C#: random number issue - c#

See the following:
for (int i=0; i<2; i++) {
// do some stuff
r = new Random((int)DateTime.Now.Ticks);
iRandom = r.Next(30000);
// do some other stuff
}
Don't ask me how, but iRandom is sometimes the same for both iterations of the loop. I need iRandom to be different for each iteration. How do I do this?

Change your loop to this:
r = new Random((int)DateTime.Now.Ticks);
for (int i=0; i<2; i++) {
// do some stuff
iRandom = r.Next(30000);
// do some other stuff
}
In other words, put the creation of the Random object outside the loop.

For some surprises with Math.Random doubles versus RNGCryptoServiceProvider, try plotting the results of the following (say, using a spreadsheet). This code will run in LinqPad (www.LinqPad.net). It's worth a look :)
void Main()
{
{
var ds = Enumerable.Range(1, 30).Select(i => new Random(i).NextDouble());
ds.Dump();
}
{
var csp = new System.Security.Cryptography.RNGCryptoServiceProvider();
var bs = new byte[8 * 30];
var ds = new double[30];
csp.GetBytes(bs);
for (var i = 0; i < 30; i++)
{
var d = BitConverter.ToDouble(bs, i * 8);
while (d == 0D || Double.IsNaN(d))
{
var bytes = new byte[8];
csp.GetBytes(bytes);
d = BitConverter.ToDouble(bs, 0);
}
ds[i] = Math.Log10(Math.Abs(d));
}
ds.Dump();
}
}

try creating your Random with a non time-based seed, otherwise the seed may be the same (and the random number same also)
for (int i = 0; i < 2; i++)
{
// do some stuff
r = new Random(Guid.NewGuid().GetHashCode());
iRandom = r.Next(30000);
// do some other stuff
}

A REALLY nice explanation: http://msdn.microsoft.com/en-us/library/system.random.aspx

Try seeding with a new Guid, or, better yet, use the Cryto provider... Here's a Stko article with code
Best way to seed Random() in singleton

DateTime.Now.Ticks is a Int64 type. If you cast to an int, it could be casting to the same value for the seed and therefore giving you the same random number.
No need to reseed or recreate the Random object once it is created. Just reuse the object and obtain the next random number.

Related

How to create unique pairs of numbers

I'm trying to create some pairs of unique numbers using pretty simple algorithm.
For some unknown reason after compiling Unity goes into an endless "not responding" state. Seems like it's stuck in a do..while loop, but I don't see any reason for that.
//Creating two lists to store random numbers
List<int> xList = new List<int>();
List<int> yList = new List<int>();
int rx, ry;
for(int i = 0; i < 10; i++)
{
// look for numbers until they are unique(while they are in lists)
do
{
rx = rand.Next(0, width);
ry = rand.Next(0, height);
}
while(xList.Contains(rx) || yList.Contains(ry));
//add them to lists
xList.Add(rx);
yList.Add(ry);
Debug.Log(rx + ", " + ry);
// some actions with these numbers
gridArray[rx,ry].isBomb = true;
gridArray[rx,ry].changeSprite(bombSprite);
}
As mentioned the issue is that once all unique numbers have been used once you are stuck in the do - while loop.
Instead you should rather simply
generate the plain index lists for all possible pairs.
I will use the Unit built-in type Vector2Int but you could do the same using your own struct/class
For each bomb to place pick a random entry from the list of pairs
Remove according random picked item from the pairs so it is not available anymore in the next go
Something like
// create the plain pair list
var pairs = new List<Vector2Int>(width * height);
for(var x = 0; x < width; x++)
{
for(var y = 0; y < height; y++)
{
pairs.Add(new Vector2Int(x,y));
}
}
// so now you have all possible permutations in one list
if(pairs.Count < BOMB_AMOUNT_TO_PLACE)
{
Debug.LogError("You are trying more bombs than there are fields in the grid!");
return;
}
// Now place your bombs one by one on a random spot in the grid
for(var i = 0; i < BOMB_AMOUNT_TO_PLACE; i++)
{
// now all you need to do is pick one random index from the possible entries
var randomIndexInPairs = Random.Range(0, pairs.Count);
var randomPair = pairs[randomIndexInPairs];
// and at the same time remove the according entry
pairs.RemoveAt(randomIndexInPairs);
// Now you have completely unique but random index pairs
var rx = randomPair.x;
var ry = randomPair.y;
gridArray[rx, ry].isBomb = true;
gridArray[rx, ry].changeSprite(bombSprite);
}
Depending on your use-case as alternative to generate the pairs list and then remove entries again you could also generate it once and then use
if(pairs.Count < BOMB_AMOUNT_TO_PLACE)
{
Debug.LogError("You are trying more bombs than there are fields in the grid!");
return;
}
var random = new System.Random();
var shuffledPairs = pairs.OrderBy(e => random.Next());
for(var i = 0; i < BOMB_AMOUNT_TO_PLACE; i++)
{
// then you can directly use
var randomPair = shuffledPairs[i];
// Now you have completely unique but random index pairs
var rx = randomPair.x;
var ry = randomPair.y;
gridArray[rx, ry].isBomb = true;
gridArray[rx, ry].changeSprite(bombSprite);
}
Although your algorithm is maybe not the best way to generate ten bombs in a grid, it should work.
The problem is that your while condition is using a OR statement, which means that if you have a bomb in the first line (in any column), it will not be able to add another bomb in that line.
Therefore you will pretty soon end up with an infinite loop because for every bomb you lock the line and column.
If you put an AND condition, you make sure the pair is unique because you lock only that cell.
Provided of course that width x height is more than ten.

