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I should amend this. When I rewrote my Double Deck Pinochle game in Java, I replaced the keypress intervals potion of external events with a call to the random number generator and use different portions of it for offsets for jumping around in the table. I forgot that until after I posted, wouldn't you know.

rd


Ralph Daugherty wrote:

But to be unpredictable, Nathan, in the sense that pseudo-random generators generate consistent random number sets for a given seed (although IBM's crypto level generator may already do something like this), I plan on adding a concatentated job number and seconds to each random number. It will throw the cracker algorithms off for those who are able to obtain a few sequential generated numbers and make it predictable. (The danger is one of them able to take control of someone's session by predicting the session id.)

I have never used pseudo-random generator output. The only random numbers I ever needed was for my Double Deck Pinochle dealing algorithm, and random nuumber generators are nowhere good enough for that. In the beginning I skipped around in my Z-80 object code on external events (clock and key press intervals and modulos of the object code) but found 8086 object code wasn't any good for that, and so I generated 32k of pseudo random numbers and jump around in that. On the other hand, that wouldn't be good enough for session id's.

So I'll be using standard pseudo random generator and offsetting it each time.

Not that anyone is going to go to all that trouble to break into my Pinochle server and change the score or something. :)

rd


Nathan Andelin wrote:
Dave Odom wrote:
How about using the RANDOM function in REXX ...

I just looked up the RANDOM function in the reference guide and it sounds like it would work well, too. It seems that a good seed is a key to all the random number generators.

Nathan.



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