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Hi,
I want to generate a random 8 bit number using rand(0
is that possible? to expecifu the base and the lenght?
thanks  
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Profetas <xu*****@yahoo.com> scribbled the following: Hi, I want to generate a random 8 bit number using rand(0 is that possible? to expecifu the base and the lenght? thanks
"Base" and "length" do not apply to numbers, only representations of
them. Therefore you generate an 8 bit number the same way you generate
any other number.
Now an 8 bit number has values from 0 to 255. Therefore you only need to
"cut down" the number returned by rand() in either of two ways: you can
modulo it by 256 (%256) or bitwiseAND it with 255 (&255).

/ Joona Palaste (pa*****@cc.helsinki.fi)  Finland \
\ http://www.helsinki.fi/~palaste  rules! /
"Outside of a dog, a book is a man's best friend. Inside a dog, it's too dark
to read anyway."
 Groucho Marx  
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I need something like 1101011010101010.
to be generated randomly and automatically.
How do I specify the rand() limit? for example I want a random number of
10?
this way I can say I want a random number of 01.  
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Profetas <xu*****@yahoo.com> scribbled the following: I need something like 1101011010101010.
That's not an 8 bit number. Anyway, you need to understand that the
difference between bases only comes into play when you are printing
numbers out, or reading them in. Internally, a number is a number is a
number.
to be generated randomly and automatically. How do I specify the rand() limit? for example I want a random number of 10?
I just told you. The rand() function returns a value from 0 to RAND_MAX.
Use the % or & operators to keep it within the range you want.
When you say "a random number of 10", do you mean ten, or 10 in binary,
i.e. two? If it's the former, then you can use rand()%10. If it's the
latter, you can use rand()%2 or rand()&1.
this way I can say I want a random number of 01.

/ Joona Palaste (pa*****@cc.helsinki.fi)  Finland \
\ http://www.helsinki.fi/~palaste  rules! /
"'So called' means: 'There is a long explanation for this, but I have no
time to explain it here.'"
 JIPsoft  
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I just told you. The rand() function returns a value from 0 to RAND_MAX.
Use the % or & operators to keep it within the range you want.
When you say "a random number of 10", do you mean ten, or 10 in binary,
i.e. two? If it's the former, then you can use rand()%10. If it's the
latter, you can use rand()%2 or rand()&1.

That is what I ment sorry.
The base that I was saying is like base of 10 = decimal base o 8 octal
base of 2 binary. I wanted binary.
I think I will loop 16 times the rand()&1
I think I may get 0 and 1s.
Thanks  
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"Profetas" <xu*****@yahoo.com> wrote in message
news:77******************************@localhost.ta lkaboutprogramming.com...  I just told you. The rand() function returns a value from 0 to RAND_MAX. Use the % or & operators to keep it within the range you want. When you say "a random number of 10", do you mean ten, or 10 in binary, i.e. two? If it's the former, then you can use rand()%10. If it's the latter, you can use rand()%2 or rand()&1. 
That is what I ment sorry. The base that I was saying is like base of 10 = decimal base o 8 octal base of 2 binary. I wanted binary. I think I will loop 16 times the rand()&1 I think I may get 0 and 1s. Thanks
int i, r, s;
randomize();
r = rand();
for (i=0; i < 16; i++) /* this could be a while loop */
{
s = (r >> 1) & 1;
}
This is untested but I think it's what you're trying to do.  
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Profetas <xu*****@yahoo.com> scribbled the following:  I just told you. The rand() function returns a value from 0 to RAND_MAX. Use the % or & operators to keep it within the range you want. When you say "a random number of 10", do you mean ten, or 10 in binary, i.e. two? If it's the former, then you can use rand()%10. If it's the latter, you can use rand()%2 or rand()&1. 
That is what I ment sorry. The base that I was saying is like base of 10 = decimal base o 8 octal base of 2 binary. I wanted binary. I think I will loop 16 times the rand()&1 I think I may get 0 and 1s. Thanks
Now look here, the same numbers work in any base. Decimal, octal,
binary, or whatever. If you want 8bit random numbers, just use
rand()%256 or rand()&255. They're all stored in the same way in the
computer memory no matter what base you think of them as.

