Geting number between two values - javascript

Is there an easy way to get number between two values or these values?
for example:
min: 10, max: 100
(in -> out)
1 -> 10
5 -> 10
10 -> 10
50 -> 50
100 -> 100
1000 -> 100
9999 -> 100
now I'm using this:
Math.max(10, Math.min(100, value));
but is there a more efficient and/or elegant way to do this?

This is probably overkill, but here's a reusable solution:
function clamper(min, max) {
return function(v) {
return v > max ? max : (v < min ? min : v);
};
}
var clamp = clamper(0, 100);
console.log(clamp(25));
console.log(clamp(50));
console.log(clamp(74));
console.log(clamp(120));
console.log(clamp(-300));
Fiddle: http://jsfiddle.net/mx3whct6/

No, there's really no better way than that. It's probably what I'd go with. If you really want an alternative, you could use the conditional operator like this:
value > 100 ? 100 : value < 10 ? 10 : value;
However, I find this is a lot harder to read than a simple min / max.
Of course, if you find yourself doing this a lot, you can make your own function for brevity:
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
Then just use it like this:
clamp(value, 10, 100);

James is right. Check this for detail
/**
* Returns a number whose value is limited to the given range.
*
* Example: limit the output of this computation to between 0 and 255
* (x * 255).clamp(0, 255)
*
* #param {Number} min The lower boundary of the output range
* #param {Number} max The upper boundary of the output range
* #returns A number in the range [min, max]
* #type Number
*/
Number.prototype.clamp = function(min, max) {
return Math.min(Math.max(this, min), max);
};

Related

Javascript random number between two digits [duplicate]

