Javascript validate that provided number is in increments of 50 - javascript

I'm trying to validate in Javascript that a number is in increments of 50, if not, then throw a validation error. For example:
123 - invalid, can either be 100 or 150
272 - invalid, can either be 200 or 250 or 300
etc...
I'm thinking that the % remainder operator is what I need to use but not quite sure how to build a javascript validation rule to match this.

Are you looking for something like:
(val) => {
var remainder = val % 50;
if (remainder !== 0) {
var lower = val - remainder;
var higher = lower + 50;
throw new Error(val + ' - invalid, can either be ' + String(lower) + ' or ' + String(higher));
}
}
That could be reduced, but this way you can see the logic at work.

This is the math you want to preform:
Math.round(123/ 50)*50; //this gives 100
Math.ceil(123/ 50)*50; //this gives 150
and here is the validation function
function validate(number) {
var round = Math.round(number / 50) * 50;
var ceil = Math.ceil(number / 50) * 50;
if (number == round) { return console.log("valid"); }
return console.log(`${number} - invali, can eiher be ${round} or ${ceil}`);
}

Related

Understanding formula for generating random number in interval [duplicate]

How can I generate random whole numbers between two specified variables in JavaScript, e.g. x = 4 and y = 8 would output any of 4, 5, 6, 7, 8?
There are some examples on the Mozilla Developer Network page:
/**
* Returns a random number between min (inclusive) and max (exclusive)
*/
function getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
}
/**
* Returns a random integer between min (inclusive) and max (inclusive).
* The value is no lower than min (or the next integer greater than min
* if min isn't an integer) and no greater than max (or the next integer
* lower than max if max isn't an integer).
* Using Math.round() will give you a non-uniform distribution!
*/
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
Here's the logic behind it. It's a simple rule of three:
Math.random() returns a Number between 0 (inclusive) and 1 (exclusive). So we have an interval like this:
[0 .................................... 1)
Now, we'd like a number between min (inclusive) and max (exclusive):
[0 .................................... 1)
[min .................................. max)
We can use the Math.random to get the correspondent in the [min, max) interval. But, first we should factor a little bit the problem by subtracting min from the second interval:
[0 .................................... 1)
[min - min ............................ max - min)
This gives:
[0 .................................... 1)
[0 .................................... max - min)
We may now apply Math.random and then calculate the correspondent. Let's choose a random number:
Math.random()
|
[0 .................................... 1)
[0 .................................... max - min)
|
x (what we need)
So, in order to find x, we would do:
x = Math.random() * (max - min);
Don't forget to add min back, so that we get a number in the [min, max) interval:
x = Math.random() * (max - min) + min;
That was the first function from MDN. The second one, returns an integer between min and max, both inclusive.
Now for getting integers, you could use round, ceil or floor.
You could use Math.round(Math.random() * (max - min)) + min, this however gives a non-even distribution. Both, min and max only have approximately half the chance to roll:
min...min+0.5...min+1...min+1.5 ... max-0.5....max
└───┬───┘└────────┬───────┘└───── ... ─────┘└───┬──┘ ← Math.round()
min min+1 max
With max excluded from the interval, it has an even less chance to roll than min.
With Math.floor(Math.random() * (max - min +1)) + min you have a perfectly even distribution.
min... min+1... ... max-1... max.... (max+1 is excluded from interval)
└───┬───┘└───┬───┘└─── ... ┘└───┬───┘└───┬───┘ ← Math.floor()
min min+1 max-1 max
You can't use ceil() and -1 in that equation because max now had a slightly less chance to roll, but you can roll the (unwanted) min-1 result too.
var randomnumber = Math.floor(Math.random() * (maximum - minimum + 1)) + minimum;
Math.random()
Returns an integer random number between min (included) and max (included):
function randomInteger(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
Or any random number between min (included) and max (not included):
function randomNumber(min, max) {
return Math.random() * (max - min) + min;
}
Useful examples (integers):
// 0 -> 10
Math.floor(Math.random() * 11);
// 1 -> 10
Math.floor(Math.random() * 10) + 1;
// 5 -> 20
Math.floor(Math.random() * 16) + 5;
// -10 -> (-2)
Math.floor(Math.random() * 9) - 10;
** And always nice to be reminded (Mozilla):
Math.random() does not provide cryptographically secure random
numbers. Do not use them for anything related to security. Use the Web
Crypto API instead, and more precisely the
window.crypto.getRandomValues() method.
Use:
function getRandomizer(bottom, top) {
return function() {
return Math.floor( Math.random() * ( 1 + top - bottom ) ) + bottom;
}
}
Usage:
var rollDie = getRandomizer( 1, 6 );
var results = ""
for ( var i = 0; i<1000; i++ ) {
results += rollDie() + " "; // Make a string filled with 1000 random numbers in the range 1-6.
}
Breakdown:
We are returning a function (borrowing from functional programming) that when called, will return a random integer between the the values bottom and top, inclusive. We say 'inclusive' because we want to include both bottom and top in the range of numbers that can be returned. This way, getRandomizer( 1, 6 ) will return either 1, 2, 3, 4, 5, or 6.
