How to avoid a condition from looping? - javascript

I have to code a console Bingo game for JavaScript. It is one of some exercices that I have to do before a Bootcamp that I will be taking part of, so take in mind that i'm a newbie.
In case someone doesn't know the game:
You will have a "card" showing 15 numbers (not repeated and random)
Each turn a random number (bingo ball) will be shown.
The numbers are from 1 until 90, so either balls and bingo cards will have these numbers.
When a ball has the same number as one of the numbers from your card, the number of your card will be changed to an 'X'.
Now that I've explained it, my problem is the following:
I have a function to generate generate a ball with a random number each turn. In order to know if a number was already out or not, I've created an array to push the numbers that were already out. This way we can make a loop with an if condition to check if the ball has the same value as the arrays[i] number.
The way I've done it, starts well, but ends up messing the chrome's console... as close as it gets to have the 90 numbers in the array, it starts to iterate the array and generate random numbers until it finds the lasts numbers remaining.
I will paste the part of the code I'm talking about here below.
function bingo(){
console.table(bingoCard);
bombo();
for (let i = 0; i < bingoCard.length; i++){
if (bola === bingoCard[i].number){
bingoCard[i].number = 'X';
bingoCard[i].matched = true;
}
}
continuar = confirm('¿Continuar?');
if (continuar === true){
console.table(bingoCard);
bingo();
}else {
return 'Hasta la próxima';
}
}
function randomNum(){
let min = 1;
let max = 90;
return Math.floor(Math.random() * (max - min) + min);
}
function bombo(){
bola = randomNum();
console.log(+ bola + 'antes de bucle'); //test
for (let i = 0; i < numbersOut.length; i++){
if (bola === numbersOut[i]){
bingo();
}
}
numbersOut.push(bola);
console.log(numbersOut);
alert('Ha salido el número ' + bola);
}

You can instead create an array with numbers from 1 to 90 and random shuffle it.
function shuffleArray(array) {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
}
https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle#Modern_method - if you want to understand this method

Related

prevent rendering to page of duplicate random number generated when min and max are user defined [duplicate]

