Variables occasionally don't generate: max call stack size issue - javascript

Error detailed towards bottom of post, but before getting to that, I'll give some background info. I have the following script, which generates:
1) TWO DIFFERENT NUMBERS BETWEEN 2 & 20
var GenerateRandomNumber1to20No1 = GenerateRandomNumber1to20No1();
$('.GenerateRandomNumber1to20No1').html(GenerateRandomNumber1to20No1);
function GenerateRandomNumber1to20No2() {
var min = 2, max = 20;
var random = Math.floor(Math.random() * (max - min + 1)) + min;
return (random !== GenerateRandomNumber1to20No1) ? random: GenerateRandomNumber1to20No2();
}
var GenerateRandomNumber1to20No2 = GenerateRandomNumber1to20No2();
$('.GenerateRandomNumber1to20No2').html(GenerateRandomNumber1to20No2);
function GenerateRandomNumber1to20No3() {
var min = 2, max = 20;
var random = Math.floor(Math.random() * (max - min + 1)) + min;
return (random !== GenerateRandomNumber1to20No1 && random!==GenerateRandomNumber1to20No2) ? random: GenerateRandomNumber1to20No3();
}
2) TWO DIFFERENT NUMBERS LESS THAN THE PREVIOUS 2 NUMBERS
function GenerateRandomNumber1to20lessthanNo1() {
var min = 2, max = GenerateRandomNumber1to20No1-1;
var random = Math.floor(Math.random() * (max - min + 1)) + 1;
return random;
}
var GenerateRandomNumber1to20lessthanNo1= GenerateRandomNumber1to20lessthanNo1();
$('.GenerateRandomNumber1to20lessthanNo1').html(GenerateRandomNumber1to20lessthanNo1);
function GenerateRandomNumber1to20lessthanNo2() {
var min = 2, max = (GenerateRandomNumber1to20No2 - 1);
var random = Math.floor(Math.random() * (max - min + 1)) + min;
return (random !== GenerateRandomNumber1to20lessthanNo1) ? random: GenerateRandomNumber1to20lessthanNo2();
}
var GenerateRandomNumber1to20lessthanNo2 = GenerateRandomNumber1to20lessthanNo2();
$('.GenerateRandomNumber1to20lessthanNo2').html(GenerateRandomNumber1to20lessthanNo2);
3) 2 DIFFERENT PRIME NUMBERS
function PrimeNumber1() {
var PrimeNumber1= ['3', '5', '7', '11'];
var PrimeNumber1random= PrimeNumber1[Math.floor(Math.random() * PrimeNumber1.length)];
return PrimeNumber1random;
}
var PrimeNumber1replacer= PrimeNumber1();
$('.PrimeNumber1replacer').html(PrimeNumber1replacer);
function PrimeNumber2() {
var PrimeNumber2= ['3', '5', '7', '11'];
var PrimeNumber2random= PrimeNumber2[Math.floor(Math.random() * PrimeNumber2.length)];
return (PrimeNumber2random !== PrimeNumber1replacer) ? PrimeNumber2random: PrimeNumber2();
}
var PrimeNumber2replacer= PrimeNumber2();
$('.PrimeNumber2replacer').html(PrimeNumber2replacer);
I USE THESE VARIABLES TO REPLACE ELEMENTS WITH CORRESPONDING CLASSES WITH THE VALUES OF THE RESPECTIVE VARIABLES
<span class = "GenerateRandomNumber1to20nNo2"></span>
<span class = "GenerateRandomNumber1to20nNo2"></span>
<span class = "GenerateRandomNumber1to20lessthanNo1"></span>
<span class = "GenerateRandomNumber1to20lessthanNo2"></span>
<span class = "PrimeNumber1replacer"></span>
<span class = "PrimeNumber2replacer"></span>
Sometimes, the code works fine: the variables generate and the elements are replaced with those variables. Other times, the variables don't populate and I get one of the two following errors:
Uncaught RangeError: Maximum call stack size exceeded
at GenerateRandomNumber1to20lessthanNo2 *[or No1]*
OR
Uncaught TypeError: PrimeNumber2 *[or 1]* is not a function
at PrimeNumber2
I tried to do some research on Stackoverflow and it seems it might be an issue with recursion, but I have no idea how to fix this issue. If anyone has any advice, I would appreciate it.
Thank you!