('bottom' is the lower number, and 'top' is the greater number)
Math.random() * ( 1 + top - bottom )
Math.random() returns a random double between 0 and 1, and if we multiply it by one plus the difference between top and bottom, we'll get a double somewhere between 0 and 1+b-a.
Math.floor( Math.random() * ( 1 + top - bottom ) )
Math.floor rounds the number down to the nearest integer. So we now have all the integers between 0 and top-bottom. The 1 looks confusing, but it needs to be there because we are always rounding down, so the top number will never actually be reached without it. The random decimal we generate needs to be in the range 0 to (1+top-bottom) so we can round down and get an integer in the range 0 to top-bottom:
Math.floor( Math.random() * ( 1 + top - bottom ) ) + bottom
The code in the previous example gave us an integer in the range 0 and top-bottom, so all we need to do now is add bottom to that result to get an integer in the range bottom and top inclusive. :D
NOTE: If you pass in a non-integer value or the greater number first you'll get undesirable behavior, but unless anyone requests it I am not going to delve into the argument checking code as it’s rather far from the intent of the original question.
All these solutions are using way too much firepower. You only need to call one function: Math.random();
Math.random() * max | 0;
This returns a random integer between 0 (inclusive) and max (non-inclusive).
Return a random number between 1 and 10:
Math.floor((Math.random()*10) + 1);
Return a random number between 1 and 100:
Math.floor((Math.random()*100) + 1)
function randomRange(min, max) {
return ~~(Math.random() * (max - min + 1)) + min
}
Alternative if you are using Underscore.js you can use
_.random(min, max)
If you need a variable between 0 and max, you can use:
Math.floor(Math.random() * max);
The other answers don't account for the perfectly reasonable parameters of 0 and 1. Instead you should use the round instead of ceil or floor:
function randomNumber(minimum, maximum){
return Math.round( Math.random() * (maximum - minimum) + minimum);
}
console.log(randomNumber(0,1)); # 0 1 1 0 1 0
console.log(randomNumber(5,6)); # 5 6 6 5 5 6
console.log(randomNumber(3,-1)); # 1 3 1 -1 -1 -1
Cryptographically strong
To get a cryptographically strong random integer number in the range [x,y], try:
let cs = (x,y) => x + (y - x + 1)*crypto.getRandomValues(new Uint32Array(1))[0]/2**32 | 0
console.log(cs(4, 8))
Here's what I use to generate random numbers.
function random(min,max) {
return Math.floor((Math.random())*(max-min+1))+min;
}
Math.random() returns a number between 0 (inclusive) and 1 (exclusive). We multiply this number by the range (max-min). This results in a number between 0 (inclusive), and the range.
For example, take random(2,5). We multiply the random number 0≤x<1 by the range (5-2=3), so we now have a number, x where 0≤x<3.
In order to force the function to treat both the max and min as inclusive, we add 1 to our range calculation: Math.random()*(max-min+1). Now, we multiply the random number by the (5-2+1=4), resulting in an number, x, such that 0≤x<4. If we floor this calculation, we get an integer: 0≤x≤3, with an equal likelihood of each result (1/4).
Finally, we need to convert this into an integer between the requested values. Since we already have an integer between 0 and the (max-min), we can simply map the value into the correct range by adding the minimum value. In our example, we add 2 our integer between 0 and 3, resulting in an integer between 2 and 5.
Use this function to get random numbers in a given range:
function rnd(min, max) {
return Math.floor(Math.random()*(max - min + 1) + min);
}
Here is the Microsoft .NET Implementation of the Random class in JavaScript—
var Random = (function () {
function Random(Seed) {
if (!Seed) {
Seed = this.milliseconds();
}
this.SeedArray = [];
for (var i = 0; i < 56; i++)
this.SeedArray.push(0);
var num = (Seed == -2147483648) ? 2147483647 : Math.abs(Seed);
var num2 = 161803398 - num;
this.SeedArray[55] = num2;
var num3 = 1;
for (var i_1 = 1; i_1 < 55; i_1++) {
var num4 = 21 * i_1 % 55;
this.SeedArray[num4] = num3;
num3 = num2 - num3;
if (num3 < 0) {
num3 += 2147483647;
}
num2 = this.SeedArray[num4];
}
for (var j = 1; j < 5; j++) {
for (var k = 1; k < 56; k++) {
this.SeedArray[k] -= this.SeedArray[1 + (k + 30) % 55];
if (this.SeedArray[k] < 0) {
this.SeedArray[k] += 2147483647;
}
}
}
this.inext = 0;
this.inextp = 21;
Seed = 1;
}
Random.prototype.milliseconds = function () {
var str = new Date().valueOf().toString();
return parseInt(str.substr(str.length - 6));
};
Random.prototype.InternalSample = function () {
var num = this.inext;
var num2 = this.inextp;
if (++num >= 56) {
num = 1;
}
if (++num2 >= 56) {
num2 = 1;
}
var num3 = this.SeedArray[num] - this.SeedArray[num2];
if (num3 == 2147483647) {
num3--;
}
if (num3 < 0) {
num3 += 2147483647;
}
this.SeedArray[num] = num3;
this.inext = num;
this.inextp = num2;
return num3;
};
Random.prototype.Sample = function () {
return this.InternalSample() * 4.6566128752457969E-10;
};
Random.prototype.GetSampleForLargeRange = function () {
var num = this.InternalSample();
var flag = this.InternalSample() % 2 == 0;
if (flag) {
num = -num;
}
var num2 = num;
num2 += 2147483646.0;
return num2 / 4294967293.0;
};
Random.prototype.Next = function (minValue, maxValue) {
if (!minValue && !maxValue)
return this.InternalSample();
var num = maxValue - minValue;
if (num <= 2147483647) {
return parseInt((this.Sample() * num + minValue).toFixed(0));
}
return this.GetSampleForLargeRange() * num + minValue;