Is there a way to generate a random number in a specified range with JavaScript ?
For example: a specified range from 1 to 6 were the random number could be either 1, 2, 3, 4, 5, or 6.
function randomIntFromInterval(min, max) { // min and max included
return Math.floor(Math.random() * (max - min + 1) + min)
}
const rndInt = randomIntFromInterval(1, 6)
console.log(rndInt)
What it does "extra" is it allows random intervals that do not start with 1.
So you can get a random number from 10 to 15 for example. Flexibility.
Important
The following code works only if the minimum value is `1`. It does not work for minimum values other than `1`.
If you wanted to get a random integer between 1 (and only 1) and 6, you would calculate:
const rndInt = Math.floor(Math.random() * 6) + 1
console.log(rndInt)
Where:
1 is the start number
6 is the number of possible results (1 + start (6) - end (1))
Math.random()
Returns an integer random number between min (included) and max (included):
function randomInteger(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
Or any random number between min (included) and max (not included):
function randomNumber(min, max) {
return Math.random() * (max - min) + min;
}
Useful examples (integers):
// 0 -> 10
Math.floor(Math.random() * 11);
// 1 -> 10
Math.floor(Math.random() * 10) + 1;
// 5 -> 20
Math.floor(Math.random() * 16) + 5;
// -10 -> (-2)
Math.floor(Math.random() * 9) - 10;
** And always nice to be reminded (Mozilla):
Math.random() does not provide cryptographically secure random
numbers. Do not use them for anything related to security. Use the Web
Crypto API instead, and more precisely the
window.crypto.getRandomValues() method.
Other solutions:
(Math.random() * 6 | 0) + 1
~~(Math.random() * 6) + 1
Try online
TL;DR
function generateRandomInteger(min, max) {
return Math.floor(min + Math.random()*(max - min + 1))
}
To get the random number
generateRandomInteger(-20, 20);
EXPLANATION BELOW
integer - A number which is not a fraction; a whole number
We need to get a random number , say X between min and max.
X, min and max are all integers
i.e
min <= X <= max
If we subtract min from the equation, this is equivalent to
0 <= (X - min) <= (max - min)
Now, lets multiply this with a random number r
which is
0 <= (X - min) * r <= (max - min) * r
Now, lets add back min to the equation
min <= min + (X - min) * r <= min + (max - min) * r
For, any given X, the above equation satisfies only when r has range of [0,1] For any other values of r the above equation is unsatisfied.
Learn more about ranges [x,y] or (x,y) here
Our next step is to find a function which always results in a value which has a range of [0,1]
Now, the range of r i.e [0,1] is very similar to Math.random() function in Javascript. Isn't it?
The Math.random() function returns a floating-point, pseudo-random
number in the range [0, 1); that is, from 0 (inclusive) up to but not
including 1 (exclusive)
Random Function using Math.random() 0 <= r < 1
Notice that in Math.random() left bound is inclusive and the right bound is exclusive. This means min + (max - min) * r will evaluate to having a range from [min, max)
To include our right bound i.e [min,max] we increase the right bound by 1 and floor the result.
function generateRandomInteger(min, max) {
return Math.floor(min + Math.random()*(max - min + 1))
}
To get the random number
generateRandomInteger(-20, 20);
Or, in Underscore
_.random(min, max)
var x = 6; // can be any number
var rand = Math.floor(Math.random()*x) + 1;
jsfiddle: https://jsfiddle.net/cyGwf/477/
Random Integer: to get a random integer between min and max, use the following code
function getRandomInteger(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
Random Floating Point Number: to get a random floating point number between min and max, use the following code
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
Reference: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
Math is not my strong point, but I've been working on a project where I needed to generate a lot of random numbers between both positive and negative.
function randomBetween(min, max) {
if (min < 0) {
return min + Math.random() * (Math.abs(min)+max);
}else {
return min + Math.random() * max;
}
}
E.g
randomBetween(-10,15)//or..
randomBetween(10,20)//or...
randomBetween(-200,-100)
Of course, you can also add some validation to make sure you don't do this with anything other than numbers. Also make sure that min is always less than or equal to max.
Get a random integer between 0 and 400
let rand = Math.round(Math.random() * 400)
document.write(rand)
Get a random integer between 200 and 1500
let range = {min: 200, max: 1500}
let delta = range.max - range.min
const rand = Math.round(range.min + Math.random() * delta)
document.write(rand)
Using functions
function randBetween(min, max){
let delta = max - min
return Math.round(min + Math.random() * delta)
}
document.write(randBetween(10, 15));
// JavaScript ES6 arrow function
const randBetween = (min, max) => {
let delta = max - min
return Math.round(min + Math.random() * delta)
}
document.write(randBetween(10, 20))
I wrote more flexible function which can give you random number but not only integer.
function rand(min,max,interval)
{
if (typeof(interval)==='undefined') interval = 1;
var r = Math.floor(Math.random()*(max-min+interval)/interval);
return r*interval+min;
}
var a = rand(0,10); //can be 0, 1, 2 (...) 9, 10
var b = rand(4,6,0.1); //can be 4.0, 4.1, 4.2 (...) 5.9, 6.0
Fixed version.
