module State:sig..end
typet =Random.State.t
The type of PRNG states.
val make : int array -> tval make_self_init : unit -> tval copy : t ->
tval bits : t -> intval int : t -> int -> intval int32 : t -> Int32.t -> Int32.tval nativeint : t -> Nativeint.t -> Nativeint.tval int64 : t -> Int64.t -> Int64.tval float : t -> float -> floatval bool : t -> boolval char : t -> charval enum_bits : t -> unit -> int BatEnum.tval enum_int : t -> int -> int BatEnum.tval enum_bool : t -> unit -> bool BatEnum.tval enum_float : t -> float -> float BatEnum.tval enum_int32 : t ->
Int32.t -> Int32.t BatEnum.tval enum_int64 : t ->
Int64.t -> Int64.t BatEnum.tval enum_nativeint : t ->
Nativeint.t -> Nativeint.t BatEnum.tval enum_char : t -> unit -> char BatEnum.tval perturb : t ->
tperturb s returns a new state based on the given state
that is, in a sense, the hash of the input state. This new
state should be quite different from the input.