How to generate a random float number in Objective-C with min and max? [duplicate] - objective-c

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Generating Random Numbers in Objective-C
What's the most optimal way to get a random floatingpoint number between floatA and floatB?
Hi,
I want to generate a random float number like
float scale = randFloat(0.5f, 2.0f);
How do I do this in objective-c?

Here is how you generate them :
// Get random value between 0 and 99
int x = arc4random() % 100;
// Get random number between 500 and 1000
int y = (arc4random() % 501) + 500);
You can easily extend this for any range you need.
Hope that helps.

Generate two random integers and divide one by the other. With some manipulation you can introduce a range.
Also, depending on the required resolution you could simply generate a single random integer and divide it by a fixed integer to get your float. For example, generate a random number between 0 and 100,000 and divide it by 100,000. You can offset and shift the result around to get the range you need.

Related

Which one is the correct way of using "arc4rand()"

I am new to objective C and trying to understand arc4random().
There are so many conflicting explanations on the web. Please clear my confusion, which of the following is correct:
// 1.
arc4random() % (toNumber - fromNumber) + fromNumber;
OR
//2.
arc4random() % ((toNumber - fromNumber) + 1) + fromNumber;
//toNumber-fromNumbers are any range of numbers like random # between 7-90.
This code will get you a random number between 7 and 90.
NSUInteger random = 7 + arc4random_uniform(90 - 7);
Use arc4random_uniform to avoid modulo bias.
Adam's answer is correct. However, just to clarify the difference between the two, the second one raises the possible range by one to make the range inclusive. The important thing to remember is that modulo is remainder division, so while there are toNumber possible outcomes, one of them is zero (if the result of arc4random() is a multiple of toNumber) and toNumber itself can not be the remainder.
// 1.
arc4random() % (10 - 5) + 5;
This results in a range of 0 + 5 to 4 + 5, which is 5 to 9.
//2.
arc4random() % ((10 - 5) + 1) + 5;
This results in a range of 0 + 5 to (4 + 1) + 5, which is 5 to 10.
Neither is correct or incorrect if you wish to use modulo. One is exclusive of the upper range while the other is inclusive of the upper range. However, if you think about how remainder division works and think of the pool of numbers returned by any PRNG in terms of cycles the length of your total range, then you'll realize that if the range does not divide evenly into the maximum range of the pool you'll get biased results. For instance, if arc4random() returned a result from 1 to 5 (it doesn't, obviously) and you wanted a number from 0 to 2, and you used arc4random() % 3, these are the possible results.
1 % 3 = 1
2 % 3 = 2
3 % 3 = 0
4 % 3 = 1
5 % 3 = 2
Note that there are two ones and two twos, but only one zero. This is because our range of 3 does not evenly divide into the PRNG's range of 5. The result is that (humorously enough) PRNG range % desired range numbers at the end of the cycle need to be culled because they are "biased"–the numbers themselves aren't really biased, but it's easier to cull from the end. Failing to do this results in the lower numbers of the range becoming more likely to appear.
We can cull the numbers by calculating the upper range of the numbers we can generate, modulo it with the desired range and then pull those numbers off of the end. By "pull those numbers off of the end" I really mean "loop infinitely until we get a number that isn't one of the end numbers".
Some would say that's bad practice; you could theoretically loop forever. In practice, however, the expected number of retries is always less than one since the modulo bias is never more than half the pool (usually much less than that) of the PRNG's numbers. I once wrote a wrapper for rand using this technique.
You can see an example of this in the source for OpenBSD, where arc4random_uniform calls arc4random in a loop until a number is determined to be clean.

How do you multiply two fixed point numbers?