Set value to a random property from list

Please check the code below. I am trying to set value to a random property of a int list. Problem is that even after i set 5 to a random list this value getting inserted to that property. What am I doing wrong here?
var TransactionList = new List<int>();
for (int i = 0; i < 59; i++)
{
TransactionList.Add(0);
}
var randTransaction = TransactionList.OrderBy(x => Guid.NewGuid()).FirstOrDefault();
//here i am trying to set 5 value to a random TrnasactionList but this not being set
randTransaction = 5;
Try like below. new Random().Next(0, 59); will return value between 0 and 59. Or you can better set it like new Random().Next(0, TransactionList.Count); for it to be dynamic with list.
new Random().Next(minValue, maxValue); The maxValue for the upper-bound in the Next() method is exclusive—the range includes minValue, maxValue-1, and all numbers in between.
var TransactionList = new List<int>();
for (int i = 0; i < 59; i++)
{
TransactionList.Add(0);
}
// var index = new Random().Next(0, 59);
// Below will work for dynamic length of list.
var index = new Random().Next(0, TransactionList.Count);
TransactionList[index] = 5;
If you don't mind the original list getting sorted you could do this:
class Program
{
static void Main(string[] args)
{
var transactionList = new List<int>();
for (int i = 0; i < 59; i++)
{
//I initialized the list with i instead of 0 to better see sorting in place
transactionList.Add(i);
}
transactionList.Sort(new RandomComparer());
//changed it to 99 to spot it more easily
transactionList[0] = 99;
foreach (var i in transactionList)
Console.WriteLine(i);
}
}
public class RandomComparer : IComparer<int>
{
private Random _random = new Random();
public int Compare(int x, int y)
{
return _random.Next(-1, 2);
}
}
See it in action:
https://dotnetfiddle.net/NKuPdx
randTransaction is "int" data type, which is primitive data type.
if you want to set randTransaction that reflect to it's object, just set the object it self

