How can I generate some unique random numbers between 1 and 100 using JavaScript?
For example: To generate 8 unique random numbers and store them to an array, you can simply do this:
var arr = [];
while(arr.length < 8){
var r = Math.floor(Math.random() * 100) + 1;
if(arr.indexOf(r) === -1) arr.push(r);
}
console.log(arr);
Populate an array with the numbers 1 through 100.
Shuffle it.
Take the first 8 elements of the resulting array.
Modern JS Solution using Set (and average case O(n))
const nums = new Set();
while(nums.size !== 8) {
nums.add(Math.floor(Math.random() * 100) + 1);
}
console.log([...nums]);
Another approach is to generate an 100 items array with ascending numbers and sort it randomly. This leads actually to a really short and (in my opinion) simple snippet.
const numbers = Array(100).fill().map((_, index) => index + 1);
numbers.sort(() => Math.random() - 0.5);
console.log(numbers.slice(0, 8));
Generate permutation of 100 numbers and then choose serially.
Use Knuth Shuffle(aka the Fisher-Yates shuffle) Algorithm.
JavaScript:
function fisherYates ( myArray,stop_count ) {
var i = myArray.length;
if ( i == 0 ) return false;
int c = 0;
while ( --i ) {
var j = Math.floor( Math.random() * ( i + 1 ) );
var tempi = myArray[i];
var tempj = myArray[j];
myArray[i] = tempj;
myArray[j] = tempi;
// Edited thanks to Frerich Raabe
c++;
if(c == stop_count)return;
}
}
CODE COPIED FROM LINK.
EDIT:
Improved code:
function fisherYates(myArray,nb_picks)
{
for (i = myArray.length-1; i > 1 ; i--)
{
var r = Math.floor(Math.random()*i);
var t = myArray[i];
myArray[i] = myArray[r];
myArray[r] = t;
}
return myArray.slice(0,nb_picks);
}
Potential problem:
Suppose we have array of 100 numbers {e.g. [1,2,3...100]} and we stop swapping after 8 swaps;
then most of the times array will look like {1,2,3,76,5,6,7,8,...numbers here will be shuffled ...10}.
Because every number will be swapped with probability 1/100 so
prob. of swapping first 8 numbers is 8/100 whereas prob. of swapping other 92 is 92/100.
But if we run algorithm for full array then we are sure (almost)every entry is swapped.
Otherwise we face a question : which 8 numbers to choose?
The above techniques are good if you want to avoid a library, but depending if you would be alright with a library, I would suggest checking out Chance for generating random stuff in JavaScript.
Specifically to solve your question, using Chance it's as easy as:
// One line!
var uniques = chance.unique(chance.natural, 8, {min: 1, max: 100});
// Print it out to the document for this snippet so we can see it in action
document.write(JSON.stringify(uniques));
<script src="http://chancejs.com/chance.min.js"></script>
Disclaimer, as the author of Chance, I am a bit biased ;)
To avoid any long and unreliable shuffles, I'd do the following...
Generate an array that contains the number between 1 and 100, in order.
Generate a random number between 1 and 100
Look up the number at this index in the array and store in your results
Remove the elemnt from the array, making it one shorter
Repeat from step 2, but use 99 as the upper limit of the random number
Repeat from step 2, but use 98 as the upper limit of the random number
Repeat from step 2, but use 97 as the upper limit of the random number
Repeat from step 2, but use 96 as the upper limit of the random number
Repeat from step 2, but use 95 as the upper limit of the random number
Repeat from step 2, but use 94 as the upper limit of the random number
Repeat from step 2, but use 93 as the upper limit of the random number
Voila - no repeated numbers.
I may post some actual code later, if anybody is interested.
Edit: It's probably the competitive streak in me but, having seen the post by #Alsciende, I couldn't resist posting the code that I promised.
