Simplest way to prevent math.random form selecting the same number twice (AS3) - actionscript-3

I have a random number variable defined as below
var rannum:Number = Math.floor(Math.random()*50+1);
Then I have a trigger that calls for a new random number everytime a button is clicked
ranbtn.addEventListener(MouseEvent.CLICK, reran);
function reran (event:MouseEvent):void
{
rannum = Math.floor(Math.random()*50+1);
}
I would like to prevent the same random number from being selected until all the numbers have been selected and then possibly start over?
I found a few threads like this one but none of them were specifically what I needed

You need to create an array of the possible values and each time you retrieve a random index from the array to use one of the values, you remove it from the array.Here you have an easy example with javascript.
var uniqueRandoms = [];
var numRandoms = 50;
function makeUniqueRandom() {
// refill the array if needed
if (!uniqueRandoms.length) {
for (var i = 0; i < numRandoms; i++) {
uniqueRandoms.push(i);
}
}
var index = Math.floor(Math.random() * uniqueRandoms.length);
var val = uniqueRandoms[index];
// now remove that value from the array
uniqueRandoms.splice(index, 1);
return val;
}
I've found another option, You can declare an array of Integers:[1,2,3,4...50] and sort them randomly.
var sorted:Array = [];
for(var i:int = 0; i < 50; i++){
sorted.push(i);
}
//I'm making a copy of sorted in unsorted
var unsorted:Array = sorted.slice();
//Randomly sort
while(sorted.join() == unsorted.join()){
unsorted.sort(function (a:int, b:int):int { return Math.random() > .5 ? -1 : 1; });
}

If you get a selected num, you can add one until it is not selected.

Create a list of integers from 1 to 50.
Pick a random integer from the list and remove it.
When there are no more integers left (after 50 picks), repeat step 1.
Code:
function createRangeOfIntegers(from:int, to:int):Vector.<int> {
if (from >= to) throw new ArgumentError("Invalid arguments");
var integers:Vector.<int> = new <int>[];
for (var i:int = from; i <= to; i++) {
integers.push(i);
}
return integers;
}
function getRandomInteger(integers:Vector.<int>):int {
var index:int = Math.random() * integers.length;
var integer:int = integers.splice(index, 1)[0];
return integer;
}
Example:
// create all the possible integers
var integers:Vector.<int> = createRangeOfIntegers(1, 50);
// select a random integer
var random:int = getRandomInteger(integers);
// When you've selected all integers you can start over
if (integers.length == 0)
integers = createRangeOfIntegers(1, 50);

Related

Get unique random numbers from 1-40

I want to get unique random numbers each time from nos 1-40 without using an array.Is there any optimised way to get this in action script 3.
No, you have to use permutation, as you have to record those numbers you've already generated. And using these numbers require a set of some kind, aka Array. It's possible to solve this issue by using other data types, but they will essentially narrow down to an array of some sort.
A simple permutation code looks like this:
class Permutation {
private var _a:Array; // or Vector.<int> if you like
private var n:int; // next element
public function Permutation() {
reset(1);
}
public function reset(size:int=100):void {
_a.length=0;
for (n=0;n<size;n++) _a.push(n);
for (n=0;n<size;n++) {
var x:int=Math.floor(size*Math.random());
if (x==n) continue;
var swap:int=_a[x];
_a[x]=_a[n];
_a[n]=swap;
}
n=0;
}
public function getNext():int {
if (n==_a.length) return -1; // or any error value
n++;
return _a[n-1];
}
}
No array.
var generatedNumberCount:int;
var generatedNumberRef:Object = {};
for(var i:int = 0; i < 150; i++)
{
var result:Number = generateRandomInt(50);
trace(result);
}
trace(generatedNumberCount)
function generateRandomInt(limit:int):Number
{
if(generatedNumberCount >= limit)
{
return NaN;
}
var output:int = Math.ceil(Math.random() * limit);
while(generatedNumberRef[output] != undefined)
{
output = Math.ceil(Math.random() * limit);
}
generatedNumberRef[output] = true;
generatedNumberCount++;
return output;
}