I ran into the challenge where I need a function that returns a random number within a given range from 0 - X. Not only that, but I require the number returned to be unique; not duplicating numbers that have already been returned on previous calls to the function.
Optionally, when this is done (e.g. the range has been 'exhausted'), just return a random number within the range.
How would one go about doing this?
This should do it:
function makeRandomRange(x) {
var used = new Array(x),
exhausted = false;
return function getRandom() {
var random = Math.floor(Math.random() * x);
if (exhausted) {
return random;
} else {
for (var i=0; i<x; i++) {
random = (random + 1) % x;
if (random in used)
continue;
used[random] = true;
return random;
}
// no free place found
exhausted = true;
used = null; // free memory
return random;
}
};
}
Usage:
var generate = makeRandomRange(20);
var x1 = generate(),
x2 = generate(),
...
Although it works, it has no good performance when the x-th random is generated - it searches the whole list for a free place. This algorithm, a step-by-step Fisher–Yates shuffle, from the question Unique (non-repeating) random numbers in O(1)?, will perform better:
function makeRandomRange(x) {
var range = new Array(x),
pointer = x;
return function getRandom() {
pointer = (pointer-1+x) % x;
var random = Math.floor(Math.random() * pointer);
var num = (random in range) ? range[random] : random;
range[random] = (pointer in range) ? range[pointer] : pointer;
return range[pointer] = num;
};
}
(Demo at jsfiddle.net)
Extended version which does only generate one "group" of unique numbers:
function makeRandomRange(x) {
var range = new Array(x),
pointer = x;
return function getRandom() {
if (range) {
pointer--;
var random = Math.floor(Math.random() * pointer);
var num = (random in range) ? range[random] : random;
range[random] = (pointer in range) ? range[pointer] : pointer;
range[pointer] = num;
if (pointer <= 0) { // first x numbers had been unique
range = null; // free memory;
}
return num;
} else {
return Math.floor(Math.random() * x);
}
};
}
(Demo)
You got some great programming answer. Here's one with a more theoretical flavor to complete your panorama :-)
Your problem is called "sampling" or "subset sampling" and there are several ways you could do this. Let N be the range you are sampling frame (i.e., N=X+1) and M be the size of your sample (the number of elements you want to pick).
if N is much larger than M, you'll want to use an algorithm such as the one suggested by Bentley and Floyd in his column "Programming Pearls: a sample of brilliance" (temporarily available without ACM's lock screen here), I really recommend this as they explicitly give code and discuss in terms of hash tables, etc.; there a few neat tricks in there
if N is within the same range as M, then you might want to use the Fisher-Yates shuffle but stop after only M steps (instead of N)
if you don't really know then the algorithm on page 647 of Devroye's book on random generation is pretty fast.
I wrote this function. It keeps its own array with a history of generated numbers, preventing initial duplicates, continuing to output a random number if all numbers in the range have been outputted once:
// Generates a unique number from a range
// keeps track of generated numbers in a history array
// if all numbers in the range have been returned once, keep outputting random numbers within the range
var UniqueRandom = { NumHistory: new Array(), generate: function(maxNum) {
var current = Math.round(Math.random()*(maxNum-1));
if (maxNum > 1 && this.NumHistory.length > 0) {
if (this.NumHistory.length != maxNum) {
while($.inArray(current, this.NumHistory) != -1) { current = Math.round(Math.random()*(maxNum-1)); }
this.NumHistory.push(current);
return current;
} else {
//unique numbers done, continue outputting random numbers, or we could reset the history array (NumHistory = [];)
return current;
}
} else {
//first time only
this.NumHistory.push(current);
return current;
}
}
};
Here's a working Fiddle
I hope this is of use to someone!
Edit: as pointed out by Pointy below, it might get slow with a large range (here is a
fiddle, going over a range from 0-1000, which seems to run fine). However; I didn't require a very large range, so perhaps this function is indeed not suited if you look to generate and keep track of an enormous range.
You may try generating the number using the current date and time value which would make it unique. To make it within the range, you may have to use some mathematical function.

Random Number List Missing Number 1

I have an issue with a function I have written: although it mostly works, there is one issue where sometimes the number 1 isn't added to the list. The code is supposed to make a list of numbers from 1 - 10, however the number 1 is sometimes missing, where I presumably the issue is it is being overwritten when number 10 is already there before number 1
The code is written using the Code.org AppLab, written in a pseudo-code that is similar to JavaScript.
function randomizer(stringName, numbersShuffled) {
//This creates a string of Numbers that will eventually be converted to a list
for (var i = 0; i < numbersShuffled; i++) {
var tempNum = randomNumber(1, numbersShuffled);
console.log(numbersShuffled);
if (stringName.includes(tempNum)) {
console.log(stringName);
if (tempNum == 1 && stringName.includes(10)) {
tempNum = randomNumber(1, numbersShuffled);
}
while ((stringName.includes(tempNum))) {
tempNum = randomNumber(1, numbersShuffled);
}
}
stringName = (stringName + " ") + tempNum;
}
console.log(stringName);
The issue is that usually the number 1 is missing if number 10 is already in place in the list.enter code here