I am currently trying to figure out how to multiply two numbers in fixed point representation.
Say my number representation is as follows:
[SIGN][2^0].[2^-1][2^-2]..[2^-14]
In my case, the number 10.01000000000000 = -0.25.
How would I for example do 0.25x0.25 or -0.25x0.25 etc?
Hope you can help!
You should use 2's complement representation instead of a seperate sign bit. It's much easier to do maths on that, no special handling is required. The range is also improved because there's no wasted bit pattern for negative 0. To multiply, just do as normal fixed-point multiplication. The normal Q2.14 format will store value x/214 for the bit pattern of x, therefore if we have A and B then
So you just need to multiply A and B directly then divide the product by 214 to get the result back into the form x/214 like this
AxB = ((int32_t)A*B) >> 14;
A rounding step is needed to get the nearest value. You can find the way to do it in Q number format#Math operations. The simplest way to round to nearest is just add back the bit that was last shifted out (i.e. the first fractional bit) like this
AxB = (int32_t)A*B;
AxB = (AxB >> 14) + ((AxB >> 13) & 1);
You might also want to read these
Fixed-point arithmetic.
Emulated Fixed Point Division/Multiplication
Fixed point math in c#?
With 2 bits you can represent the integer range of [-2, 1]. So using Q2.14 format, -0.25 would be stored as 11.11000000000000. Using 1 sign bit you can only represent -1, 0, 1, and it makes calculations more complex because you need to split the sign bit then combine it back at the end.
Multiply into a larger sized variable, and then right shift by the number of bits of fixed point precision.
Here's a simple example in C:
int a = 0.25 * (1 << 16);
int b = -0.25 * (1 << 16);
int c = (a * b) >> 16;
printf("%.2f * %.2f = %.2f\n", a / 65536.0, b / 65536.0 , c / 65536.0);
You basically multiply everything by a constant to bring the fractional parts up into the integer range, then multiply the two factors, then (optionally) divide by one of the constants to return the product to the standard range for use in future calculations. It's like multiplying prices expressed in fractional dollars by 100 and then working in cents (i.e. $1.95 * 100 cents/dollar = 195 cents).
Be careful not to overflow the range of the variable you are multiplying into. Your constant might need to be smaller to avoid overflow, like using 1 << 8 instead of 1 << 16 in the example above.

'while' Loop in Objective-C

The following program calculates and removes the remainder of a number, adds the total of the remainders calculated and displays them.
#import <Foundation/Foundation.h>
int main (int argc, char * argv[]) {
#autoreleasepool {
int number, remainder, total;
NSLog(#"Enter your number");
scanf("%i", &number);
while (number != 0)
{
remainder = number % 10;
total += remainder;
number /= 10;
}
NSLog(#"%i", total);
}
return 0;
}
My questions are:
Why is the program set to continue as long as the number is not equal to 0? Shouldn't it continue as the long as the remainder is not equal to 0?
At what point is the remainder discarded from the value of number? Why is there no number -= remainder statement before n /=10?
[Bonus question: Does Objective-C get any easier to understand?]
The reason we continue until number != 0 instead of using remainder is that if our input is divisible by 10 exactly, then we don't get the proper output (the sum of the base 10 digits).
The remainder is dropped off because of integer division. Remember, an integer cannot hold a decimal place, so when we divide 16 by 10, we don't get 1.6, we just get 1.
And yes, Objective-C does get easier over time (but, as a side-note, this uses absolutely 0 features of Objective-C, so it's basically C with a NSLog call).
Note that the output isn't quite what you would expect at all times, however, as in C / ObjC, a (unlike languages like D or JS) a variable is not always initialized to a set value (in this case, you assume 0). This could cause UB down the road.
It checks to see if number is not equal to zero because remainder very well may never become zero. If we were to input 5 as our input value, the first time through the loop remainder would be set to 5 (because 5 % 10 = 5), and number would go to zero because
5 / 10 = 0.5, and ints do not store floating point values, so the .5 will get truncated and the value of number will equal zero.
The remainder does not get removed from the value of number in this code. I think that you may be confused about what the modulo operator does (see this explanation).
Bonus answer: learning a programming language is difficult at first, but very rewarding in the long run (if you stick with it). Each new language that you learn after your first will most likely be easier to learn too, because you will understand general programming constructs and practices. The best of luck on your endeavor!