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
<html>
<head>
<title>8 unique random number between 1 and 100</title>
<script type="text/javascript" language="Javascript">
function pick(n, min, max){
var values = [], i = max;
while(i >= min) values.push(i--);
var results = [];
var maxIndex = max;
for(i=1; i <= n; i++){
maxIndex--;
var index = Math.floor(maxIndex * Math.random());
results.push(values[index]);
values[index] = values[maxIndex];
}
return results;
}
function go(){
var running = true;
do{
if(!confirm(pick(8, 1, 100).sort(function(a,b){return a - b;}))){
running = false;
}
}while(running)
}
</script>
</head>
<body>
<h1>8 unique random number between 1 and 100</h1>
<p><button onclick="go()">Click me</button> to start generating numbers.</p>
<p>When the numbers appear, click OK to generate another set, or Cancel to stop.</p>
</body>
I would do this:
function randomInt(min, max) {
return Math.round(min + Math.random()*(max-min));
}
var index = {}, numbers = [];
for (var i=0; i<8; ++i) {
var number;
do {
number = randomInt(1, 100);
} while (index.hasOwnProperty("_"+number));
index["_"+number] = true;
numbers.push(number);
}
delete index;
This is a very generic function I have written to generate random unique/non-unique integers for an array. Assume the last parameter to be true in this scenario for this answer.
/* Creates an array of random integers between the range specified
len = length of the array you want to generate
min = min value you require
max = max value you require
unique = whether you want unique or not (assume 'true' for this answer)
*/
function _arrayRandom(len, min, max, unique) {
var len = (len) ? len : 10,
min = (min !== undefined) ? min : 1,
max = (max !== undefined) ? max : 100,
unique = (unique) ? unique : false,
toReturn = [], tempObj = {}, i = 0;
if(unique === true) {
for(; i < len; i++) {
var randomInt = Math.floor(Math.random() * ((max - min) + min));
if(tempObj['key_'+ randomInt] === undefined) {
tempObj['key_'+ randomInt] = randomInt;
toReturn.push(randomInt);
} else {
i--;
}
}
} else {
for(; i < len; i++) {
toReturn.push(Math.floor(Math.random() * ((max - min) + min)));
}
}
return toReturn;
}
Here the 'tempObj' is a very useful obj since every random number generated will directly check in this tempObj if that key already exists, if not, then we reduce the i by one since we need 1 extra run since the current random number already exists.
In your case, run the following
_arrayRandom(8, 1, 100, true);
That's all.
Shuffling the numbers from 1 to 100 is the right basic strategy, but if you need only 8 shuffled numbers, there's no need to shuffle all 100 numbers.
I don't know Javascript very well, but I believe it's easy to create an array of 100 nulls quickly. Then, for 8 rounds, you swap the n'th element of the array (n starting at 0) with a randomly selected element from n+1 through 99. Of course, any elements not populated yet mean that the element would really have been the original index plus 1, so that's trivial to factor in. When you're done with the 8 rounds, the first 8 elements of your array will have your 8 shuffled numbers.
var arr = []
while(arr.length < 8){
var randomnumber=Math.ceil(Math.random()*100)
if(arr.indexOf(randomnumber) === -1){arr.push(randomnumber)}
}
document.write(arr);
shorter than other answers I've seen
Implementing this as a generator makes it pretty nice to work with. Note, this implementation differs from ones that require the entire input array to be shuffled first.
This sample function works lazily, giving you 1 random item per iteration up to N items you ask for. This is nice because if you just want 3 items from a list of 1000, you don't have to touch all 1000 items first.
// sample :: Integer -> [a] -> [a]
const sample = n => function* (xs) {
let ys = xs.slice(0);
let len = xs.length;
while (n > 0 && len > 0) {
let i = (Math.random() * len) >> 0;
yield ys.splice(i,1)[0];
n--; len--;
}
}
// example inputs
let items = ['a', 'b', 'c', 'd', 'e', 'f', 'g'];
let numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
// get 3 random items
for (let i of sample(3) (items))
console.log(i); // f g c
// partial application
const lotto = sample(3);
for (let i of lotto(numbers))
console.log(i); // 3 8 7
// shuffle an array
const shuffle = xs => Array.from(sample (Infinity) (xs))
console.log(shuffle(items)) // [b c g f d e a]
I chose to implement sample in a way that does not mutate the input array, but you could easily argue that a mutating implementation is favourable.
For example, the shuffle function might wish to mutate the original input array. Or you might wish to sample from the same input at various times, updating the input each time.
