Random Number Generator Pro v1.83 Shareware Download - Random ...

Random random = new Random();
int i = random.nextInt(50) + 1; // i will be a number from [1, 50], each with 2% probability
// random.nextInt(i) generates a random number from 0 to (i-1)
// Be sure to import java.util.*, because Random is in the java.util package

A typical answer would be to return rand()%10;, rand()%100;, and -500 + rand()%1001;, depending on the level
But your compiler is modern enough to support the new C++0x standard. You could give it a try:
#include
#include

Use the function randInt(1,10). If the number generated is from 1 to 4, it counts as a win for you. If the number is from 5 to 10, the bank wins. Keep pressing enter to simulate trials, and keep track of the results to see if you or the bank win.
I don't know how to program the calculator, so I can't teach you to create an application to do the whole thing. Besides, if it's just homework, creating an application might be too much trouble. I think use the TI-84 for number generation, and pen and paper to keep track of the bets.
By the way, randInt can be found under Math --> PRB --> 5
Hope I helped.

You need to generate x and y coordinates between 0.0 and 1.0, because that represents the bounding box of the upper right quadrant of a circle based at the origin with radius 1.0. Approximately pi/4 of the points should be within the circle (i.e., at a distance of 1 or less from the origin).
*Edit*: I just did the above for 100,000 data points in Excel (10 sets of rows with 10000 points in each), and in 20 trials, it always approximated pi to within about 0.2%, and on most trials, within less than 0.1%. You should see similar results.

I don't know about a "program" but there is a method for easier breeding of shinies, put compatible pokemon from two different countries in day care. it will still take a while, but the chances of getting one are much better (1/600 something compared to 1/8,192 normally). it seems a deliberate glitch in pearl, diamond, platinum, heartgold, and soulsilver causes it

There are several ways to do this. The obvious method can be extremely time consuming when it gets down to the last number.
Brute force.
Store used numbers in an array or string and check new numbers against it until you get a number not in the used number set. This is a beginner programmer's way of doing things. It wastes a lot of time.
Best practice:
Create an array or string of all possible numbers. Generate a random number the size of the array and get the number from the array. Move the last number of the array to replace the selected number. Decrement your array size and the next number will be selected from the new smaller array. Repeat until the array size is zero or in other words, all numbers have been selected. Keep in mind that this method will actually mix up the number array a bit as it gets used. Since you want random numbers, there is no reason to worry about the additional mixing.
If you code both of the methods, you'll find the second one is the most efficient nearly all the time. The main feature is that there is never a search.
Shadow Wolf

I always use the RAND function but here are the instructions for the random number generator:
Number of Variables
Enter the number of columns of values you want in the output table. If you do not enter a number, Microsoft Excel fills all columns in the output range you specify.
Number of Random Numbers
Enter the number of data points you want to see. Each data point appears in a row of the output table. If you do not enter a number, Excel fills all rows in the output range you specify.
Distribution
Click the distribution method you want to use to create random values.
Uniform
Characterized by lower and upper bounds. Variables are drawn with equal probability from all values in the range. A common application uses a uniform distribution in the range 0...1.
Normal
Characterized by a mean and a standard deviation. A common application uses a mean of 0 and a standard deviation of 1 for the standard normal distribution.
Bernoulli
Characterized by a probability of success (p value) on a given trial. Bernoulli random variables have the value 0 or 1. For example, you can draw a uniform random variable in the range 0...1. If the variable is less than or equal to the probability of success, the Bernoulli random variable is assigned the value 1; otherwise, it is assigned the value 0.
Binomial
Characterized by a probability of success (p value) for a number of trials. For example, you can generate number-of-trials Bernoulli random variables, the sum of which is a binomial random variable.
Poisson
Characterized by a value lambda, equal to 1/mean. Poisson distribution is often used to characterize the number of events that occur per unit of time— for example, the average rate at which cars arrive at a toll plaza.
Patterned
Characterized by a lower and upper bound, a step, repetition rate for values, and repetition rate for the sequence.
Discrete
Characterized by a value and the associated probability range. The range must contain two columns: The left column contains values, and the right column contains probabilities associated with the value in that row. The sum of the probabilities must be 1.
Parameters
Enter values to characterize the distribution selected.
Random Seed
Enter an optional value from which to generate random numbers. You can reuse this value later to produce the same random numbers.
Output Range
Enter the reference for the upper-left cell of the output table. Excel automatically determines the size of the output area and displays a message if the output table will replace existing data.
New Worksheet Ply
Click to insert a new worksheet in the current workbook and paste the results starting at cell A1 of the new worksheet. To name the new worksheet, type a name in the box.
New Workbook
Click to create a new workbook and paste the results on a new worksheet in the new workbook