How to get an array of numbers without looping

I would like to create an array of numbers and then randomize those numbers.
Here is what I've come up with. It does two things.
It gets an array from 0 to the length specified. What the main question was about.
It then randomizes the items in that array
// returns [1,2,3,4,5,6,7,8,9,10] except shuffled
var array:Array = getSequenceArray(10);
/**
* Get an array of the range of numbers from 1 to the number specified and randomize them.
* */
public function getRandomArray(count:int):Array {
// this part is not looped. yay!
var array:Array = new Array(count).map(function (item, index) { return index + 1; });
return randomizeArray(array);;
}
/**
* Randomize items in an array
* */
public function randomizeArray(original:Array, cloneArray:Boolean = true):Array {
var length:int = original.length;
var shuffledArray:Array = [];
var newArray:Array = original.slice();
var randomNumber:Number;
// this is still using a loop. this loop is less of an issue than the first
while (length) {
randomNumber = Math.floor(Math.random() * length);
shuffledArray.push(newArray.splice(randomNumber, 1)[0]);
length--;
}
if (!cloneArray) {
original.splice(0, shuffledArray.length);
original.push.apply(this, shuffledArray);
return original;
}
return shuffledArray;
}

Random text generator in as3?

I want to have a dynamic text field that will generate different texts that I specify. How can I do that? I am using actionscript 3
If you want random chars try this :
function generateRandomString(strlen:Number):String{
var chars:String = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
var num_chars:Number = chars.length - 1;
var randomChar:String = "";
for (var i:Number = 0; i < strlen; i++){
randomChar += chars.charAt(Math.floor(Math.random() * num_chars));
}
return randomChar;
}
trace(generateRandomString(7));
var array:Array = new Array ("Apples","Bananas","Grapes"); //create an array of possible strings
var randomIndex:int = Math.floor ( Math.random () * array.length ); //generate a random integer between 0 and the length of the array
myTextField.text = array [ randomIndex ]; //put the random string in your text field

Sorting a multidimentional array and moving all the same values to the last array in as3