// sample :: Integer -> [a] -> [a]
const sample = n => function* (xs) {
let len = xs.length;
while (n > 0 && len > 0) {
let i = (Math.random() * len) >> 0;
yield xs.splice(i,1)[0];
n--; len--;
}
}
// deal :: [Card] -> [Card]
const deal = xs => Array.from(sample (2) (xs));
// setup a deck of cards (13 in this case)
// cards :: [Card]
let cards = 'A234567890JQK'.split('');
// deal 6 players 2 cards each
// players :: [[Card]]
let players = Array.from(Array(6), $=> deal(cards))
console.log(players);
// [K, J], [6, 0], [2, 8], [Q, 7], [5, 4], [9, A]
// `cards` has been mutated. only 1 card remains in the deck
console.log(cards);
// [3]
sample is no longer a pure function because of the array input mutation, but in certain circumstances (demonstrated above) it might make more sense.
Another reason I chose a generator instead of a function that just returns an array is because you may want to continue sampling until some specific condition.
Perhaps I want the first prime number from a list of 1,000,000 random numbers.
"How many should I sample?" – you don't have to specify
"Do I have to find all the primes first and then select a random prime?" – Nope.
Because we're working with a generator, this task is trivial
const randomPrimeNumber = listOfNumbers => {
for (let x of sample(Infinity) (listOfNumbers)) {
if (isPrime(x))
return x;
}
return NaN;
}
This will continuously sample 1 random number at a time, x, check if it's prime, then return x if it is. If the list of numbers is exhausted before a prime is found, NaN is returned.
Note:
This answer was originally shared on another question that was closed as a duplicate of this one. Because it's very different from the other solutions provided here, I've decided to share it here as well
var numbers = [];
for (let i = 0; i < 8; i++) {
let a = true,
n;
while(a) {
n = Math.floor(Math.random() * 100) + 1;
a = numbers.includes(n);
}
numbers.push(n);
}
console.log(numbers);
Same permutation algorithm as The Machine Charmer, but with a prototyped implementation. Better suited to large number of picks. Uses js 1.7 destructuring assignment if available.
// swaps elements at index i and j in array this
// swapping is easy on js 1.7 (feature detection)
Array.prototype.swap = (function () {
var i=0, j=1;
try { [i,j]=[j,i]; }
catch (e) {}
if(i) {
return function(i,j) {
[this[i],this[j]] = [this[j],this[i]];
return this;
}
} else {
return function(i,j) {
var temp = this[i];
this[i] = this[j];
this[j] = temp;
return this;
}
}
})();
// shuffles array this
Array.prototype.shuffle = function() {
for(var i=this.length; i>1; i--) {
this.swap(i-1, Math.floor(i*Math.random()));
}
return this;
}
// returns n unique random numbers between min and max
function pick(n, min, max) {
var a = [], i = max;
while(i >= min) a.push(i--);
return a.shuffle().slice(0,n);
}
pick(8,1,100);
Edit:
An other proposition, better suited to small number of picks, based on belugabob's answer. To guarantee uniqueness, we remove the picked numbers from the array.
// removes n random elements from array this
// and returns them
Array.prototype.pick = function(n) {
if(!n || !this.length) return [];
var i = Math.floor(this.length*Math.random());
return this.splice(i,1).concat(this.pick(n-1));
}
// returns n unique random numbers between min and max
function pick(n, min, max) {
var a = [], i = max;
while(i >= min) a.push(i--);
return a.pick(n);
}
pick(8,1,100);
for arrays with holes like this [,2,,4,,6,7,,]
because my problem was to fill these holes. So I modified it as per my need :)
the following modified solution worked for me :)
var arr = [,2,,4,,6,7,,]; //example
while(arr.length < 9){
var randomnumber=Math.floor(Math.random()*9+1);
var found=false;
for(var i=0;i<arr.length;i++){
if(arr[i]==randomnumber){found=true;break;}
}
if(!found)
for(k=0;k<9;k++)
{if(!arr[k]) //if it's empty !!MODIFICATION
{arr[k]=randomnumber; break;}}
}
alert(arr); //outputs on the screen
The best earlier answer is the answer by sje397. You will get as good random numbers as you can get, as quick as possible.
