Javascript | Floating point numbers + interval loop - javascript

I have a floating point number (for example): 0.004178174922295
How could I get the decremental function to make a calculations from this number to 0 in specific amount of time (for example 1 second)?
Thanks.
Expected values:
0.004178174922295
0.004178174922294
0.004178174922293
...
0

As raina77ow and others pointed out in the comments, operations with decimal numbers are problematic in JS, approximations are made and the results may be inexact.
A workaround would be turn the infinitesimals into big integral numbers, work with them and convert them back at the end.
Is this what you were looking for? Please let me know.
EDIT
You can ask for the countdown to be done in a certain amount of time, it does work with reasonable numbers, but in Javascript the minimum interval is of 10 milliseconds, you can't call intervals shorter than that. With the example number you gave, 0.004178174922295, it's like counting down from 4178174922295 to zero. That would requiere almost 1325 years in 10 millisecond intervals (if my math is correct, either way I expect you were going to pass a much shorter lapse).
function infinitesimalCountDown(num, seconds) {
// I create a coeficient to convert the decimal to an int
// Will be a big number starting with "1" and followed by a bunch of zeroes
let coefString = '1';
for(let i=0; i<num.toString().length-2; i++) {
coefString += '0';
}
const coef = Number(coefString);
// This has the digits from the original original but it's an int
let counter = Math.round(num*coef);
// Now I can just treat it as an int and convert it back for the output
const icdInterval = setInterval(() => {
counter--;
console.log(counter/coef);
if(counter <= 0) clearInterval(icdInterval);
}, Math.round(seconds*1000/counter));
}
console.log("It works with a short number");
infinitesimalCountDown(0.0041, 10);
setTimeout(() => {
console.log("It doesn't work with a long number");
infinitesimalCountDown(0.004178174922295, 3000);
}, 12 * 1000);
If you are fine with the steps being the necessary for Javascript to be able to process it, you can do the following:
function infinitesimalCountDown(num, seconds) {
let coefString = '1'
for(let i=0; i<num.toString().length-2; i++) {
coefString += '0'
}
const coef = Number(coefString)
let counter = Math.round(num*coef)
let steps = seconds * 1000 / counter
steps = steps < 100 ? 100 : steps
let step = 1
if(steps == 100) {
step = counter / ((seconds * 1000) / steps)
}
console.log(step)
const icdInterval = setInterval(() => {
counter -= step;
if(counter <= 0) {
counter = 0
clearInterval(icdInterval)
}
console.log(counter/coef)
}, steps)
}
infinitesimalCountDown(0.004178174922295, 5)

If you can represent the input number as number type (so not have many decimals), you can do this using normal number subtraction.
Here, the important thing is to get the unit to be subtracted. You can get the unit using Math.pow.
And from this floating point guide, it is needed to round the counted number and that can be done using toFixed function.
let input = 0.004178174922295;
const decimalCount = input.toString().length - 2;
const unit = Math.pow(10, -1 * decimalCount);
console.log(input);
const loopInterval = setInterval(() => {
input = Number((input - unit).toFixed(decimalCount));
console.log(input);
if (input == 0) {
clearInterval(loopInterval);
}
}, 1000);
And if the input number has many decimals so it is received as string type (not able to present using number type), it is needed to do the subtraction using string as follows.
const input = '0.0041781749222934534534534535';
const inputArr = input.split('.');
const intNum = inputArr[0]; // Present integer
let decimals = inputArr[1]; // Present decimals after '.'
const unit = 1;
function replaceAt(str, index, replace) {
return str.substring(0, index) + replace + str.substring(index + 1);
}
console.log(input);
const loopInterval = setInterval(() => {
let index = decimals.length - 1;
while (parseInt(decimals[index]) < unit) {
decimals = replaceAt(decimals, index --, '9');
}
decimals = replaceAt(decimals, index, `${parseInt(decimals[index]) - unit}`);
console.log(`${intNum}.${decimals}`);
}, 1000);