/ Joona Palaste (pa*****@cc.helsinki.fi)  Finland \
\ http://www.helsinki.fi/~palaste  rules! /
"And according to Occam's Toothbrush, we only need to optimise the most frequent
instructions."
 Teemu Kerola  
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I would simply define a char: char b = rand(); i think this should be
enough.
Currently i have the problem that i want to have a true 32 bit random
number with rand(). How can i do that, RAND_MAX is not changeable....  
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On 20040520, Joona I Palaste <pa*****@cc.helsinki.fi> wrote: Now an 8 bit number has values from 0 to 255. Therefore you only need to "cut down" the number returned by rand() in either of two ways: you can modulo it by 256 (%256) or bitwiseAND it with 255 (&255).
As an aside, this probably is not the best way to generate 8bit random
numbers: see http://www.eskimo.com/~scs/Cfaq/q13.16.html
(int)((double)rand() / ((double)RAND_MAX + 1) * 256) is what the FAQ
recommends.
Alok  
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Alok Singhal <al**********@hotmail.com> scribbled the following: On 20040520, Joona I Palaste <pa*****@cc.helsinki.fi> wrote: Now an 8 bit number has values from 0 to 255. Therefore you only need to "cut down" the number returned by rand() in either of two ways: you can modulo it by 256 (%256) or bitwiseAND it with 255 (&255).
As an aside, this probably is not the best way to generate 8bit random numbers: see http://www.eskimo.com/~scs/Cfaq/q13.16.html
(int)((double)rand() / ((double)RAND_MAX + 1) * 256) is what the FAQ recommends.
Note that the C standard does not specify any specific PRNG algorithm.
The FAQ is right for most implementations, but there could well be some
implementation where rand()%256 (or rand()&255, seeing as they're
equivalent) would work just as well.

/ Joona Palaste (pa*****@cc.helsinki.fi)  Finland \
\ http://www.helsinki.fi/~palaste  rules! /
"The obvious mathematical breakthrough would be development of an easy way to
factor large prime numbers."
 Bill Gates  
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On Thu, 20 May 2004, Frank Tombe wrote: I would simply define a char: char b = rand(); i think this should be enough.
You mean
unsigned char = rand();
If 'char' is unsigned, your code is equivalent to the above.
If 'char' is signed, your code exhibits undefined behavior in the
vast majority of cases.
Currently i have the problem that i want to have a true 32 bit random number with rand(). How can i do that, RAND_MAX is not changeable....
I'm almost certain this is a FAQ. The short answer is, learn
some arithmetic and use it. The long answer is, read the FAQ.
Arthur  
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 nc******@freequote.net (Frank Tombe) writes: I would simply define a char: char b = rand(); i think this should be enough.
This might work, or it might fail badly. Plain char may be either
signed or unsigned. Its size is 8 bits in most implementations, but
the standard only guarantees that it's at least 8 bits. The value of
RAND_MAX is at least 32767. Assigning a value larger than CHAR_MAX,
or smaller than CHAR_MIN, to a char object produces an overflow, which
(if char is signed) invokes undefined behavior; it typically grabs the
loworder bits, but this isn't guaranteed. Finally, the loworder
bits of the results returned by rand() are unreliable in many
implementations.
The OP wants to generate random numbers is a specified range (0..255).
The FAQ says how to do this: see <http://www.eskimo.com/~scs/Cfaq/top.html>,
question 13.16.
Currently i have the problem that i want to have a true 32 bit random number with rand(). How can i do that, RAND_MAX is not changeable....
RAND_MAX is guaranteed to be at least 32767, so rand() gives you at
least 15bit random nubers. Call rand() 3 times and use bitwise
arithmetic to fill in your 32 bits. For example:
uint32_t result;
result = rand() & 0x7fff; /* 15 bits */
result <<= 15;
result = rand() & 0x7fff; /* 15 bits */
result <<= 2;
result = rand() & 0x0003; /* 2 bits */
If RAND_MAX happens to be at least 65535, you can call rand() only
twice.
If you don't trust the loworder bits of the results returned by
rand(), you might generate, say, 8 bits at a time using the method
described in question 13.16 of the C FAQ.
In many systems, rand() isn't very good, but there may be other random
number generators that give better results. If you don't mind writing
nonportable code, searching your documentation for "drand48" might be
fruitful; on some systems, /dev/random is a good source of random
bits. Since this is systemspecific, the details are offtopic here.

