I would like to assign each visitor a random number in order to enable stuff like A/B-testing etc. I also would like to generate the number on the client - not the server. And since it should be fast I would like to use Math.random()
My question now is the following: Do I get a random distribution of numbers or will different implementations skew the numbers?
Cheers
Valentin
You can use the follow javascript to test the effective random distribution of javascript's Math.random:
var totalAbove =0;
var totalBelow = 0
for(var i=0;i<10000;i++){
var randomNumber = Math.ceil(Math.random()*1000)
if(randomNumber > 500){
totalAbove++
}else{
totalBelow++
}
}
var belowSplit = (totalBelow / 10000) * 100
var aboveSplit = (totalAbove / 10000 ) * 100
alert("Above 500: " + totalAbove + "\n" + "Below 500: " + totalBelow + "\n split: " + belowSplit + "/" + aboveSplit);
or use this jsfiddle: http://jsfiddle.net/VN3Bd/
You can try it across different browsers to see if it behaves differently, but I think you'll see that the distribution is quite even.
I think you can rely on Math.random for this job.
In general, implementations of 'Math.random()' on client side should be good enough for the random distribution as well as if it was your server that generate them. But you can not be sure.
Related
well... for begining, i m building some dumb and easy projects because i'm starting learning the world of front end development. One of those you can find in internet was this Color picker idea. Some page where with a button you can generate a random color. all random, no connections between the colors o something else.
(i'm not a native english speaker so sorry if i write something and you dont get it right)
Here's the link to the repository
so...
I build a function that makes a random HSL color randomizing the values and then building a string and puting that in the css
function getRandomHsl(){
let hueValue = 0;
hueValue = Math.floor(
Math.random() * (360 + 1)
)
let satValue = 0;
satValue = Math.floor(
Math.random() * (100 + 1)
)
let lightValue = 0;
lightValue = Math.floor(
Math.random() * (100 + 1)
)
return 'hsl(' + hueValue + ', ' + satValue + '%, ' + lightValue + '%)';}
if you can give me your opinion on that function and tell me if you would have done it inanother way.
so... i wanted to find the way to if the Lightness would have a low value the color of the font change it to some white or something like that. And this is what i figured out. (the first part of the code is the button changing the value of the background color of the main div. This works well. The problem comes after).
hslBtn.addEventListener('click', () => {
let hslStringComplete = getRandomHsl();
colorShowcase.textContent = hslStringComplete;
document.getElementById('color-container').style.backgroundColor = hslStringComplete;
/*================================= change the color font od the text when its to dark */
let hslLightValue = hslStringComplete;
let lightValue = hslLightValue.toString().substr(13,3).replace(/\D/g,'')
console.log(hslLightValue.substr(13,3).replace(/\D/g,''));
if(lightValue < 40){
innerHTML('input').style.color = "white";
}})
i have really strougle it out coming up with this idea so i want some opinion on how could i have done in other way.
PD: `if(lightValue < 40){
innerHTML('input').style.color = "white";}
this is hte HTML: <input class="background-container"><h3 class="forWhiteColor">Background Color : <span class="color-showcase">#messi</span></h3></input>
this part get me an error and the html doesn get changes. Here's the error.
console error
thanks in advance.
innerHTML('input') should probably be document.getElementById('color-container') instead.
also you should note that when you extract a part of a string, you get a string.
And comparing a string to a number won't work well, you first need to convert your string to a number with parseInt (for integers) or parseFloat (for float)
The following is a line I have in my Javascript code. It outputs -5108024 and some change when sqftVal = 2828 and bathsVal = 3.5.
out.value = -6932000 + 221400 * Math.log(sqftVal) + 637.2*Math.exp(bathsVal) + 51640;
However, when I manually type this in my calculator, I get roughly -5099721 and some change. I get the same result in R. Why does JavaScript mess up the math, and what can I do to fix this?
Calculator/R input:
-6932000 + 221400 * ln(2828) + 637.2 * e^(3.5) + 51640 = -5099721.073
I don't believe this is a floating point error because as I add more terms, the difference becomes fairly large.
Plus, everything was matching up until I added the fourth term (+51640) which made no sense to me.
There must be some other code that is interfering with your values or something, because the code shown does not produce the value you report.
var sqftVal = 2828;
var bathsVal = 3.5;
var value = -6932000 + 221400 * Math.log(sqftVal) + 637.2*Math.exp(bathsVal) + 51640;
console.log(value);
I would like to display a different madlib each time a user clicks the submit button. Only needs to be clicked 3 times. I am using the functions below, but it doesn't seem all that random. I also have a snippet of the dogLib function that creates three madlibs and then calls the function above it to generate a random madlib string.