ES6 / Arrow functions version based on Francis' code (i.e. the top answer):
const randomIntFromInterval = (min, max) => Math.floor(Math.random() * (max - min + 1) + min);
Example
Return a random number between 1 and 10:
Math.floor((Math.random() * 10) + 1);
The result could be:
3
Try yourself: here
--
or using lodash / undescore:
_.random(min, max)
Docs:
- lodash
- undescore
The top rated solution is not mathematically correct as same as comments under it -> Math.floor(Math.random() * 6) + 1.
Task: generate random number between 1 and 6.
Math.random() returns floating point number between 0 and 1 (like 0.344717274374 or 0.99341293123 for example), which we will use as a percentage, so Math.floor(Math.random() * 6) + 1 returns some percentage of 6 (max: 5, min: 0) and adds 1. The author got lucky that lower bound was 1., because percentage floor will "maximumly" return 5 which is less than 6 by 1, and that 1 will be added by lower bound 1.
The problems occurs when lower bound is greater than 1. For instance,
Task: generate random between 2 and 6.
(following author's logic)
Math.floor(Math.random() * 6) + 2, it is obviously seen that if we get 5 here -> Math.random() * 6 and then add 2, the outcome will be 7 which goes beyond the desired boundary of 6.
Another example,
Task: generate random between 10 and 12.
(following author's logic)
Math.floor(Math.random() * 12) + 10, (sorry for repeating) it is obvious that we are getting 0%-99% percent of number "12", which will go way beyond desired boundary of 12.
So, the correct logic is to take the difference between lower bound and upper bound add 1, and only then floor it (to substract 1, because Math.random() returns 0 - 0.99, so no way to get full upper bound, thats why we adding 1 to upper bound to get maximumly 99% of (upper bound + 1) and then we floor it to get rid of excess). Once we got the floored percentage of (difference + 1), we can add lower boundary to get the desired randomed number between 2 numbers.
The logic formula for that will be: Math.floor(Math.random() * ((up_boundary - low_boundary) + 1)) + 10.
P.s.: Even comments under the top-rated answer were incorrect, since people forgot to add 1 to the difference, meaning that they will never get the up boundary (yes it might be a case if they dont want to get it at all, but the requirenment was to include the upper boundary).
I was searching random number generator written in TypeScript and I have written this after reading all of the answers, hope It would work for TypeScript coders.
Rand(min: number, max: number): number {
return (Math.random() * (max - min + 1) | 0) + min;
}
Inspite of many answers and almost same result. I would like to add my answer and explain its working. Because it is important to understand its working rather than copy pasting one line code. Generating random numbers is nothing but simple maths.
CODE:
function getR(lower, upper) {
var percent = (Math.random() * 100);
// this will return number between 0-99 because Math.random returns decimal number from 0-0.9929292 something like that
//now you have a percentage, use it find out the number between your INTERVAL :upper-lower
var num = ((percent * (upper - lower) / 100));
//num will now have a number that falls in your INTERVAL simple maths
num += lower;
//add lower to make it fall in your INTERVAL
//but num is still in decimal
//use Math.floor>downward to its nearest integer you won't get upper value ever
//use Math.ceil>upward to its nearest integer upper value is possible
//Math.round>to its nearest integer 2.4>2 2.5>3 both lower and upper value possible
console.log(Math.floor(num), Math.ceil(num), Math.round(num));
}
Math.random() is fast and suitable for many purposes, but it's not appropriate if you need cryptographically-secure values (it's not secure), or if you need integers from a completely uniform unbiased distribution (the multiplication approach used in others answers produces certain values slightly more often than others).
In such cases, we can use crypto.getRandomValues() to generate secure integers, and reject any generated values that we can't map uniformly into the target range. This will be slower, but it shouldn't be significant unless you're generating extremely large numbers of values.
To clarify the biased distribution concern, consider the case where we want to generate a value between 1 and 5, but we have a random number generator that produces values between 1 and 16 (a 4-bit value). We want to have the same number of generated values mapping to each output value, but 16 does not evenly divide by 5: it leaves a remainder of 1. So we need to reject 1 of the possible generated values, and only continue when we get one of the 15 lesser values that can be uniformly mapped into our target range. Our behaviour could look like this pseudocode:
Generate a 4-bit integer in the range 1-16.
If we generated 1, 6, or 11 then output 1.
If we generated 2, 7, or 12 then output 2.
If we generated 3, 8, or 13 then output 3.
If we generated 4, 9, or 14 then output 4.
If we generated 5, 10, or 15 then output 5.
If we generated 16 then reject it and try again.
The following code uses similar logic, but generates a 32-bit integer instead, because that's the largest common integer size that can be represented by JavaScript's standard number type. (This could be modified to use BigInts if you need a larger range.) Regardless of the chosen range, the fraction of generated values that are rejected will always be less than 0.5, so the expected number of rejections will always be less than 1.0 and usually close to 0.0; you don't need to worry about it looping forever.
