Random-Number-Generator | simple random number generator for Android | DevOps library
kandi X-RAY | Random-Number-Generator Summary
kandi X-RAY | Random-Number-Generator Summary
A clean, simple random number generator for Android. Downloaded 180,000+ times and rated 2,000+ times on Google Play with 4.7+ average rating.
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Top functions reviewed by kandi - BETA
- Initializes the HomeView
- Display Homepage dialog
- Set the state of the dialog
- Sets the background color of action bar
- Generates a random number
- Check to see if the form is valid
- Gets the results as a string
- Initializes the activity
- Returns the rng settings
- Start the Activity
- Get the initial history data
- Called when an item is clicked
- Helper method to initialize the menu item
- Reset the dialog
- Called when the activity is created
- Registers the activity
- Unbinds the view
- Draws the rectangle over the RecyclerView
- Initializes this instance
- Set up the contentView
- Get the excluded number view
- Method to handle roll action
- Adds the excluded item
- Opens the results
- List of excluded numbers
- Generate tickets
Random-Number-Generator Key Features
Random-Number-Generator Examples and Code Snippets
Community Discussions
Trending Discussions on Random-Number-Generator
QUESTION
I am looking for a random number generator with 3 inputs for a terrain generator. The inputs are an x, y (position) and a seed value. And the function returns back a random number from 0-1.
So far I found this question, but this has 2 inputs. Although I can combine x and y to a single number, to get two inputs, this will restrict the choices I will have for x, y as they need to be sufficiently large (the terrain is infinite).
Is there any random function that takes in 3 inputs, or would I need to end up using the 2 input version?
...ANSWER
Answered 2022-Mar-10 at 11:21Something like this should work. It takes three 32-bit integers, and outputs a single 32-bit integer. If you want to turn the output into a double between 0 and 1, just divide by UINT32_MAX
.
The input and output sizes can be adjusted.
You can also tweak the balance between output quality and speed. You'll notice that the middle section is just repeated 3 lines, remove or add more of them to make the output more or less biased.
Here's the C code.
QUESTION
I wanted a string to contain 0 or 1 for some project. So i tried this
...ANSWER
Answered 2021-Dec-28 at 15:16Add the seed before the loop:
QUESTION
For a given version of Godot, you can deterministically generate OpenSimplexNoise
using seed
(documentation).
However, in the documentation for RandomNumberGenerator
there is the following:
Note: The underlying algorithm is an implementation detail. As a result, it should not be depended upon for reproducible random streams across Godot versions.
Some workarounds for the above issue are described here, the short answer is to write a custom portable RNG.
Is there any way to insert a custom RNG for OpenSimplexNoise
to manage determinism? Is there another solution?
ANSWER
Answered 2021-Sep-22 at 03:37The Godot developers are warning you that they might decide to change RandomNumberGenerator
for a future version (also and some changes happened already).
And no, you can't insert a custom random number generator for OpenSimplexNoise
.
Anyway, OpenSimplexNoise
does not use RandomNumberGenerator
or rand
. Instead it takes this library as a git module: smcameron/open-simplex-noise-in-c.
Does OpenSimplexNoise
change? Rarely. However, there is a breaking change in OpenSimplexNoise
for Godot 4 and 3.4: the axis has been swaped (this is a fix).
So that leads us to add a custom noise solution. Which could be a port of OpenSimplex noise to C# or GDScript.
See open-simplex-noise.c from Godot source and digitalshadow/OpenSimplexNoise.cs (which is a port to C#, there are some other ports linked in the comments there too).
And for the texture, there are a couple options:
- You can create a script that draws the image (I suggest using lockbits) and set it.
- Or you can extend Viewport (which entains adding a Viewport to the scene and attaching a script). Then you take advantage of
ViewportTexture
, and you can take advantage of shaders to create the texture you want. Take BastiaanOlij/godot-noise-texture-asset for reference.
QUESTION
guys.
I have found here a very basic random generator with seeding feature. Have also attached the code as a snippet.