My solution is very similar to his solution. However, sometimes you want the random numbers in random order, and that is why I decided to post an answer. In addition, I provide a general function.
function selectKOutOfN(k, n) {
if (k>n) throw "k>n";
var selection = [];
var sorted = [];
for (var i = 0; i < k; i++) {
var rand = Math.floor(Math.random()*(n - i));
for (var j = 0; j < i; j++) {
if (sorted[j]<=rand)
rand++;
else
break;
}
selection.push(rand);
sorted.splice(j, 0, rand);
}
return selection;
}
alert(selectKOutOfN(8, 100));
Here is my ES6 version I cobbled together. I'm sure it can be a little more consolidated.
function randomArray(i, min, max) {
min = Math.ceil(min);
max = Math.floor(max);
let arr = Array.from({length: i}, () => Math.floor(Math.random()* (max - min)) + min);
return arr.sort();
}
let uniqueItems = [...new Set(randomArray(8, 0, 100))]
console.log(uniqueItems);
How about using object properties as a hash table? This way your best scenario is to only randomize 8 times. It would only be effective if you want a small part of the range of numbers. It's also much less memory intensive than Fisher-Yates because you don't have to allocate space for an array.
var ht={}, i=rands=8;
while ( i>0 || keys(ht).length<rands) ht[Math.ceil(Math.random()*100)]=i--;
alert(keys(ht));
I then found out that Object.keys(obj) is an ECMAScript 5 feature so the above is pretty much useless on the internets right now. Fear not, because I made it ECMAScript 3 compatible by adding a keys function like this.
if (typeof keys == "undefined")
{
var keys = function(obj)
{
props=[];
for (k in ht) if (ht.hasOwnProperty(k)) props.push(k);
return props;
}
}
var bombout=0;
var checkArr=[];
var arr=[];
while(arr.length < 8 && bombout<100){
bombout++;
var randomNumber=Math.ceil(Math.random()*100);
if(typeof checkArr[randomNumber] == "undefined"){
checkArr[randomNumber]=1;
arr.push(randomNumber);
}
}
// untested - hence bombout
if you need more unique you must generate a array(1..100).
var arr=[];
function generateRandoms(){
for(var i=1;i<=100;i++) arr.push(i);
}
function extractUniqueRandom()
{
if (arr.length==0) generateRandoms();
var randIndex=Math.floor(arr.length*Math.random());
var result=arr[randIndex];
arr.splice(randIndex,1);
return result;
}
function extractUniqueRandomArray(n)
{
var resultArr=[];
for(var i=0;i<n;i++) resultArr.push(extractUniqueRandom());
return resultArr;
}
above code is faster:
extractUniqueRandomArray(50)=>
[2, 79, 38, 59, 63, 42, 52, 22, 78, 50, 39, 77, 1, 88, 40, 23, 48, 84, 91, 49, 4, 54, 93, 36, 100, 82, 62, 41, 89, 12, 24, 31, 86, 92, 64, 75, 70, 61, 67, 98, 76, 80, 56, 90, 83, 44, 43, 47, 7, 53]
Adding another better version of same code (accepted answer) with JavaScript 1.6 indexOf function. Do not need to loop thru whole array every time you are checking the duplicate.
var arr = []
while(arr.length < 8){
var randomnumber=Math.ceil(Math.random()*100)
var found=false;
if(arr.indexOf(randomnumber) > -1){found=true;}
if(!found)arr[arr.length]=randomnumber;
}
Older version of Javascript can still use the version at top
PS: Tried suggesting an update to the wiki but it was rejected. I still think it may be useful for others.