const randomInteger = (min, max) => {
const range = max - min;
const maxGeneratedValue = 0xFFFFFFFF;
const possibleResultValues = range + 1;
const possibleGeneratedValues = maxGeneratedValue + 1;
const remainder = possibleGeneratedValues % possibleResultValues;
const maxUnbiased = maxGeneratedValue - remainder;
if (!Number.isInteger(min) || !Number.isInteger(max) ||
max > Number.MAX_SAFE_INTEGER || min < Number.MIN_SAFE_INTEGER) {
throw new Error('Arguments must be safe integers.');
} else if (range > maxGeneratedValue) {
throw new Error(`Range of ${range} (from ${min} to ${max}) > ${maxGeneratedValue}.`);
} else if (max < min) {
throw new Error(`max (${max}) must be >= min (${min}).`);
} else if (min === max) {
return min;
}
let generated;
do {
generated = crypto.getRandomValues(new Uint32Array(1))[0];
} while (generated > maxUnbiased);
return min + (generated % possibleResultValues);
};
console.log(randomInteger(-8, 8)); // -2
console.log(randomInteger(0, 0)); // 0
console.log(randomInteger(0, 0xFFFFFFFF)); // 944450079
console.log(randomInteger(-1, 0xFFFFFFFF));
// Error: Range of 4294967296 covering -1 to 4294967295 is > 4294967295.
console.log(new Array(12).fill().map(n => randomInteger(8, 12)));
// [11, 8, 8, 11, 10, 8, 8, 12, 12, 12, 9, 9]
to return 1-6 like a dice basically,
return Math.round(Math.random() * 5 + 1);
Adding float with fixed precision version based on the int version in #Francisc's answer:
function randomFloatFromInterval (min, max, fractionDigits) {
const fractionMultiplier = Math.pow(10, fractionDigits)
return Math.round(
(Math.random() * (max - min) + min) * fractionMultiplier,
) / fractionMultiplier
}
so:
randomFloatFromInterval(1,3,4) // => 2.2679, 1.509, 1.8863, 2.9741, ...
and for int answer
randomFloatFromInterval(1,3,0) // => 1, 2, 3
Crypto-strong random integer number in range [a,b] (assumption: a < b )
let rand= (a,b)=> a+(b-a+1)*crypto.getRandomValues(new Uint32Array(1))[0]/2**32|0
console.log( rand(1,6) );
This function can generate a random integer number between (and including) min and max numbers:
function randomNumber(min, max) {
if (min > max) {
let temp = max;
max = min;
min = temp;
}
if (min <= 0) {
return Math.floor(Math.random() * (max + Math.abs(min) + 1)) + min;
} else {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
}
Example:
randomNumber(-2, 3); // can be -2, -1, 0, 1, 2 and 3
randomNumber(-5, -2); // can be -5, -4, -3 and -2
randomNumber(0, 4); // can be 0, 1, 2, 3 and 4
randomNumber(4, 0); // can be 0, 1, 2, 3 and 4
Using random function, which can be reused.
function randomNum(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
randomNum(1, 6);
This should work:
const getRandomNum = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min
If the starting number is 1, as in your example (1-6), you can use Math.ceil() method instead of Math.floor().
Math.ceil(Math.random() * 6)
instead of
Math.floor(Math.random() * 6) + 1
Let's not forget other useful Math methods.
This is about nine years late, but randojs.com makes this a simple one-liner:
rando(1, 6)
You just need to add this to the head of your html document, and you can do pretty much whatever you want with randomness easily. Random values from arrays, random jquery elements, random properties from objects, and even preventing repetitions if needed.
<script src="https://randojs.com/1.0.0.js"></script>
Try using:
function random(min, max) {
return Math.round((Math.random() *( Math.abs(max - min))) + min);
}
console.log(random(1, 6));
Short Answer: It's achievable using a simple array.
you can alternate within array elements.
This solution works even if your values are not consecutive. Values don't even have to be a number.
let array = [1, 2, 3, 4, 5, 6];
const randomValue = array[Math.floor(Math.random() * array.length)];
This simple function is handy and works in ANY cases (fully tested).
Also, the distribution of the results has been fully tested and is 100% correct.
function randomInteger(pMin = 1, pMax = 1_000_000_000)
//Author: Axel Gauffre.
//Here: https://stackoverflow.com/a/74636954/5171000
//Inspired by: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random#getting_a_random_number_between_two_values
//
//This function RETURNS A RANDOM INTEGER between pMin (INCLUDED) and pMax (INCLUDED).
// - pMin and pMax should be integers.
// - HOWEVER, if pMin and/or pMax are FLOATS, they will be ROUNDED to the NEAREST integer.
// - NEGATIVE values ARE supported.
// - The ORDER of the 2 arguments has NO consequence: If pMin > pMax, then pMin and pMax will simply be SWAPPED.
// - If pMin is omitted, it will DEFAULT TO 1.
// - If pMax is omitted, it will DEFAULT TO 1 BILLION.
//
//This function works in ANY cases (fully tested).
//Also, the distribution of the results has been fully tested and is 100% correct.
{
pMin = Math.round(pMin);
pMax = Math.round(pMax);
if (pMax < pMin) { let t = pMin; pMin = pMax; pMax = t;}
return Math.floor(Math.random() * (pMax+1 - pMin) + pMin);
}
I discovered a great new way to do this using ES6 default parameters. It is very nifty since it allows either one argument or two arguments. Here it is:
function random(n, b = 0) {
return Math.random() * (b-n) + n;
}
This works for me and produces values like Python's random.randint standard library function:
function randint(min, max) {
return Math.round((Math.random() * Math.abs(max - min)) + min);
}
console.log("Random integer: " + randint(-5, 5));

