很奇怪 - 代码(随机)的作品不同,当我使用断点 [英] Very weird - code (with Random) works different when I use breakpoint

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问题描述

我工作的一个神经网络的项目,我有2个班是这样的:

 公共类网
{
// .NET对象是由神经元
公开名单<的;神经元与GT;神经元=新的List<&神经GT;();

//神经元的净类的构造函数
公网创建(INT neuronCount,诠释neuronInputs)
{
为(INT N = 0; N< neuronCount ; N ++)
{
Neurons.Add(新神经元(N,neuronInputs));
}
}
}

公共类神经元
{
公众诠释指数; //神经元有指数

公开名单<双>权重=新的List<双>(); //和权重

//神经元构造的名单应该是随机权增加新的神经元
公众神经元(INT neuronIndex,诠释neuronInputs)
{
随机RND =新的随机();

的for(int i = 0; I< neuronInputs;我++)
{
this.index = neuronIndex;
this.weights.Add(rnd.NextDouble());
}
}

当我尝试创建网络并显示它的内容

  Neuro.Net网络=新Neuro.Net(4,4); //创建网络4神经元4的权重各

// DGV是权重预览
dgv.Rows.Clear一个DataGridView();
dgv.Columns.Clear();

//创建列
的foreach(Neuro.Neuron在Network.Neurons神经元)
{
dgv.Columns.Add(科隆+ neuron.index, N+ neuron.index);
}

dgv.Rows.Add(Network.Neurons [0] .weights.Count());

为(INT N = 0; N< Network.Neurons.Count(); N ++)
{
为(INT W = 0; W< Network.Neurons [N] .weights.Count(); W-- ++)
{
dgv.Rows [W] .Cells [N]。价值= Network.Neurons [N] .weights [W]
}
}

当我运行的代码 - 我m到处是这样的(所有的重量是相同的):





当我看到它 - 我试着调试和找到我的错误。然而,当我把断点在神经元中构造 - 我的网络初始化,因为我想(权重是不同的):





我试图用调试和发布配置 - 同结果。



有人能解释这是怎么回事吗?



魔术


解决方案

然而,当我把断点神经构造 - 我网络
初始化,因为我想(神经元是不同势):




据推测,断点引入足够的延迟为随机()用不同数量的种子。延迟可以由您的代码(明显)暂停或者甚至条件断点的非匹配评价(其减慢执行略)而引起。



这将是最好有:

 私有静态只读随机_random =新的随机(); 

和调用 _random.Next()无创建一个新的实例,如:

 公众神经元(INT neuronIndex,诠释neuronInputs)
{
的for(int i = 0; I< neuronInputs;我++)
{
this.index = neuronIndex;
this.weights.Add(_random.NextDouble());
}
}



随机使用 Environment.TickCount (因此当引入的延迟的差异)。你也可以提供自己的种子,如果你必须每次创建新实例。



这行为被记录在案的这里,具体为:




。 ..because时钟具有有限的分辨率,采用了无参数
构造函数来创建紧密相继
不同的随机对象创建产生
随机数相同序列的随机数发生器。 [...]这个问题可以通过创建一个单一
随机对象,而不是多个可以避免的。




另外,你可以使用 System.Security.Cryptography.RNGCryptoServiceProvider


I'm working on a neural networks project and I have 2 classes like this:

public class Net
{
    // Net object is made of neurons
    public List<Neuron> Neurons = new List<Neuron>();

    // neurons are created in Net class constructor
    public Net(int neuronCount, int neuronInputs)
    {
        for (int n = 0; n < neuronCount; n++)
        {
            Neurons.Add(new Neuron(n, neuronInputs));
        }
    }
}

public class Neuron
{
    public int index; // neuron has index

    public List<double> weights = new List<double>(); // and list of weights

    // Neuron constructor is supposed to add random weights to new neuron
    public Neuron(int neuronIndex, int neuronInputs)
    {
        Random rnd = new Random();

        for (int i = 0; i < neuronInputs; i++)
        {
            this.index = neuronIndex;
            this.weights.Add(rnd.NextDouble());
        }
    }

When I try to create network and display it's "contents":

Neuro.Net Network = new Neuro.Net(4, 4); // creating network with 4 neurons with 4 weights each

// dgv is a DataGridView for weights preview
dgv.Rows.Clear();
dgv.Columns.Clear();

// creating columns
foreach (Neuro.Neuron neuron in Network.Neurons)
{
    dgv.Columns.Add("colN" + neuron.index, "N" + neuron.index);
}

dgv.Rows.Add(Network.Neurons[0].weights.Count());

for (int n = 0; n < Network.Neurons.Count(); n++)
{
   for (int w = 0; w < Network.Neurons[n].weights.Count(); w++)
   {
       dgv.Rows[w].Cells[n].Value = Network.Neurons[n].weights[w];
   }
}

When I run that code - I'm getting something like this (all weights are identical):

When I saw it - I tried to debug and find my mistake. However, when I put breakpoint in the neuron constructor - my network initializes as I want (weights are different):

I tried to use Debug and Release configurations - same results.

Can someone explain what is going on here?

Magic?

解决方案

However, when I put breakpoint in neuron constructor - my network initializes as I want (neurons are diffrent):

Presumably, the breakpoint introduces enough of a delay for Random() to be seeded with a different number. The delay can be caused by you pausing in the code (obviously) or even the non-matching evaluation of a conditional breakpoint (which slows execution slightly).

It would be better to have:

private static readonly Random _random = new Random();

And call _random.Next() without creating a new instance, such as:

public Neuron(int neuronIndex, int neuronInputs)
{
    for (int i = 0; i < neuronInputs; i++)
    {
        this.index = neuronIndex;
        this.weights.Add(_random.NextDouble());
    }
}

The parameterless constructor of Random uses Environment.TickCount (hence the difference when a delay is introduced). You could also provide your own seed if you must create a new instance every time.

This behavior is documented here, specifically:

...because the clock has finite resolution, using the parameterless constructor to create different Random objects in close succession creates random number generators that produce identical sequences of random numbers. [...] This problem can be avoided by creating a single Random object rather than multiple ones.

Alternatively, you could use System.Security.Cryptography.RNGCryptoServiceProvider.

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