Keith Thompson (The_Other_Keith) ks***@mib.org <http://www.ghoti.net/~kst>
San Diego Supercomputer Center <*> <http://users.sdsc.edu/~kst>
We must do something. This is something. Therefore, we must do this.  
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In article <9d**************************@posting.google.com >, nc******@freequote.net (Frank Tombe) writes: Currently i have the problem that i want to have a true 32 bit random number with rand(). How can i do that, RAND_MAX is not changeable....
RAND_MAX has nothing to do with it. You can't get true random values
of any size from rand(); it's specified as a pseudorandom number
generator (see C90 7.10.2.1). If it were a true random number
generator in some (hosted) implementation (which would require an
external entropy source), srand() would not work as specified, and
the implementation would be nonconforming for at least two
functions.
If you're asking about generating 32bit pseudorandom numbers, try
a Google Groups search, since this has been discussed any number of
times in c.l.c. Searching for "Marsaglia" will provide code for
CMWC generators, for example.
There's nothing in the standard library that's guaranteed to provide
a 32bit PRNG.
Note that, depending on your intended use, seeding the generator may
be a far more difficult problem than implementing it in the first
place.

Michael Wojcik mi************@microfocus.com
Reversible CA's are automorphisms on shift spaces. It is a notorious
fact in symbolic dynamics that describing such things on a shift of finite
type are fiendishly difficult.  Chris Hillman  
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Michael Wojcik <mw*****@newsguy.com> scribbled the following: In article <9d**************************@posting.google.com >, nc******@freequote.net (Frank Tombe) writes: Currently i have the problem that i want to have a true 32 bit random number with rand(). How can i do that, RAND_MAX is not changeable....
RAND_MAX has nothing to do with it. You can't get true random values of any size from rand(); it's specified as a pseudorandom number generator (see C90 7.10.2.1). If it were a true random number generator in some (hosted) implementation (which would require an external entropy source), srand() would not work as specified, and the implementation would be nonconforming for at least two functions.
Does the standard specify that the same seed has to always generate the
same sequence of PRNs? But it doesn't specify which seed has to generate
which sequence?

/ Joona Palaste (pa*****@cc.helsinki.fi)  Finland \
\ http://www.helsinki.fi/~palaste  rules! /
"We sorcerers don't like to eat our words, so to say."
 Sparrowhawk  
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On 20040521, Joona I Palaste <pa*****@cc.helsinki.fi> wrote: Does the standard specify that the same seed has to always generate the same sequence of PRNs? But it doesn't specify which seed has to generate which sequence?
Yes, same seed generates the same sequence of PRNs.
This is from C99 7.20.2.2 (The srand function):
The srand function uses the argument as a seed for a new sequence of
pseudorandom numbers to be returned by subsequent calls to rand. If
srand is then called with the same seed value, the sequence of
pseudorandom numbers shall be repeated. If rand is called before any
calls to srand have been made, the same sequence shall be generated as
when srand is first called with a seed value of 1.
Of course the standard doesn't specify the sequences for each seed. If
it did, then then u[1] won't have good or bad implementations of PRNGs,
just one implementation.
Alok
[1] just kidding, hope you don't mind :)  
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"Joona I Palaste" <pa*****@cc.helsinki.fi> wrote in message
news:c8**********@oravannahka.helsinki.fi... Michael Wojcik <mw*****@newsguy.com> scribbled the following: In article <9d**************************@posting.google.com >,
nc******@freequote.net (Frank Tombe) writes: Currently i have the problem that i want to have a true 32 bit random number with rand(). How can i do that, RAND_MAX is not changeable....
RAND_MAX has nothing to do with it. You can't get true random values of any size from rand(); it's specified as a pseudorandom number generator (see C90 7.10.2.1). If it were a true random number generator in some (hosted) implementation (which would require an external entropy source), srand() would not work as specified, and the implementation would be nonconforming for at least two functions.
Does the standard specify that the same seed has to always generate the same sequence of PRNs? But it doesn't specify which seed has to generate which sequence?
I am interested in this as well. I have a game that fills a bag with tiles
(or it could be a deck of cards, whatever) and I would like to just store a
(32bit?) number that would regenerate the exact same sequence. It would
limit game to have 4billion possible beginnings, but that might just be
enough. ;)  
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On Fri, 21 May 2004, Mabden wrote: "Joona I Palaste" <pa*****@cc.helsinki.fi> wrote... Does the standard specify that the same seed has to always generate the same sequence of PRNs? But it doesn't specify which seed has to generate which sequence?
Well, obviously, the first seed has to generate the first sequence,
and... :) Yes, 'srand' is supposed to actually seed the PRNG, and 'rand'
is supposed to produce repeatable results. No, the Standard does not
specify which sequences 'rand' must produce  that would be tantamount
to specifying the 'rand' algorithm, which the Standard doesn't do (and we
all know this because we have all read the FAQ, right? ;)
I am interested in this as well. I have a game that fills a bag with tiles (or it could be a deck of cards, whatever) and I would like to just store a (32bit?) number that would regenerate the exact same sequence. It would limit game to have 4billion possible beginnings, but that might just be enough. ;)
The Standard only guarantees 15 bits for RAND_MAX. You want a 32bit
seed (in conforming C code), you get your own PRNG. Other than that,
yes, 'srand' will help you.
Arthur  
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Joona I Palaste <pa*****@cc.helsinki.fi> writes: Michael Wojcik <mw*****@newsguy.com> scribbled the following: In article <9d**************************@posting.google.com >, nc******@freequote.net (Frank Tombe) writes: Currently i have the problem that i want to have a true 32 bit random number with rand(). How can i do that, RAND_MAX is not changeable....
RAND_MAX has nothing to do with it. You can't get true random values of any size from rand(); it's specified as a pseudorandom number generator (see C90 7.10.2.1). If it were a true random number generator in some (hosted) implementation (which would require an external entropy source), srand() would not work as specified, and the implementation would be nonconforming for at least two functions.
Does the standard specify that the same seed has to always generate the same sequence of PRNs? But it doesn't specify which seed has to generate which sequence?
Yes. And if srand() isn't called, the effect is the same as calling
srand(1).

