RND: Difference between revisions
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{{PageSyntax}} | {{PageSyntax}} | ||
:: result! = [[RND]] [(''n'')] | :: result! = [[RND]] [(''n'')] | ||
{{ | {{PageParameters}} | ||
* ''n'' is a [[SINGLE]] numeric value that defines the behavior of the RND function but is '''NOT normally required''': | * ''n'' is a [[SINGLE]] numeric value that defines the behavior of the RND function but is '''NOT normally required''': | ||
::n parameter omitted: Returns next random number in the sequence. | ::n parameter omitted: Returns next random number in the sequence. | ||
::n = 0: Return the last value returned. | ::n = 0: Return the last value returned. | ||
::n < 0: Always returns the same value for any given n | ::n < 0: Always returns the same value for any given n | ||
::n > 0: the sequence of numbers generated will not change unless [[RANDOMIZE]] is initiated. | ::n > 0: the sequence of numbers generated will not change unless [[RANDOMIZE]] is initiated. | ||
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* If you need an integer range of numbers, like a dice roll, round it down to an [[INT]]. Add 1 to the maximum number with [[INT]]. | * If you need an integer range of numbers, like a dice roll, round it down to an [[INT]]. Add 1 to the maximum number with [[INT]]. | ||
* The random sequence is 2 ^ 24 or 16,777,216 entries long, which can allow repeated patterns in some procedures. | * The random sequence is 2 ^ 24 or 16,777,216 entries long, which can allow repeated patterns in some procedures. | ||
* Formulas for the [[INT|Integer]] or [[CINT|Closest Integer]] of ANY number range from ''min%''(lowest value) to ''max%''(greatest value): | * Formulas for the [[INT|Integer]] or [[CINT|Closest Integer]] of ANY number range from ''min%''(lowest value) to ''max%''(greatest value): | ||
::* Using [[INT]]: randNum% = INT(RND * (max% - min% + 1)) + min% | ::* Using [[INT]]: randNum% = INT(RND * (max% - min% + 1)) + min% | ||
::* Using [[CINT]]: randNum% = CINT(RND * (max% - min%)) + min% | ::* Using [[CINT]]: randNum% = CINT(RND * (max% - min%)) + min% | ||
* Use [[RANDOMIZE]] [[TIMER]] for different random number results each time a program is run. | * Use [[RANDOMIZE]] [[TIMER (function)|TIMER]] for different random number results each time a program is run. | ||
* [[RUN]] should reset the [[RANDOMIZE]] sequence to the starting [[RND]] function value.(Not yet in QB64) | * [[RUN]] should reset the [[RANDOMIZE]] sequence to the starting [[RND]] function value.(Not yet in QB64) | ||
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''Example 1:'' Generating a random integer value between 1 and 6 (inclusive) using INT. | ''Example 1:'' Generating a random integer value between 1 and 6 (inclusive) using INT. | ||
{{CodeStart}} | {{CodeStart}} | ||
dice% = {{Cl|INT}}({{Cl|RND}} * 6) + 1 'add one as INT value never reaches 6 | dice% = {{Cl|INT}}({{Cl|RND}} * 6) + 1 'add one as INT value never reaches 6 | ||
{{CodeEnd}} | {{CodeEnd}} | ||
''Example 2:'' Using uniform random numbers to create random numbers with a gaussian distribution ([ | ''Example 2:'' Using uniform random numbers to create random numbers with a gaussian distribution ([[Wikipedia:Marsaglia polar method|Marsaglia's polar method]]). | ||
{{CodeStart}} | {{CodeStart}} | ||
{{Cl|DO}} | {{Cl|DO}} | ||
u! = {{Cl|RND}} * 2 - 1 | u! = {{Cl|RND}} * 2 - 1 | ||
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s! = SQR(-2 * {{Cl|LOG}}(s!) / s!) * 0.5 | s! = SQR(-2 * {{Cl|LOG}}(s!) / s!) * 0.5 | ||
u! = u! * s! | u! = u! * s! | ||
v! = v! * s! | v! = v! * s! | ||
{{CodeEnd}} | {{CodeEnd}} | ||
:''Explanation:'' Values ''u!'' and ''v!'' are now two independent random numbers with gaussian distribution, centered at 0. | :''Explanation:'' Values ''u!'' and ''v!'' are now two independent random numbers with gaussian distribution, centered at 0. | ||
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''Example 3:'' Random flashes from an explosion | ''Example 3:'' Random flashes from an explosion | ||
{{CodeStart}} | {{CodeStart}} | ||
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(640, 480, 32) | {{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(640, 480, 32) | ||
{{Cl|RANDOMIZE}} {{Cl|TIMER}} | {{Cl|RANDOMIZE}} {{Cl|TIMER (function)|TIMER}} | ||
BC = 120 ' BALL COUNT | BC = 120 ' BALL COUNT | ||
{{Cl|DIM}} ballx(1 {{Cl|TO}} BC) | {{Cl|DIM}} ballx(1 {{Cl|TO}} BC) | ||
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{{Cl|NEXT}} J | {{Cl|NEXT}} J | ||
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> "" | {{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> "" | ||
{{CodeEnd}} {{ | {{CodeEnd}} | ||
{{Small|Code by Falcon}} | |||
{{PageSeeAlso}} | {{PageSeeAlso}} | ||
* [[RANDOMIZE]], [[TIMER]] | * [[RANDOMIZE]], [[TIMER (function)]] | ||
* [[INT]], [[CINT]], [[FIX]] | * [[INT]], [[CINT]], [[FIX]] | ||
{{PageNavigation}} | {{PageNavigation}} |
Latest revision as of 16:32, 14 June 2024
The RND function returns a random number with a value between 0 (inclusive) and 1 (exclusive).
