array.shuffle | A simple JavaScript function to shuffle array
kandi X-RAY | array.shuffle Summary
kandi X-RAY | array.shuffle Summary
A simple JavaScript function to shuffle array randomly
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QUESTION
Let's say I have a bunch of orders for each month. An order can also extend over certain months. I do some predictions and I want to validate my predictions with KFold crossvalidation. My goal is to create K test and training sets.
I group my order ids, separate the indexes into test an training sets and collect rows based on those indexes.
The solution I came up with is slow because for every order id it uses Series.filter
with Seq.contains
. Does somebody know a more efficient way to do it in F#?
Simplified example:
...ANSWER
Answered 2022-Feb-15 at 07:19I think the trick is to access the series by its key, so you can go directly to the corresponding value. So try something like this instead:
QUESTION
I have a document saved in Firestore which looks similar to below:
...ANSWER
Answered 2020-Dec-03 at 17:03Map fields are basically key-value
pairs that represent an object embedded within your Firebase document.
QUESTION
I'm trying to learn SwiftUI from a series of lectures from Stanford(https://cs193p.sites.stanford.edu/) and am having some issues with animations. I'm creating the game Set which is a matching game where you select three cards and if they match then they are replaced with new cards etc.
Currently to show that a card has been selected the border color turns orange. The issue that im having is that when three cards are selected and match I would like the border color to flash green if matched or red if not matched. This is the code that that draws the grid of cards
...ANSWER
Answered 2020-Jul-16 at 20:04I assume the problem is with changing the color and changing it back in some amount of time.
If that is the case, use DispatchQueue.asyncAfter(deadline: DispatchTime) {}
.
usage:
QUESTION
I am trying to create an UIAlertAction that is displayed after clicking on a sort button, that would shuffle the array. I tried this:
...ANSWER
Answered 2020-May-29 at 16:37Just remove sort
, you don't want sorting, you want shuffling only.
QUESTION
my issue is that i am unable to get my score label to update properly. I am trying to add +1 when there is a correct selection of an image. However it will only update occasionally which i believe is down to the randomness of the array but i'm not sure. I have tried to change the values or how things are randomised but it wont play ball or effects the desired functionality of the game. I think this is one of those things where i have been staring at it too long. Thanks in advance!
...ANSWER
Answered 2020-May-13 at 19:19Not sure whether I'm getting your question right. But it looks like, as you can simply replace your if-statements with the following code (it doesn't matter which element in the array is equal to MainTarget, because you add 1 to the score variable, regardless of which number matches with MainTarget):
QUESTION
I shuffle my array.
I then assign a value to each of the indices in the array.
I then perform an action on each indices. In this case turning the colour of a cell in the array red. Despite having assigned a different value to each of the indices in the shuffled array I still get repetition and sometimes the same cell stays red for more than one second in a row. Why is this, it's almost as if the array is being constantly shuffled in between If statements? Code is below.
I have edited the code to show the entire viewController.
...ANSWER
Answered 2020-Apr-19 at 19:13I'm keeping this code as similar as possible to yours so that you can see what structure changes are necessary. As people have said, there are lots of things you can do to make it more concise and manageable.
Please take this only as a rearrangement suggestion, not as a good solution!
QUESTION
Since Xcode 11.4 the array doesn't get shuffled at all (regardless of the seed) when using the second implementation of the next
function.
I don't get why, since both functions generate random numbers, even though the first only populates the least significant 32 bits of the random Int64.
You can try this minimal example in Swift Playgrounds, commenting out one of the two functions.
...ANSWER
Answered 2020-Mar-29 at 23:34The problem is that the nextInt()
method of all GKRandom
types returns an integer value in the range [INT32_MIN, INT32_MAX]
, which means that your “non-working” implementation of next()
returns 64-bit values with the high 32 bits equal to zero. This “violates” the requirement of the RandomNumberGenerator
protocol that calls to next()
must produce uniformly distributed 64-bit values.
In older Swift releases this might not have caused problems, but with the implementation of Lemire’s Nearly Divisionless Random Integer Generation on 64-bit Intel platforms this has the effect that Random.next(upperBound:)
always returns zero:
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