};
Random.prototype.NextDouble = function () {
return this.Sample();
};
Random.prototype.NextBytes = function (buffer) {
for (var i = 0; i < buffer.length; i++) {
buffer[i] = this.InternalSample() % 256;
}
};
return Random;
}());
Use:
var r = new Random();
var nextInt = r.Next(1, 100); // Returns an integer between range
var nextDbl = r.NextDouble(); // Returns a random decimal
I wanted to explain using an example:
Function to generate random whole numbers in JavaScript within a range of 5 to 25
General Overview:
(i) First convert it to the range - starting from 0.
(ii) Then convert it to your desired range ( which then will be very
easy to complete).
So basically, if you want to generate random whole numbers from 5 to 25 then:
First step: Converting it to range - starting from 0
Subtract "lower/minimum number" from both "max" and "min". i.e
(5-5) - (25-5)
So the range will be:
0-20 ...right?
Step two
Now if you want both numbers inclusive in range - i.e "both 0 and 20", the equation will be:
Mathematical equation: Math.floor((Math.random() * 21))
General equation: Math.floor((Math.random() * (max-min +1)))
Now if we add subtracted/minimum number (i.e., 5) to the range - then automatically we can get range from 0 to 20 => 5 to 25
Step three
Now add the difference you subtracted in equation (i.e., 5) and add "Math.floor" to the whole equation:
Mathematical equation: Math.floor((Math.random() * 21) + 5)
General equation: Math.floor((Math.random() * (max-min +1)) + min)
So finally the function will be:
function randomRange(min, max) {
return Math.floor((Math.random() * (max - min + 1)) + min);
}
After generating a random number using a computer program, it is still considered as a random number if the picked number is a part or the full one of the initial one. But if it was changed, then mathematicians do not accept it as a random number and they can call it a biased number.
But if you are developing a program for a simple task, this will not be a case to consider. But if you are developing a program to generate a random number for a valuable stuff such as lottery program, or gambling game, then your program will be rejected by the management if you are not consider about the above case.
So for those kind of people, here is my suggestion:
Generate a random number using Math.random() (say this n):
Now for [0,10) ==> n*10 (i.e. one digit) and for[10,100) ==> n*100 (i.e., two digits) and so on. Here square bracket indicates that the boundary is inclusive and a round bracket indicates the boundary is exclusive.
Then remove the rest after the decimal point. (i.e., get the floor) - using Math.floor(). This can be done.
If you know how to read the random number table to pick a random number, you know the above process (multiplying by 1, 10, 100 and so on) does not violate the one that I was mentioned at the beginning (because it changes only the place of the decimal point).
Study the following example and develop it to your needs.
If you need a sample [0,9] then the floor of n10 is your answer and if you need [0,99] then the floor of n100 is your answer and so on.
Now let’s enter into your role:
You've asked for numbers in a specific range. (In this case you are biased among that range. By taking a number from [1,6] by roll a die, then you are biased into [1,6], but still it is a random number if and only if the die is unbiased.)
So consider your range ==> [78, 247]
number of elements of the range = 247 - 78 + 1 = 170; (since both the boundaries are inclusive).
/* Method 1: */
var i = 78, j = 247, k = 170, a = [], b = [], c, d, e, f, l = 0;
for(; i <= j; i++){ a.push(i); }
while(l < 170){
c = Math.random()*100; c = Math.floor(c);
d = Math.random()*100; d = Math.floor(d);
b.push(a[c]); e = c + d;
if((b.length != k) && (e < k)){ b.push(a[e]); }
l = b.length;
}
console.log('Method 1:');
console.log(b);
/* Method 2: */
var a, b, c, d = [], l = 0;
while(l < 170){
a = Math.random()*100; a = Math.floor(a);
b = Math.random()*100; b = Math.floor(b);
c = a + b;
if(c <= 247 || c >= 78){ d.push(c); }else{ d.push(a); }
l = d.length;
}
console.log('Method 2:');
console.log(d);
Note: In method one, first I created an array which contains numbers that you need and then randomly put them into another array.
In method two, generate numbers randomly and check those are in the range that you need. Then put it into an array. Here I generated two random numbers and used the total of them to maximize the speed of the program by minimizing the failure rate that obtaining a useful number. However, adding generated numbers will also give some biasedness. So I would recommend my first method to generate random numbers within a specific range.
In both methods, your console will show the result (press F12 in Chrome to open the console).
function getRandomInt(lower, upper)
{
//to create an even sample distribution
return Math.floor(lower + (Math.random() * (upper - lower + 1)));
//to produce an uneven sample distribution
//return Math.round(lower + (Math.random() * (upper - lower)));
//to exclude the max value from the possible values
//return Math.floor(lower + (Math.random() * (upper - lower)));
}
To test this function, and variations of this function, save the below HTML/JavaScript to a file and open with a browser. The code will produce a graph showing the distribution of one million function calls. The code will also record the edge cases, so if the the function produces a value greater than the max, or less than the min, you.will.know.about.it.
<html>
<head>
<script type="text/javascript">
function getRandomInt(lower, upper)
{
