Why use the C# class System.Random at all instead of System.Security.Cryptography.RandomNumberGenerator?
Why would anybody use the "standard" random number generator from System.Random at all instead of always using the cryptographically secure random number generator from System.Security.Cryptography.RandomNumberGenerator (or its subclasses because RandomNumberGenerator is abstract)?
Nate Lawson tells us in his Google Tech Talk presentation "Crypto Strikes Back" at minute 13:11 not to use the "standard" random number generators from Python, Java and C# and to instead use the cryptographically secure version.
I know the difference between the two versions of random number generators (see question 101337).
But what rationale is there to not always use the secure random number generator? Why use System.Random at all? Performance perhaps?
Solution 1:
Speed and intent. If you're generating a random number and have no need for security, why use a slow crypto function? You don't need security, so why make someone else think that the number may be used for something secure when it won't be?
Solution 2:
Apart from the speed and the more useful interface (NextDouble()
etc) it is also possible to make a repeatable random sequence by using a fixed seed value. That is quite useful, amongst others during Testing.
Random gen1 = new Random(); // auto seeded by the clock
Random gen2 = new Random(0); // Next(10) always yields 7,8,7,5,2,....
Solution 3:
First of all the presentation you linked only talks about random numbers for security purposes. So it doesn't claim Random
is bad for non security purposes.
But I do claim it is. The .net 4 implementation of Random
is flawed in several ways. I recommend only using it if you don't care about the quality of your random numbers. I recommend using better third party implementations.
Flaw 1: The seeding
The default constructor seeds with the current time. Thus all instances of Random
created with the default constructor within a short time-frame (ca. 10ms) return the same sequence. This is documented and "by-design". This is particularly annoying if you want to multi-thread your code, since you can't simply create an instance of Random
at the beginning of each thread's execution.
The workaround is to be extra careful when using the default constructor and manually seed when necessary.
Another problem here is that the seed space is rather small (31 bits). So if you generate 50k instances of Random
with perfectly random seeds you will probably get one sequence of random numbers twice (due to the birthday paradox). So manual seeding isn't easy to get right either.
Flaw 2: The distribution of random numbers returned by Next(int maxValue)
is biased
There are parameters for which Next(int maxValue)
is clearly not uniform. For example if you calculate r.Next(1431655765) % 2
you will get 0
in about 2/3 of the samples. (Sample code at the end of the answer.)
Flaw 3: The NextBytes()
method is inefficient.
The per byte cost of NextBytes()
is about as big as the cost to generate a full integer sample with Next()
. From this I suspect that they indeed create one sample per byte.
A better implementation using 3 bytes out of each sample would speed NextBytes()
up by almost a factor 3.
Thanks to this flaw Random.NextBytes()
is only about 25% faster than System.Security.Cryptography.RNGCryptoServiceProvider.GetBytes
on my machine (Win7, Core i3 2600MHz).
I'm sure if somebody inspected the source/decompiled byte code they'd find even more flaws than I found with my black box analysis.
Code samples
r.Next(0x55555555) % 2
is strongly biased:
Random r = new Random();
const int mod = 2;
int[] hist = new int[mod];
for(int i = 0; i < 10000000; i++)
{
int num = r.Next(0x55555555);
int num2 = num % 2;
hist[num2]++;
}
for(int i=0;i<mod;i++)
Console.WriteLine(hist[i]);
Performance:
byte[] bytes=new byte[8*1024];
var cr=new System.Security.Cryptography.RNGCryptoServiceProvider();
Random r=new Random();
// Random.NextBytes
for(int i=0;i<100000;i++)
{
r.NextBytes(bytes);
}
//One sample per byte
for(int i=0;i<100000;i++)
{
for(int j=0;j<bytes.Length;j++)
bytes[j]=(byte)r.Next();
}
//One sample per 3 bytes
for(int i=0;i<100000;i++)
{
for(int j=0;j+2<bytes.Length;j+=3)
{
int num=r.Next();
bytes[j+2]=(byte)(num>>16);
bytes[j+1]=(byte)(num>>8);
bytes[j]=(byte)num;
}
//Yes I know I'm not handling the last few bytes, but that won't have a noticeable impact on performance
}
//Crypto
for(int i=0;i<100000;i++)
{
cr.GetBytes(bytes);
}
Solution 4:
System.Random is much more performant since it does not generate cryptographically secure random numbers.
A simple test on my machine filling a buffer of 4 bytes with random data 1,000,000 times takes 49 ms for Random, but 2845 ms for RNGCryptoServiceProvider. Note that if you increase the size of the buffer you are filling, the difference narrows as the overhead for RNGCryptoServiceProvider is less relevant.
Solution 5:
The most obvious reasons have already been mentioned, so here's a more obscure one: cryptographic PRNGs typically need to be continually be reseeded with "real" entropy. Thus, if you use a CPRNG too often, you could deplete the system's entropy pool, which (depending on the implementation of the CPRNG) will either weaken it (thus allowing an attacker to predict it) or it will block while trying to fill up its entropy pool (thus becoming an attack vector for a DoS attack).
Either way, your application has now become an attack vector for other, totally unrelated applications which – unlike yours – actually vitally depend on the cryptographic properties of the CPRNG.
This is an actual real world problem, BTW, that has been observed on headless servers (which naturally have rather small entropy pools because they lack entropy sources such as mouse and keyboard input) running Linux, where applications incorrectly use the /dev/random
kernel CPRNG for all sorts of random numbers, whereas the correct behavior would be to read a small seed value from /dev/urandom
and use that to seed their own PRNG.