//Class: madlibGenerator.js
//----- Private Helper Functions -----
//Get Random: word strings for randam madlib
//Get Random: madlib string to display
function getRandomString(array) {
for(var i = array.length - 1; i>0; i--){
var j = Math.floor(Math.random() * (i+1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return this.word = array.pop();
}
//Set: set user input word string arrays into the getRandomString(array)
//Get: a final array of words to add to the madLib display strings
function getFinalWordArray(){
var prpN = getRandomString(this.properNouns);
var adjt = getRandomString(this.adjectives);
var noun = getRandomString(this.nouns);
var vrb = getRandomString(this.verbs);
return finalWordArray = [prpN, adjt, noun, vrb];
}
//Get Random Dog Lib
function getDogLib() {
//Get Random Dog Words
var dogWordsArray = getFinalWordArray();
//DogLibs
var dogLibOne =
"What is that " + dogWordsArray[1] +
" sound!" +
" Hey! " + dogWordsArray[0] +
"! You come " + dogWordsArray[3] +
" you crazy " + dogWordsArray[2] +
"!";
var dogLibTwo =
dogWordsArray[0] + "!! " +
dogWordsArray[0] + "!! " +
"Come " + dogWordsArray[3] +
" and lay on my clean " + dogWordsArray[2] +
" while your treat is still " + dogWordsArray[1] + "!";
var dogLibThree =
"My human comes home and takes me for a " + dogWordsArray[3] +
" where I sit on a " + dogWordsArray[2] +
" and get my " + dogWordsArray[1] +
" belly rubbed!";
//Make array of DogLibs
var dogLibArray = [dogLibOne, dogLibTwo, dogLibThree];
//Pick random dogLib string to display
finalDogLib = getRandomString(dogLibArray);
}
//Display: Random MadLib to console for now
function displayMadlib(pDisplayIDValue) {
if(pDisplayIDValue == "dogLib"){
//display
getDogLib();
console.log(finalDogLib);
}else if(pDisplayIDValue == "loveLib"){
//display
getLoveLib();
console.log(finalLoveLib);
}else if(pDisplayIDValue == "funnyLib"){
//display
getFunnyLib();
console.log(finalFunnyLib);
}
}
The code above isn't broken, it just doesn't produce a true random.
//Preferred Result: the program displays a different madlib each time the user clicks the submit button. The user only needs to click the button 3 times to get different madlibs, the fourth click clears the form and starts the program fresh.
Thank you!
I am open to any idea to make this a truly random madlibGenerator. Maybe counting number of clicks from a submit button?
So true randomness is going to be tough to achieve. Math.Random() from the javascript library isn't truly random as you've guessed, it's pseudo-random, meaning there is a pattern to it over a large number of inputs. Computers inherently can't really do true randomness, because they are always going to have to take some number, perform some sort of algorithm on it (these are usually "Mersenne Twisters" - fun wikipedia read), and spit out the result.
That said, I don't know exactly how to improve on what you've put into place here. With PRNG, a really large number of possible inputs can help a lot. If you want absolutely true randomness, the easiest way would probably be to hook into random.org's API (https://api.random.org/dashboard - developer license is free, limited to 1000 requests per day). Hooking into an API might be more work than you were planning on, but random.org uses (if I remember right) atmospheric noise and barometric pressure from the Earth to create their random numbers, so it's about as close to true randomness as you can possibly get.
I hope this helps!
EDIT
I tested something out, and apparently, this:
if(info.max.value == "") {maxdesiredvalue = 999999999999999999999}
Returns in the chrome console:
> maxdesiredvalue
< 999999999
So I believe the problem really comes from there... is there a maximum number of digits we can attribute to a variable?
I'm into javascript for a few months now, and I've made a program that generates random weapons for a tabletop rpg.
Every weapon generated has a price relative to it's attributes. My problem today is that this price won't exceed 9 digits (cannot reach billion), even though it can.
In my generator, it is possible to choose certain properties before generating the weapon. If I intentionally try to generate something worth over a billion gold, it will crash instantly. On the other hand, if there is any way the weapon can be generated without exceeding the billion, it will do so.
