In the Code Academy JS course, Dragon Slayer 2/6, the following text is used in the hint to describe the order of operations for the code I included in the title.
How does this code work?
Math.floor(Math.random() * 5 + 1);
First we use Math.random() to create a random number from 0 up to 1. For example, 0.5
Then we multiply by 5 to make the random number from 0 up to 5. For >example, 0.5 * 5 = 2.5
Next we use Math.floor() to round down to a whole number. For example, >Math.floor( 2.5 ) = 2
Finally we add 1 to change the range from between 0 and 4 to between 1 and >5 (up to and including 5)
I've looked this up in several different places (here and here), and a majority of them either focus on the range that Math.random() produces (which I understand) or confirm the order of operations outlined in the hint, wherein "Math.floor" acts upon "Math.random()*5" prior to the "+1" being added.
It seems to me however that, according to the order of operations that I learned in school, the last two steps should be flipped. Would that not be the case since "Math.random()*5" and the "+ 1" are both within the parenthesis?
While the difference between these two might not make a difference in the value returned from this particular code, I could see a fundamental change in the order of operation like the one outlined here would cause me some frustration further down the road if I didn't know it.
Math.floor() will work on whatever is inside the brackets, after it has been calculated.
Math.floor(Math.random() * 5 + 1)
is the same as
var i = Math.random() * 5;
i += 1;
Math.floor(i);
You are correct that the wording on the page is wrong. The last thing that will happen is the floor call. Everything in the parenthesis will be processed first.
Honestly, I think they mixed up here, and you're right. According to PEMDAS and any mathematics I've ever learned, the +1 comes before the Math.floor function.
The Math.random() function returns a random number in the range [0, 1) that is, from 0 (inclusive) up to but not including 1 (exclusive). It can be any thing like 0,.34,.42 etc.
if you want random number between 0-5.
you will used Math.Random()*5. This will give you any number like 0,4.43.4.34 but not five.
Then we add 1 like this Math.random() * 5 + 1. Now the chances is you will get a number which is between 0 and 6. But you don't want number above 5. so
you apply floor method which will return largest integer less than or equal to a given number.
Related
I am curious how Stake.com managed to create the game "Limbo" where the odds of a multiplier happening is specific to the probability they've calculated. Here's the game : https://stake.com/casino/games/limbo
For example :
Multiplier -> x2
Probability -> 49.5% chance.
What it means is you have a 49.5% chance of winning because those are the odds that the multiplier will actually hit a number above x2.
If you set the multiplier all the way up to x1,000,000. You have a 0.00099% chance of actually hitting 1,000,000.
It's not a project I'm working on but I'm just extremely curious how we could achieve this.
Example:
Math.floor(Math.random()*1000000)
is not as random as we think, since Math.random() generates a number between 0-1. When paired with a huge multiplier like 1,000,000. We would actually generate a 6-figure number most of the time and it's not as random as we thought.
I've read that we have to convert it into a power law distribution but I'm not sure how it works. Would love to have more material to read up on how it works.
It sounds like you need to define some function that gives the probability of winning for a given multiplier N. These probabilities don't have to add up to 1, because they are not part of the same random variable; there is a unique random variable for each N chosen and two events, win or lose; we can subscript them as win(N) and lose(N). We really only need to define win(N) since lose(N) = 1 - win(N).
Something like an exponential functional would make sense here. Consider win(N) = 2^(1 - N). Then we get the following probabilities of winning:
n win(n)
1 1
2 1/2
3 1/4
4 1/8
etc
Or we could use just an inverse function: win(N) = 1/N
n win(n)
1 1
2 1/2
3 1/3
...
Then to actually see whether you win or lose for a given N, just choose a random number in some range - [0.0, 1.0) works fine for this purpose - and see whether that number is less than the win(N). If so, it's a win, of not, it's a loss.
Yes, technically speaking, it is probably true that the floating point numbers are not really uniformly distributed over [0, 1) when calling standard library functions. If you really need that level of precision then you have a much harder problem. But, for a game, regular rand() type functions should be plenty uniform for your purposes.
I'm making this acres and karats calculator for my uncle to help him in his work.
I'll explain the whole idea of this thing with this example. So if you add 3.22 + 2.2 it should be = 5.42 but in this calculator 3.22 + 2.2 should = 6, because 3 acres + 2 acres = 5 acres and 22 karats + 2 karats = 1 acre, so the total would be 6 acres.
The way I'm doing it in the code is that I'm splitting a number like 3.22 to two, 3 and 22 and the other number to 2 and 2 and I add the whole numbers together and the fractions together and if the fractions are >= 24 I add one to the whole numbers and if there're fractions left from the whole calculation I leave it. For example 3.15 + 2.15 = 6.6, but I'm stuck on how I can add the numbers, there's also an error in there that I don't know how to resolve.