This is my personal solution :
<script>
var i, k;
var numbers = new Array();
k = Math.floor((Math.random()*8));
numbers[0]=k;
for (var j=1;j<8;j++){
k = Math.floor((Math.random()*8));
i=0;
while (i < numbers.length){
if (numbers[i] == k){
k = Math.floor((Math.random()*8));
i=0;
}else {i++;}
}
numbers[j]=k;
}
for (var j=0;j<8;j++){
alert (numbers[j]);
}
</script>
It randomly generates 8 unique array values (between 0 and 7), then displays them using an alert box.
function getUniqueRandomNos() {
var indexedArrayOfRandomNo = [];
for (var i = 0; i < 100; i++) {
var randNo = Math.random();
indexedArrayOfRandomNo.push([i, randNo]);
}
indexedArrayOfRandomNo.sort(function (arr1, arr2) {
return arr1[1] - arr2[1]
});
var uniqueRandNoArray = [];
for (i = 0; i < 8; i++) {
uniqueRandNoArray.push(indexedArrayOfRandomNo[i][0]);
}
return uniqueRandNoArray;
}
I think this method is different from methods given in most of the answers, so I thought I might add an answer here (though the question was asked 4 years ago).
We generate 100 random numbers, and tag each of them with numbers from 1 to 100. Then we sort these tagged random numbers, and the tags get shuffled randomly. Alternatively, as needed in this question, one could do away with just finding top 8 of the tagged random numbers. Finding top 8 items is cheaper than sorting the whole array.
One must note here, that the sorting algorithm influences this algorithm. If the sorting algorithm used is stable, there is slight bias in favor of smaller numbers. Ideally, we would want the sorting algorithm to be unstable and not even biased towards stability (or instability) to produce an answer with perfectly uniform probability distribution.
This can handle generating upto 20 digit UNIQUE random number
JS
var generatedNumbers = [];
function generateRandomNumber(precision) { // input --> number precision in integer
if (precision <= 20) {
var randomNum = Math.round(Math.random().toFixed(precision) * Math.pow(10, precision));
if (generatedNumbers.indexOf(randomNum) > -1) {
if (generatedNumbers.length == Math.pow(10, precision))
return "Generated all values with this precision";
return generateRandomNumber(precision);
} else {
generatedNumbers.push(randomNum);
return randomNum;
}
} else
return "Number Precision shoould not exceed 20";
}
generateRandomNumber(1);
jsFiddle
This solution uses the hash which is much more performant O(1) than checking if the resides in the array. It has extra safe checks too. Hope it helps.
function uniqueArray(minRange, maxRange, arrayLength) {
var arrayLength = (arrayLength) ? arrayLength : 10
var minRange = (minRange !== undefined) ? minRange : 1
var maxRange = (maxRange !== undefined) ? maxRange : 100
var numberOfItemsInArray = 0
var hash = {}
var array = []
if ( arrayLength > (maxRange - minRange) ) throw new Error('Cannot generate unique array: Array length too high')
while(numberOfItemsInArray < arrayLength){
// var randomNumber = Math.floor(Math.random() * (maxRange - minRange + 1) + minRange)
// following line used for performance benefits
var randomNumber = (Math.random() * (maxRange - minRange + 1) + minRange) << 0
if (!hash[randomNumber]) {
hash[randomNumber] = true
array.push(randomNumber)
numberOfItemsInArray++
}
}
return array
}
document.write(uniqueArray(1, 100, 8))
You can also do it with a one liner like this:
[...((add, set) => add(set, add))((set, add) => set.size < 8 ? add(set.add(Math.floor(Math.random()*100) + 1), add) : set, new Set())]
getRandom (min, max) {
return Math.floor(Math.random() * (max - min)) + min
}
getNRandom (min, max, n) {
const numbers = []
if (min > max) {
return new Error('Max is gt min')
}
if (min === max) {
return [min]
}
if ((max - min) >= n) {
while (numbers.length < n) {
let rand = this.getRandom(min, max + 1)
if (numbers.indexOf(rand) === -1) {
numbers.push(rand)
}
}
}
if ((max - min) < n) {
for (let i = min; i <= max; i++) {
numbers.push(i)
}
}
return numbers
}
Using a Set is your fastest option. Here is a generic function for getting a unique random that uses a callback generator. Now it's fast and reusable.