//to create an even sample distribution
return Math.floor(lower + (Math.random() * (upper - lower + 1)));
//to produce an uneven sample distribution
//return Math.round(lower + (Math.random() * (upper - lower)));
//to exclude the max value from the possible values
//return Math.floor(lower + (Math.random() * (upper - lower)));
}
var min = -5;
var max = 5;
var array = new Array();
for(var i = 0; i <= (max - min) + 2; i++) {
array.push(0);
}
for(var i = 0; i < 1000000; i++) {
var random = getRandomInt(min, max);
array[random - min + 1]++;
}
var maxSample = 0;
for(var i = 0; i < max - min; i++) {
maxSample = Math.max(maxSample, array[i]);
}
//create a bar graph to show the sample distribution
var maxHeight = 500;
for(var i = 0; i <= (max - min) + 2; i++) {
var sampleHeight = (array[i]/maxSample) * maxHeight;
document.write('<span style="display:inline-block;color:'+(sampleHeight == 0 ? 'black' : 'white')+';background-color:black;height:'+sampleHeight+'px"> [' + (i + min - 1) + ']: '+array[i]+'</span> ');
}
document.write('<hr/>');
</script>
</head>
<body>
</body>
</html>
For a random integer with a range, try:
function random(minimum, maximum) {
var bool = true;
while (bool) {
var number = (Math.floor(Math.random() * maximum + 1) + minimum);
if (number > 20) {
bool = true;
} else {
bool = false;
}
}
return number;
}
Here is a function that generates a random number between min and max, both inclusive.
const randomInt = (max, min) => Math.round(Math.random() * (max - min)) + min;
To get a random number say between 1 and 6, first do:
0.5 + (Math.random() * ((6 - 1) + 1))
This multiplies a random number by 6 and then adds 0.5 to it. Next round the number to a positive integer by doing:
Math.round(0.5 + (Math.random() * ((6 - 1) + 1))
This round the number to the nearest whole number.
Or to make it more understandable do this:
var value = 0.5 + (Math.random() * ((6 - 1) + 1))
var roll = Math.round(value);
return roll;
In general, the code for doing this using variables is:
var value = (Min - 0.5) + (Math.random() * ((Max - Min) + 1))
var roll = Math.round(value);
return roll;
The reason for taking away 0.5 from the minimum value is because using the minimum value alone would allow you to get an integer that was one more than your maximum value. By taking away 0.5 from the minimum value you are essentially preventing the maximum value from being rounded up.
Using the following code, you can generate an array of random numbers, without repeating, in a given range.
function genRandomNumber(how_many_numbers, min, max) {
// Parameters
//
// how_many_numbers: How many numbers you want to
// generate. For example, it is 5.
//
// min (inclusive): Minimum/low value of a range. It
// must be any positive integer, but
// less than max. I.e., 4.
//
// max (inclusive): Maximum value of a range. it must
// be any positive integer. I.e., 50
//
// Return type: array
var random_number = [];
for (var i = 0; i < how_many_numbers; i++) {
var gen_num = parseInt((Math.random() * (max-min+1)) + min);
do {
var is_exist = random_number.indexOf(gen_num);
if (is_exist >= 0) {
gen_num = parseInt((Math.random() * (max-min+1)) + min);
}
else {
random_number.push(gen_num);
is_exist = -2;
}
}
while (is_exist > -1);
}
document.getElementById('box').innerHTML = random_number;
}
Random whole number between lowest and highest:
function randomRange(low, high) {
var range = (high-low);
var random = Math.floor(Math.random()*range);
if (random === 0) {
random += 1;
}
return low + random;
}
It is not the most elegant solution, but something quick.
I found this simple method on W3Schools:
Math.floor((Math.random() * max) + min);
Math.random() is fast and suitable for many purposes, but it's not appropriate if you need cryptographically-secure values (it's not secure), or if you need integers from a completely uniform unbiased distribution (the multiplication approach used in others answers produces certain values slightly more often than others).
In such cases, we can use crypto.getRandomValues() to generate secure integers, and reject any generated values that we can't map uniformly into the target range. This will be slower, but it shouldn't be significant unless you're generating extremely large numbers of values.
To clarify the biased distribution concern, consider the case where we want to generate a value between 1 and 5, but we have a random number generator that produces values between 1 and 16 (a 4-bit value). We want to have the same number of generated values mapping to each output value, but 16 does not evenly divide by 5: it leaves a remainder of 1. So we need to reject 1 of the possible generated values, and only continue when we get one of the 15 lesser values that can be uniformly mapped into our target range. Our behaviour could look like this pseudocode:
Generate a 4-bit integer in the range 1-16.
If we generated 1, 6, or 11 then output 1.
If we generated 2, 7, or 12 then output 2.
If we generated 3, 8, or 13 then output 3.
If we generated 4, 9, or 14 then output 4.
If we generated 5, 10, or 15 then output 5.
If we generated 16 then reject it and try again.
The following code uses similar logic, but generates a 32-bit integer instead, because that's the largest common integer size that can be represented by JavaScript's standard number type. (This could be modified to use BigInts if you need a larger range.) Regardless of the chosen range, the fraction of generated values that are rejected will always be less than 0.5, so the expected number of rejections will always be less than 1.0 and usually close to 0.0; you don't need to worry about it looping forever.
