Making four random numbers that add to a max value - javascript

At first I want to say that this question might have similar ones here, but my problem is something very different.
I am making four random numbers, but when one number is lower than max/10 or higher than max/1.2 I want to load the function again until I got the right random numbers. I wrote that like this in my script:
if (first < max / 10 || second < max / 10 || third < max / 10 || fourth < max / 10) { reken(max); }
if (first > max / 1.2 || second > max / 1.2 || third > max / 1.2 || fourth > max / 1.2) { reken(max); }
But it isn't working for me. I get numbers below 10 and sometimes up to 85. When put something stupid after the if statement like : if(){ asdhbjka } then the code crashes and waits for another second to run the script. In that way I get the good numbers. So I know my if statement is working only there is something wrong with reken(max);
Soo.. Hopefully you can help me.
function random(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
function reken(max) {
var status = document.getElementById('status');
var max = 100
var first = random(1, max / 2.0 - 3);
var second = random(1, max / 1.5 - 2 - first);
var third = random(1, max / 1.2 - 1 - first - second);
var fourth = max - first - second - third;
if (first < max / 10 || second < max / 10 || third < max / 10 || fourth < max / 10) {
reken(max);
}
if (first > max / 1.2 || second > max / 1.2 || third > max / 1.2 || fourth > max / 1.2) {
reken(max);
}
status.innerHTML = first + " - " + second + " - " + third + " - " + fourth + " / " + (first + second + third + fourth );
}
var animateInterval = setInterval(reken,1000);
<p id="status"></p>

Your problem can be found in your recursive calls..
Let's make it a bit simpler:
function findNumber()
{
var number = random(0,10);
if (number < 5)
findNumber();
document.GetElementById("labelForMyNumber").innerText(number);
}
Let's run that code.. What will happen:
Step 1: number = 6
Step 2: if fails (number > 5)
Step 3: label get text: 6
Ok, let's try that again now:
Step 1: number = 4
Step 2: If succeeds (number < 5)
Step 3: we call the function again
Step 4: new number, this time 8
Step 5: If fails (8 > 5)
Step 6: We change the text to 8.
BUT!! Step 7: We return to the first function! Number is now 4 again (see step 1)
Step 8: We change the text to number which is 4.
You see? When you go recursive, you always return to the function before, and continue to execute that code.
Now, how to solve this?
Simple way is this:
function findNumber()
{
var number = random(0,10);
if (number < 5)
findNumber();
else
document.GetElementById("labelForMyNumber").innerText(number);
}
Your code by this logic should be:
function reken(max) {
var status = document.getElementById('status');
var max = 100
var first = random(1, max / 2.0 - 3);
var second = random(1, max / 1.5 - 2 - first);
var third = random(1, max / 1.2 - 1 - first - second);
var fourth = max - first - second - third;
if ((first < max / 10 || second < max / 10 || third < max / 10 || fourth < max / 10) || (first > max / 1.2 || second > max / 1.2 || third > max / 1.2 || fourth > max / 1.2) {
reken(max);
}
else {
status.innerHTML = first + " - " + second + " - " + third + " - " + fourth + " / " + (first + second + third + fourth );
}
}

Related

I want to create a random number between 100 and 1000 , but i dont want The number to be duplicated ,like 101 or 111 or 909?