Keith Thompson (The_Other_Keith) ks***@mib.org <http://www.ghoti.net/~kst>
San Diego Supercomputer Center <*> <http://users.sdsc.edu/~kst>
We must do something. This is something. Therefore, we must do this.  
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"Mabden" <ma****@sbcglobal.net> writes: I am interested in this as well. I have a game that fills a bag with tiles (or it could be a deck of cards, whatever) and I would like to just store a (32bit?) number that would regenerate the exact same sequence. It would limit game to have 4billion possible beginnings, but that might just be enough. ;)
You could just use your own random number generator instead of
depending on the standard one. Then you could generate the same
sequences portably, instead of just within a particular version
of a particular implementation.

int main(void){char p[]="ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuv wxyz.\
\n",*q="kl BIcNBFr.NKEzjwCIxNJC";int i=sizeof p/2;char *strchr();int putchar(\
);while(*q){i+=strchr(p,*q++)p;if(i>=(int)sizeof p)i=sizeof p1;putchar(p[i]\
);}return 0;}  
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"Ben Pfaff" <bl*@cs.stanford.edu> wrote in message
news:87************@blp.benpfaff.org... "Mabden" <ma****@sbcglobal.net> writes:
I am interested in this as well. I have a game that fills a bag with
tiles (or it could be a deck of cards, whatever) and I would like to just
store a (32bit?) number that would regenerate the exact same sequence. It
would limit game to have 4billion possible beginnings, but that might just be enough. ;)
You could just use your own random number generator instead of depending on the standard one. Then you could generate the same sequences portably, instead of just within a particular version of a particular implementation.
The way I do it now is to save the whole tilebag. It would be nice to have
an integer that I could use to recreate the same game. I was working in
some kind of hash function. I thought the rand() function used the system
time or something to change each number, each time you called it. I'm a
little surprised it can be so predictable.
A 16bit number would be OK, but maybe I should string a couple of rand()
generated numbers together.
Has anyone played with bitshifting and XOR'ing several rands to make them
more random, or perhaps XOR with the current time/date?
Something like put a rand() (15bit) into a 64bit number, shift a random
amount (<64bit), XOR or even "&" with another rand, loop again "X" times...
Just wondering if this has been tried, and whether this makes the number
more or less random....

