+1),xInt);

我对这里所有这个简单算法的笨拙版本感到有点惊讶。Fisher Yates(或Knuth shuffle)有点棘手,但非常紧凑。为什么很棘手?因为您需要注意随机数生成器
r(a,b)
是否返回
b
包含或排除的值。我也编辑过,这样人们就不会盲目地使用伪代码,从而产生难以检测的bug。对于.Net,
Random.Next(a,b)
返回不包含
b的数字
,因此无需进一步讨论,下面介绍如何在C#/.Net中实现它:

publicstaticvoidshuffle(此IList列表,随机rnd)
{
对于(var i=list.Count;i>0;i--)
交换(0,rnd.Next(0,i));
}
公共静态无效交换(此IList列表,int i,int j)
{
var temp=列表[i];
列表[i]=列表[j];
列表[j]=温度;
}
.

公共甲板(IEnumerable initialCards)
{
卡片=新列表(初始卡片);
公开无效洗牌()
}
{
List NewCards=新列表();
而(cards.Count>0)
{
int CardToMove=random.Next(cards.Count);
新增卡片。添加(卡片[CardToMove]);
cards.RemoveAt(CardToMove);
}
卡片=新卡片;
}
公共IEnumerable GetCardNames()
{
string[]CardNames=新字符串[cards.Count];
对于(int i=0;i=0)
如果(deck2.Count>0){
deck1.Add(deck2.Deal(listBox2.SelectedIndex));
}
重绘甲板(1);
重绘甲板(2);
}

使用这个简单的扩展方法可以实现这一点

public static class IEnumerableExtensions
{

    public static IEnumerable<t> Randomize<t>(this IEnumerable<t> target)
    {
        Random r = new Random();

        return target.OrderBy(x=>(r.Next()));
    }        
}
公共静态类IEnumerableExtensions
{
公共静态IEnumerable随机化(此IEnumerable目标)
{
随机r=新随机();
返回target.OrderBy(x=>(r.Next());
}        
}
您可以通过执行以下操作来使用它

// use this on any collection that implements IEnumerable!
// List, Array, HashSet, Collection, etc

List<string> myList = new List<string> { "hello", "random", "world", "foo", "bar", "bat", "baz" };

foreach (string s in myList.Randomize())
{
    Console.WriteLine(s);
}
//在任何实现IEnumerable的集合上使用此选项!
//列表、数组、哈希集、集合等
List myList=新列表{“你好”、“随机”、“世界”、“foo”、“bar”、“bat”、“baz”};
foreach(myList.Randomize()中的字符串s)
{
控制台。写入线(s);
}

当然是老帖子,但我只使用GUID

Items = Items.OrderBy(o => Guid.NewGuid().ToString()).ToList();

GUID始终是唯一的,并且由于每次结果更改时都会重新生成GUID

当希望不修改原始文件时,这是我首选的洗牌方法。它是的一个变体,适用于任何可枚举序列(源代码的长度不需要从一开始就知道)


生成随机双精度(0到1之间)的要点是用于缩放到整数解。如果您需要从基于随机双精度
x
的列表中选择某个对象,那么它总是
0一个简单的修改,它返回一个新列表,而不是原地工作,并像许多其他Linq方法一样接受更通用的
IEnumerable

private static Random rng = new Random();

/// <summary>
/// Returns a new list where the elements are randomly shuffled.
/// Based on the Fisher-Yates shuffle, which has O(n) complexity.
/// </summary>
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> list) {
    var source = list.ToList();
    int n = source.Count;
    var shuffled = new List<T>(n);
    shuffled.AddRange(source);
    while (n > 1) {
        n--;
        int k = rng.Next(n + 1);
        T value = shuffled[k];
        shuffled[k] = shuffled[n];
        shuffled[n] = value;
    }
    return shuffled;
}
private static Random rng=new Random();
/// 
///返回一个新列表,其中元素被随机洗牌。
///基于Fisher-Yates洗牌,它具有O(n)复杂度。
/// 
公共静态IEnumerable Shuffle(此IEnumerable列表){
var source=list.ToList();
int n=源。计数;
var shuffled=新列表(n);
shuffled.AddRange(源);
而(n>1){
n--;
int k=下一个(n+1);
T值=混洗[k];
洗牌[k]=洗牌[n];
洗牌[n]=值;
}
换位;
}