Eliminate duplicates from array c#

I'm making a basic Deal or No Deal game, in doing so I have to pick 10 finalists from an array, at random, without repeats.
I have my structure and arrays set out like this
public struct People
{
public string firstname;
public string lastname;
public int age;
}
class Program
{
public static People[] People1 = new People[40];
public static People[] Finalists1 = new People[10];
public static People[] Finalist1 = new People[1];
And my finalists method set out like this
Random rand = new Random();
for (int i = 0; i < Finalists1.Length; i++)
{
num = rand.Next(0, People1.Length);
Finalists1[i].lastname = People1[num].lastname;
Finalists1[i].firstname = People1[num].firstname;
Finalists1[i].age = People1[num].age;
}
How can I eliminate duplicate entries, while maintaining 10 people in the array?
Since initial array doesn't contain duplicates, you can sort it in random order and pick up 10 top items:
Finalists1 = People1
.OrderByDescending(item => 1) // if people have some points, bonuses etc.
.ThenBy(item => Guid.NewGuid()) // shuffle among peers
.Take(10) // Take top 10
.ToArray(); // materialize as an array
If people are selected to the final are not completely random (e.g. contestant can earn points, bonuses etc.) change .OrderByDescending(item => 1), e.g.
.OrderByDescending(item => item.Bonuses)
If you don't want to use Linq, you can just draw Peoples from urn without returning:
private static Random random = new Random();
...
List<People> urn = new List<People>(People1);
for (int i = 0; i < Finalists1.Length; ++i) {
int index = random.Next(0, urn.Count);
Finalists1[i] = urn[index];
urn.RemoveAt(index);
}
You can hold a list or hash set of numbers you have already drawn. Then just roll the dice again to get another random number.
Random rand = new Random();
HashSet<int> drawnNumbers = new HashSet<int>();
for (int i = 0; i < Finalists1.Length; i++)
{
do
{
num = rand.Next(0, People1.Length);
}
while (drawnNumbers.Contains(num));
Finalists1[i] = People1[num];
}
You can change the type of Finalists1 to a HashSet, that does not allow duplicates.
Then change your loop to
while(Finalists1.Length < 10)
{
// random pick from array People1 (you don't need to create a new one)
num = rand.Next(0, People1.Length);
var toAdd = People1[num];
// add to hash-set. Object won't be added, if already existing in the set
Finalists1.Add(toAdd);
}
You probably need to override the Equals method of class People, if you really need to create a new object to add to the hash-set.
You can group people array and select distinct that way.
If you use List you can remove person from the list
`var peopleArray = new People[40];
var peopleCollection = peopleArray.GroupBy(p => new { p.age, p.firstname, p.lastname }).Select(grp => grp.FirstOrDefault()).ToList();
var finalists = new People[10];
var rand = new Random();
for (var i = 0; i < finalists.Length; i++)
{
var index = rand.Next(0, peopleCollection.Count);
var person = peopleCollection[index];
finalists[i].lastname = person.lastname;
finalists[i].firstname = person.firstname;
finalists[i].age = person.age;
peopleCollection.Remove(person);
}
shuffle and take the first 10, for example
People1.Shuffle();
Finalists1= People1.Take(10).ToArray();
you can find shuffle code from StackOverflow or search for "Fisher-Yates shuffle C#" Below methods are taken from This SO Post. Read the answers for more information on why GUID is not used etc..
public static class ThreadSafeRandom
{
[ThreadStatic] private static Random Local;
public static Random ThisThreadsRandom
{
get { return Local ?? (Local = new Random(unchecked(Environment.TickCount * 31 + Thread.CurrentThread.ManagedThreadId))); }
}
}
static class MyExtensions
{
public static void Shuffle<T>(this IList<T> list)
{
int n = list.Count;
while (n > 1)
{
n--;
int k = ThreadSafeRandom.ThisThreadsRandom.Next(n + 1);
T value = list[k];
list[k] = list[n];
list[n] = value;
}
}
}
Swap each selected element in People1 to with the end of the array, and decrement an end-of-array index so that you're only selecting from what's left on the next iteration.
People tempPerson = new People;
int lastElem = People1.length - 1;
for (int i = 0; i < Finalists1.Length; i++)
{
num = rand.Next(0, lastElem + 1);
Finalists1[i] = People1[num];
//swap last entry in People1 with People1[num]
tempPerson = People1[num];
People1[num] = People1[lastElem];
People1[lastElem] = tempPerson;
lastElem--;
}
Sorry if there's a syntax error, I'm mostly using Java and C# these days.
BTW You don't have to set the fields individually since each array stores objects of type Person.