You get a stack overflow because almost none of the JS engines are ES6 compliant yet so even though you use tail recursion you blow the stack. The best thing right now is to rewrite it into a loop that does the same until you have succeded.
function generateRandomNumber(predicate = v => true) {
const min = 2;
const max = 20;
let random;
do {
random = Math.floor(Math.random() * (max - min + 1)) + 1;
} while (!predicate(random));
return random;
}
// two different numbers
const first1 = generateRandomNumber();
const second1 = generateRandomNumber(v => v !== first1);
// two different number less than previous
const first2 = generateRandomNumber();
const second2 = generateRandomNumber(v => v < first2); // possible infinite loop
// two different prime numbers
function isPrime(n) {
if (n % 2 === 0) return n == 2
const limit = Math.sqrt(n);
for (let i = 3; i <= limit; i += 2) {
if (n % i === 0)
return false;
}
return true;
}
const first3 = generateRandomNumber(isPrime);
const second3 = generateRandomNumber(v => isPrime(v) && v !== first3);
I've left out the code that puts the values onto the DOM since it's not very interesting. I don't name the variables after the function since they share the same namespace and thus after setting the name GenerateRandomNumber1to20No1 the function has been replaced with the value.
Note that i mention the "two different number less than previous" that you might get an infinite loop. There is a 5,5% chance that the first random number is 2. There is no number generated by that same function which is smaller than 2 and thus it will not terminate.

Related

Getting infinity loop while checking factors of a number in while loop

I am struggling with infinite loop problem while Array exercise implementation which needs to be done with Java Script functional way:
I have a code which creates an array and fills its values with numbers which fulfil condition:
Each array element has a value,
which we draw from the range <100, 200> until the sum of digits is
a number having exactly two dividers, not counting 1 and this one
numbers.
I have a code like below:
const generateNumber = (min, max) =>
Math.floor(Math.random() * (max - min + 1)) + Math.floor(min);
const unities = number => number % 10;
const hundreds = number => Math.floor((number % 1000) / 100);
const tens = number => Math.floor((number % 100) / 10);
const sumDigits = (number) => unities(number) + hundreds(number) + tens(number);
const countNumberFactors = number => Array
.from(Array(number + 1), (_, i) => i)
.filter(i => number % i === 0)
.slice(1, -1)
.length;
const generateNumberUntilConditionNotAchieve = (min, max) => {
let number = generateNumber(min, max);
const digitsSum = sumDigits(number);
while (countNumberFactors(digitsSum) === 2) {
number = generateNumber(min, max)
}
return number;
}
const generateArray = (minArrSize, maxArrSize, minItemValue, maxItemValue) =>
Array(generateNumber(minArrSize, maxArrSize))
.fill(0)
.map(
() => generateNumberUntilConditionNotAchieve(minItemValue,
maxItemValue));
const main = () => {
const generatedArray = generateArray(1, 5, 100, 200);
console.log("Array -> " + generatedArray);
}
main();
For small minArraySize and maxArraySize values sometimes I am receiving desirable result but for params like <10, 100> my IDE is freezing. On online editor with pasted above code, I am receiving information about the infinite loop on line:
while (countNumberFactors(digitsSum) === 2)
I tried to investigate a root cause by trial and error but I did not find out a solution. I will be grateful for suggestions on how to solve the above infinite loop problem.
You are changing number but checking digitsSum. All you need to do to fix this is add digitsSum = sumDigits(number) in the while loop. e.g.
const generateNumberUntilConditionNotAchieve = (min, max) => {
let number = generateNumber(min, max);
const digitsSum = sumDigits(number);
while (countNumberFactors(digitsSum) === 2) {
number = generateNumber(min, max);
digitsSum = sumDigits(number);
}
return number;
}

Generating DIFFERENT numbers with Javascript

This is how I generate 6 different numbers:
window.random_row = Math.floor(Math.random() * (len_board - 1)) + 1;
window.random_column = Math.floor(Math.random() * (len_board - 1)) + 1;
window.random_row2 = Math.floor(Math.random() * ((len_board-1) - 1)) + 1;
window.random_column2 = Math.floor(Math.random() * ((len_board-1) - 1)) + 1;
window.random_row3 = Math.floor(Math.random() * ((len_board+1) - 1)) + 1;
window.random_column3 = Math.floor(Math.random() * ((len_board+1) - 1)) + 1;
However, I don't want the rows/columns to be the same number, e.g random_row == random_column is allowed, but I don't want random_row == random_row2. I was thinking of using an if/else statement. Something along the lines of: if (random_row == random_row2) then generate a new random_row2 but it came to my mind that the number could be the same again so I guess that would not be the right way to go about it. Does anyone have an idea about how to solve this issue?
I saw a good answer in https://stackoverflow.com/a/2380113/5108174
Adapting to your question:
function generate(qt, len_board) {
var arr = [];
while(arr.length < qt) {
var randomnumber = Math.floor(Math.random() * (len_board - 1)) + 1;
if(arr.indexOf(randomnumber) > -1) continue;
arr.push(randomnumber);
}
return arr;
}
var rows=generate(3,len_board);
var columns=generate(3,len_board);
window.random_row = rows[0];
window.random_column = columns[0];
window.random_row2 = rows[1];
window.random_column2 = columns[1];
window.random_row3 = rows[2];
window.random_column3 = columns[2];
Create an array of numbers from 1 .. len-board
shuffle it (sort with Math.random() < 0.5 sort function)
take the first 6.
Think of it as like shuffling a deck of cards, that you cannot pull the same card twice.
All "unique".
What about trying with a while cycle?
while(random2 == random1 || random2 == random3)
{
random2= math.....;
}