const randomInteger = (min, max) => {
const range = max - min;
const maxGeneratedValue = 0xFFFFFFFF;
const possibleResultValues = range + 1;
const possibleGeneratedValues = maxGeneratedValue + 1;
const remainder = possibleGeneratedValues % possibleResultValues;
const maxUnbiased = maxGeneratedValue - remainder;
if (!Number.isInteger(min) || !Number.isInteger(max) ||
max > Number.MAX_SAFE_INTEGER || min < Number.MIN_SAFE_INTEGER) {
throw new Error('Arguments must be safe integers.');
} else if (range > maxGeneratedValue) {
throw new Error(`Range of ${range} (from ${min} to ${max}) > ${maxGeneratedValue}.`);
} else if (max < min) {
throw new Error(`max (${max}) must be >= min (${min}).`);
} else if (min === max) {
return min;
}
let generated;
do {
generated = crypto.getRandomValues(new Uint32Array(1))[0];
} while (generated > maxUnbiased);
return min + (generated % possibleResultValues);
};
console.log(randomInteger(-8, 8)); // -2
console.log(randomInteger(0, 0)); // 0
console.log(randomInteger(0, 0xFFFFFFFF)); // 944450079
console.log(randomInteger(-1, 0xFFFFFFFF));
// Error: Range of 4294967296 covering -1 to 4294967295 is > 4294967295.
console.log(new Array(12).fill().map(n => randomInteger(8, 12)));
// [11, 8, 8, 11, 10, 8, 8, 12, 12, 12, 9, 9]
Here is an example of a JavaScript function that can generate a random number of any specified length without using Math.random():
function genRandom(length)
{
const t1 = new Date().getMilliseconds();
var min = "1", max = "9";
var result;
var numLength = length;
if (numLength != 0)
{
for (var i = 1; i < numLength; i++)
{
min = min.toString() + "0";
max = max.toString() + "9";
}
}
else
{
min = 0;
max = 0;
return;
}
for (var i = min; i <= max; i++)
{
// Empty Loop
}
const t2 = new Date().getMilliseconds();
console.log(t2);
result = ((max - min)*t1)/t2;
console.log(result);
return result;
}
Use:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
</head>
<body>
<script>
/*
Assuming that window.crypto.getRandomValues
is available, the real range would be from
0 to 1,998 instead of 0 to 2,000.
See the JavaScript documentation
for an explanation:
https://developer.mozilla.org/en-US/docs/Web/API/RandomSource/getRandomValues
*/
var array = new Uint8Array(2);
window.crypto.getRandomValues(array);
console.log(array[0] + array[1]);
</script>
</body>
</html>
Uint8Array creates an array filled with a number up to three digits which would be a maximum of 999. This code is very short.
This is my take on a random number in a range, as in I wanted to get a random number within a range of base to exponent. E.g., base = 10, exponent = 2, gives a random number from 0 to 100, ideally, and so on.
If it helps using it, here it is:
// Get random number within provided base + exponent
// By Goran Biljetina --> 2012
function isEmpty(value) {
return (typeof value === "undefined" || value === null);
}
var numSeq = new Array();
function add(num, seq) {
var toAdd = new Object();
toAdd.num = num;
toAdd.seq = seq;
numSeq[numSeq.length] = toAdd;
}
function fillNumSeq (num, seq) {
var n;
for(i=0; i<=seq; i++) {
n = Math.pow(num, i);
add(n, i);
}
}
function getRandNum(base, exp) {
if (isEmpty(base)) {
console.log("Specify value for base parameter");
}
if (isEmpty(exp)) {
console.log("Specify value for exponent parameter");
}
fillNumSeq(base, exp);
var emax;
var eseq;
var nseed;
var nspan;
emax = (numSeq.length);
eseq = Math.floor(Math.random()*emax) + 1;
nseed = numSeq[eseq].num;
nspan = Math.floor((Math.random())*(Math.random()*nseed)) + 1;
return Math.floor(Math.random()*nspan) + 1;
}
console.log(getRandNum(10, 20), numSeq);
//Testing:
//getRandNum(-10, 20);
//console.log(getRandNum(-10, 20), numSeq);
//console.log(numSeq);
This I guess, is the most simplified of all the contributions.
maxNum = 8,
minNum = 4
console.log(Math.floor(Math.random() * (maxNum - minNum) + minNum))
console.log(Math.floor(Math.random() * (8 - 4) + 4))
This will log random numbers between 4 and 8 into the console, 4 and 8 inclusive.
Ionuț G. Stan wrote a great answer, but it was a bit too complex for me to grasp. So, I found an even simpler explanation of the same concepts at Math.floor( Math.random () * (max - min + 1)) + min) Explanation by Jason Anello.
Note: The only important thing you should know before reading Jason's explanation is a definition of "truncate". He uses that term when describing Math.floor(). Oxford dictionary defines "truncate" as:
Shorten (something) by cutting off the top or end.
A function called randUpTo that accepts a number and returns a random whole number between 0 and that number:
var randUpTo = function(num) {
return Math.floor(Math.random() * (num - 1) + 0);
};
A function called randBetween that accepts two numbers representing a range and returns a random whole number between those two numbers:
var randBetween = function (min, max) {
return Math.floor(Math.random() * (max - min - 1)) + min;
};
A function called randFromTill that accepts two numbers representing a range and returns a random number between min (inclusive) and max (exclusive)
var randFromTill = function (min, max) {
return Math.random() * (max - min) + min;
};
A function called randFromTo that accepts two numbers representing a range and returns a random integer between min (inclusive) and max (inclusive):
var randFromTo = function (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
};
You can you this code snippet,
let randomNumber = function(first, second) {
let number = Math.floor(Math.random()*Math.floor(second));
while(number < first) {
number = Math.floor(Math.random()*Math.floor(second));
}
return number;
}