For example, the most expansive metal is the "Residuum". The only 2 weapons that can be generated in Residuum are the dart and the shuriken, since they only use 1/16 of an Ingot. Therefore if I set the metal to be Residuum, they will be the only 2 possible generated weapons. From this point, if I try to specify I want a Residuum Sword, it will simply crash as explained earlier.
In my generation options, I also have a text input for the user to choose a minimum value and/or a maximum value for the weapon. I set the default max value to Infinity, so it should'nt be a problem.
function desiredvalue(){
if(info.max.value == "") {maxdesiredvalue = Infinity}
else {maxdesiredvalue = parseInt(info.max.value)}
if(info.min.value == "") {mindesiredvalue = 0}
else {mindesiredvalue = parseInt(info.min.value)}
}
In my html:
Min price: <input type="text" name="min" value="" onchange="desiredvalue()">
Max price: <input type="text" name="max" value="" onchange="desiredvalue()">
I already tried to deactivate this function to see if it was the problem, but even without a specific max value, weapons still won't be generated if their value exceeds 9 digits.
Maybe the problem sets inside the value formula, so here it is, even though it might not be a big help since it is all made up from variables.
WeapValue = ((((IngotValue * Ingots) + CraftTime + (actualEnchantTime * 3) + (LS * 0.02) + (R * 0.05) + BS + (FTH * 0.03)) * (((BPArace + BPAstatus + BPAlevel + ((BPAcrit1 + 1) * BPAcrit2)) / 100) + 1)) + PAenchant + PAaugment1 + PAaugment2 + PAaugment3)
Also the value is modified afterwards to fit in gold, silver or copper...
WeapValue.toLocaleString('en-US', {minimumFractionDigits: 0});
WeapValue = WeapValue.toFixed(2);
if (WeapValue >= 2) {WeapValue2 = Math.ceil(WeapValue); goldtype = " GP"}
else if (WeapValue < 2 && WeapValue >= 1) {WeapValue2 = WeapValue * 10; goldtype = " SP"}
else if (WeapValue < 1 && WeapValue >= 0) {WeapValue2 = WeapValue * 100; goldtype = " CP"}
Nothing else in the script really change the value, and all the variables affecting it are defined earlier, and I don't really think they are the problem, since they actually seem to work (they simply make the price exceed 9 digits).
If you have any questions related to the script, I'm here to answer, but I can't put the full script since it is very, very long (2543 lines)...
If anyone has an idea of how I can deal with my problem, it would be so appreciated! Again, I'm not a javascript expert, but I did my best and looked a lot on the Internet for help, but I still can't get rid of this problem...
Thank you!
I'm teaching myself JavaScript and have run into a problem with toFixed(). I'm working through an amortization calculator; and, one of the steps returns a number with a huge number of decimal places. I'm trying to cut it down to 4 decimal places.
Be advised the sample code has a lot of explanatory HTML in it. It's only there so that I can work through the steps of the equation. Also, when I add one to the very long number, it adds the numeral one to end of the scientific notation.
var paymentamount;
var principal=250000;
var interestrate = 4.5;
var annualrate = interestrate/12;
var numberofpayments = 360;
document.write("This is the annuitized interest rate: "+ annualrate +"%");
document.write("<h3> Now we add 1 to the annualized interest rate</h3>");
var RplusOne = annualrate + 1;
document.write("<p> This is One Added to R: " + RplusOne + "%");
document.write("<h3>Next RplusOne is Raised to the power of N </h3>");
var RRaised = (Math.pow(RplusOne, numberofpayments)).toFixed(4);
document.write("<p>This gives us the following very long number, even thought it shouldn't: " + RRaised);
document.write("<h3>Now we add one to the very long number </h3>");
var RplusOne = RRaised + 1;
document.write("<p>Now we've added one: " + RplusOne);
From MDN's documentation:
If number is greater than 1e+21, this method simply calls Number.prototype.toString() and returns a string in exponential notation.
The problem is that you are using 4.5 as your interest rate instead of 0.045, so doing this:
Math.pow(4.5 / 12 + 1, 360)
gives you a huge number (6.151362770461608e+49 or 6.15 * 10^49 to be exact). Change your interest rate to 0.045 and you will get what you are expecting.
As for the var RplusOne = RRaised + 1 line, the problem here is that RRaised is a string because of toFixed. I would only call toFixed when you're displaying things, and not at any other time; the primary reason for this would be to avoid rounding errors in subsequent calculations, but has the added benefit that your variables remain numbers and not strings.