Im working on javascript problem code:
function randomNumberInt() {
return Math.floor(Math.random() * (1000 - 100 + 1) + 100);
}
You can use this function:
function genRandom() {
const digitHundreds = Math.floor(Math.random() * 9) + 1;
let digitTens = Math.floor(Math.random() * 9);
if (digitTens >= digitHundreds) digitTens++;
let digitUnits = Math.floor(Math.random() * 8);
if (digitUnits >= digitHundreds || digitUnits >= digitTens) digitUnits++;
if (digitUnits >= digitHundreds && digitUnits >= digitTens) digitUnits++;
return digitHundreds * 100 + digitTens * 10 + digitUnits;
}
console.log(genRandom());
Here digiHundreds, digitTens and digitUnits are the three digits of the number to generate.
digiHundreds has 9 choices: 1..9 (it cannot be 0)
digitTens has 10 choices, but excluding digiHundreds, so we choose from 0..8 and add 1 if it is greater or equal to digiHundreds
digitUnits has 10 choices, but excluding digiHundreds and digitTens, so we choose from 0..7 and add 1 if is greater or equal to either digiHundreds or digitTens, and add 1 more if it is greater or equal than both.
This process guarantees that the three digits are distinct. Combining the three digits to a number is a matter of multiplying them with the correct power of 10.
Fill the array untill the length is 3 and then join.
function getRandomArbitrary(min, max) {
return Math.floor(Math.random() * (max - min) + min) + 1;
}
function randomNumberInt() {
const result = [];
while (result.length !== 3) {
let random = getRandomArbitrary(0, 9);
if (!result.includes(random)) result.push(random);
// To check if the first no is not zero
if (result.length === 1 && random === 0) result.pop();
}
return parseInt( result.join("") );
}
const result = randomNumberInt();
console.log(result);
Decide each number separately.
First get last digit (any 0-9).
Then second (any 0-9, but not first).
Then the first digit (any 0-9, but not first, second, or 0).
function range(n) {
return [...Array(n).keys()] // returns [0,1,2,...,n-1]
}
function randomFromArray(arr) {
return arr[Math.floor(Math.random() * arr.length)]
}
function randomNumberInt() {
const digits = range(10) // or [...Array(10).keys()] if u do not want to declare range function
const lastDigit = randomFromArray(digits)
const possibleSecondDigits = digits.filter((n) => n !== lastDigit)
const secondDigit = randomFromArray(possibleSecondDigits)
const possibleFirstDigits = possibleSecondDigits.filter((n) => n !== 0 && n !== secondDigit)
const firstDigit = randomFromArray(possibleFirstDigits)
return firstDigit * 100 + secondDigit * 10 + lastDigit
}
console.log(randomNumberInt())
console.log(randomNumberInt())
console.log(randomNumberInt())
console.log(randomNumberInt())
console.log(randomNumberInt())

Generate second number based on first random number

I wish to use Javascript to generate a random number between 1 and 2 inclusive.
Easy enough, I think -- something like?
Math.floor((Math.random() * 2) + 1);
But then I want to generate a second number, which if the first result is 1, is 2; and if the first result is 2, is 1.
(I hope the punctuation is clear.)
Update — random integers, I should have said (i.e. 1 or 2 only).
You can do so eloquently just by subtracting the first value from 3:
var first = Math.floor((Math.random() * 2) + 1);
var second = 3 - first;
var result = Math.floor((Math.random() * 2) + 1); // Get 1 or 2
console.log("Random was: " + result); // Test
var result2 = result === 1 ? 2 : 1; // Ternary to get 2 or 1 based on first #
console.log("Answer is: " + result2); // Test
var rest = Math.floor((Math.random() * 2) + 1);
var rest2 = rest === 1 ? 2 : 1;
console.log("Random " + rest);
console.log("Num: " + rest2);
Given that this is the only scenario your scripting will handle, you can do it with a simple if statement or a ternary like so:
if example
var firstRandomNumber = Math.floor((Math.random() * 2) + 1);
var secondRandomNumber;
if (firstRandomNumber === 1) {
secondRandomNumber = 2;
} else {
secondRandomNumber = 1;
}
Ternary example
var firstRandomNumber = Math.floor((Math.random() * 2) + 1);
var secondRandomNumber = firstRandomNumber === 2 ? 1 : 2;
So you want to generate the second number, given 1 you get 2 and given 2 you get 1.
You can use this for that:
num2 = num1 % 2 + 1
This uses the modulo operator which returns the remainder of integer division. i.e.:
1 % 2 == 1 // 1 / 2 = 0r1
2 % 2 == 0 // 2 / 2 = 1r0
I wish to use Javascript to generate a random number between 1 and 2
inclusive.
function getRandInteger(min, max) {
return Math.floor(min + (1 + max - min) * Math.random());
}
var myRandomNumb = getRandInteger(1, 2);
edit for integers only
But then I want to generate a second number, which if the first result
is 1, is 2; and if the first result is 2, is 1.
a simple if / ternary operator...