Mabden  
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On Fri, 21 May 2004 22:32:07 GMT, "Mabden" <ma****@sbcglobal.net>
wrote in comp.lang.c: "Ben Pfaff" <bl*@cs.stanford.edu> wrote in message news:87************@blp.benpfaff.org... "Mabden" <ma****@sbcglobal.net> writes:
I am interested in this as well. I have a game that fills a bag with tiles (or it could be a deck of cards, whatever) and I would like to just store a (32bit?) number that would regenerate the exact same sequence. It would limit game to have 4billion possible beginnings, but that might just be enough. ;) You could just use your own random number generator instead of depending on the standard one. Then you could generate the same sequences portably, instead of just within a particular version of a particular implementation.
The way I do it now is to save the whole tilebag. It would be nice to have an integer that I could use to recreate the same game. I was working in some kind of hash function. I thought the rand() function used the system time or something to change each number, each time you called it. I'm a little surprised it can be so predictable.
I think you misunderstand the primary purpose for PRNGs, the one "more
important" than games.
PRNGs are often used to generate data to test algorithms and programs,
particularly statistical, engineering, and scientific analysis
programs. It can be necessary to compare such programs by having them
process exactly the data sequence. If it were not possible to
recreate a specific sequence from a PRNG whenever needed, people doing
this sort of work would need to generate large files of data sequences
just so they could feed them into different programs.
A 16bit number would be OK, but maybe I should string a couple of rand() generated numbers together.
Has anyone played with bitshifting and XOR'ing several rands to make them more random, or perhaps XOR with the current time/date?
Something like put a rand() (15bit) into a 64bit number, shift a random amount (<64bit), XOR or even "&" with another rand, loop again "X" times...
Just wondering if this has been tried, and whether this makes the number more or less random....
<sigh>
There is an enormous amount of information about PRNGs available on
the web, try a Google search. But in general, trying to make the
results from a PRNG "more random" are much more likely to make the
less so.
If you want 32bit pseudo random numbers, you can find source code for
many of them on the web. That also frees you from dependence on any
particular compiler's implementation of rand().

Jack Klein
Home: http://JKTechnology.Com
FAQs for
comp.lang.c http://www.eskimo.com/~scs/Cfaq/top.html
comp.lang.c++ http://www.parashift.com/c++faqlite/
alt.comp.lang.learn.cc++ http://www.contrib.andrew.cmu.edu/~a...FAQacllc.html  
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On Fri, 21 May 2004, Mabden wrote: The way I do it now is to save the whole tilebag. It would be nice to have an integer that I could use to recreate the same game. I was working in some kind of hash function. I thought the rand() function used the system time or something to change each number, each time you called it. I'm a little surprised it can be so predictable.
'rand' has to be predictable; otherwise, how could you ever test it
for correctness? Besides, the system timer is a notoriously bad way of
getting true random bits; if the C standard library seemed to bless it
in any way, that would just encourage bad security products. And Unix
(C's natural habitat :) takes its security *very* seriously.
If you want true randomness, there exist RNG servers for such
purposes, online. But then you can't use portable C to get online,
so it's OT either way.
A 16bit number would be OK, but maybe I should string a couple of rand() generated numbers together.
Has anyone played with bitshifting and XOR'ing several rands to make them more random, or perhaps XOR with the current time/date?
srand((unsigned)time(0)) is the "canonical" way to get a random seed
into the PRNG. Of course it's not secure, but it's good enough for
games and things that you won't ever need to run twice in close succession
expecting different outputs.
Something like put a rand() (15bit) into a 64bit number, shift a random amount (<64bit), XOR or even "&" with another rand, loop again "X" times...
You are describing the "hashing" of a random number. This is the
second law of thermodynamics speaking: No matter how much you screw
around with a random variable, it's not gonna get any more random.
It can get *less* random, of course (shifting bits off the end will
lose those bits forever, e.g.), but you can't make randomness (a.k.a.
"information"; perversely, these are basically the same thing at the
informationtheory level) from nothing.
Take further discussion of random numbers, security, and information
theory to one of comp.programming or sci.crypt, please.
Arthur  
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"Arthur J. O'Dwyer" <aj*@nospam.andrew.cmu.edu> writes:
[...] 'rand' has to be predictable; otherwise, how could you ever test it for correctness?
Well, you could perform statistical tests. In fact, a good test of
rand() should both verify that it generates a consistent sequence for
a given seed, and that each sequence meets certain statistical
criteria (though failing the latter doesn't necessarily imply
noncompliance).
srand((unsigned)time(0)) is the "canonical" way to get a random seed into the PRNG. Of course it's not secure, but it's good enough for games and things that you won't ever need to run twice in close succession expecting different outputs.
That's assuming that the value returned by time(0), cast to unsigned,
varies significantly over a reasonable period of time. If time()
returns a double representing the number of days since some epoch, the
value of (unsigned)time(0) will only change once per day. I know of
no such implementation, but you might as well avoid nonportable
assumptions if you can.