Returning a number less than 1

I am working on an app that needs to utilize a ratio of a given number and multiply that ratio times another number. Problem is that I can't get numbers less that 1 to give me the proper decimal ratio, instead it gives me zero (when it should be .5).
Example:
float number = 1/2; // This gives me zero
double number = 1/2; // This also gives me zero
If you don't specify decimal places you're using integers which means the calculation is performed with integer precision before the result is cast to the type on the LHS. You want to do the the following when using hard coded numbers in your code:
float number = 1.0f / 2.0f;
double number = 1.0 / 2.0;
If you're aiming to use integer variables for an operation, you'll want to cast them to the type that you want for your result.
Try this
float number = 1.0/2.0;
Remember that 1 is an int, so you are essentially taking
(int)1 / (int)2
which returns
(int)0
To cast variables that are ints, do
float number = (float)numerator / (float)denominator;

Recognizing when to use the modulus operator

I know the modulus (%) operator calculates the remainder of a division. How can I identify a situation where I would need to use the modulus operator?
I know I can use the modulus operator to see whether a number is even or odd and prime or composite, but that's about it. I don't often think in terms of remainders. I'm sure the modulus operator is useful, and I would like to learn to take advantage of it.
I just have problems identifying where the modulus operator is applicable. In various programming situations, it is difficult for me to see a problem and realize "Hey! The remainder of division would work here!".
Imagine that you have an elapsed time in seconds and you want to convert this to hours, minutes, and seconds:
h = s / 3600;
m = (s / 60) % 60;
s = s % 60;
0 % 3 = 0;
1 % 3 = 1;
2 % 3 = 2;
3 % 3 = 0;
Did you see what it did? At the last step it went back to zero. This could be used in situations like:
To check if N is divisible by M (for example, odd or even)
or
N is a multiple of M.
To put a cap of a particular value. In this case 3.
To get the last M digits of a number -> N % (10^M).
I use it for progress bars and the like that mark progress through a big loop. The progress is only reported every nth time through the loop, or when count%n == 0.
I've used it when restricting a number to a certain multiple:
temp = x - (x % 10); //Restrict x to being a multiple of 10
Wrapping values (like a clock).
Provide finite fields to symmetric key algorithms.
Bitwise operations.
And so on.
One use case I saw recently was when you need to reverse a number. So that 123456 becomes 654321 for example.
int number = 123456;
int reversed = 0;
while ( number > 0 ) {
# The modulus here retrieves the last digit in the specified number
# In the first iteration of this loop it's going to be 6, then 5, ...
# We are multiplying reversed by 10 first, to move the number one decimal place to the left.
# For example, if we are at the second iteration of this loop,
# reversed gonna be 6, so 6 * 10 + 12345 % 10 => 60 + 5
reversed = reversed * 10 + number % 10;
number = number / 10;
}
Example. You have message of X bytes, but in your protocol maximum size is Y and Y < X. Try to write small app that splits message into packets and you will run into mod :)
There are many instances where it is useful.
If you need to restrict a number to be within a certain range you can use mod. For example, to generate a random number between 0 and 99 you might say:
num = MyRandFunction() % 100;
Any time you have division and want to express the remainder other than in decimal, the mod operator is appropriate. Things that come to mind are generally when you want to do something human-readable with the remainder. Listing how many items you could put into buckets and saying "5 left over" is good.
Also, if you're ever in a situation where you may be accruing rounding errors, modulo division is good. If you're dividing by 3 quite often, for example, you don't want to be passing .33333 around as the remainder. Passing the remainder and divisor (i.e. the fraction) is appropriate.
As #jweyrich says, wrapping values. I've found mod very handy when I have a finite list and I want to iterate over it in a loop - like a fixed list of colors for some UI elements, like chart series, where I want all the series to be different, to the extent possible, but when I've run out of colors, just to start over at the beginning. This can also be used with, say, patterns, so that the second time red comes around, it's dashed; the third time, dotted, etc. - but mod is just used to get red, green, blue, red, green, blue, forever.