思想是获取带有项目和随机顺序的匿名对象,然后按此顺序和返回值对项目重新排序:

var result = items.Select(x => new { value = x, order = rnd.Next() })
            .OrderBy(x => x.order).Select(x => x.value).ToList()
List OriginalList=new List();
列表模板列表=新建列表();
随机=新随机();
int length=原始列表计数;
int TempIndex=0;
而(长度>0){
TempIndex=random.Next(0,长度);//获取0和原始长度之间的随机值
Add(OriginalList[TempIndex]);//添加到临时列表
OriginalList.RemoveAt(TempIndex);//从原始列表中删除
length=OriginalList.Count;//获取新列表长度。
}
OriginalList=新列表();
原始列表=圣堂武士;//将临时列表中的所有项目复制到原始列表中。

我在网上找到了一个有趣的解决方案

礼节:


var shuffled=myList.OrderBy(x=>Guid.NewGuid()).ToList()

这里是Fisher-Yates shuffle的一个实现,它允许指定返回的元素数量;因此,在获取所需数量的元素之前,无需首先对整个集合进行排序

交换元素的顺序与de相反
using System;
using System.Collections.Generic;
using System.Threading;

namespace SimpleLottery
{
  class Program
  {
    private static void Main(string[] args)
    {
      var numbers = new List<int>(Enumerable.Range(1, 75));
      numbers.Shuffle();
      Console.WriteLine("The winning numbers are: {0}", string.Join(",  ", numbers.GetRange(0, 5)));
    }
  }

  public static class ThreadSafeRandom
  {
      [ThreadStatic] private static Random Local;

      public static Random ThisThreadsRandom
      {
          get { return Local ?? (Local = new Random(unchecked(Environment.TickCount * 31 + Thread.CurrentThread.ManagedThreadId))); }
      }
  }

  static class MyExtensions
  {
    public static void Shuffle<T>(this IList<T> list)
    {
      int n = list.Count;
      while (n > 1)
      {
        n--;
        int k = ThreadSafeRandom.ThisThreadsRandom.Next(n + 1);
        T value = list[k];
        list[k] = list[n];
        list[n] = value;
      }
    }
  }
}
public static IEnumerable<T> Randomize<T>(this IEnumerable<T> source)
{
    Random rnd = new Random();
    return source.OrderBy<T, int>((item) => rnd.Next());
}
var shuffledcards = cards.OrderBy(a => Guid.NewGuid()).ToList();
private static Random rng = new Random();
...
var shuffledcards = cards.OrderBy(a => rng.Next()).ToList();
public static IEnumerable<T> Shuffle<T>(
        this IEnumerable<T> source,
        Random generator = null)
{
    if (generator == null)
    {
        generator = new Random();
    }

    var elements = source.ToArray();
    for (var i = elements.Length - 1; i >= 0; i--)
    {
        var swapIndex = generator.Next(i + 1);
        yield return elements[swapIndex];
        elements[swapIndex] = elements[i];
    }
}
public static IEnumerable<T> Shuffle<T>(this IList<T> list)
{
    var choices = Enumerable.Range(0, list.Count).ToList();
    var rng = new Random();
    for(int n = choices.Count; n > 1; n--)
    {
        int k = rng.Next(n);
        yield return list[choices[k]];
        choices.RemoveAt(k);
    }

    yield return list[choices[0]];
}
    public byte[] Shuffle(byte[] array, int start, int count)
    {
        int n = array.Length - start;
        byte[] shuffled = new byte[count];
        for(int i = 0; i < count; i++, start++)
        {
            int k = UniformRandomGenerator.Next(n--) + start;
            shuffled[i] = array[k];
            array[k] = array[start];
            array[start] = shuffled[i];
        }
        return shuffled;
    }
public static class EnumerableExtension
{
    private static Random globalRng = new Random();