Randomize multiple integers to equal variable

Using JavaScript, how would I go about generating 30 random integers and have the sum of those 30 integers be 60000? I need the script to produce a different set of numbers each time it is run, making sure that the total is always 60000
var n = 30;
var total = 60000;
var min = 10;
var max = 5000;
for (i = 0; i < n; i++) {
// Math.floor(Math.random()*(max-min+1)+min); ??
}
In order to avoid excessively large and small numbers, the min and max values will likely be needed
You can try something like this:
Logic
Accept Max total and total number of resulting Numbers.
Now loop based on this number - 1 for n-1 random numbers and last value should be max - currentSum. Since rest of numbers are random, this difference will also be random and this will also ensure total being equal.
Now all you need to do is return a random number based on a given range.
I have also added a flag to check for unique values. Currently I have just added 1 to it but this will not ensure its uniqueness, but as its out of scope, not rectifying it.
Code
function getRandomInRange(max) {
var raiseVal = Math.pow(10, (max.toString().length - 1) || 1);
return Math.floor(Math.random() * raiseVal) % max;
}
function getRandomNumbers(max, n, uniqueNum) {
var nums = [];
var sum = 0;
for (var i = 0; i < n - 1; i++) {
let r = getRandomInRange(max - sum);
if(uniqueNum && nums.indexOf(r) > -1){
r += 1;
}
nums.push(r)
sum += r;
}
nums.push(max - sum);
console.log(nums)
return nums
}
getRandomNumbers(3, 3, true)
getRandomNumbers(3, 3)
getRandomNumbers(1000, 10)
getRandomNumbers(600000, 30)