Related

How to decrement decimal values in javascript

I'm trying to implement a decrement functionality for decimal values in js
On clicking a button the below should happen
1.22 -> 1.21
3.00 -> 2.99
1.2345 -> 1.2344
How could I do that, below is my code
var decimals = 1,
stringC = String(positionData.volume),
value = parseFloat(positionData.volume);
if (stringC.includes(".")) {
const splitted = stringC.split(".");
decimals = splitted[1];
}
const length = decimals?.length;
if (length > 0) {
decimals = "0.";
for (let i = 0; i < length; i++) {
if (i == length - 1) {
decimals += "1";
}
decimals += "0";
}
}
console.log(decimals);
decimals = parseFloat(decimals).toFixed(2);
setCloseValue((value) =>
(parseFloat(value) + decimals).toString()
);
Above is my code but it is appending the values as a string
EDIT: I just realized only decrementing was requested. Oh well - now this answer works for incrementing too... and also steps larger than ±1.
I would solve this as follows:
const input = document.getElementById('input')
function applyStep (step) {
const decimals = input.value.split('.')[1]?.length ?? 0
const stepSize = 10 ** -decimals
input.value = (Number(input.value) + stepSize * step).toFixed(decimals)
}
document.getElementById('increment').addEventListener('click', () => applyStep(1))
document.getElementById('decrement').addEventListener('click', () => applyStep(-1))
<input id="input" value="1.23" />
<button id="increment">Inc</button>
<button id="decrement">Dec</button>
What I do here is this: I first check how many decimals we have after the . (defaulting to 0 if there is no dot).
Then I calculate a step size of 10-decimals, e.g. with 3 decimals we get 10-3 which is 0.001.
Then I add the given step (+1 or -1) multiplied by step size to the numeric value and reformat it with the previous number of decimals before writing it back into the field.
Note that this won't work with numbers that go beyond the precision limits of JavaScripts default number type. If that is desired, a more complicated approach would be needed.
It could be done by handling integer and fractional parts separately as two BigInts, but it needs a lot of thought when it comes to carry and negative values. Here is a possible solution:
const input = document.getElementById('input')
function applyStep (step) {
if (!input.value.match(/^-?\d+(\.\d*)?$/)) throw new Error('Invalid format')
const [strIntegerPart, strFractionalPart = ''] = input.value.split('.')
let bnIntegerPart = BigInt(strIntegerPart)
let bnFractionalPart = BigInt(strFractionalPart)
const decimals = strFractionalPart.length
const maxFractionalPart = 10n ** BigInt(decimals)
let negative = strIntegerPart.startsWith('-') && (bnIntegerPart || bnFractionalPart)
if (negative) {
bnIntegerPart *= -1n
step *= -1n
}
bnFractionalPart += step
const offset = bnFractionalPart < 0n ? maxFractionalPart - 1n : 0n
const carry = (bnFractionalPart - offset) / maxFractionalPart
bnIntegerPart += carry
bnFractionalPart -= carry * maxFractionalPart
if (bnIntegerPart < 0n) {
if (bnFractionalPart) {
bnIntegerPart += 1n
bnFractionalPart = maxFractionalPart - bnFractionalPart
}
bnIntegerPart *= -1n
negative = !negative
}
let newValue = bnIntegerPart.toString()
if (decimals > 0) newValue += '.' + bnFractionalPart.toString().padStart(decimals, '0')
if (negative && (bnIntegerPart || bnFractionalPart)) newValue = '-' + newValue
input.value = newValue
}
document.getElementById('increment').addEventListener('click', () => applyStep(1n))
document.getElementById('decrement').addEventListener('click', () => applyStep(-1n))
<input id="input" value="1.23" />
<button id="increment">Inc</button>
<button id="decrement">Dec</button>
Both these solutions will work with steps other than 1 and -1 too.
const decrementVarable = (decimal)=>{
let decToString = decimal.toString().split('.')
if(decToString.length > 1){
let value = decToString[1]
let number = Number('1'+ '0'.repeat(value.length))
let numWithoutDecimal = ((decimal * number)-1)/number
return numWithoutDecimal
}
return (decimal-1);
}
use this code just pass your decimal
Floating points are usually messy. If you really need it to be 100% precise, use an integer variable, increment that by 1 in each iteration, test for when it reaches 100, and then, for the actual calculation, take your variable and divide it by 100 to obtain the decimal value you need.