...ANSWER
Answered 2021-Jun-01 at 01:34I don't understand why you have ctypes in there at all. The issue is that Javascript integers are limited to 32 bits, whereas Python has infinite precision. This does what you want:
QUESTION
Let's take this example composite action found on Github's documentation:
...ANSWER
Answered 2021-Apr-27 at 13:42It seems my attempt was correct with the exception of one detail:
Instead of:
QUESTION
I have this function (RDRand - written by David Heffernan) that seam to work ok in 32 bit, but failed in 64 bit :
...ANSWER
Answered 2021-Mar-19 at 08:43If you want a function that performs exactly the same then I think that looks like this:
QUESTION
Sorry if this question has been asked before, but I can't find a duplicate. Also sorry for asking too many questions lately! I am probably searching for a custom Observable.Using
method, that is not restricted to disposable resources. What I have is a cold IObservable
that maintains some internal state, for example a Random
instance. This instance should be bound not with the IObservable
itself, but with each of its subscriptions. Each subscriber should use a different instance of this resource. Take a look for example to the GetRandomNumbers
method below:
ANSWER
Answered 2020-Nov-16 at 23:54Observable.Defer
is your friend if you want per-subscriber state.
Try this:
QUESTION
In a recent interview, I came through the below question
Given a function BinaryRandom() which returns 0 or 1 randomly, create a function int MyRandom(int) which creates a random number less or equal to the given input using BinaryRandom().
As I am a daily stack overflow and GeeksForGeeks user and I recall a similar kind of problem on GeeksForGeeks, see below link
https://www.geeksforgeeks.org/implement-random-0-6-generator-using-the-given-random-0-1-generator/
The only difference is on the GeeksForGeeks range was 0-6 and in my case range is <=N (N is input integer number).
and the above solution is derived from SO using the following link
Creating a random number generator from a coin toss.
As I beginner in Algorithm, I find it hard to understand above. Can anyone please suggest a simple solution to the above question? or give a simple understanding of it?
...ANSWER
Answered 2020-Sep-06 at 17:01Given a function BinaryRandom() which returns 0 or 1
create a function intMyRandom(int)
which creates a random number less or equal to the given input
QUESTION
I am using a random number generator as is suggested by Daniel Lemire. It works very efficiently in C when it is compiled with gcc -O3
. It only takes 3.9 seconds to generate 10^9 random numbers. However, when I call the C function in Python, it is about 100 times slower.
Here is the C code:
...ANSWER
Answered 2020-Aug-12 at 13:44Why the Python code is 100 times slower than C code?
Because there's a lot to do when calling the function. The function call itself is expensive.
How can I improve the performance of the Python code?
If you want a huge list of random numbers, then you can write a C function that returns a huge list, thus minimizing the number of calls.
You could for example implemement a queue in python that stores 10000 random numbers. You initialize it with the C function mentioned above. Then the queue automatically calls the function every time you pop the last number from the queue. If that's also too slow, then maybe you should code functions using the random numbers in C too. Creating a huge list is quite expensive in Python.
An example of something that would benefit quite much from writing as a C function is an is_prime(x)
function, that is, a function that returns true if x
is a prime and false otherwise. Especially if we're talking about very large numbers. This case has these two key properties:
- There is very little data sent to and from the
is_prime(x)
function. You send it a simple integer and return a boolean. - For large
x
this is a very heavy operation
My example with creating a queue fails on the first point. There would be quite a lot of data sent between C and Python.
Your function fails on the second point. The calculation is very lightweight compared to the function call overhead.
QUESTION
I did a quick search and the only relevant questions I found talk about the old numpy.random interface. I am trying to understand how to use the new interface. I would like to be able to run some simulation for a given amount of time. Then I want to store the random number generator state information to a file so that I can continue the simulation at a later time.
I have found one way to accomplish this, but it seems to me to be a bad idea since it isn't documented in the API anywhere. I'm wondering if there is a simple way that I have somehow overlooked.
Let's say that I start a simulation with the following code.
...ANSWER
Answered 2020-Jul-24 at 21:18Accessing the bit generator through rg
is the same as declaring pg = PCG64()
and then accessing pg.state
. There's nothing wrong with accessing via rg.bit_generator. The docs are a bit scarce but the docs for BitGenerator state that accessing BitGenerator.state allows you to get and set the state if you chose BitGenerator.
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