JavaScript - Binary search hangs every time

I have a 2D array, something like the following:
[1.11, 23]
[2.22, 52]
[3.33, 61]
...
Where the array is ordered by the first value in each row.
I am trying to find a value within the array that is close to the search value - within a certain sensitivity. The way this is set up, and the value of the sensitivity, ensure only one possible match within the array.
The search value is the current x-pos of the mouse. The search is called on mousemove, and so is being called often.
Originally I had the following (using a start-to-end for loop):
for(var i = 0; i < arr.length; i++){
if(Math.abs(arr[i][0] - x) <= sensitivity){
hit = true;
break;
}
}
And it works like a charm. So far, I've only been using small data sets, so there is no apparent lag using this method. But, eventually I will be using much larger data sets, and so want to switch this to a Binary Search:
var a = 0;
var b = arr.length - 1;
var c = 0;
while(a < b){
c = Math.floor((a + b) / 2);
if(Math.abs(arr[c][0] - x) <= sensitivity){
hit = true;
break;
}else if(arr[c][0] < x){
a = c;
}else{
b = c;
}
}
This works well, for all of 2 seconds, and then it hangs to the point where I need to restart my browser. I've used binary searches plenty in the past, and cannot for the life of me figure out why this one isn't working properly.
EDIT 1
var sensitivity = (width / arr.length) / 2.001
The points in the array are equidistant, and so this sensitivity ensures that there is no ambiguous 1/2-way point in between two arr values. You are either in one or the other.
Values are created dynamically at page load, but look exactly like what I've mentioned above. The x-values have more significant figures, and the y values are all over the place, but there is no significant difference between the small sample I provided and the generated one.
EDIT 2
Printed a list that was dynamically created:
[111.19999999999999, 358.8733333333333]
[131.4181818181818, 408.01333333333326]
[151.63636363636363, 249.25333333333327]
[171.85454545454544, 261.01333333333326]
[192.07272727272726, 298.39333333333326]
[212.29090909090908, 254.2933333333333]
[232.5090909090909, 308.47333333333324]
[252.72727272727272, 331.1533333333333]
[272.94545454545454, 386.1733333333333]
[293.16363636363633, 384.9133333333333]
[313.3818181818182, 224.05333333333328]
[333.6, 284.53333333333325]
[353.81818181818187, 278.2333333333333]
[374.0363636363637, 391.63333333333327]
[394.25454545454556, 322.33333333333326]
[414.4727272727274, 300.9133333333333]
[434.69090909090926, 452.95333333333326]
[454.9090909090911, 327.7933333333333]
[475.12727272727295, 394.9933333333332]
[495.3454545454548, 451.27333333333326]
[515.5636363636366, 350.89333333333326]
[535.7818181818185, 308.47333333333324]
[556.0000000000003, 395.83333333333326]
[576.2181818181822, 341.23333333333323]
[596.436363636364, 371.47333333333324]
[616.6545454545459, 436.9933333333333]
[636.8727272727277, 280.7533333333333]
[657.0909090909096, 395.4133333333333]
[677.3090909090914, 433.21333333333325]
[697.5272727272733, 355.09333333333325]
[717.7454545454551, 333.2533333333333]
[737.963636363637, 255.55333333333328]
[758.1818181818188, 204.7333333333333]
[778.4000000000007, 199.69333333333327]
[798.6181818181825, 202.63333333333327]
[818.8363636363644, 253.87333333333328]
[839.0545454545462, 410.5333333333333]
[859.272727272728, 345.85333333333324]
[879.4909090909099, 305.11333333333323]
[899.7090909090917, 337.8733333333333]
[919.9272727272736, 351.3133333333333]
[940.1454545454554, 324.01333333333326]
[960.3636363636373, 331.57333333333327]
[980.5818181818191, 447.4933333333333]
[1000.800000000001, 432.3733333333333]
As you can see, it is ordered by the first value in each row, ascending.
SOLUTION
Changing the condition to
while(a < b)
and
var b = positions.length;
and
else if(arr[c][0] < x){
a = c + 1;
}
did the trick.
Your binary search seems to be a bit off: try this.
var arr = [[1,0],[3,0],[5,0]];
var lo = 0;
var hi = arr.length;
var x = 5;
var sensitivity = 0.1;
while (lo < hi) {
var c = Math.floor((lo + hi) / 2);
if (Math.abs(arr[c][0] - x) <= sensitivity) {
hit = true;
console.log("FOUND " + c);
break;
} else if (x > arr[c][0]) {
lo = c + 1;
} else {
hi = c;
}
}
This is meant as a general reference to anyone implementing binary search.
Let:
lo be the smallest index that may possibly contain your value,
hi be one more than the largest index that may contain your value
If these conventions are followed, then binary search is simply:
while (lo < hi) {
var mid = (lo + hi) / 2;
if (query == ary[mid]) {
// do stuff
else if (query < ary[mid]) {
// query is smaller than mid
// so query can be anywhere between lo and (mid - 1)
// the upper bound should be adjusted
hi = mid;
else {
// query can be anywhere between (mid + 1) and hi.
// adjust the lower bound
lo = mid + 1;
}
I don't know your exact situation, but here's a way the code could crash:
1) Start with an array with two X values. This array will have a length of 2, so a = 0, b = 1, c = 0.
2) a < b, so the while loop executes.
3) c = floor((a + b) / 2) = floor(0.5) = 0.
4) Assume the mouse is not within sensitivity of the first X value, so the first if branch does not hit.
5) Assume our X values are to the right of our mouse, so the second if branch enters. This sets a = c, or 0, which it already is.
6) Thus, we get an endless loop.