Random number for given counts

I am generating 4 digit random number by using Math.floor(Math.random() * 9999). Now I have another requirement. I have to get the number of random number to be generated in textbox. eg: If they enter 5 in textbox it has to return 5 four-digit random number. Any idea how to do it? any reference?
Simply call the method a couple of times, depending on input. Note that you need to use below random number creation method instead of yours to guarantee 4 digit numbers.
function getRand() {
return Math.floor(Math.random() * (9999 - 1000) + 1000);
}
document.getElementById('btn').addEventListener('click', () => {
const length = document.getElementById('foo').value;
const numbers = Array.from({length}, getRand);
document.getElementById('bar').innerText = numbers.join(', ');
});
<input id="foo" type="number">
<button id="btn">Get</button>
<div id="bar"></div>
You can simply call your 4 digit random number generator function() n time (n is given number in input field) as below:
for(let i=1;i<=this.n;i++) {
this.ara.push(this.random());
}
random() {
return Math.floor(Math.random()*(9999-1000) + 1000);
}
See this typescript implementation (Angular).
Call getRandoms with n = 5, and high = 9999. Handle the 5-element return array as you wish.
// pseudo-randomly generate an integer in the range low to high
function getRandom( high, low ) {
// default low is 0
if ('undefined' == typeof low) low = 0;
var range = high - low + 1;
var r = Math.floor( range*Math.random() + .5);
return Math.min(low + r, high);
};
// get n pseudo-random number in the range low to high
function getRandoms( n, high, low ) {
// default low is 0
if ('undefined' == typeof low) low = 0;
var randoms = new Array(); // initialize return
for (var i = 0; i < n; i++) {
randoms.push(getRandom(high, low));
}
return randoms;
};

Need help writing code to convert decimal to binary without the use of the toString

I'm trying to create my own decimal to binary converter with the method of decrementing the inputted variable (decimal value), by dividing it by 2 and storing the remainder (like 2nd grade math remainder), which is always either 0 or 1. Each of the remainder values i thin should be stored in an array and I think maybe put in backwards so that the most significant digit is first in the array (this is because when decrementing the remainer values are filled in left to right). Soooo yea i dont really know how to store the remainder values in an array using a function
Thanks in advance and if something is confusing then feel free to ask because im not even sure if this is the best method of doing this its just what i came up with
function decimalToBinary(num) {
var bin = 0;
while (num > 0) {
bin = num % 2 + bin;
num >>= 1; // basically /= 2 without remainder if any
}
alert("That decimal in binary is " + bin);
}
Your code is almost correct. The main problem is that bin starts out as 0; when you add a digit, they are added numerically, so your code ends up just counting the binary 1s: in this manner, 10 is initial 0, and +1+0+1+0, resulting in 2. You want to handle it as a string: ""+1+0+1+0 results in 1010. So, the only needed change is:
var bin = "";
If you want to solve it using arrays, with minimal changes to your code, it would be:
function decimalToBinary(num) {
var bin = [];
while (num > 0) {
bin.unshift(num % 2);
num >>= 1; // basically /= 2 without remainder if any
}
alert("That decimal in binary is " + bin.join(''));
}
Here, I use .unshift to add an element to the head of the array (and renumbering the remaining elements); .join() to collect them all into a string.
Or this:
function decimalToBinary(num) {
var bin = [];
while (num > 0) {
bin[bin.length] = num % 2;
num >>= 1; // basically /= 2 without remainder if any
}
alert("That decimal in binary is " + bin.reverse().join(''));
}
This is not as good, but illustrates some more things you can do with arrays: taking their length, setting an arbitrary element, and flipping them around.
I have written a custom Decimal to Binary method:
function toBinary (input) {
let options = [1];
let max = 0;
let i = 1;
while(i) {
max = Math.pow(2, i);
if (max > input) break;
options.push(max);
i++;
}
let j = options.length;
let result = new Array(j);
result.fill("0");
while(j >= 0) {
if (options[j] <= input) {
result[j] = "1"
input = input - options[j];
}
j--;
}
return [...result].reverse().join("");
}
//Test the toBin method with built-in toString(2)
toBinary(100) === (100).toString(2) // true
toBinary(1) === (1).toString(2) // true
toBinary(128) === (128).toString(2) // true

How can I find the length of a number?