Syntax
- result! = RND [(n)]
Parameters
- n is a SINGLE numeric value that defines the behavior of the RND function but is NOT normally required:
- n parameter omitted: Returns next random number in the sequence.
- n = 0: Return the last value returned.
- n < 0: Always returns the same value for any given n
- n > 0: the sequence of numbers generated will not change unless RANDOMIZE is initiated.
Description
- The random numbers generated range from 0 minimum to .9999999 maximum SINGLE values that never equal 1.
- To get values in a range larger than 1, multiply RND with a number to get returns up to but not including that numerical value.
- To get values starting at a certain number, add that number to the RND result as RND minimums can be 0.
- If you need an integer range of numbers, like a dice roll, round it down to an INT. Add 1 to the maximum number with INT.
- The random sequence is 2 ^ 24 or 16,777,216 entries long, which can allow repeated patterns in some procedures.
- Formulas for the Integer or Closest Integer of ANY number range from min%(lowest value) to max%(greatest value):
- Use RANDOMIZE TIMER for different random number results each time a program is run.
- RUN should reset the RANDOMIZE sequence to the starting RND function value.(Not yet in QB64)
Example 1: Generating a random integer value between 1 and 6 (inclusive) using INT.
dice% = INT(RND * 6) + 1 'add one as INT value never reaches 6 |
Example 2: Using uniform random numbers to create random numbers with a gaussian distribution (Marsaglia's polar method).
DO u! = RND * 2 - 1 v! = RND * 2 - 1 s! = u! * u! + v! * v! LOOP WHILE s! >= 1 OR s! = 0 s! = SQR(-2 * LOG(s!) / s!) * 0.5 u! = u! * s! v! = v! * s! |
- Explanation: Values u! and v! are now two independent random numbers with gaussian distribution, centered at 0.
Example 3: Random flashes from an explosion
SCREEN _NEWIMAGE(640, 480, 32) RANDOMIZE TIMER BC = 120 ' BALL COUNT DIM ballx(1 TO BC) DIM bally(1 TO BC) DIM velx(1 TO BC) DIM vely(1 TO BC) DIM bsize(1 TO BC) Y = INT(RND * (400 - 100 + 1)) + 100 X0 = 325 Y0 = 300 Tmax = 150 DO FOR p = 1 TO BC T = INT(RND * (Tmax - 50 + 1)) + 50 X = INT(RND * (1000 + 500 + 1)) - 500 velx(p) = (X - X0) / T ' calculate velocity based on flight time vely(p) = -1 * (Y - .05 * (T ^ 2 + 20 * Y0)) / (T) ' verticle velocity NEXT p FOR w = 1 TO BC bsize(w) = INT(RND * (10 - 0 + 1)) + 0 'size NEXT w FOR J = 1 TO Tmax _LIMIT 60 CLS 'FOR i = 0 TO 255 STEP .5 'CIRCLE (X0, Y0), i, _RGB(255 - i, 0, 0), 0, 3.147 ' NEXT i R = INT(RND * (25 - 20 + 1)) + 20 'random glimmer FOR z = 1 TO BC ballx(z) = X0 + velx(z) * J bally(z) = Y0 - vely(z) * J + .5 * .1 * J ^ 2 NEXT z FOR d = 1 TO BC RCOL = INT(RND * (255 - 0 + 1)) 'color FOR i = 0 TO bsize(d) + 1 STEP .4 'draw balls CIRCLE (ballx(d), bally(d)), i, _RGBA(255, RCOL - (R * i), RCOL - R * i, 255) NEXT i NEXT d _DISPLAY NEXT J LOOP UNTIL INKEY$ <> "" |
See also