Pick random combination from 194481 possibilities

I have a file of 194481 permutations for
0,1,2,3,4,5,6,...,21
which looks like this;
[0,0,0,0],[0,0,0,1],[0,0,0,2],[0,0,0,3],[0,0,0,4],[0,0,0,5],[0,0,0,6],[0,0,0,7],[0,0,0,8],[0,0,0,9],[0,0,0,10],[0,0,0,11],[0,0,0,12],[0,0,0,13],[0,0,0,14],[0,0,0,15],[0,0,0,16],[0,0,0,17],[0,0,0,18],[0,0,0,19],[0,0,0,20],[0,0,1,0],[0,0,1,1],[0,0,1,2],[0,0,1,3],[0,0,1,4],[0,0,1,5],[0,0,1,6],[0,0,1,7],[0,0,1,8],[0,0,1,9],[0,0,1,10],[0,0,1,11],[0,0,1,12],[0,0,1,13],[0,0,1,14],[0,0,1,15],[0,0,1,16],[0,0,1,17],[0,0,1,18],[0,0,1,19],[0,0,1,20],[0,0,2,0],[0,0,2,1],[0,0,2,2],[0,0,2,3],[0,0,2,4],[0,0,2,5],[0,0,2,6],[0,0,2,7],[0,0,2,8],[0,0,2,9],[0,0,2,10],[0,0,2,11],[0,0,2,12],[0,0,2,13],[0,0,2,14],[0,0,2,15],[0,0,2,16],[0,0,2,17],[0,0,2,18],[0,0,2,19],[0,0,2,20],[0,0,3,0],[0,0,3,1],[0,0,3,2],[0,0,3,3],[0,0,3,4],[0,0,3,5],[0,0,3,6],[0,0,3,7],[0,0,3,8],[0,0,3,9],[0,0,3,10],[0,0,3,11],[0,0,3,12],[0,0,3,13],[0,0,3,14],[0,0,3,15],[0,0,3,16],[0,0,3,17],[0,0,3,18],[0,0,3,19],[0,0,3,20],[0,0,4,0],[0,0,4,1],[0,0,4,2],[0,0,4,3],[0,0,4,4],[0,0,4,5],[0,0,4,6],[0,0,4,7],[0,0,4,8],[0,0,4,9],[0,0,4,10],[0,0,4,11],[0,0,4,12],[0,0,4,13],[0,0,4,14],[0,0,4,15],[0,0,4,16],[0,0,4,17],[0,0,4,18],[0,0,4,19],[0,0,4,20],[0,0,5,0],[0,0,5,1],[0,0,5,2],[0,0,5,3],[0,0,5,4],[0,0,5,5],[0,0,5,6],[0,0,5,7],[0,0,5,8],[0,0,5,9],[0,0,5,10],[0,0,5,11],[0,0,5,12],[0,0,5,13],[0,0,5,14],[0,0,5,15],[0,0,5,16],[0,0,5,17],[0,0,5,18],[0,0,5,19],[0,0,5,20],[0,0,6,0],[0,0,6,1],[0,0,6,2],[0,0,6,3],[0,0,6,4],[0,0,6,5],[0,0,6,6],[0,0,6,7],[0,0,6,8],[0,0,6,9],[0,0,6,10],[0,0,6,11],[0,0,6,12],[0,0,6,13],[0,0,6,14],[0,0,6,15],[0,0,6,16],[0,0,6,17],[0,0,6,18],[0,0,6,19],[0,0,6,20],[0,0,7,0],[0,0,7,1],[0,0,7,2],[0,0,7,3],[0,0,7,4],[0,0,7,5],[0,0,7,6],[0,0,7,7],[0,0,7,8],[0,0,7,9],[0,0,7,10],[0,0,7,11],[0,0,7,12],[0,0,7,13],[0,0,7,14],[0,0,7,15],[0,0,7,16],[0,0,7,17],[0,0,7,18],[0,0,7,19],[0,0,7,20],[0,0,8,0],[0,0,8,1],[0,0,8,2],[0,0,8,3],[0,0,8,4],[0,0,8,5],[0,0,8,6],[0,0,8,7],[0,0,8,8],[0,0,8,9],[0,0,8,10],[0,0,8,11],[0,0,8,12],[0,0,8,13],[0,0,8,14],[0,0,8,15],[0,0,8,16],[0,0,8,17],[0,0,8,18],[0,0,8,19],[0,0,8,20],[0,0,9,0],[0,0,9,1],[0,0,9,2],[0,0,9,3],[0,0,9,4],[0,0,9,5],[0,0,9,6],[0,0,9,7],[0,0,9,8],[0,0,9,9],[0,0,9,10],[0,0,9,11],[0,0,9,12],[0,0,9,13],[0,0,9,14],[0,0,9,15],[0,0,9,16],[0,0,9,17],[0,0,9,18],[0,0,9,19],[0,0,9,20],[0,0,10,0],[0,0,10,1],[0,0,10,2],[0,0,10,3],[0,0,10,4],[0,0,10,5],[0,0,10,6],[0,0,10,7],[0,0,10,8],[0,0,10,9],[0,0,10,10],[0,0,10,11],[0,0,10,12],[0,0,10,13],[0,0,10,14],[0,0,10,15],[0,0,10,16],[0,0,10,17],[0,0,10,18],[0,0,10,19],[0,0,10,20],[0,0,11,0],[0,0,11,1],[0,0,11,2],[0,0,11,3],[0,0,11,4],[0,0,11,5],[0,0,11,6],[0,0,11,