I'm looking to get the length of a number in JavaScript or jQuery?
I've tried value.length without any success, do I need to convert this to a string first?
var x = 1234567;
x.toString().length;
This process will also work forFloat Number and for Exponential number also.
Ok, so many answers, but this is a pure math one, just for the fun or for remembering that Math is Important:
var len = Math.ceil(Math.log(num + 1) / Math.LN10);
This actually gives the "length" of the number even if it's in exponential form. num is supposed to be a non negative integer here: if it's negative, take its absolute value and adjust the sign afterwards.
Update for ES2015
Now that Math.log10 is a thing, you can simply write
const len = Math.ceil(Math.log10(num + 1));
Could also use a template string:
const num = 123456
`${num}`.length // 6
You have to make the number to string in order to take length
var num = 123;
alert((num + "").length);
or
alert(num.toString().length);
I've been using this functionality in node.js, this is my fastest implementation so far:
var nLength = function(n) {
return (Math.log(Math.abs(n)+1) * 0.43429448190325176 | 0) + 1; 
}
It should handle positive and negative integers (also in exponential form) and should return the length of integer part in floats.
The following reference should provide some insight into the method:
Weisstein, Eric W. "Number Length." From MathWorld--A Wolfram Web Resource.
I believe that some bitwise operation can replace the Math.abs, but jsperf shows that Math.abs works just fine in the majority of js engines.
Update: As noted in the comments, this solution has some issues :(
Update2 (workaround) : I believe that at some point precision issues kick in and the Math.log(...)*0.434... just behaves unexpectedly. However, if Internet Explorer or Mobile devices are not your cup of tea, you can replace this operation with the Math.log10 function. In Node.js I wrote a quick basic test with the function nLength = (n) => 1 + Math.log10(Math.abs(n) + 1) | 0; and with Math.log10 it worked as expected. Please note that Math.log10 is not universally supported.
There are three way to do it.
var num = 123;
alert(num.toString().length);
better performance one (best performance in ie11)
var num = 123;
alert((num + '').length);
Math (best performance in Chrome, firefox but slowest in ie11)
var num = 123
alert(Math.floor( Math.log(num) / Math.LN10 ) + 1)
there is a jspref here
http://jsperf.com/fastest-way-to-get-the-first-in-a-number/2
You should go for the simplest one (stringLength), readability always beats speed. But if you care about speed here are some below.
Three different methods all with varying speed.
// 34ms
let weissteinLength = function(n) {
return (Math.log(Math.abs(n)+1) * 0.43429448190325176 | 0) + 1;
}
// 350ms
let stringLength = function(n) {
return n.toString().length;
}
// 58ms
let mathLength = function(n) {
return Math.ceil(Math.log(n + 1) / Math.LN10);
}
// Simple tests below if you care about performance.
let iterations = 1000000;
let maxSize = 10000;
// ------ Weisstein length.
console.log("Starting weissteinLength length.");
let startTime = Date.now();
for (let index = 0; index < iterations; index++) {
weissteinLength(Math.random() * maxSize);
}
console.log("Ended weissteinLength length. Took : " + (Date.now() - startTime ) + "ms");
// ------- String length slowest.
console.log("Starting string length.");
startTime = Date.now();
for (let index = 0; index < iterations; index++) {
stringLength(Math.random() * maxSize);
}
console.log("Ended string length. Took : " + (Date.now() - startTime ) + "ms");
// ------- Math length.
console.log("Starting math length.");
startTime = Date.now();
for (let index = 0; index < iterations; index++) {
mathLength(Math.random() * maxSize);
}
First convert it to a string:
var mynumber = 123;
alert((""+mynumber).length);
Adding an empty string to it will implicitly cause mynumber to turn into a string.