Keith Thompson (The_Other_Keith) ks***@mib.org <http://www.ghoti.net/~kst>
San Diego Supercomputer Center <*> <http://users.sdsc.edu/~kst>
We must do something. This is something. Therefore, we must do this.  
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On Sat, 22 May 2004, Keith Thompson wrote: "Arthur J. O'Dwyer" <aj*@nospam.andrew.cmu.edu> writes: [...] 'rand' has to be predictable; otherwise, how could you ever test it for correctness? Well, you could perform statistical tests. In fact, a good test of rand() should both verify that it generates a consistent sequence for a given seed, and that each sequence meets certain statistical criteria (though failing the latter doesn't necessarily imply noncompliance).
But if it weren't repeatable, your results wouldn't be reproducible...
:) Okay, it's possible. I just think it would be harder to prove
the correctness of a real RNG (under all possible conditions) than of
a PRNG (under ditto). For one thing, you'd have to do that statistical
proof (*not* test; tests don't prove anything, least of all correctness ;)
on whatever the *source* of true randomness was, and that would be
*really* tricky, I think. srand((unsigned)time(0)) is the "canonical" way to get a random seed into the PRNG. Of course it's not secure, but it's good enough for games and things that you won't ever need to run twice in close succession
expecting different outputs.[*] That's assuming that the value returned by time(0), cast to unsigned, varies significantly over a reasonable period of time. If time() returns a double representing the number of days since some epoch, the value of (unsigned)time(0) will only change once per day.
[*] ...For suitable values of "in close succession."
Arthur  
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Arthur J. O'Dwyer wrote:
[SNIP]
But if it weren't repeatable, your results wouldn't be reproducible... :) Okay, it's possible. I just think it would be harder to prove the correctness of a real RNG (under all possible conditions) than of a PRNG (under ditto). For one thing, you'd have to do that statistical proof (*not* test; tests don't prove anything, least of all correctness ;) on whatever the *source* of true randomness was, and that would be *really* tricky, I think.
Many decades ago, I remember that to check for randomness we would
use the ChiSquare test. (Google for it.) But the instructor
insisted that we run enough tests that we could also run a
ChiSquare of the ChiSquare results. The first set of
results should also follow some kind of random pattern
as determined by the second ChiSquare. Yep, that's
the tricky part of it,, I believe.
[More Snip]
Arthur

"It is impossible to make anything foolproof
because fools are so ingenious"
 A. Bloch  
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Profetas <xu*****@yahoo.com> wrote: Hi, I want to generate a random 8 bit number using rand(0 is that possible? to expecifu the base and the lenght? thanks
2**8 = 256. So what you would do is generate a random number
between 0 and 255. A crude way of doing it would be to call
(char)random();
Assuming that you run a x86 computer and char is 8 bits long.  
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Viktor Lofgren <ro**@eudial.nospam.mine.nu> writes: Profetas <xu*****@yahoo.com> wrote: Hi, I want to generate a random 8 bit number using rand(0 is that possible? to expecifu the base and the lenght? thanks
2**8 = 256. So what you would do is generate a random number between 0 and 255. A crude way of doing it would be to call (char)random();
Assuming that you run a x86 computer and char is 8 bits long.
And that char is unsigned, among other assumptions.
The idea was proposed and shot down elsewhere in this thread.
Oddly enough, question 13.16 in the C FAQ is "How can I get random
integers in a certain range?".
<http://www.eskimo.com/~scs/Cfaq/top.html>