7],[0,0,11,8],[0,0,11,9],[0,0,11,10],[0,0,11,11],[0,0,11,12],[0,0,11,13],[0,0,11,14],[0,0,11,15],[0,0,11,16],[0,0,11,17],[0,0,11,18],[0,0,11,19],[0,0,11,20],[0,0,12,0],[0,0,12,1],[0,0,12,2],[0,0,12,3],[0,0,12,4],[0,0,12,5],[0,0,12,6],[0,0,12,7],[0,0,12,8],[0,0,12,9],[0,0,12,10],[0,0,12,11],[0,0,12,12],[0,0,12,13],[0,0,12,14],[0,0,12,15],[0,0,12,16],[0,0,12,17],[0,0,12,18],[0,0,12,19],[0,0,12,20],[0,0,13,0],[0,0,13,1],[0,0,13,2],[0,0,13,3],[0,0,13,4],[0,0,13,5],[0,0,13,6],[0,0,13,7],[0,0,13,8],[0,0,13,9],[0,0,13,10],[0,0,13,11],[0,0,13,12],[0,0,13,13],[0,0,13,14],[0,0,13,15],[0,0,13,16],[0,0,13,17],[0,0,13,18],[0,0,13,19],[0,0,13,20],[0,0,14,0],[0,0,14,1],[0,0,14,2],[0,0,14,3],[0,0,14,4],[0,0,14,5],[0,0,14,6],[0,0,14,7],[0,0,14,8],[0,0,14,9],[0,0,14,10],[0,0,14,11],[0,0,14,12],[0,0,14,13],[0,0,14,14],[0,0,14,15],[0,0,14,16],[0,0,14,17],[0,0,14,18],[0,0,14,19],[0,0,14,20],[0,0,15,0],[0,0,15,1],[0,0,15,2],[0,0,15,3],[0,0,15,4],[0,0,15,5],[0,0,15,6],[0,0,15,7],[0,0,15,8],[0,0,15,9],[0,0,15,10],[0,0,15,11],[0,0,15,12],[0,0,15,13],[0,0,15,14],[0,0,15,15],[0,0,15,16],[0,0,15,17],[0,0,15,18],[0,0,15,19],[0,0,15,20],[0,0,16,0],[0,0,16,1],[0,0,16,2],[0,0,16,3],[0,0,16,4],[0,0,16,5],[0,0,16,6],[0,0,16,7],[0,0,16,8],[0,0,16,9],[0,0,16,10],[0,0,16,11],[0,0,16,12],[0,0,16,13],[0,0,16,14],[0,0,16,15],[0,0,16,16],[0,0,16,17],[0,0,16,18],[0,0,16,19],[0,0,16,20],[0,0,17,0],[0,0,17,1],[0,0,17,2],[0,0,17,3],[0,0,17,4],[0,0,17,5],[0,0,17,6],[0,0,17,7],[0,0,17,8],[0,0,17,9],[0,0,17,10],[0,0,17,11],[0,0,17,12],[0,0,17,13],[0,0,17,14],[0,0,17,15],[0,0,17,16],[0,0,17,17]... etc.
It ends at [20,20,20,20].
I need to pick 50 combinations from the file and assign it to a variable so it would be like
var combinationsArr = [
[0,0,17,9],[0,0,17,10],[0,0,17,11],[0,0,17,12]
]; //BUT 50 of them
it's okay if it is just in order like [0,0,0,0],[0,0,0,1],[0,0,0,2],[0,0,0,3],[0,0,0,4],[0,0,0,5],[0,0,0,6],[0,0,0,7],[0,0,0,8],[0,0,0,9],[0,0,0,10],[0,0,0,11],[0,0,0,12] and doesn't have to be super random like [1,2,3,4],[9,12,13,15],[20,12,6,7]
as long as it is able to pick 50 of them.
I am doing this because 194481 combinations are a lot and makes my program carsh. so I just decided i'll put it in a text file and pick random points from the text file like from [0,0,0,1] to [0,0,0,50] OR
from [0,1,0,0] to [0,1,0,49] if that's possible.
because i have to generate a random combination. I have another array of combinations which are not supposed to be generated. Let's call it notAllowedArr.
var notAllowedArr = [
[0,0,17,9],[0,0,17,12]
];
I am thinking, i'll just generate 50 combinations and remove the ones listed in notAllowedArr then pick one from combinationsArr as the final result. I will still have to find code to remove those from combinationsArr but the result should be like.