Well without converting the integer to a string you could make a funky loop:
var number = 20000;
var length = 0;
for(i = number; i > 1; ++i){
++length;
i = Math.floor(i/10);
}
alert(length);​
Demo: http://jsfiddle.net/maniator/G8tQE/
I got asked a similar question in a test.
Find a number's length without converting to string
const numbers = [1, 10, 100, 12, 123, -1, -10, -100, -12, -123, 0, -0]
const numberLength = number => {
let length = 0
let n = Math.abs(number)
do {
n /= 10
length++
} while (n >= 1)
return length
}
console.log(numbers.map(numberLength)) // [ 1, 2, 3, 2, 3, 1, 2, 3, 2, 3, 1, 1 ]
Negative numbers were added to complicate it a little more, hence the Math.abs().
I'm perplex about converting into a string the given number because such an algorithm won't be robust and will be prone to errors: it will show all its limitations especially in case it has to evaluate very long numbers. In fact before converting the long number into a string it will "collapse" into its exponential notation equivalent (example: 1.2345e4). This notation will be converted into a string and this resulting string will be evaluated for returning its length. All of this will give a wrong result. So I suggest not to use that approach.
Have a look at the following code and run the code snippet to compare the different behaviors:
let num = 116234567891011121415113441236542134465236441625344625344625623456723423523429798771121411511034412365421344652364416253446253446254461253446221314623879235441623683749283441136232514654296853446323214617456789101112141511344122354416236837492834411362325146542968534463232146172368374928344113623251465429685;
let lenFromMath;
let lenFromString;
// The suggested way:
lenFromMath = Math.ceil(Math.log10(num + 1)); // this works in fact returns 309
// The discouraged way:
lenFromString = String(num).split("").length; // this doesn't work in fact returns 23
/*It is also possible to modify the prototype of the primitive "Number" (but some programmer might suggest this is not a good practice). But this is will also work:*/
Number.prototype.lenght = () => {return Math.ceil(Math.log10(num + 1));}
lenFromPrototype = num.lenght();
console.log({lenFromMath, lenFromPrototype, lenFromString});
A way for integers or for length of the integer part without banal converting to string:
var num = 9999999999; // your number
if (num < 0) num = -num; // this string for negative numbers
var length = 1;
while (num >= 10) {
num /= 10;
length++;
}
alert(length);
I would like to correct the #Neal answer which was pretty good for integers, but the number 1 would return a length of 0 in the previous case.
function Longueur(numberlen)
{
var length = 0, i; //define `i` with `var` as not to clutter the global scope
numberlen = parseInt(numberlen);
for(i = numberlen; i >= 1; i)
{
++length;
i = Math.floor(i/10);
}
return length;
}
To get the number of relevant digits (if the leading decimal part is 0 then the whole part has a length of 0) of any number separated by whole part and decimal part I use:
function getNumberLength(x) {
let numberText = x.toString();
let exp = 0;
if (numberText.includes('e')) {
const [coefficient, base] = numberText.split('e');
exp = parseInt(base, 10);
numberText = coefficient;
}
const [whole, decimal] = numberText.split('.');
const wholeLength = whole === '0' ? 0 : whole.length;
const decimalLength = decimal ? decimal.length : 0;
return {
whole: wholeLength > -exp ? wholeLength + exp : 0,
decimal: decimalLength > exp ? decimalLength - exp : 0,
};
}
var x = 1234567;
String(x).length;
It is shorter than with .toString() (which in the accepted answer).
Try this:
$("#element").text().length;
Example of it in use
Yes you need to convert to string in order to find the length.For example
var x=100;// type of x is number
var x=100+"";// now the type of x is string
document.write(x.length);//which would output 3.