Random integer in a certain range excluding one number

I would like get a random number in a range excluding one number (e.g. from 1 to 1000 exclude 577). I searched for a solution, but never solved my issue.
I want something like:
Math.floor((Math.random() * 1000) + 1).exclude(577);
I would like to avoid for loops creating an array as much as possible, because the length is always different (sometimes 1 to 10000, sometimes 685 to 888555444, etc), and the process of generating it could take too much time.
I already tried:
Javascript - Generating Random numbers in a Range, excluding certain numbers
How can I generate a random number within a range but exclude some?
How could I achieve this?
The fastest way to obtain a random integer number in a certain range [a, b], excluding one value c, is to generate it between a and b-1, and then increment it by one if it's higher than or equal to c.
Here's a working function:
function randomExcluded(min, max, excluded) {
var n = Math.floor(Math.random() * (max-min) + min);
if (n >= excluded) n++;
return n;
}
This solution only has a complexity of O(1).
One possibility is not to add 1, and if that number comes out, you assign the last possible value.
For example:
var result = Math.floor((Math.random() * 100000));
if(result==577) result = 100000;
In this way, you will not need to re-launch the random method, but is repeated. And meets the objective of being a random.
As #ebyrob suggested, you can create a function that makes a mapping from a smaller set to the larger set with excluded values by adding 1 for each value that it is larger than or equal to:
// min - integer
// max - integer
// exclusions - array of integers
// - must contain unique integers between min & max
function RandomNumber(min, max, exclusions) {
// As #Fabian pointed out, sorting is necessary
// We use concat to avoid mutating the original array
// See: http://stackoverflow.com/questions/9592740/how-can-you-sort-an-array-without-mutating-the-original-array
var exclusionsSorted = exclusions.concat().sort(function(a, b) {
return a - b
});
var logicalMax = max - exclusionsSorted.length;
var randomNumber = Math.floor(Math.random() * (logicalMax - min + 1)) + min;
for(var i = 0; i < exclusionsSorted.length; i++) {
if (randomNumber >= exclusionsSorted[i]) {
randomNumber++;
}
}
return randomNumber;
}
Example Fiddle
Also, I think #JesusCuesta's answer provides a simpler mapping and is better.
Update: My original answer had many issues with it.
To expand on #Jesus Cuesta's answer:
function RandomNumber(min, max, exclusions) {
var hash = new Object();
for(var i = 0; i < exclusions.length; ++i ) { // TODO: run only once as setup
hash[exclusions[i]] = i + max - exclusions.length;
}
var randomNumber = Math.floor((Math.random() * (max - min - exclusions.length)) + min);
if (hash.hasOwnProperty(randomNumber)) {
randomNumber = hash[randomNumber];
}
return randomNumber;
}
Note: This only works if max - exclusions.length > maximum exclusion. So close.
You could just continue generating the number until you find it suits your needs:
function randomExcluded(start, end, excluded) {
var n = excluded
while (n == excluded)
n = Math.floor((Math.random() * (end-start+1) + start));
return n;
}
myRandom = randomExcluded(1, 10000, 577);
By the way this is not the best solution at all, look at my other answer for a better one!
Generate a random number and if it matches the excluded number then add another random number(-20 to 20)
var max = 99999, min = 1, exclude = 577;
var num = Math.floor(Math.random() * (max - min)) + min ;
while(num == exclude || num > max || num < min ) {
var rand = Math.random() > .5 ? -20 : 20 ;
num += Math.floor((Math.random() * (rand));
}
import random
def rng_generator():
a = random.randint(0, 100)
if a == 577:
rng_generator()
else:
print(a)
#main()
rng_generator()
Exclude the number from calculations:
function toggleRand() {
// demonstration code only.
// this algorithm does NOT produce random numbers.
// return `0` - `576` , `578` - `n`
return [Math.floor((Math.random() * 576) + 1)
,Math.floor(Math.random() * (100000 - 578) + 1)
]
// select "random" index
[Math.random() > .5 ? 0 : 1];
}
console.log(toggleRand());
Alternatively, use String.prototype.replace() with RegExp /^(577)$/ to match number that should be excluded from result; replace with another random number in range [0-99] utilizing new Date().getTime(), isNaN() and String.prototype.slice()
console.log(
+String(Math.floor(Math.random()*(578 - 575) + 575))
.replace(/^(577)$/,String(isNaN("$1")&&new Date().getTime()).slice(-2))
);
Could also use String.prototype.match() to filter results:
console.log(
+String(Math.floor(Math.random()*10))
.replace(/^(5)$/,String(isNaN("$1")&&new Date().getTime()).match(/[^5]/g).slice(-1)[0])
);

calculate % change in javascript

var current = 12000;
var june = 14600;
var may = 11200;
I want percent change with respect to 'current' month parameter. The output should be in percent and it can add or subtract w.r.t. the current month. How to do this?
Note that if one of your values is 0 you will get either -100% or Infinity%.
This solves that problem:
function percIncrease(a, b) {
let percent;
if(b !== 0) {
if(a !== 0) {
percent = (b - a) / a * 100;
} else {
percent = b * 100;
}
} else {
percent = - a * 100;
}
return Math.floor(percent);
}
Its simple maths:
var res=(current-june)/current*100.0;
var percentchange = (june - current) / current * 100.0;
If your answer is a negative number then this is a percentage increase else decrease.
It isn't an easy task to handle specials cases, increase or decrease, rounding, over 100%, etc.
function calcPc(n1,n2){
return (((n2 - n1) / n1 * 100).toLocaleString('fullwide', {maximumFractionDigits:3}) + "%");
}
console.log(
" May: " , calcPc(11200,12000) ,
"\nJune:" , calcPc(14600,12000)
)