Round number to nearest .5 decimal

I'm looking for an output of
4.658227848101266 = 4.5
4.052117263843648 = 4.0
the closest I've gotten is
rating = (Math.round(rating * 4) / 4).toFixed(1)
but with this the number 4.658227848101266 = 4.8???
(Math.round(rating * 2) / 2).toFixed(1)
It's rather simple, you should multiply that number by 2, then round it and then divide it by 2:
var roundHalf = function(n) {
return (Math.round(n*2)/2).toFixed(1);
};
This works for me! (Using the closest possible format to yours)
rating = (Math.round(rating * 2) / 2).toFixed(1)
So this answer helped me. Here is a little bit o magic added to it to handle rounding to .5 or integer. Notice that the *2 and /2 is switched to /.5 and *.5 compared to every other answer.
/*
* #param {Number} n - pass in any number
* #param {Number} scale - either pass in .5 or 1
*/
var superCoolRound = function(n,scale) {
return (Math.round(n / scale) * scale).toFixed(1);
};
This is kinda late. But for someone who wants to round down to whole number or 0.5, you can try this:
function roundDown(number) {
var decimalPart = number % 1;
if (decimalPart < 0.5)
return number - decimalPart;
else
return number - decimalPart + 0.5;}
Late to this party, but I thought I would throw in a nice answer using a syntax I saw elsewhere, just in case someone comes across this in the future.
const roundDown = decimalNumber => {
return decimalNumber % 1 >= 0.5 ? +`${~~decimalNumber}.5` : ~~decimalNumber;
}
Explanation:
decimalNumber % 1 leaves you with only the decimal places
The + converts the string representation of your constructed number into a float, for consistency
~~decimalNumber drops the decimal places, leaving you with an integer
I assume you want to format the number for output and not truncate the precision. In that case, use a DecimalFormat. For example:
DecimalFormat df = new DecimalFormat("#.#");
df.format(rating);

Show different image on each page load

I have this code which simply changes 4 images on each page load.
<HEAD>
<script language="Javascript">
function RandomizeImage()
{
var imagesarray = new Array("001.png", "002.png", "003.png", "004.png")
var randomnumber = Math.round(Math.random()*(imagesarray.length - 1))
document.images.someimage.src = imagesarray[randomnumber]
}
</script>
<script type="text/javascript" src="http://jqueryjs.googlecode.com/files/jquery-1.3.2.js"></script>
</HEAD>
<BODY onload="RandomizeImage()" bgcolor="#000000">
<div id="bg">
<IMG name="someimage" src="001.png" border="0" onclick="location.href='mailto:me#xxx.com?Subject=Hello'" id="bgg">
</div>
</BODY>
However, on most page reloads I get image "001.png" or "002.png". Can anyone tell me why?
You can use this function:
function getRandom(min,max)
{
var res = Math.floor(Math.random() * (max+1 - min) + min);
return res;
}
Example: If you want to return a value from (1,2,3,4,5) you should chose min 1 and max 5.
var rImage = '00'+getRandom(1,5)+'.png';
console.log(rImage);
// output: 001.png or 002.png or 003.png or 004.png or 005.png
Edited
Hope to help
Use Math.floor() instead of .round() and don't subtract 1 from the length:
var randomnumber = Math.floor(Math.random() * imagesarray.length);
Edit: Math.random() * 3 will give us numbers between 0 (inclusive) and 3 (exclusive). Using Math.round() the values that result in each number:
0: 0.0 — 0.4999
1: 0.5 — 1.4999
2: 1.5 — 2.4999
3: 2.5 — 2.9999
You can see that the high and low numbers each of half the probability of being selected as the numbers in the middle. This is because you will never get numbers in the range -0.5 — -0.9999 or 3.0 — 3.4999 giving these end numbers half the likelihood of being selected.
Math.floor() eliminates this problem because all the numbers fall within the range. Math.random() * 4 will give us numbers between 0 (inclusive) and 4 (exclusive). Using Math.floor() the values that result in each number:
0: 0.0 — 0.9999
1: 1.0 — 1.9999
2: 2.0 — 2.9999
3: 3.0 — 3.9999
You may find it useful to use a utility function such as this one:
function randomInt(max, min) {
min = min || 0;
var Max = Math.max(max, min) + 1;
var Min = Math.min(max, min);
return Math.floor(Math.random() * (Max - Min)) + Min;
}
The nice thing about this function is that the order of the arguments doesn't matter, and min is optional. Note that, since max is inclusive in this function, you would want to subtract 1 from the array length:
var randomnumber = randomInt(imagesarray.length - 1);
Math.round has this effect:
0 <= x < 0.5 => 0
0.5 <= x < 1.5 => 1
1.5 <= x < 2.5 => 2
..
(n-0.5) <= x < n => n
as you can see the first and last number has less probability to be fetched.
So a better approach is to use Math.floor as specified here