// Get a unique 'anything'
let unique = new Set()
function getUnique(generator) {
let number = generator()
while (!unique.add(number)) {
number = generator()
}
return number;
}
// The generator. Return anything, not just numbers.
const between_1_100 = () => 1 + Math.floor(Math.random() * 100)
// Test it
for (var i = 0; i < 8; i++) {
const aNumber = getUnique(between_1_100)
}
// Dump the 'stored numbers'
console.log(Array.from(unique))
This is a implementation of Fisher Yates/Durstenfeld Shuffle, but without actual creation of a array thus reducing space complexity or memory needed, when the pick size is small compared to the number of elements available.
To pick 8 numbers from 100, it is not necessary to create a array of 100 elements.
Assuming a array is created,
From the end of array(100), get random number(rnd) from 1 to 100
Swap 100 and the random number rnd
Repeat step 1 with array(99)
If a array is not created, A hashMap may be used to remember the actual swapped positions. When the second random number generated is equal to the one of the previously generated numbers, the map provides the current value in that position rather than the actual value.
const getRandom_ = (start, end) => {
return Math.floor(Math.random() * (end - start + 1)) + start;
};
const getRealValue_ = (map, rnd) => {
if (map.has(rnd)) {
return getRealValue_(map, map.get(rnd));
} else {
return rnd;
}
};
const getRandomNumbers = (n, start, end) => {
const out = new Map();
while (n--) {
const rnd = getRandom_(start, end--);
out.set(getRealValue_(out, rnd), end + 1);
}
return [...out.keys()];
};
console.info(getRandomNumbers(8, 1, 100));
console.info(getRandomNumbers(8, 1, Math.pow(10, 12)));
console.info(getRandomNumbers(800000, 1, Math.pow(10, 15)));
Here is an example of random 5 numbers taken from a range of 0 to 100 (both 0 and 100 included) with no duplication.
let finals = [];
const count = 5; // Considering 5 numbers
const max = 100;
for(let i = 0; i < max; i++){
const rand = Math.round(Math.random() * max);
!finals.includes(rand) && finals.push(rand)
}
finals = finals.slice(0, count)
I am new to Javascript and working with the basics. I am wanting to create an array whose individual elements are randomly drawn, one at a time, with a click of a button, until all array elements are displayed on the screen. The code I have is almost there. But the issue is that when it runs, it always grabs 2 elements on the first button click, rather than 1. It runs well for the remaining elements. Sure would appreciate some insight to this problem. Thank you.
var myArray=['1','2','3','4','5','6','7']
var text = "";
var i;
function RandomDraw() {
for(i = 0; i < myArray.length; i+=text) {
var ri = Math.floor(Math.random() * myArray.length);
var rs = myArray.splice(ri, 1);
document.getElementById("showSplice").innerHTML = text+=rs;
//document.getElementById("showArrayList").innerHTML = myArray;
}
}
It "always" draws 2 elements because of the i+=text. Your array is small thus the loop needs 2 iteration (of cocatinating the strings to get the number i) to go over myArray.length.
First iteration:
i = 0 => 0 < myArray.length => true
prints number
Second iteration: (say '4' get choosen)
i = i + text and text = '4' => i = "04" => "04" < myArray.length => true
prints number
Third iteration: (say '3' get choosen)
i = i + text and text = '43' => i = "0443" => "0443" < myArray.length => false
loop breaks
So there is a possibility that two elements get printed. Depending on the length of the array, there could be more.
You don't need the loop, just choose a number and print it:
function RandomDraw() {
if(myArray.length > 0) { // if there still elements in the array
var ri = Math.floor(Math.random() * myArray.length); // do your job ...
var rs = myArray.splice(ri, 1);
document.getElementById("showSplice").textContent = rs; // .textContent is better
}
else {
// print a message indicating that the array is now empty
}
}
Another solution is to shuffle the array and then, on each click, pop the element from the shuffled array.
function shuffle(array) {
return array.sort(function() { return Math.random() - 0.5; });
}
var button = document.getElementById('button');
var origin = ['1','2','3','4','5','6','7'];
var myArray = shuffle(origin);
var currentValue = null;
button.onclick = function() {
currentValue = myArray.pop();
if(!!currentValue) {
console.log(currentValue);
}
}
<button id='button'>
get element
</button>
You can shuffle the array again on each click, but I think it is not necessary whatsoever...