Javascript intelligent rounding

I currently need to round numbers up to their nearest major number. (Not sure what the right term is here)
But see an example of what I'm trying to achieve
IE:
13 // 20
349 // 400
5645 // 6000
9892 // 10000
13988 // 20000
93456 // 100000
231516 // 300000
etc. etc.
I have implemented a way of doing this but its so painful and only handles numbers up to a million and if I want it to go higher I need to add more if statements (yeah see how i implmented it :P im not very proud, but brain is stuck)
There must be something out there already but google is not helping me very much probably due to me not knowing the correct term for the kind of rounding i want to do
<script type="text/javascript">
function intelliRound(num) {
var len=(num+'').length;
var fac=Math.pow(10,len-1);
return Math.ceil(num/fac)*fac;
}
alert(intelliRound(13));
alert(intelliRound(349));
alert(intelliRound(5645));
// ...
</script>
See http://jsfiddle.net/fCLjp/
One way;
var a = [13, // 20
349, // 400
5645, // 6000
9892, // 10000
13988, // 20000
93456, // 100000
231516 // 300000
]
for (var i in a) {
var num = a[i];
var scale = Math.pow(10, Math.floor(Math.log(num) / Math.LN10));
print([ num, Math.ceil(num / scale) * scale ])
}
13,20
349,400
5645,6000
9892,10000
13988,20000
93456,100000
231516,300000
The answer from #rabudde works well, but for those that need to handle negative numbers, here's an updated version:
function intelliRound(num) {
var len = (num + '').length;
var result = 0;
if (num < 0) {
var fac = Math.pow(10, len - 2);
result = Math.floor(num / fac) * fac;
}
else {
var fac = Math.pow(10, len - 1);
result = Math.ceil(num / fac) * fac;
}
return result;
}
alert(intelliRound(13));
alert(intelliRound(349));
alert(intelliRound(5645));
alert(intelliRound(-13));
alert(intelliRound(-349));
alert(intelliRound(-5645));
you can use Math.ceil function, as described here:
javascript - ceiling of a dollar amount
to get your numbers right you'll have to divide them by 10 (if they have 2 digits), 100 (if they have 3 digits), and so on...
The intelliRound function from the other answers works well, but break with negative numbers. Here I have extended these solutions to support decimals (e.g. 0.123, -0.987) and non-numbers:
/**
* Function that returns the floor/ceil of a number, to an appropriate magnitude
* #param {number} num - the number you want to round
*
* e.g.
* magnitudeRound(0.13) => 1
* magnitudeRound(13) => 20
* magnitudeRound(349) => 400
* magnitudeRound(9645) => 10000
* magnitudeRound(-3645) => -4000
* magnitudeRound(-149) => -200
*/
function magnitudeRound(num) {
const isValidNumber = typeof num === 'number' && !Number.isNaN(num);
const result = 0;
if (!isValidNumber || num === 0) return result;
const abs = Math.abs(num);
const sign = Math.sign(num);
if (abs > 0 && abs <= 1) return 1 * sign; // percentages on a scale -1 to 1
if (abs > 1 && abs <= 10) return 10 * sign;
const zeroes = `${Math.round(abs)}`.length - 1; // e.g 123 => 2, 4567 => 3
const exponent = 10 ** zeroes; // math floor and ceil only work on integer
const roundingDirection = sign < 0 ? 'floor' : 'ceil';
return Math[roundingDirection](num / exponent) * exponent;
}

How to format a float in javascript?