Generating unique random numbers (integers) between 0 and 'x'

I need to generate a set of unique (no duplicate) integers, and between 0 and a given number.
That is:
var limit = 10;
var amount = 3;
How can I use Javascript to generate 3 unique numbers between 1 and 10?
Use the basic Math methods:
Math.random() returns a random number between 0 and 1 (including 0, excluding 1).
Multiply this number by the highest desired number (e.g. 10)
Round this number downward to its nearest integer
Math.floor(Math.random()*10) + 1
Example:
//Example, including customisable intervals [lower_bound, upper_bound)
var limit = 10,
amount = 3,
lower_bound = 1,
upper_bound = 10,
unique_random_numbers = [];
if (amount > limit) limit = amount; //Infinite loop if you want more unique
//Natural numbers than exist in a
// given range
while (unique_random_numbers.length < limit) {
var random_number = Math.floor(Math.random()*(upper_bound - lower_bound) + lower_bound);
if (unique_random_numbers.indexOf(random_number) == -1) {
// Yay! new random number
unique_random_numbers.push( random_number );
}
}
// unique_random_numbers is an array containing 3 unique numbers in the given range
Math.floor(Math.random() * (limit+1))
Math.random() generates a floating point number between 0 and 1, Math.floor() rounds it down to an integer.
By multiplying it by a number, you effectively make the range 0..number-1. If you wish to generate it in range from num1 to num2, do:
Math.floor(Math.random() * (num2-num1 + 1) + num1)
To generate more numbers, just use a for loop and put results into an array or write them into the document directly.
function generateRange(pCount, pMin, pMax) {
min = pMin < pMax ? pMin : pMax;
max = pMax > pMin ? pMax : pMin;
var resultArr = [], randNumber;
while ( pCount > 0) {
randNumber = Math.round(min + Math.random() * (max - min));
if (resultArr.indexOf(randNumber) == -1) {
resultArr.push(randNumber);
pCount--;
}
}
return resultArr;
}
Depending on range needed the method of returning the integer can be changed to: ceil (a,b], round [a,b], floor [a,b), for (a,b) is matter of adding 1 to min with floor.
Math.floor(Math.random()*limit)+1
for(i = 0;i <amount; i++)
{
var randomnumber=Math.floor(Math.random()*limit)+1
document.write(randomnumber)
}
Here’s another algorithm for ensuring the numbers are unique:
generate an array of all the numbers from 0 to x
shuffle the array so the elements are in random order
pick the first n
Compared to the method of generating random numbers until you get a unique one, this method uses more memory, but it has a more stable running time – the results are guaranteed to be found in finite time. This method works better if the upper limit is relatively low or if the amount to take is relatively high.
My answer uses the Lodash library for simplicity, but you could also implement the algorithm described above without that library.
// assuming _ is the Lodash library
// generates `amount` numbers from 0 to `upperLimit` inclusive
function uniqueRandomInts(upperLimit, amount) {
var possibleNumbers = _.range(upperLimit + 1);
var shuffled = _.shuffle(possibleNumbers);
return shuffled.slice(0, amount);
}
Something like this
var limit = 10;
var amount = 3;
var nums = new Array();
for(int i = 0; i < amount; i++)
{
var add = true;
var n = Math.round(Math.random()*limit + 1;
for(int j = 0; j < limit.length; j++)
{
if(nums[j] == n)
{
add = false;
}
}
if(add)
{
nums.push(n)
}
else
{
i--;
}
}
var randomNums = function(amount, limit) {
var result = [],
memo = {};
while(result.length < amount) {
var num = Math.floor((Math.random() * limit) + 1);
if(!memo[num]) { memo[num] = num; result.push(num); };
}
return result; }
This seems to work, and its constant lookup for duplicates.
These answers either don't give unique values, or are so long (one even adding an external library to do such a simple task).
1. generate a random number.
2. if we have this random already then goto 1, else keep it.
3. if we don't have desired quantity of randoms, then goto 1.
function uniqueRandoms(qty, min, max){