    [ThreadStatic]
    private static Random _rng;

    private static Random rng 
    {
        get
        {
            if (_rng == null)
            {
                int seed;
                lock (globalRng)
                {
                    seed = globalRng.Next();
                }
                _rng = new Random(seed);
             }
             return _rng;
         }
    }

    public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> items)
    {
        return items.OrderBy (i => rng.Next());
    }
}
List<int> xList = new List<int>() { 1, 2, 3, 4, 5 };
List<int> deck = new List<int>();

foreach (int xInt in xList)
    deck.Insert(random.Next(0, deck.Count + 1), xInt);
public static void Shuffle<T>(this IList<T> list, Random rnd)
{
    for(var i=list.Count; i > 0; i--)
        list.Swap(0, rnd.Next(0, i));
}

public static void Swap<T>(this IList<T> list, int i, int j)
{
    var temp = list[i];
    list[i] = list[j];
    list[j] = temp;
}
 public Deck(IEnumerable<Card> initialCards) 
    {
    cards = new List<Card>(initialCards);
    public void Shuffle() 
     }
    {
        List<Card> NewCards = new List<Card>();
        while (cards.Count > 0) 
        {
            int CardToMove = random.Next(cards.Count);
            NewCards.Add(cards[CardToMove]);
            cards.RemoveAt(CardToMove);
        }
        cards = NewCards;
    }

public IEnumerable<string> GetCardNames() 

{
    string[] CardNames = new string[cards.Count];
    for (int i = 0; i < cards.Count; i++)
    CardNames[i] = cards[i].Name;
    return CardNames;
}

Deck deck1;
Deck deck2;
Random random = new Random();

public Form1() 
{

InitializeComponent();
ResetDeck(1);
ResetDeck(2);
RedrawDeck(1);
 RedrawDeck(2);

}



 private void ResetDeck(int deckNumber) 
    {
    if (deckNumber == 1) 
{
      int numberOfCards = random.Next(1, 11);
      deck1 = new Deck(new Card[] { });
      for (int i = 0; i < numberOfCards; i++)
           deck1.Add(new Card((Suits)random.Next(4),(Values)random.Next(1, 14)));
       deck1.Sort();
}


   else
    deck2 = new Deck();
 }

private void reset1_Click(object sender, EventArgs e) {
ResetDeck(1);
RedrawDeck(1);

}

private void shuffle1_Click(object sender, EventArgs e) 
{
    deck1.Shuffle();
    RedrawDeck(1);

}

private void moveToDeck1_Click(object sender, EventArgs e) 
{

    if (listBox2.SelectedIndex >= 0)
    if (deck2.Count > 0) {
    deck1.Add(deck2.Deal(listBox2.SelectedIndex));

}

    RedrawDeck(1);
    RedrawDeck(2);

}
public static class IEnumerableExtensions
{

    public static IEnumerable<t> Randomize<t>(this IEnumerable<t> target)
    {
        Random r = new Random();

        return target.OrderBy(x=>(r.Next()));
    }        
}
// use this on any collection that implements IEnumerable!
// List, Array, HashSet, Collection, etc