If you're wondering about Math.random() - 0.5:
[...] Math.random is returning a number between 0 and 1. Therefore, if you call Math.random() - 0.5 there is a 50% chance you will get a negative number and 50% chance you'll get a positive number.
If you run a for loop and add these results in an array, you will effectively get a full distribution of negative and positive numbers.
https://teamtreehouse.com/community/mathrandom05
I would do it this way:
let myArray=['1','2','3','4','5','6','7']
function RandomDraw(){
const selectedIndex = Math.floor(Math.random() * myArray.length);
const selected = myArray[selectedIndex]
myArray = myArray.slice(0, selected).concat(myArray.slice(selected + 1));
return selected;
}
Every time you call RandomDraw it will return a random number, without repeating.
The way I understand it, you want to draw every items from the array after a single click. So the loop is needed.
As others have said, there are several issues in your for loop :
that i+= text makes no sense
you are looping until i reaches the length of your array, but you are splicing that array, hence reducing its length
You could correct your for loop :
function RandomDraw() {
var length = myArray.length;
var ri = 0;
for (var i=0;i<length;i++) {
ri = Math.floor(Math.random() * myArray.length);
console.log("Random index to be drawn : " + ri);
// removing that index from the array :
myArray.splice(ri, 1);
console.log("myArray after a random draw : ", myArray);
}
}
Or, you could use a while loop :
function RandomDraw() {
var ri = 0;
while (myArray.length > 0) {
ri = Math.floor(Math.random() * myArray.length);
console.log("Random index to be drawn : " + ri);
// removing that index from the array :
myArray.splice(ri, 1);
console.log("myArray after a random draw : ", myArray);
}
}
i have been trying to find a solution to this for several months now. it is for an art project of mine. so far i could find partial python and c solutions, but they are of no use for my case... i need a working solution either in PHP or Javascript.
this is the question:
find all possible combinations of N numbers, the following should be satisfied:
numbers are not repeated within a combination
numbers are not repeated in other solutions in different order
only whole numbers are being used
within a certain range of whole numbers
that add up to X
for example:
find all combinations of 3 numbers
within all numbers from 1-12
that add up to 15
the computed solution should spit out:
[1,2,12]
[1,3,11]
[1,4,10]
[1,5,9]
[1,6,8]
[1,7,7] = EXAMPLE OF WRONG OUTPUT, NO REPEATING NUMBERS WITHIN COMBINATION
[1,8,6] = EXAMPLE OF WRONG OUTPUT, NO REPEATING NUMBERS IN OTHER SOLUTIONS (see [1,6,8])
[2,3,10]
[2,4,9]
[2,5,8]
[2,6,7]
[3,4,8]
[3,5,7]
[4,5,6]
obviously that was easy to do in a couple of minutes by hand, but i need to calculate a much bigger range and much more numbers, so i need a short script to do this for me...
any help would be appreciated!
I feel like the most elegant way to handle this challenge is via recursion.
function getCombos(target, min, max, n) {
var arrs = [];
if (n === 1 && target <= max) {
arrs.push([target]);
} else {
for (var i = min; i < target / n && i <= max; i++) {
var arrays = getCombos(target - i, i + 1, max, n - 1);
for (var j = 0; j < arrays.length; j++) {
var array = arrays[j];
array.splice(0, 0, i);
arrs.push(array);
}
}
}
return arrs;
}
Explanation
This works by climbing up from the minimum number i as the first item in each array, and passing the remainder (target-i) back into the recursive function to be split into n-1 components, with the minimum increased by one with each recursive call.
15 = (1 + 14) = 1 + (2 + 12)
15 = (1 + 14) = 1 + (3 + 11)
15 = (1 + 14) = 1 + (4 + 10)
...
15 = (1 + 14) = 1 + (6 + 8)
15 = (2 + 13) = 2 + (3 + 10)
15 = (2 + 13) = 2 + (4 + 9)
...
15 = (4 + 11) = 4 + (5 + 6)
Note that the numbers at the first index of each array will never exceed target/n, where target is the number you're summing to, and n is the number of items in the array. (So when splitting 15 into 3 components, the first column will always be less than 5.) This holds true for the other columns as well, but n is reduced by 1 as the index of the array climbs. Knowing this allows us to recurse without requiring extra parameters on our recursive function.