Anyway here's the code
function getValue(v) {
return +v.toString().match(/\.(\d*)/)[1] || 0;
}
function getTotal() {
d += Math.floor(num);
p += getValue(num);
if (p >= 24) {
p -= 24;
++d;
}
total = d + p / 100;
ptag.textContent = total;
}
I added the part of the code where I'm stuck.
Note: I'm trying to make the thing able to add multiple numbers not only two. Also I'm trying to add subtraction but I have no idea how to start working on the subtraction because I haven't even finished the addition.
If the error you are talking about is something like this:
Uncaught TypeError: Cannot read property '1' of null
It is because of your getValue function.
My suggestion is, instead of using something as complicated as
function getValue(v) {
return +v.toString().match(/\.(\d*)/)[1] || 0;
}
use
function getValue(v) {
return floor((v % 1) * 100);
}
This has the same effect as the code you wrote. Which for example, from input 3.13, returns 13.
But there are few other problems.
First, you should update your num variable every now and often, otherwise, it is always going to stay as an empty string (you only defined it on line 20, and you didn't update it after that).
Second, you should clear the d and p variable after you use. As of right now, both of these variables just keeps on increasing every time you run the getTotal function
For your question of how you can add two numbers, I suggest you to create a variable where you can store the first number that the user typed.
For example, when the user typed in 4.19 and pressed the plus button, save that 4.19 into a variable (let's say firstNum).
Then when the user pressed equal button, add the number from the current input field with the firstNum variable.
On how exactly you are going to add two different numbers, break two numbers you want to add into Acres part and Karats parts. Then add them separately, then use your getTotal.
So if the number is 3.21 and 5.18, add 3 and 5, add 21 and 18, then add both of them.
you'll get 8.39. Finally, convert 8.39 into 9.15.
Sorry if my calculation is not correct. It is my first time with this concept!
But I believe this is the way to go.
I have this simple array:
var RedirUrl = new Array(4);
RedirUrl[0] = 'http://mafi.se/mf_redir/new_install_'+this_version+'.html';
RedirUrl[1] = 'http://ifurls.com/mf_redir/new_install_'+this_version+'.html';
RedirUrl[2] = 'http://ez.se/xml-update/mf_redir/new_install_'+this_version+'.html';
RedirUrl[3] = 'http://ilovre.net/mf_redir/new_install_'+this_version+'.html';
RedirUrl[4] = 'http://rihel.com/mf_redir/new_install_'+this_version+'.html';
and then
RedirUrl.sort(function() {return 0.5 - Math.random()})
The last bit is what is confusing me.
I understand the "sort" and I understand the Math.random but the return 0.5 confuses me... what exactly is that?
(Needless to say I downloaded it off the net as it does what i want it to do... but i just dont understand it.)
It's sorting the list of URLs with a sorting method that randomly returns values that are greater than or less than 0 in about half the cases each.
Math.random() returns a number betweeen 0 and 1. Therefore 0.5 - Math.random() is a randomly decided value between -0.5 and 0.5. About half of those values are greater than zero and half of those are less than zero.
So about half of the time the comparison function will say that the first object is greater than the second and half of the time it will say the opposite.
It's a simple way to randomly shuffle the array. As has been pointed out in the comments, it's not a good way to shuffle an array (because the distribution is not even).
This question has a working implementation of the known-good Fisher-Yates shuffle.
sort() takes a function for comparing values in an array as it's argument. Here the sort() method is told to give a random number between 0.0 and 1.0, and the 0.5 is there to make the random number go between -0.5 to 0.5, this randomly saying lesser or greater than.
A comparator function should return < 0 to indicate that the first value is smaller, > 0 to indicate that it's larger, and 0 to indicate equality. Math.random() returns a number between 0 and 1. So, by doing the subtraction, you get random ordering!
This would shuffle the array. If a function is used withing Array.sort() then it usually has two parameters which are compared Array.sort(function(a,b){}). A return value less than 0 indicates that a is before b, greater than 0 that a is after b and 0 that they have the same order. Using 0.5 - Math.random() means that you should get values greater or less than 0 at random.
Seems the script will randomly shuffle this array by having the compare function randomly returns a value between -0.5 and +0.5
Also it generates an array of length 4 but then fills it with 5 items
I suggest this format instead
var RedirUrl = [
'http://mafi.se/mf_redir/new_install_'+this_version+'.html',
'http://ifurls.com/mf_redir/new_install_'+this_version+'.html',
'http://ez.se/xml-update/mf_redir/new_install_'+this_version+'.html',
'http://ilovre.net/mf_redir/new_install_'+this_version+'.html',
'http://rihel.com/mf_redir/new_install_'+this_version+'.html'
]
Here sort will be performing a sort based on the comparison function that you pass to it.