Rounding up to the nearest 0.05 in JavaScript

Question
Does anyone know of a way to round a float to the nearest 0.05 in JavaScript?
Example
BEFORE | AFTER
2.51 | 2.55
2.50 | 2.50
2.56 | 2.60
Current Code
var _ceil = Math.ceil;
Math.ceil = function(number, decimals){
if (arguments.length == 1)
return _ceil(number);
multiplier = Math.pow(10, decimals);
return _ceil(number * multiplier) / multiplier;
}
Then elsewhere...
return (Math.ceil((amount - 0.05), 1) + 0.05).toFixed(2);
Which is resulting in...
BEFORE | AFTER
2.51 | 2.55
2.50 | 2.55
2.56 | 2.65
Multiply by 20, then divide by 20:
(Math.ceil(number*20)/20).toFixed(2)
Rob's answer with my addition:
(Math.ceil(number*20 - 0.5)/20).toFixed(2)
Otherwise it always rounds up to the nearest 0.05.
** UPDATE **
Sorry has been pointed out this is not what the orig poster wanted.
I would go for the standard of actually dividing by the number you're factoring it to, and rounding that and multiplying it back again after. That seems to be a proper working method which you can use with any number and maintain the mental image of what you are trying to achieve.
var val = 26.14,
factor = 0.05;
val = Math.round(val / factor) * factor;
This will work for tens, hundreds or any number. If you are specifically rounding to the higher number then use Math.ceil instead of Math.round.
Another method specifically for rounding just to 1 or more decimal places (rather than half a place) is the following:
Number(Number(1.5454545).toFixed(1));
It creates a fixed number string and then turns it into a real Number.
I would write a function that does it for you by
move the decimal over two places (multiply by 100)
then mod (%) that inflatedNumber by 5 and get the remainder
subtract the remainder from 5 so that you know what the 'gap'(ceilGap) is between your number and the next closest .05
finally, divide your inflatedNumber by 100 so that it goes back to your original float, and voila, your num will be rounded up to the nearest .05.
function calcNearestPointZeroFive(num){
var inflatedNumber = num*100,
remainder = inflatedNumber % 5;
ceilGap = 5 - remainder
return (inflatedNumber + ceilGap)/100
}
If you want to leave numbers like 5.50 untouched you can always add this checker:
if (remainder===0){
return num
} else {
var ceilGap = 5 - remainder
return (inflatedNumber + ceilGap)/100
}
You need to put -1 to round half down and after that multiply by -1 like the example down bellow.
<script type="text/javascript">
function roundNumber(number, precision, isDown) {
var factor = Math.pow(10, precision);
var tempNumber = number * factor;
var roundedTempNumber = 0;
if (isDown) {
tempNumber = -tempNumber;
roundedTempNumber = Math.round(tempNumber) * -1;
} else {
roundedTempNumber = Math.round(tempNumber);
}
return roundedTempNumber / factor;
}
</script>
<div class="col-sm-12">
<p>Round number 1.25 down: <script>document.write(roundNumber(1.25, 1, true));</script>
</p>
<p>Round number 1.25 up: <script>document.write(roundNumber(1.25, 1, false));</script></p>
</div>
I ended up using this function in my project, successfully:
roundToNearestFiveCents( number: any ) {
return parseFloat((Math.round(number / 0.05) * 0.05).toFixed(2));
}
Might be of use to someone wanting to simply round to the nearest 5 cents on their monetary results, keeps the result a number, so if you perform addition on it further it won't result in string concatenation; also doesn't unnecessarily round up as a few of the other answers pointed out. Also limits it to two decimals, which is customary with finance.
My solution and test:
let round = function(number, precision = 2, rounding = 0.05) {
let multiply = 1 / rounding;
return parseFloat((Math.round(number * multiply) / multiply)).toFixed(precision);
};
https://jsfiddle.net/maciejSzewczyk/7r1tvhdk/40/
Even though the OP is not explicit about banker rounding, rounding up to the nearest $0.05 (5 cents) should be compatible with banker rounding. What suggested by Arth is more accurate than the accepted answer by Rob W.
(Math.ceil(number*20 - 0.5)/20).toFixed(2)
With banker rounding, you need a basic banker rounding function as suggested at Gaussian/banker's rounding in JavaScript, and I rewrite in TypeScript:
static bankerRound(num: number, decimalPlaces?: number) {
const d = decimalPlaces || 0;
const m = Math.pow(10, d);
const n = +(d ? num * m : num).toFixed(8);
const i = Math.floor(n), f = n - i;
const e = 1e-8;
const r = (f > 0.5 - e && f < 0.5 + e) ?
((i % 2 === 0) ? i : i + 1) : Math.round(n);
return d ? r / m : r;
}
static roundTo5cents(num: number) {
const r = bankerRound(Math.ceil(num * 20 - 0.5) / 20, 2);
return r;
}
The correctness of this algorithm could be verified through MBS Online, e.g. http://www9.health.gov.au/mbs/ready_reckoner.cfm?item_num=60