var combinationsArr = [[0,0,17,10],[0,0,17,11]];
then i'll have a code to pick a random value from combinationsArr.
example. combinationsArr[0].
so the final result would be; [0,0,17,10]
Does anyone have a better solution?
If I understand correctly, you need to pick one random combination, which is not present in a list of forbidden combinations.
You can consider a combination of four numbers from 0 to 20 as a number from 0 to 194480 in base-21 notation. So instead of having to store all combinations in a file, we just pick a random number and convert it to base-21.
To choose a random number in a range where some values are forbidden, choose a number in the range from 0 to the maximum minus the number of forbidden values; then iterate over the forbidden values from small to large, and increment the random number every time you find a smaller or equal forbidden value.
This will make sure that every combination has the same probability of being chosen, and avoids the possibility of repeatedly choosing a forbidden combination.
function randomBase21(skip) {
var dec = [], result = [], num;
// CONVERT FORBIDDEN COMBINATIONS FROM BASE-21 TO DECIMAL AND SORT
for (var i = 0; i < skip.length; i++) {
dec[i] = skip[i][0] * 9261 + skip[i][1] * 441 + skip[i][2] * 21 + skip[i][3];
}
dec.sort(function(a, b){return a - b});
// GENERATE RANDOM NUMBER FROM 0 TO MAX - NUMBER OF FORBIDDEN COMBINATIONS
num = Math.floor(Math.random() * (194481 - skip.length));
// INCREMENT RANDOM NUMBER FOR EVERY SMALLER FORBIDDEN COMBINATION
for (var i = 0; i < skip.length && num >= dec[i]; i++) {
++num;
}
// CONVERT RANDOM NUMBER TO FOUR BASE-21 DIGITS
for (var i = 3; i >= 0; i--, num /= 21) {
result[i] = Math.floor(num % 21);
}
return result;
}
var notAllowed = [[0,0,17,9],[0,0,17,12],[20,19,17,12],[15,16,17,12]];
document.write(randomBase21(notAllowed));
Something like this should work (off the top of my head and not tested/debugged):
var samples = new Array();
for(var index = 0; index < 50; index++) {
samples.push(generatePermutation());
}
function generatePermutation() {
var result = [Math.floor(Math.random() * 20) + 1,
Math.floor(Math.random() * 20) + 1,
Math.floor(Math.random() * 20) + 1,
Math.floor(Math.random() * 20) + 1];
}
I just thought of a better way.
I think I will make a function that generates a random combination.
Then check if it exists in notAllowedArr. If it exists, it will generate another one. If not then that will return that combination :D
I think this will work faster ^^;

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