Generate random number between 000 to 999, and a single digit can only occur maximum of two times

How can I generate numbers that range from 000 to 999? Also, a single digit can only occur maximum of two times in the same number.
Examples of numbers I'd like to generate:
094
359
188
900
004
550
Examples of numbers I don't want to generate:
000
999
444
What I've got so far:
function randomNumbers () {
var one = Math.floor(Math.random() * 9) + 0;
var two = Math.floor(Math.random() * 9) + 0;
var three = Math.floor(Math.random() * 9) + 0;
return '' + one + two + three;
};
I know the code can be improved a lot, I just don't know how. Current function isn't checking if the same number occurs three times (should only occur a maximum of two).
I can use jQuery in the project.
Here is a solution that will never have to retry. It returns the result in constant time and spreads the probability evenly among the allowed numbers:
function randomNumbers () {
var val = Math.floor(Math.random() * 990);
val += Math.floor((val+110)/110);
return ('000' + val).substr(-3);
};
// Test it:
var count = new Array(1000).fill(0);
for (i=0; i<100000; i++) {
count[+randomNumbers()]++;
}
// filter out the counters that remained zero:
count = count.map((v,i) => [i,v]).filter( ([i,v]) => !v ).map( ([i,v]) => i );
console.log('numbers that have not been generated: ', count);
You could count the digits and check before return the value.
function getRandom() {
var count = {};
return [10, 10, 10].map(function (a) {
var v;
do {
v = Math.floor(Math.random() * a);
} while (count[v] && count[v] > 1)
count[v] = (count[v] || 0) + 1;
return v;
}).join('');
}
var i = 1000;
while (i--) {
console.log(getRandom());
}
.as-console-wrapper { max-height: 100% !important; top: 0; }
Try this :
$(document).ready(function() {
for(var i=0; i<50;i++)
console.log(randomNumbers ());
function randomNumbers () {
var one = Math.floor(Math.random() * 9);
var two = Math.floor(Math.random() * 9);
var three = Math.floor(Math.random() * 9);
if( one == two && two == three && one == three )
randomNumbers();
else
return (""+one + two + three);
}
})
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
The following should give you the expected result:
function getRandom() {
var randomNo = Math.floor(Math.random() * 999);
var splitted = randomNo.toString().split("");
var res = [];
splitted.filter(v => {
res.push(v);
if (res.filter(x => x == v).length > 2) return false;
return true;
});
while (splitted.length < 3) {
var ran = Math.floor(Math.random() * 9);
if (splitted.indexOf(ran) < 0) splitted.push(ran);
}
console.log(splitted.join(""))
return splitted.join("");
}
for (x = 0; x<100;x++) {getRandom()}
Keeps track of what you started.
function randomNumbers () {
var one = Math.floor(Math.random() * 10);
var two = Math.floor(Math.random() * 10);
var three = Math.floor(Math.random() * 10);
return one==two && two==three ? randomNumbers(): '' + one + two + three;
};
Here the function call itself recursively up to the point where it result
meets the requirements. The probability of generating three equal numbres is 1/100 so be sure that it will recurse nearly to never.
If, it were me, to be more flexible, I'd write a function I could pass parameters to and have it generate the numbers like the below:
function getRandoms(min, max, places, dupes, needed) {
/**
* Gets an array of random numbers with rules applied
* #param min int min Minimum digit allowed
* #param mas int min Maximum digit allowed
* #param dupes int Maximum duplicate digits to allow
* #param int needed The number of values to return
* #return array Array of random numbers
*/
var vals = [];
while (vals.length < needed) {
var randomNum = Math.floor(Math.random() * max) + min;
var digits = randomNum.toString().split('');
while (digits.length < places) {
digits.push(0);
}
var uniqueDigits = digits.removeDupes();
if ((places - uniqueDigits.length) <= dupes) vals.push(digits.join(''));
}
return vals;
}
// for convenience
Array.prototype.removeDupes = function() {
/**
* Removes duplicate from an array and returns the modified array
* #param array this The original array
* #return array The modified array
*/
var unique = [];
$.each(this, function(i, item) {
if ($.inArray(item, unique)===-1) unique.push(item);
});
return unique;
}
var randomNumbers = getRandoms(0, 999, 3, 2, 10);
console.log(randomNumbers);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>

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])
);

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