I'm currently working on a primitive graphic for the inventory
that shows how much space is currently taken and how much theres
left.
It does this by showing 5 rows of 20 squares
(Gray = free space, yellow =space taken).
Now, my problem is that I want to find all values that
are 1 and put them in the last array.
So that the array goes from:
var myMap:Array = [
[1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0],
[1,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,0,0,0,0]
];
to
var myMap:Array = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
Basically I want to sort the entire array so that all zero's come first
and all 1's get put in the last one till its full, then the second last one and so on.
I'm away I will most likely need an algorithm for this but I am hoping theres an easier way to do this. I'm usually a C# developer so AS3 is not my strongest suit.
hopefully someone understood what I ment and can help me, its 4:30 am, so I might not be as lucid as I'd like.
~Thanks
EDIT
Added the code so people can get more of a informed look:
Keep in mind most of the names and so on are placeholders, currently I just need it working.
private function _showInventoryGraphic()
{
var mapWidth = 20;
var mapHeight = 5;
var myMap:Array = [
[1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0],
[1,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,0,0,0,0]
];
var posX:int = 15;
var posY:int = 15;
var startPosY:int = 250;
for (var i:int=0; i<mapHeight; i++)
{
for (var u:int = 0; u < mapWidth; u++)
{
if (myMap[i][u] == 0)
{
var grayRect:Shape = new Shape;
grayRect.graphics.beginFill(0x808080);
grayRect.graphics.drawRect(posX*u, startPosY, 10,10);
grayRect.graphics.endFill();
addChild(grayRect);
}
if (myMap[i][u] == 1)
{
var yellowRect:Shape = new Shape;
yellowRect.graphics.beginFill(0xFFFF00);
yellowRect.graphics.drawRect(posX*u, startPosY, 10,10);
yellowRect.graphics.endFill();
addChild(yellowRect);
}
}
startPosY += posY;
}
}
After trying it out from a few different approaches, I think the biggest challenge is the fact that it is a 2d array.
The first attempt was similar, but like quicksort, where there were 2 pointers at either end of the 2d array and they moved 'inwards' looking for a scenario where the first pointer was a '1' and the last pointer was a '0' and swapping the two, until the pointers met in the 'middle'. I gave up on this method while trying to properly decrement and increment the linear counters in a 2d array. =b
The second attempt was by keeping track of the last index in the array that was as empty and the last index in the array that was full. Then within the addItem and removeItem methods I'd put the item in the correct spot and update the counters to avoid a sort. This seemed to work, but maybe a bit messy and perhaps harder to maintain in the future. It sorts the result in separate arrays.
In the third attempt for a 'direct sort', I think the most simple way then is just flatten the array apart in to a 2d array, sort it, then rejoin it. You would be correct in that this is not the most efficient method, though one thing to consider is how often this needs to run and how efficient it really needs to be given the context. I think a 2d array of only 100 elements is not too big of an issue to use an inefficient sort method?
Maybe someone else can come up with better/cleaner methods. =b
Below is code for what I mentioned.
Second attempt (Note: I did not test this one fully, but it seemed to work):
import flash.geom.Point;
var unsortedMap:Array = [
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0]
];
var sortedMap:Array = [
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0]
];
var rowSize:int = unsortedMap[0].length;
var rowCount:int = unsortedMap.length;
// points to the last index at start, since want to have filled items at the 'end'
var emptySpotPointer:Point = new Point(rowSize - 1, rowCount - 1);
var fullSpotPointer:Point = new Point(rowSize - 1, rowCount - 1);
function print2dArray(prefix:String, input:Array):void {
trace(prefix);
for(var row:String in input){
trace("\t"+ input[row]);
}
trace("");
}
function addItem(inputX:int, inputY:int):void {
if(unsortedMap[inputY][inputX] == 1){
trace("addItem() - Already an item here: "+ inputX +", "+ inputY);
return;
}
trace("addItem() - Adding an item: "+ inputX +", "+ inputY);
unsortedMap[inputY][inputX] = 1;
sortedMap[emptySpotPointer.y][emptySpotPointer.x] = 1;
fullSpotPointer.x = emptySpotPointer.x;
fullSpotPointer.y = emptySpotPointer.y;
if(emptySpotPointer.x == 0){
emptySpotPointer.x = rowSize - 1;
emptySpotPointer.y--;
} else {
emptySpotPointer.x--;
}
}
function removeItem(inputX:int, inputY:int):void {
if(unsortedMap[inputY][inputX] == 0){
trace("removeItem() - No item here to remove: "+ inputX +", "+ inputY);
return;
}
trace("removeItem() - Removing an item here: "+ inputX +", "+ inputY);
unsortedMap[inputY][inputX] = 0;
sortedMap[fullSpotPointer.y][fullSpotPointer.x] = 0;
if(fullSpotPointer.x == (rowSize - 1)){
fullSpotPointer.x = 0;
fullSpotPointer.y++;
} else {
fullSpotPointer.x++;
}
}
// testing stuff here
// -----------------------------------------------------------------
function addRandomitems():void {
var randomX:int = Math.floor(Math.random() * rowSize);
var randomY:int = Math.floor(Math.random() * rowCount);
addItem(randomX, randomY);
}
function removeRandomitems():void {
var randomX:int = Math.floor(Math.random() * rowSize);
var randomY:int = Math.floor(Math.random() * rowCount);
removeItem(randomX, randomY);
}
print2dArray("unsortedMap", unsortedMap);
print2dArray("sortedMap", sortedMap);
trace("Test: Adding items now ---------------------");
var counter:int = 0;
for(counter = 0; counter < 50; counter++){
addRandomitems();
print2dArray("unsortedMap", unsortedMap);
print2dArray("sortedMap", sortedMap);
}
trace("Test: Removing items now ---------------------");
for(counter = 0; counter < 50; counter++){
removeRandomitems();
print2dArray("unsortedMap", unsortedMap);
print2dArray("sortedMap", sortedMap);
}
Third attempt:
import flash.utils.getTimer;
var myMap:Array = [
[1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0],
[1,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,0,0,0,0]
];
function sort(inputArray:Array):Array {
var rowSize:int = inputArray[0].length;
var flat:Array = new Array();
// flattening the array here
for(var row:String in inputArray){
flat = flat.concat(inputArray[row]);
}
flat.sort();
var result:Array = new Array();
// recreating the original array here by cutting out 'rowSize' chunks and reforming the 2d array
while(flat.length > 0){
result.push(new Array(flat.splice(0, rowSize)));
}
return result;
}
// testing
var startTimer:int = flash.utils.getTimer();
for(var counter:int = 0; counter < 10000; counter++){
sort(myMap);
}
// Running the above 10,000 times takes 1836ms for me.
trace(flash.utils.getTimer() - startTimer);
// just to see the output:
trace(sort(myMap).join("\n"));