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;
}

How to add a value randomly to an array using JavaScript

I am new to JavaScript and i am going through a task where i have to randomly disperse an input value between 12 loads. The other side is that each element of the array cannot differ from the next by more than one.
so for example if i have an amount of 30 i need to distribute this amount between 12 camels. I have so far written the code below, but i am using TextPad as requested i am not sure how to print out the result on the same line.
var amount = 30;
var camels = [0,0,0,0,0,0,0,0,0,0,0,0]
var div = amount/12;
var mod = amount%12;
var x = mod / 12;
for(i=0;i<camels.length;i++){
WScript.echo(camels[i] + "|" + Math.floor(div) + "|" + mod + "|" + x)
}
please comment if you need anymore info , Thanks
Here's my take on it. Note that for the requirement that states that the array values cannot differ from the next one by more than one, I consider the array to be looping, i.e. the value after the last value is the first value again.
var amount = 30;
var camels = [0,0,0,0,0,0,0,0,0,0,0,0];
while (amount > 0) {
var index = Math.floor(Math.random() * camels.length);
var previous = (camels.length + index - 1) % camels.length;
var next = (index + 1) % camels.length;
if (Math.abs(camels[index] + 1 - camels[previous]) <= 1
&& Math.abs(camels[index] + 1 - camels[next]) <= 1) {
camels[index]++;
amount--;
}
}
Update
As requested by the OP, here's an annotated version:
// the amount that needs to be distributed among the camels
var amount = 30;
// the actual values for all 12 camels, initially all zero
var camels = [0,0,0,0,0,0,0,0,0,0,0,0];
// as long as we have something to distribute
while (amount > 0) {
// get a random current index in the array, i.e. a value between 0 and 11
var index = Math.floor(Math.random() * camels.length);
// calculate the index previous to the current index;
// in case the current index is 0, the previous index will be 11
var previous = (camels.length + index - 1) % camels.length;
// calculate the index next to the current index;
// in case the current index is 11, the next index will be 0
var next = (index + 1) % camels.length;
// if adding 1 to the camel at the current index makes it so that
// the difference with the camel at the previous index is 1 or lower
// the difference with the camel at the next index is 1 or lower
if (Math.abs(camels[index] + 1 - camels[previous]) <= 1
&& Math.abs(camels[index] + 1 - camels[next]) <= 1) {
// go ahead and add 1 to that camel
camels[index]++;
// and decrement the amount accordingly
amount--;
}
}
By adding an outer cycle you can correctly add the remaining part of the amount.
while(amount > 0){
//add amount to camels
}
Check if this Fiddle is what you want to achieve.

I'm trying to use random function in Javascript?

var x = 1 + Math.Random() % 9;
if (x==1)
// do something
else if (x==2)
// do something else
I used this line — (1 + Math.Random() % 9) — in C++ to get a number between 1 and 9, but in JavaScript I'm getting a different result.
Math.random() returns a value between 0 and 1, so instead using the modulo operator you need to use a multiplication.
1 + (Math.random() * 9);
Finally, you should round or .floor() that value
var x = Math.floor( 1 + ( Math.random() * 9 ) );
or, shorter
var x = ~~( 1 + ( Math.random() * 9 ) );
There is no Math.Random() function in JavaScript. It's Math.random(). Note the capitalization.
To get a random number between a certain minimum and maximum value, do this:
var min = 1, max = 9;
Math.floor(Math.random() * (max - min + 1)) + min;
Further reading: https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Math/random
In Javascript the Math.random function returns a number between 0 and 1. If you want to get a number between 1 and 9 you'll have to work with it a bit.
var number = ((Math.random() * 10) | 0) % 9 + 1
This will give you a result between 0 and 9
Math.floor(Math.random()*9)
And by the way, jQuery is a javascript framework. Math is a native javascript function

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