Working Example
Check out the snippet below to see it in action.
function getCombos(target, min, max, n) {
var arrs = [];
if (n === 1 && target <= max) {
arrs.push([target]);
} else {
for (var i = min; i < target / n && i <= max; i++) {
var nextTarget = target - i;
var nextMin = i + 1;
var arrays = getCombos(nextTarget, nextMin, max, n - 1);
for (var j = 0; j < arrays.length; j++) {
var array = arrays[j];
array.splice(0, 0, i);
arrs.push(array);
}
}
}
return arrs;
}
document.getElementById("submit").onclick = function () {
var target = document.getElementById("target").value;
var min = document.getElementById("min").value;
var max = document.getElementById("max").value;
var n = document.getElementById("n").value;
var result = getCombos(+target, +min, +max, +n);
document.getElementById("output").innerHTML = result.join("<br/>");
};
.table {
display:table;
table-layout:fixed;
width:100%;
}
.table-row {
display:table-row;
}
.cell {
display:table-cell;
}
<div class="table">
<div class="table-row">
<div class="cell">Target:</div>
<div class="cell">
<input id="target" type="text" value=15>
</div>
<div class="cell">n:</div>
<div class="cell">
<input id="n" type="text" value=3>
</div>
</div>
<div class="table-row">
<div class="cell">Min:</div>
<div class="cell">
<input id="min" type="text" value=1>
</div>
<div class="cell">Max:</div>
<div class="cell">
<input id="max" type="text" value=12>
</div>
</div>
</div>
<input id="submit" type="button" value="submit" />
<div id="output" />
If you generate the lists in ascending order, you will avoid both kinds of repetition.
An easy recursive solution consists of selecting each possible first element, and then recursively calling the generator requesting the possible continuations: that is, the continuations are restricted to having one fewer element, to starting with a value greater than the chosen element, and summing to the desired sum minus the chosen element.
Partitions(min, size, total):
if size is 1:
if total < min: return nothing
else return the list [total]
for each value i between min and total:
get the set of lists Partitions(i+1, size-1, total-i)
add i to the beginning of each list
return all the lists.
The above can be improved by not letting i get beyond the largest practical value, or at least beyond a conservative estimate. Alternatively, you can stop incrementing i after a recursive call returns an empty set.
Below is a recursive function that does what you want.
For your example, you would call it like this:
combos(3, 1, 12, 15);
The additional function parameters (a, running, current) keep track of the current state and can be ignored:
var arr= [];
function combos(num, min, max, sum, a, running, current) {
var i;
a= a || [];
running= running || 0;
current= current || min;
for(i = current ; i <= max ; i++) {
if(num===1) {
if(i+running===sum) {
arr.push(a.concat(i));
}
}
else {
combos(num-1, min, max, sum, a.concat(i), i+running, i+1);
}
}
};
Fiddle
Here's a slightly optimized solution. By iterating from largest to smallest in the range, it becomes pretty easy to skip all the possibilities that are too large.
function combos(size, start, end, total, solution) {
var solutions = [];
solution = solution || [];
if (size === 1) {
if (start <= total && end >= total) {
solutions.push(solution.concat([total]));
}
return solutions;
} else {
while (end > start) {
var newTotal = total - end;
solutions = solutions.concat(
combos(
size - 1,
start,
Math.min(end - 1, newTotal),
newTotal,
solution.concat([end])
)
);
end--;
}
return solutions;
}
}
Might not be efficient for large numbers, but using 3 nested for() loops you can do -
$t=20; // up to X
$s=$t-3; // sets inner loop max
$r=$t/3; // sets middle loop max
$q=$r-1; // sets outer loop max
$results= array(); // array to hold results
for($x=1;$x<=$q;$x++){
for($y=($x+1);$y<=$r;$y++){
for($z=($x+2);$z<=$s;$z++){
// if sum == max && none are the same value
if(($x+$y+$z)==$t && ($x!=$y && $x!=$z && $y!=$z)){
$results[]=array($x,$y,$z);
}
}
}
}