var rnd, arr=[];
do { do { rnd=Math.floor(Math.random()*max)+min }
while(arr.includes(rnd))
arr.push(rnd);
} while(arr.length<qty)
return arr;
}
//generate 5 unique numbers between 1 and 10
console.log( uniqueRandoms(5, 1, 10) );
...and a compressed version of the same function:
function uniqueRandoms(qty,min,max){var a=[];do{do{r=Math.floor(Math.random()*max)+min}while(a.includes(r));a.push(r)}while(a.length<qty);return a}
/**
* Generates an array with numbers between
* min and max randomly positioned.
*/
function genArr(min, max, numOfSwaps){
var size = (max-min) + 1;
numOfSwaps = numOfSwaps || size;
var arr = Array.apply(null, Array(size));
for(var i = 0, j = min; i < size & j <= max; i++, j++) {
arr[i] = j;
}
for(var i = 0; i < numOfSwaps; i++) {
var idx1 = Math.round(Math.random() * (size - 1));
var idx2 = Math.round(Math.random() * (size - 1));
var temp = arr[idx1];
arr[idx1] = arr[idx2];
arr[idx2] = temp;
}
return arr;
}
/* generating the array and using it to get 3 uniques numbers */
var arr = genArr(1, 10);
for(var i = 0; i < 3; i++) {
console.log(arr.pop());
}
I think, this is the most human approach (with using break from while loop), I explained it's mechanism in comments.
function generateRandomUniqueNumbersArray (limit) {
//we need to store these numbers somewhere
const array = new Array();
//how many times we added a valid number (for if statement later)
let counter = 0;
//we will be generating random numbers until we are satisfied
while (true) {
//create that number
const newRandomNumber = Math.floor(Math.random() * limit);
//if we do not have this number in our array, we will add it
if (!array.includes(newRandomNumber)) {
array.push(newRandomNumber);
counter++;
}
//if we have enought of numbers, we do not need to generate them anymore
if (counter >= limit) {
break;
}
}
//now hand over this stuff
return array;
}
You can of course add different limit (your amount) to the last 'if' statement, if you need less numbers, but be sure, that it is less or equal to the limit of numbers itself - otherwise it will be infinite loop.
Just as another possible solution based on ES6 Set ("arr. that can contain unique values only").
Examples of usage:
// Get 4 unique rnd. numbers: from 0 until 4 (inclusive):
getUniqueNumbersInRange(4, 0, 5) //-> [5, 0, 4, 1];
// Get 2 unique rnd. numbers: from -1 until 2 (inclusive):
getUniqueNumbersInRange(2, -1, 2) //-> [1, -1];
// Get 0 unique rnd. numbers (empty result): from -1 until 2 (inclusive):
getUniqueNumbersInRange(0, -1, 2) //-> [];
// Get 7 unique rnd. numbers: from 1 until 7 (inclusive):
getUniqueNumbersInRange(7, 1, 7) //-> [ 3, 1, 6, 2, 7, 5, 4];
The implementation:
function getUniqueNumbersInRange(uniqueNumbersCount, fromInclusive, untilInclusive) {
// 0/3. Check inputs.
if (0 > uniqueNumbersCount) throw new Error('The number of unique numbers cannot be negative.');
if (fromInclusive > untilInclusive) throw new Error('"From" bound "' + fromInclusive
+ '" cannot be greater than "until" bound "' + untilInclusive + '".');
const rangeLength = untilInclusive - fromInclusive + 1;
if (uniqueNumbersCount > rangeLength) throw new Error('The length of the range is ' + rangeLength + '=['
+ fromInclusive + '…' + untilInclusive + '] that is smaller than '
+ uniqueNumbersCount + ' (specified count of result numbers).');
if (uniqueNumbersCount === 0) return [];
// 1/3. Create a new "Set" – object that stores unique values of any type, whether primitive values or object references.
// MDN - https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Set
// Support: Google Chrome 38+(2014.10), Firefox 13+, IE 11+
const uniqueDigits = new Set();
// 2/3. Fill with random numbers.
while (uniqueNumbersCount > uniqueDigits.size) {
// Generate and add an random integer in specified range.
const nextRngNmb = Math.floor(Math.random() * rangeLength) + fromInclusive;
uniqueDigits.add(nextRngNmb);
}
// 3/3. Convert "Set" with unique numbers into an array with "Array.from()".
// MDN – https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/from