Keith Thompson (The_Other_Keith) ks***@mib.org <http://www.ghoti.net/~kst>
San Diego Supercomputer Center <*> <http://users.sdsc.edu/~kst>
We must do something. This is something. Therefore, we must do this.  
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On Fri, 21 May 2004 20:26:47 GMT, "Mabden" <ma****@sbcglobal.net>
wrote:
[snip] Does the standard specify that the same seed has to always generate the same sequence of PRNs? But it doesn't specify which seed has to generate which sequence?
I am interested in this as well. I have a game that fills a bag with tiles (or it could be a deck of cards, whatever) and I would like to just store a (32bit?) number that would regenerate the exact same sequence. It would limit game to have 4billion possible beginnings, but that might just be enough. ;)
The game has 4 billion possible beginnings anyway. I mean, as long as
you're not changing seed values with srand(), your rand()s will
produce only 4 billion different sets of numbers.
Here's a simple pseudorandom number generator in pseudocode:
number[t] = (M * number[t1]) % N
number[0] is the seed, and for best results, M and N are prime
numbers. (I'm sure there are other factors as well, but I can't list
them off the top of my head.)
For a C implementation using the method above, I'd say that M is a 10
or 9digit prime number, and N is 32767, which looks like a Mersenne
prime, but is unfortunetely not.

aib
ISP email accounts are good for receiving spam.  
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In article <Hr*****************@newssvr27.news.prodigy.com> , "Mabden" <ma****@sbcglobal.net> writes: [using PRNG for a game]
There's some good material in the sci.crypt FAQ on using a PRNG to
shuffle a deck of cards. I recommend looking at that.

Michael Wojcik mi************@microfocus.com  
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In article <Pi***********************************@unix41.andr ew.cmu.edu>, "Arthur J. O'Dwyer" <aj*@nospam.andrew.cmu.edu> writes:
srand((unsigned)time(0)) is the "canonical" way to get a random seed into the PRNG. Of course it's not secure, but it's good enough for games and things that you won't ever need to run twice in close succession expecting different outputs.
For sufficently small values of "good enough", perhaps. Games that
use srand((unsigned)time(0)), or for that matter the rand() provided
by many implementations, often have terrible randomizing (shuffling
or what have you). Take card games played with a full deck, for
example  you don't get lg(52!) bits of entropy in your typical
rand() implementation, and srand() certainly doesn't let you set
them. (And many people use lousy shuffling algorithms.)
C simply doesn't provide a good PRNG for most games as part of the
standard library. People who want to write games with a (pseudo)
random aspect in C should do a bit of research and find out how to
do it correctly.

Michael Wojcik mi************@microfocus.com
A coding theorist is someone who doesn't think Alice is crazy.  John Gordon  
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In article <56********************@bgtnsc05news.ops.worldnet.att.net>, Nick Landsberg <hu*****@NOSPAM.att.net> writes: Many decades ago, I remember that to check for randomness we would use the ChiSquare test. (Google for it.) But the instructor insisted that we run enough tests that we could also run a ChiSquare of the ChiSquare results. The first set of results should also follow some kind of random pattern as determined by the second ChiSquare. Yep, that's the tricky part of it,, I believe.
There's a lot of literature on PRNG quality tests. Knuth goes into
it in some detail, IIRC. George Marsaglia (who occasionally posts
here) maintains the popular Diehard suite of tests for RNGs and PRNGs
(or more precisely, for sequences of values purported to be random or
pseudorandom). You can read about Diehard's tests at [1].
They include tests for value spacings, run lengths, missing values
under various encodings, and so forth.
1. http://stat.fsu.edu/pub/diehard/cdrom/source/tests.txt

Michael Wojcik mi************@microfocus.com
Do we have boyfriends? We are interested in delicious food and sweets.
And tiny animals like the cat.  Naoko Yamano  
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Michael Wojcik wrote: In article <56********************@bgtnsc05news.ops.worldnet.att.net>, Nick Landsberg <hu*****@NOSPAM.att.net> writes:
Many decades ago, I remember that to check for randomness we would use the ChiSquare test. (Google for it.) But the instructor insisted that we run enough tests that we could also run a ChiSquare of the ChiSquare results. The first set of results should also follow some kind of random pattern as determined by the second ChiSquare. Yep, that's the tricky part of it,, I believe.
There's a lot of literature on PRNG quality tests. Knuth goes into it in some detail, IIRC. George Marsaglia (who occasionally posts here) maintains the popular Diehard suite of tests for RNGs and PRNGs (or more precisely, for sequences of values purported to be random or pseudorandom). You can read about Diehard's tests at [1].
They include tests for value spacings, run lengths, missing values under various encodings, and so forth.
1. http://stat.fsu.edu/pub/diehard/cdrom/source/tests.txt
That was fascinating reading.
Thanks for the reference.