Making a random number that's a multiple of 10

I'm looking to create a random number between two ranges that is a multiple of 10.
For example, if I fed the function the parameters 0, 100 it would return one of these numbers:
0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100
but nothing like 63 or 55.
And yes I'm aware this defeats the point of true "randomness", but I just need a quick easy way to get a number that's a multiple of 10 between two ranges.
Thanks. :)
I guess it can help:
var randomnumber=Math.floor(Math.random()*11)*10
it's just one line:
function rand_10(min, max){
return Math.round((Math.random()*(max-min)+min)/10)*10;
}
var a = 67;
var b = 124;
var lo = a + 10 - (a % 10)
var hi = b - (b % 10)
var r = lo + 10 * parseInt(Math.random() * ((hi - lo)/10 + 1));
function rand(maxNum, factorial) {
return Math.floor(Math.floor(Math.random() * (maxNum + factorial)) / factorial) * factorial;
};
Takes two parameter
maxNum Maximum number to be generated in random
factorial The factorial/incremental number
multiplies the random number generated to the maxNum.
Rounds down the result.
Divides by the factorial.
Rounds down the result.
then multiplies again by the factorial.
Use a normal random number function like this one:
function GetRandom( min, max ) {
if( min > max ) {
return( -1 );
}
if( min == max ) {
return( min );
}
return( min + parseInt( Math.random() * ( max-min+1 ) ) );
}
As this will only return integers ("multiples of 1"), you can multiply by 10 and get only multiples of 10.
randomNumberMultipleOfTen = GetRandom(0,10) * 10;
Of course you can merge both into one function if you want to, I'll leave this as an exercise to you.
This seems to do the work
Math.floor(Math.random() * 10) * 10
If you modify that a little you can easily make it between any two numbers.
Take the difference of the two parameters.
Divide the difference by 10.
Generate a random number from 0 to the result of the division.
Multiply that by 10.

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