Calculation of prime numbers
The modulo can be useful to convert and split total minutes to "hours and minutes":
hours = minutes / 60
minutes_left = minutes % 60
In the hours bit we need to strip the decimal portion and that will depend on the language you are using.
We can then rearrange the output accordingly.
Converting linear data structure to matrix structure:
where a is index of linear data, and b is number of items per row:
row = a/b
column = a mod b
Note above is simplified logic: a must be offset -1 before dividing & the result must be normalized +1.
Example: (3 rows of 4)
1 2 3 4
5 6 7 8
9 10 11 12
(7 - 1)/4 + 1 = 2
7 is in row 2
(7 - 1) mod 4 + 1 = 3
7 is in column 3
Another common use of modulus: hashing a number by place. Suppose you wanted to store year & month in a six digit number 195810. month = 195810 mod 100 all digits 3rd from right are divisible by 100 so the remainder is the 2 rightmost digits in this case the month is 10. To extract the year 195810 / 100 yields 1958.
Modulus is also very useful if for some crazy reason you need to do integer division and get a decimal out, and you can't convert the integer into a number that supports decimal division, or if you need to return a fraction instead of a decimal.
I'll be using % as the modulus operator
For example
2/4 = 0
where doing this
2/4 = 0 and 2 % 4 = 2
So you can be really crazy and let's say that you want to allow the user to input a numerator and a divisor, and then show them the result as a whole number, and then a fractional number.
whole Number = numerator/divisor
fractionNumerator = numerator % divisor
fractionDenominator = divisor
Another case where modulus division is useful is if you are increasing or decreasing a number and you want to contain the number to a certain range of number, but when you get to the top or bottom you don't want to just stop. You want to loop up to the bottom or top of the list respectively.
Imagine a function where you are looping through an array.
Function increase Or Decrease(variable As Integer) As Void
n = (n + variable) % (listString.maxIndex + 1)
Print listString[n]
End Function
The reason that it is n = (n + variable) % (listString.maxIndex + 1) is to allow for the max index to be accounted.
Those are just a few of the things that I have had to use modulus for in my programming of not just desktop applications, but in robotics and simulation environments.
Computing the greatest common divisor
Determining if a number is a palindrome
Determining if a number consists of only ...
Determining how many ... a number consists of...
My favorite use is for iteration.
Say you have a counter you are incrementing and want to then grab from a known list a corresponding items, but you only have n items to choose from and you want to repeat a cycle.
var indexFromB = (counter-1)%n+1;
Results (counter=indexFromB) given n=3:
`1=1`
`2=2`
`3=3`
`4=1`
`5=2`
`6=3`
...
Best use of modulus operator I have seen so for is to check if the Array we have is a rotated version of original array.
A = [1,2,3,4,5,6]
B = [5,6,1,2,3,4]
Now how to check if B is rotated version of A ?
Step 1: If A's length is not same as B's length then for sure its not a rotated version.
Step 2: Check the index of first element of A in B. Here first element of A is 1. And its index in B is 2(assuming your programming language has zero based index).
lets store that index in variable "Key"
Step 3: Now how to check that if B is rotated version of A how ??
This is where modulus function rocks :
for (int i = 0; i< A.length; i++)
{
// here modulus function would check the proper order. Key here is 2 which we recieved from Step 2
int j = [Key+i]%A.length;
if (A[i] != B[j])
{
return false;
}
}
return true;
It's an easy way to tell if a number is even or odd. Just do # mod 2, if it is 0 it is even, 1 it is odd.
Often, in a loop, you want to do something every k'th iteration, where k is 0 < k < n, assuming 0 is the start index and n is the length of the loop.
So, you'd do something like:
int k = 5;
int n = 50;
for(int i = 0;i < n;++i)
{
if(i % k == 0) // true at 0, 5, 10, 15..
{
// do something
}
}
Or, you want to keep something whitin a certain bound. Remember, when you take an arbitrary number mod something, it must produce a value between 0 and that number - 1.