passing random values from one array to another without repetitions

I have an array (say 'origA') which contains 20 values and also another array (say "itemA" with only 1 value in it. I need to push any 10 random values of "origA" into "itemA". But i cannot push a same value which is already pushed into "itemA".
How can we do this?
You can create a copy of origA and remove from it the items you add to itemA:
Non optimized version:
var origA:Array = [1, 2, 3, 4, 5, 6, 7];
var itemA:Array = [0];
var copyA:Array = origA.concat();
var N:int = 10;
var n:int = Math.min(N, copyA.length);
for (var i:int = 0; i < n; i++) {
// Get random value
var index:int = Math.floor(Math.random() * copyA.length);
var value:int = copyA[index];
// Remove the selected value from copyA
copyA.splice(index, 1);
// Add the selected value to itemA
itemA.push(value);
}
trace(itemA);
//0,1,7,2,6,4,3,5
Optimized version (no calls to length, indexOf, splice or push inside the loop):
var origA:Array = [1, 2, 3, 4, 5, 6, 7];
var itemA:Array = [0];
var copyA:Array = origA.concat();
var copyALength:int = copyA.length;
var itemALength:int = itemA.length;
var N:int = 10;
var n:int = Math.min(N, copyALength);
for (var i:int = 0; i < n; i++) {
// Get random value
var index:int = Math.floor(Math.random() * copyALength);
var value:int = copyA[index];
// Remove the selected value from copyA
copyA[index] = copyA[--copyALength];
// Add the selected value to itemA
itemA[itemALength++] = value;
}
trace(itemA);
//0,2,5,7,4,1,3,6
Edit1: If your original array has only a few items, use my first version or any other solution in the other answers. But if it may have thousands items or more, then I recommend you use my optimized version.
Edit:2 Here is the time taken to copy 1,000 randomly chosen items from an array containing 1,000,000 items:
All other versions: 2000ms
Optimized version: 12ms
Optimized version without cloning the original array: 1ms
// Define how many random numbers are required.
const REQUIRED:int = 10;
// Loop until either the original array runs out of numbers,
// or the destination array reaches the required length.
while(origA.length > 0 && itemA.length < REQUIRED)
{
// Decide on a random index and pull the value from there.
var i:int = Math.random() * origA.length;
var r:Number = origA[i];
// Add the value to the destination array if it does not exist yet.
if(itemA.indexOf(r) == -1)
{
itemA.push(r);
}
// Remove the value we looked at this iteration.
origA.splice(i, 1);
}
Here's a real short one. Remove random items from the original array until you reach MAX, then concat to the target Array:
const MAX:int = 10;
var orig:Array = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20];
var target:Array = [];
var tmp:Array = [];
var i : int = -1;
var len : int = orig.length;
while (++i < MAX && len > 0) {
var index:int = int( Math.random()*len );
tmp[i] = orig[index];
orig[index] = orig[--len];
}
target = target.concat(tmp);
EDIT
Adopted #sch's way of removing items. It's his answer that should be accepted. I just kept this one for the while-loop.