In JavaScript, when converting from a float to a string, how can I get just 2 digits after the decimal point? For example, 0.34 instead of 0.3445434.
There are functions to round numbers. For example:
var x = 5.0364342423;
print(x.toFixed(2));
will print 5.04.
EDIT:
Fiddle
var result = Math.round(original*100)/100;
The specifics, in case the code isn't self-explanatory.
edit: ...or just use toFixed, as proposed by Tim Büthe. Forgot that one, thanks (and an upvote) for reminder :)
Be careful when using toFixed():
First, rounding the number is done using the binary representation of the number, which might lead to unexpected behaviour. For example
(0.595).toFixed(2) === '0.59'
instead of '0.6'.
Second, there's an IE bug with toFixed(). In IE (at least up to version 7, didn't check IE8), the following holds true:
(0.9).toFixed(0) === '0'
It might be a good idea to follow kkyy's suggestion or to use a custom toFixed() function, eg
function toFixed(value, precision) {
var power = Math.pow(10, precision || 0);
return String(Math.round(value * power) / power);
}
One more problem to be aware of, is that toFixed() can produce unnecessary zeros at the end of the number.
For example:
var x=(23-7.37)
x
15.629999999999999
x.toFixed(6)
"15.630000"
The idea is to clean up the output using a RegExp:
function humanize(x){
return x.toFixed(6).replace(/\.?0*$/,'');
}
The RegExp matches the trailing zeros (and optionally the decimal point) to make sure it looks good for integers as well.
humanize(23-7.37)
"15.63"
humanize(1200)
"1200"
humanize(1200.03)
"1200.03"
humanize(3/4)
"0.75"
humanize(4/3)
"1.333333"
var x = 0.3445434
x = Math.round (x*100) / 100 // this will make nice rounding
The key here I guess is to round up correctly first, then you can convert it to String.
function roundOf(n, p) {
const n1 = n * Math.pow(10, p + 1);
const n2 = Math.floor(n1 / 10);
if (n1 >= (n2 * 10 + 5)) {
return (n2 + 1) / Math.pow(10, p);
}
return n2 / Math.pow(10, p);
}
// All edge cases listed in this thread
roundOf(95.345, 2); // 95.35
roundOf(95.344, 2); // 95.34
roundOf(5.0364342423, 2); // 5.04
roundOf(0.595, 2); // 0.60
roundOf(0.335, 2); // 0.34
roundOf(0.345, 2); // 0.35
roundOf(551.175, 2); // 551.18
roundOf(0.3445434, 2); // 0.34
Now you can safely format this value with toFixed(p).
So with your specific case:
roundOf(0.3445434, 2).toFixed(2); // 0.34
There is a problem with all those solutions floating around using multipliers. Both kkyy and Christoph's solutions are wrong unfortunately.
Please test your code for number 551.175 with 2 decimal places - it will round to 551.17 while it should be 551.18 ! But if you test for ex. 451.175 it will be ok - 451.18. So it's difficult to spot this error at a first glance.
The problem is with multiplying: try 551.175 * 100 = 55117.49999999999 (ups!)
So my idea is to treat it with toFixed() before using Math.round();
function roundFix(number, precision)
{
var multi = Math.pow(10, precision);
return Math.round( (number * multi).toFixed(precision + 1) ) / multi;
}
If you want the string without round you can use this RegEx (maybe is not the most efficient way... but is really easy)
(2.34567778).toString().match(/\d+\.\d{2}/)[0]
// '2.34'
function trimNumber(num, len) {
const modulu_one = 1;
const start_numbers_float=2;
var int_part = Math.trunc(num);
var float_part = String(num % modulu_one);
float_part = float_part.slice(start_numbers_float, start_numbers_float+len);
return int_part+'.'+float_part;
}
There is no way to avoid inconsistent rounding for prices with x.xx5 as actual value using either multiplication or division. If you need to calculate correct prices client-side you should keep all amounts in cents. This is due to the nature of the internal representation of numeric values in JavaScript. Notice that Excel suffers from the same problems so most people wouldn't notice the small errors caused by this phenomen. However errors may accumulate whenever you add up a lot of calculated values, there is a whole theory around this involving the order of calculations and other methods to minimize the error in the final result. To emphasize on the problems with decimal values, please note that 0.1 + 0.2 is not exactly equal to 0.3 in JavaScript, while 1 + 2 is equal to 3.
Maybe you'll also want decimal separator? Here is a function I just made:
function formatFloat(num,casasDec,sepDecimal,sepMilhar) {
if (num < 0)
{
num = -num;
sinal = -1;
} else
sinal = 1;
var resposta = "";
var part = "";
if (num != Math.floor(num)) // decimal values present
{
part = Math.round((num-Math.floor(num))*Math.pow(10,casasDec)).toString(); // transforms decimal part into integer (rounded)
while (part.length < casasDec)
part = '0'+part;
if (casasDec > 0)
{
resposta = sepDecimal+part;
num = Math.floor(num);
} else
num = Math.round(num);
} // end of decimal part
while (num > 0) // integer part
{
part = (num - Math.floor(num/1000)*1000).toString(); // part = three less significant digits
num = Math.floor(num/1000);
if (num > 0)
while (part.length < 3) // 123.023.123 if sepMilhar = '.'
part = '0'+part; // 023
resposta = part+resposta;
if (num > 0)
resposta = sepMilhar+resposta;
}
if (sinal < 0)
resposta = '-'+resposta;
return resposta;
}
/** don't spend 5 minutes, use my code **/
function prettyFloat(x,nbDec) {
if (!nbDec) nbDec = 100;
var a = Math.abs(x);
var e = Math.floor(a);
var d = Math.round((a-e)*nbDec); if (d == nbDec) { d=0; e++; }
var signStr = (x<0) ? "-" : " ";
var decStr = d.toString(); var tmp = 10; while(tmp<nbDec && d*tmp < nbDec) {decStr = "0"+decStr; tmp*=10;}
var eStr = e.toString();
return signStr+eStr+"."+decStr;
}
prettyFloat(0); // "0.00"
prettyFloat(-1); // "-1.00"
prettyFloat(-0.999); // "-1.00"
prettyFloat(0.5); // "0.50"
I use this code to format floats. It is based on toPrecision() but it strips unnecessary zeros. I would welcome suggestions for how to simplify the regex.
function round(x, n) {
var exp = Math.pow(10, n);
return Math.floor(x*exp + 0.5)/exp;
}
Usage example:
function test(x, n, d) {
var rounded = rnd(x, d);
var result = rounded.toPrecision(n);
result = result.replace(/\.?0*$/, '');
result = result.replace(/\.?0*e/, 'e');
result = result.replace('e+', 'e');
return result;
}
document.write(test(1.2000e45, 3, 2) + '=' + '1.2e45' + '<br>');
document.write(test(1.2000e+45, 3, 2) + '=' + '1.2e45' + '<br>');
document.write(test(1.2340e45, 3, 2) + '=' + '1.23e45' + '<br>');
document.write(test(1.2350e45, 3, 2) + '=' + '1.24e45' + '<br>');
document.write(test(1.0000, 3, 2) + '=' + '1' + '<br>');
document.write(test(1.0100, 3, 2) + '=' + '1.01' + '<br>');
document.write(test(1.2340, 4, 2) + '=' + '1.23' + '<br>');
document.write(test(1.2350, 4, 2) + '=' + '1.24' + '<br>');
countDecimals = value => {
if (Math.floor(value) === value) return 0;
let stringValue = value.toString().split(".")[1];
if (stringValue) {
return value.toString().split(".")[1].length
? value.toString().split(".")[1].length
: 0;
} else {
return 0;
}
};
formatNumber=(ans)=>{
let decimalPlaces = this.countDecimals(ans);
ans = 1 * ans;
if (decimalPlaces !== 0) {
let onePlusAns = ans + 1;
let decimalOnePlus = this.countDecimals(onePlusAns);
if (decimalOnePlus < decimalPlaces) {
ans = ans.toFixed(decimalPlaces - 1).replace(/\.?0*$/, "");
} else {
let tenMulAns = ans * 10;
let decimalTenMul = this.countDecimals(tenMulAns);
if (decimalTenMul + 1 < decimalPlaces) {
ans = ans.toFixed(decimalPlaces - 1).replace(/\.?0*$/, "");
}
}
}
}
I just add 1 to the value and count the decimal digits present in the original value and the added value. If I find the decimal digits after adding one less than the original decimal digits, I just call the toFixed() with (original decimals - 1). I also check by multiplying the original value by 10 and follow the same logic in case adding one doesn't reduce redundant decimal places.
A simple workaround to handle floating-point number rounding in JS. Works in most cases I tried.

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