List<string> myList = new List<string> { "hello", "random", "world", "foo", "bar", "bat", "baz" };

foreach (string s in myList.Randomize())
{
    Console.WriteLine(s);
}
Items = Items.OrderBy(o => Guid.NewGuid().ToString()).ToList();
public static IList<T> NextList<T>(this Random r, IEnumerable<T> source)
{
  var list = new List<T>();
  foreach (var item in source)
  {
    var i = r.Next(list.Count + 1);
    if (i == list.Count)
    {
      list.Add(item);
    }
    else
    {
      var temp = list[i];
      list[i] = item;
      list.Add(temp);
    }
  }
  return list;
}
var bytes = new byte[8];
_secureRng.GetBytes(bytes);
var v = BitConverter.ToUInt64(bytes, 0);
return (double)v / ((double)ulong.MaxValue + 1);
return list[(int)(x * list.Count)];
private static Random rng = new Random();

/// <summary>
/// Returns a new list where the elements are randomly shuffled.
/// Based on the Fisher-Yates shuffle, which has O(n) complexity.
/// </summary>
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> list) {
    var source = list.ToList();
    int n = source.Count;
    var shuffled = new List<T>(n);
    shuffled.AddRange(source);
    while (n > 1) {
        n--;
        int k = rng.Next(n + 1);
        T value = shuffled[k];
        shuffled[k] = shuffled[n];
        shuffled[n] = value;
    }
    return shuffled;
}
var result = items.Select(x => new { value = x, order = rnd.Next() })
            .OrderBy(x => x.order).Select(x => x.value).ToList()
    List<T> OriginalList = new List<T>();
    List<T> TempList = new List<T>();
    Random random = new Random();
    int length = OriginalList.Count;
    int TempIndex = 0;

    while (length > 0) {
        TempIndex = random.Next(0, length);  // get random value between 0 and original length
        TempList.Add(OriginalList[TempIndex]); // add to temp list
        OriginalList.RemoveAt(TempIndex); // remove from original list
        length = OriginalList.Count;  // get new list <T> length.
    }

    OriginalList = new List<T>();
    OriginalList = TempList; // copy all items from temp list to original list.
collection.TakeRandom(5).SequenceEqual(collection.Shuffle().Take(5)); // true
public static IList<T> TakeRandom<T>(this IEnumerable<T> collection, int count, Random random) => shuffle(collection, count, random);
public static IList<T> Shuffle<T>(this IEnumerable<T> collection, Random random) => shuffle(collection, null, random);
private static IList<T> shuffle<T>(IEnumerable<T> collection, int? take, Random random)
{
    var a = collection.ToArray();
    var n = a.Length;
    if (take <= 0 || take > n) throw new ArgumentException("Invalid number of elements to return.");
    var end = take ?? n;
    for (int i = 0; i < end; i++)
    {
        var j = random.Next(i, n);
        (a[i], a[j]) = (a[j], a[i]);
    }

    if (take.HasValue) return new ArraySegment<T>(a, 0, take.Value);
    return a;
}
public static void Shuffle<T>(this IList<T> list, Random rnd)
{
    for (var i = list.Count-1; i > 0; i--)
    {
        var randomIndex = rnd.Next(i + 1); //maxValue (i + 1) is EXCLUSIVE
        list.Swap(i, randomIndex); 
    }
}

public static void Swap<T>(this IList<T> list, int indexA, int indexB)
{
   var temp = list[indexA];
   list[indexA] = list[indexB];
   list[indexB] = temp;
}
public class RandomIntComparer : IComparer<int>
{
    private readonly Random _random = new Random();
    
    public int Compare(int x, int y)
    {
        return _random.Next(-1, 2);
    }
}
list.Sort(new RandomIntComparer());
using MoreLinq;
...    
var randomized = list.Shuffle();
private List<GameObject> ShuffleList(List<GameObject> ActualList) {


    List<GameObject> newList = ActualList;
    List<GameObject> outList = new List<GameObject>();

    int count = newList.Count;

    while (newList.Count > 0) {

        int rando = Random.Range(0, newList.Count);

        outList.Add(newList[rando]);

        newList.RemoveAt(rando);

     

    }

    return (outList);

}
List<GameObject> GetShuffle = ShuffleList(ActualList);