Discrete uniform distributed pseudorandom numbers.
var discreteUniform = require( '@stdlib/random/base/discrete-uniform' );
Returns a pseudorandom number drawn from a discrete uniform distribution with parameters a
(minimum support) and b
(maximum support).
var r = discreteUniform( 2, 50 );
// returns <number>
If either a
or b
is not an integer value or a > b
, the function returns NaN
.
var r = discreteUniform( 20, 10 );
// returns NaN
r = discreteUniform( NaN, 10 );
// returns NaN
r = discreteUniform( 10, NaN );
// returns NaN
Returns a pseudorandom number generator (PRNG) for generating pseudorandom numbers drawn from a discrete uniform distribution.
var rand = discreteUniform.factory();
var r = rand( 0, 10 );
// returns <number>
If provided a
and b
, the returned generator returns random variates from the specified distribution.
// Draw from discreteUniform( -20, 20 ) distribution:
var rand = discreteUniform.factory( -20, 20 );
var r = rand();
// returns <number>
r = rand();
// returns <number>
If not provided a
and b
, the returned generator requires that both parameters be provided at each invocation.
var rand = discreteUniform.factory();
var r = rand( 0, 10 );
// returns <number>
r = rand( -20, 20 );
// returns <number>
The function accepts the following options
:
- seed: pseudorandom number generator seed.
- state: a
Uint32Array
containing pseudorandom number generator state. If provided, the function ignores theseed
option. - copy:
boolean
indicating whether to copy a provided pseudorandom number generator state. Setting this option tofalse
allows sharing state between two or more pseudorandom number generators. Setting this option totrue
ensures that a returned generator has exclusive control over its internal state. Default:true
.
To seed a pseudorandom number generator, set the seed
option.
var rand1 = discreteUniform.factory({
'seed': 12345
});
var r1 = rand1( 20, 40 );
// returns <number>
var rand2 = discreteUniform.factory( 20, 40, {
'seed': 12345
});
var r2 = rand2();
// returns <number>
var bool = ( r1 === r2 );
// returns true
To return a generator having a specific initial state, set the generator state
option.
var rand;
var bool;
var r;
var i;
// Generate pseudorandom numbers, thus progressing the generator state:
for ( i = 0; i < 1000; i++ ) {
r = discreteUniform( 20, 40 );
}
// Create a new PRNG initialized to the current state of `discreteUniform`:
rand = discreteUniform.factory({
'state': discreteUniform.state
});
// Test that the generated pseudorandom numbers are the same:
bool = ( rand( 20, 40 ) === discreteUniform( 20, 40 ) );
// returns true
The generator name.
var str = discreteUniform.NAME;
// returns 'discrete-uniform'
The underlying pseudorandom number generator.
var prng = discreteUniform.PRNG;
// returns <Function>
The value used to seed discreteUniform()
.
var rand;
var r;
var i;
// Generate pseudorandom values...
for ( i = 0; i < 100; i++ ) {
r = discreteUniform( 0, 10 );
}
// Generate the same pseudorandom values...
rand = discreteUniform.factory( 0, 10, {
'seed': discreteUniform.seed
});
for ( i = 0; i < 100; i++ ) {
r = rand();
}
Length of generator seed.
var len = discreteUniform.seedLength;
// returns <number>
Writable property for getting and setting the generator state.
var r = discreteUniform( -10, 10 );
// returns <number>
r = discreteUniform( -10, 10 );
// returns <number>
// ...
// Get a copy of the current state:
var state = discreteUniform.state;
// returns <Uint32Array>
r = discreteUniform( -10, 10 );
// returns <number>
r = discreteUniform( -10, 10 );
// returns <number>
// Reset the state:
discreteUniform.state = state;
// Replay the last two pseudorandom numbers:
r = discreteUniform( -10, 10 );
// returns <number>
r = discreteUniform( -10, 10 );
// returns <number>
// ...
Length of generator state.
var len = discreteUniform.stateLength;
// returns <number>
Size (in bytes) of generator state.
var sz = discreteUniform.byteLength;
// returns <number>
Serializes the pseudorandom number generator as a JSON object.
var o = discreteUniform.toJSON();
// returns { 'type': 'PRNG', 'name': '...', 'state': {...} }
- If PRNG state is "shared" (meaning a state array was provided during PRNG creation and not copied) and one sets the generator state to a state array having a different length, the PRNG does not update the existing shared state and, instead, points to the newly provided state array. In order to synchronize PRNG output according to the new shared state array, the state array for each relevant PRNG must be explicitly set.
- If PRNG state is "shared" and one sets the generator state to a state array of the same length, the PRNG state is updated (along with the state of all other PRNGs sharing the PRNG's state array).
var discreteUniform = require( '@stdlib/random/base/discrete-uniform' );
var seed;
var rand;
var i;
// Generate pseudorandom numbers...
for ( i = 0; i < 100; i++ ) {
console.log( discreteUniform( 0, 100 ) );
}
// Create a new pseudorandom number generator...
seed = 1234;
rand = discreteUniform.factory( -20, 20, {
'seed': seed
});
for ( i = 0; i < 100; i++ ) {
console.log( rand() );
}
// Create another pseudorandom number generator using a previous seed...
rand = discreteUniform.factory( -20, 20, {
'seed': discreteUniform.seed
});
for ( i = 0; i < 100; i++ ) {
console.log( rand() );
}