// Support: Google Chrome 45+ (2015.09+), Firefox 32+, not IE
const resArray = Array.from(uniqueDigits);
return resArray;
}
The benefits of the current implementation:
Have a basic check of input arguments – you will not get an unexpected output when the range is too small, etc.
Support the negative range (not only from 0), e. g. randoms from -1000 to 500, etc.
Expected behavior: the current most popular answer will extend the range (upper bound) on its own if input bounds are too small. An example: get 10000 unique numbers with a specified range from 0 until 10 need to throw an error due to too small range (10-0+1=11 possible unique numbers only). But the current top answer will hiddenly extend the range until 10000.
I wrote this C# code a few years back, derived from a Wikipedia-documented algorithm, which I forget now (feel free to comment...). Uniqueness is guaranteed for the lifetime of the HashSet. Obviously, if you will be using a database, you could store the generated numbers there. Randomness was ok for my needs, but probably can be improved using a different RNG. Note: count must be <= max - min (duh!) and you can easily modify to generate ulongs.
private static readonly Random RndGen = new Random();
public static IEnumerable<int> UniqueRandomIntegers(int count, int min, int max)
{
var rv = new HashSet<int>();
for (var i = max - min - count + 1; i <= max - min; i++)
{
var r = (int)(RndGen.NextDouble() * i);
var v = rv.Contains(r) ? i : r;
rv.Add(v);
yield return v;
}
}
Randomized Array, Sliced
Similar to #rory-okane's answer, but without lodash.
Both Time Complexity and Space Complexity = O(n) where n=limit
Has a consistent runtime
Supports a positive or negative range of numbers
Theoretically, this should support a range from 0 to ±2^32 - 1
This limit is due to Javascript arrays only supporting 2^32 - 1 indexes as per the ECMAScript specification
I stopped testing it at 10^8 because my browser got weird around here and strangely only negative numbers to -10^7 - I got an Uncaught RangeError: Invalid array length error (shrug)
Bonus feature: Generate a randomized array of n length 0 to limit if you pass only one argument
let uniqueRandomNumbers = (limit, amount = limit) => {
let array = Array(Math.abs(limit));
for (let i = 0; i < array.length; i++) array[i] = i * Math.sign(limit);
let currentIndex = array.length;
let randomIndex;
while(currentIndex > 0) {
randomIndex = Math.floor(Math.random() * currentIndex--);
[array[currentIndex], array[randomIndex]] = [array[randomIndex], array[currentIndex]];
}
return array.slice(0, Math.abs(amount));
}
console.log(uniqueRandomNumbers(10, 3));
console.log(uniqueRandomNumbers(-10, 3));
//bonus feature:
console.log(uniqueRandomNumbers(10));
Credit:
I personally got here because I was trying to generate random arrays of n length. Other SO questions that helped me arrive at this answer for my own use case are below. Thank you everyone for your contributions, you made my life better today.
Most efficient way to create a zero filled JavaScript array?
How to randomize (shuffle) a JavaScript array?
Also the answer from #ashleedawg is where I started, but when I discovered the infinite loop issues I ended up at the sliced randomized array approach.
const getRandomNo = (min, max) => {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
This function returns a random integer between the specified values. The value is no lower than min (or the next integer greater than min if min isn't an integer) and is less than (but not equal to) max.
Example
console.log(`Random no between 0 and 10 ${getRandomNo(0,10)}`)
Here's a simple, one-line solution:
var limit = 10;
var amount = 3;
randoSequence(1, limit).slice(0, amount);
It uses randojs.com to generate a randomly shuffled array of integers from 1 through 10 and then cuts off everything after the third integer. If you want to use this answer, toss this within the head tag of your HTML document:
<script src="https://randojs.com/1.0.0.js"></script>

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