/// The types of numbers that can be generated are <see cref="int"/> and <see cref="float"/>, both of which can be generated with specific minimum and maximum values if desired.
/// Methods in this class are tested to be sufficiently "random", that is, to be sufficiently distributed throughout their range, as well as sufficiently different for neighboring seeds.
/// </summary>
publicclassSingleRandom{
/// <summary>
/// Generates a single, one-off pseudorandom integer between 0 and <see cref="int.MaxValue"/> based on a given <paramref name="seed"/>.
/// This method is guaranteed to return the same result for the same <paramref name="seed"/>.
/// Generates a single, one-off pseudorandom integer between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given <paramref name="seed"/>.
/// This method is guaranteed to return the same result for the same <paramref name="seed"/>.
/// Generates a single, one-off pseudorandom integer between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
/// Generates a single, one-off pseudorandom floating point number between 0 and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
/// Generates a single, one-off pseudorandom floating point number between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given <paramref name="seed"/>.
/// This method is guaranteed to return the same result for the same <paramref name="seed"/>.
/// Generates a single, one-off pseudorandom floating point number between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
/// A seed source contains an <see cref="int"/> value which can be used as a seed for a <see cref="System.Random"/> or <see cref="SingleRandom"/>. Seed sources feature a convenient way to add multiple seeds using <see cref="Add(int)"/>, which will be sufficiently scrambled to be deterministically semi-random and combined into a single <see cref="int"/>.
/// This struct behaves similarly to <c>System.HashCode</c> in many ways, with an important distinction being that <see cref="SeedSource"/>'s scrambling procedure is not considered an implementation detail, and will stay consistent between process executions.
/// </summary>
/// <example>
/// For example, a seed source can be used to create a new <see cref="System.Random"/> based on an object's <c>x</c> and <c>y</c> coordinates by combining them into a <see cref="SeedSource"/> using <see cref="Add(int)"/>. The values generated by the <see cref="System.Random"/> created using <see cref="Random()"/> will then be determined by the specific pair of <c>x</c> and <c>y</c> values used.
/// </example>
publicreadonlystructSeedSource{
privatereadonlyint?value;
/// <summary>
/// Creates a new seed source from the given seed, which will be added automatically using <see cref="Add(int)"/>.
/// </summary>
/// <param name="seed">The initial seed to use.</param>
publicSeedSource(intseed):this(){
this=this.Add(seed);
}
/// <summary>
/// Creates a new seed source from the given set of seeds, which will be added automatically using <see cref="Add(int)"/>.
/// </summary>
/// <param name="seeds">The initial seeds to use.</param>
/// Adds the given seed to this seed source's value and returns the result as a new seed source.
/// Floating point values are scrambled by invoking <see cref="Add(int)"/> using a typecast version, followed by invoking <see cref="Add(int)"/> using the decimal value multiplied by <see cref="int.MaxValue"/>.
/// </summary>
/// <param name="seed">The seed to add.</param>
/// <returns>A new seed source with the seed added.</returns>