"It is impossible to make anything foolproof
because fools are so ingenious"
 A. Bloch  
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Orhan Kavrakoglu <ga*******@ttnet.net.tr> writes:
[...] The game has 4 billion possible beginnings anyway. I mean, as long as you're not changing seed values with srand(), your rand()s will produce only 4 billion different sets of numbers.
That's assuming that unsigned int (the type of the argument to
srand()) is 32 bits, and that srand() uses all 32 bits.

Keith Thompson (The_Other_Keith) ks***@mib.org <http://www.ghoti.net/~kst>
San Diego Supercomputer Center <*> <http://users.sdsc.edu/~kst>
We must do something. This is something. Therefore, we must do this.  
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Michael Wojcik wrote:
.... snip ... There's a lot of literature on PRNG quality tests. Knuth goes into it in some detail, IIRC. George Marsaglia (who occasionally posts here) maintains the popular Diehard suite of tests for RNGs and PRNGs (or more precisely, for sequences of values purported to be random or pseudorandom). You can read about Diehard's tests at [1].
They include tests for value spacings, run lengths, missing values under various encodings, and so forth.
1. http://stat.fsu.edu/pub/diehard/cdrom/source/tests.txt
Accessing that results in "Forbidden".

A: Because it fouls the order in which people normally read text.
Q: Why is topposting such a bad thing?
A: Topposting.
Q: What is the most annoying thing on usenet and in email?  
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On Sun, 23 May 2004 22:49:51 +0000, CBFalconer wrote: 1. http://stat.fsu.edu/pub/diehard/cdrom/source/tests.txt
Accessing that results in "Forbidden".
I got it just fine. Should I email it to you?

yvoregnevna gjraglguerr gjbgubhfnaq guerr ng lnubb qbg pbz
To email me, rot13 and convert spelledout numbers to numeric form.
"Makes hackers smile" makes hackers smile.  
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August Derleth wrote: On Sun, 23 May 2004 22:49:51 +0000, CBFalconer wrote:
1. http://stat.fsu.edu/pub/diehard/cdrom/source/tests.txt
Accessing that results in "Forbidden".
I got it just fine. Should I email it to you?
That would be pleasant, thanks. At worldnet.att.net.

A: Because it fouls the order in which people normally read text.
Q: Why is topposting such a bad thing?
A: Topposting.
Q: What is the most annoying thing on usenet and in email?  
P: n/a

In article <40***************@yahoo.com>, CBFalconer <cb********@yahoo.com> writes: Michael Wojcik wrote: 1. http://stat.fsu.edu/pub/diehard/cdrom/source/tests.txt
Accessing that results in "Forbidden".
Interesting. I retrieved it fine with IE, but after I saw your
post I did a quick manual test (piped the GET request into a simple
TCP client, similar to netcat), and did indeed get an HTTP 403
(Forbidden) error. http://stat.fsu.edu/pub/diehard/cdrom/ is OK, but source/ or anything
under it returns a 403. I'm not sure what IE is doing under the
covers. Ah  a bit of conversation snooping and further experimenta
tion have provided the answer. The server at stat.fsu.edu will only
serve the document in response to an HTTP/1.1 request, not an
HTTP/1.0 request. (It has to be a wellformed HTTP/1.1 request, with
a Host header as well as the Requestline.)
HTTP/1.1 really is an improvement over HTTP/1.0 in many respects, and
all other things being equal it would be good to use a browser that
supports it. But all other things are not, of course, equal, and I
understand why some people are reluctant to move to a newer browser.
(I have to use IE for work reasons, but I'm not happy with it.)

Michael Wojcik mi************@microfocus.com
An intense imaginative activity accompanied by a psychological and moral
passivity is bound eventually to result in a curbing of the growth to
maturity and in consequent artistic repetitiveness and stultification.
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 date asked: Nov 14 '05