In your case, it is:
function() {return 0.5 - Math.random()}
Assuming you are familiar with comparison based sorting, the function should return a negative value indicating that the left hand side value is less, zero if they are equal and positive if left hand side value is greater than the right hand side value, much like C function strcmp().
Looking into the function that you have, it will try to perform a random sort, that is try to shuffle the array.
On an additional note, this kind of shuffling algorithm is not an ideal one. It will be self contradictory. Since everything will occur at random, it may lead to situations where say, a.
Is this correct? using - http://en.wikipedia.org/wiki/Binomial_probability
Looks like values are from .0000000000000000 to .9999999999999999
Probability of happening twice = p^2 = (1/9999999999999999)^2 = 1.0 e-32
I think I am missing something here?
Also, how does being a pseudo random number generator change this calculation?
Thank You.
In an ideal world Math.random() would be absolutely random, with one output being completely independent from another, which (assuming p=the probability of any given number being produced) results in a probably of p^2 for any value being repeated immediately after another (as others have already said).
In practice people want Math.random to be fast which means pseudo-random number generators are used by the engines. There are many different kinds of PRNG but the most basic is a linear congruential generator, which is basically a function along the lines of:
s(n + 1) = some_prime * s(n) + some_value mod some_other_prime
If such a generator is used then you won't see a value repeated until you've called random() some_other_prime times. You're guaranteed of that.
Relatively recently however it's become apparent that this kind of behaviour (coupled with seeding the PRNGs with the current time) could be used for some forms tracking have led to browsers doing a number of things that mean you can't assume anything about subsequent random() calls.
I think the probability of getting two numbers in a row is 1 divided by the range of the generator, assuming that it has a good distribution.
The reason for this is that the first number can be anything, and the second number needs to just be that number again, which means we don't care about the first number at all. The probability of getting the same number twice in a row is the same as the probability of getting any particular number once.
Getting some particular number twice in a row, e.g. two 0.5s in a row, would be p^2; however, if you just care about any number twice in a row, it's just p.
If the numbers were truly random, you'd expect them, indeed, to appear with probability 1/p, so twice that would be 1/p^2.
The value for p is not exactly the one you have though, because the numbers are being represented internally as binary. Figure out how many bits of mantissa the numbers have in javascript and use that for your combinatoric count.
The "pseudorandom" part is more interesting, because the properties of pseudorandom number generators vary. Knuth does some lovely work with that in Seminumerical Algorithms, but basically most usual PN generators have at least some spectral distributiuon. Cryptograp0hic PN generators are generally stronger.
Update: The amount of time shouldn't be significant. Whether it's a millisecond or a year, as long as you don't update the state The probabilities will stay the same.
The probability that you would get 2 given numbers is (1/p)^2, but the probability that you get 2 of same numbers (any) is 1/p. That is because the first number can be anything, and the second just needs to match that.
You can kind of find out, just let it run a few days :)
var last = 0.1;
var count = 0 | 0;
function rand(){
++count;
var num = Math.random();
if(num === last){
console.log('count: '+count+' num: '+num);
}
last = num;
}
while(true) rand();
Is there a simple jQuery way to create numbers randomly showing then a number 1 -6 is choosing after a few seconds? [Like dice]
This doesn't require jQuery. The JavaScript Math.random function returns a random number between 0 and 1, so if you want a number between 1 and 6, you can do:
var number = 1 + Math.floor(Math.random() * 6);
Update: (as per comment) If you want to display a random number that changes every so often, you can use setInterval to create a timer:
setInterval(function() {
var number = 1 + Math.floor(Math.random() * 6);
$('#my_div').text(number);
},
1000); // every 1 second
You don't need jQuery, just use javascript's Math.random function.
edit:
If you want to have a number from 1 to 6 show randomly every second, you can do something like this:
<span id="number"></span>
<script language="javascript">
function generate() {
$('#number').text(Math.floor(Math.random() * 6) + 1);
}
setInterval(generate, 1000);
</script>
function rollDice(){
return (Math.floor(Math.random()*6)+1);
}
Javascript has a random() available. Take a look at Math.random().
Coding in Perl, I used the rand() function that generates the number at random and wanted only 1, 2, or 3 to be randomly selected. Due to Perl printing out the number one when doing "1 + " ... so I also did a if else statement that if the number generated zero, run the function again, and it works like a charm.
printing out the results will always give a random number of either 1, 2, or 3.
That is just another idea and sure people will say that is newbie stuff but at the same time, I am a newbie but it works. My issue was when printing out my stuff, it kept spitting out that 1 being used to start at 1 and not zero for indexing.