get random 8 element values from array string without duplicated element

I have a string array with length is 100.
I want to get random 8 elements among 100 element without duplicated elements in C#.
Please help me.
I appreciate it.
I just use:
for (int i = 0; i < 8; i++)
{
work with 8 values here
}
Above code just performs to get 8 first values not 8 random values.
Easy way:
var random = new Random();
var randomValues = arr.OrderBy(x => random.Next()).Take(8)
Effective way: use Fisher–Yates shuffle. Jon Skeet provided the implementation here.
Here is the code.
Explanation
Randomly generate numbers between 0 - 99.
Using a hashset to keep track of indices that I am picking. If the index is present in hashset then it means that the value has already been selected, so skip it.
If the values in array are not unique, then in hashset instead of tracking index track values.
public List<string> GetRandomElements(string[] givenArray)
{
if(givenArray == null || givenArray.Length == 0)
{
throw new ArgumentNullException("givenArray");
}
var rand = new Random();
var randomArray = new List<string>();
var indexTracker = new HashSet<int>();
while(randomArray.Count < 8)
{
var nextIndex = rand.Next(0, givenArray.Length);
if(indexTracker.Contains(nextIndex))
{
continue;
}
randomArray.Add(givenArray[nextIndex]);
indexTracker.Add(nextIndex);
}
return randomArray;
}
Note I assumed here there was no constraint on using extra memory for hashset (because there will be max of 8 members only). If that is the constraint, then another way could be, split the index into 8 parts. So pick first index between 0-8, next index between 9-16 and so one. This way you will get unique numbers.
You can use generics and simply do:
static T[] GetRandomRange<T>(T[] arr, int length)
{
var r = new Random();
List<T> elementsList = new List<T>();
for (; elementsList.Count < length; )
{
T el = arr[r.Next(0, arr.Length)];
if (!elementsList.Contains(el)) elementsList.Add(el);
}
return elementsList.ToArray();
}
Use it like :
int[] arr ...
int[] newArray = GetRandomRange(arr, 8);
MyClass[] arr2...
MyClass[] newArray2 = GetRandomRange(arr2, 5);
It's pretty straightforward, just pass it to HashSet<string> and apply the following logic:
var mySet = new HashSet<string>(myList);
var myList = new List<string>();
var random = new Random();
for (int i = 0; i < 8; i++)
{
int randValue = random.Next(0, mySet.Count());
string randSetValue = mySet.ElementAt(randValue);
myList.Add(randSetValue );
mySet.Remove(randSetValue);
}

Random class generating same sequence

I have a method which I am using to generate random strings by creating random integers and casting them to char
public static string GenerateRandomString(int minLength, int maxLength)
{
var length = GenerateRandomNumber(minLength, maxLength);
var builder = new StringBuilder(length);
var random = new Random((int)DateTime.Now.Ticks);
for (var i = 0; i < length; i++)
{
builder.Append((char) random.Next(255));
}
return builder.ToString();
}
The problem is that when I call this method frequently, it is creating the same sequence of values, as the docs already says:
The random number generation starts from a seed value. If the same
seed is used repeatedly, the same series of numbers is generated. One
way to produce different sequences is to make the seed value
time-dependent, thereby producing a different series with each new
instance of Random.
As you can see I am making the seed time dependent and also creating a new instance of Random on each call to the method. Even though, my Test is still failing.
[TestMethod]
public void GenerateRandomStringTest()
{
for (var i = 0; i < 100; i++)
{
var string1 = Utilitaries.GenerateRandomString(10, 100);
var string2 = Utilitaries.GenerateRandomString(10, 20);
if (string1.Contains(string2))
throw new InternalTestFailureException("");
}
}
How could I make sure that independently of the frequency on which I call the method, the sequence will "always" be different?
Your test is failing because the GenerateRandomString function completes too soon for the DateTime.Now.Ticks to change. On most systems it is quantized at either 10 or 15 ms, which is more than enough time for a modern CPU to generate a sequence of 100 random characters.
Inserting a small delay in your test should fix the problem:
var string1 = Utilitaries.GenerateRandomString(10, 100);
Thread.Sleep(30);
var string2 = Utilitaries.GenerateRandomString(10, 20);
You're effectively doing the same as Random's default constructor. It's using Environment.TickCount. Take a look at the example in this MSDN documentation for the Random constructor. It shows that inserting a Thread.Sleep between the initialization of the different Random instances, will yield different results.
If you really want to get different values, I suggest you change to a seed value that's not time-dependent.
dasblinkenlight has given why this is happening.
Now you should do this to overcome this problem
public static string GenerateRandomString(Random random , int minLength,
int maxLength)
{
var length = GenerateRandomNumber(random , minLength, maxLength);
var builder = new StringBuilder(length);
for (var i = 0; i < length; i++)
builder.Append((char) random.Next(255));
return builder.ToString();
}
public void GenerateRandomStringTest()
{
Random rnd = New Random();
for (var i = 0; i < 100; i++)
{
var string1 = Utilitaries.GenerateRandomString(rnd, 10, 100);
var string2 = Utilitaries.GenerateRandomString(rnd, 10, 20);
if (string1.Contains(string2))
throw new InternalTestFailureException("");
}
}

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