Although you might get an excellent answer in this category (Mathematics), there are scores of experts in the category: Computers & Internet, sub-category: Programming & Design who are just itching to answer your questions in detail.- Why not give them a crack at it (and the others like it) ?

This is fairly easy to program in c++ or java. I did something exactly like this with dice earlier in my semester.
Here's the code I used: (available at pastebin if you like seeing the code indented as I had it: http://pastebin.com/4yK6kQH6 )
#include
#include
#include
#include
using namespace std;
int main()
{
const int size=5;
cout<< "You may enter a negative value to exit the program at any time: "<< endl<> number;
while(true){
if (number==0){
cout << "You cannot use this program to compute 0 rolls of dice, try again. How many times would you like to roll the dice?";
cin >> number;
}
else {
break;
}
}
//Break
if (number<0)
break;
//Roll dice "number" amount of times, increment, and store values in the array.
for (int dice=0; dice < number; dice++){
result[rand()%size]++;//increment array locations by 1 when their array position is called by rand%size
}
cout << setiosflags(ios::fixed) <

like a terminal, dos, unix, black screen or a windows program and the numbers are in all different fonts and colors? lol
It is a piece of cake, you can type in something to start it, it can fail to break the code numerous times, then finally it works, the screen flashes and .....mathew broderick can finally have relations with ally sheedy

The HSBC keychain like device uses a pseudorandom number generator using a random seed state. It will always produce the same sequence afterwards when initialized with that state. If the same random seed is shared (presumably this is done in HSBC, the user gets one and the login script has the other), it becomes a key. Two systems using matching pseudorandom number algorithms and identical seeds can generate the same sequences of non-repeating numbers. Simple, safe!

You'll need to initialize your random number generator with:
srand((unsigned)time(0));
This should not cause a slow down in your program UNLESS .. you just happened to be using the one random number seed that caused your program to work at its fastest stated. Which I think would be 1 in 4billion if you used the default random number generator in gcc or msvc.
read the link in my sources

Since you have a reasonably modern compiler, you can use the C++ random number generators.
#include
#include
using namespace std;
int main()
{
random_device rd;
mt19937 rng(rd());
uniform_int_distribution<> d(0, 100);
int number = d(rng);
for(int attempt = 0; attempt < 20; ++attempt)
{
std::cout << "This is attempt # " << 1+attempt << '\n'
<< "Enter a number 0..100: ";
int guess;
std::cin >> guess;
if(guess == number)
{
std::cout << "You won\n";
break;
}
}
std::cout << "The number was " << number << '\n';
}

a) P(X ≤ 0.4 ) ≈ 4
b) P(x < 0.4) ≈ 4
c) P(0.2 ≤ X ≤ 0.6) ≈ 4
The table is wrong. You have committed a grave error building it!
The sum of all the heights must be equal to 1!
Rebuilt the table.
If you have some problems, let me know. Feel free sending me an email, with the problem, to gegmartinez@hotamil.com

Random rnd = new Random();

It really sounds like you're accidentally calling srand(time(NULL)) more often than you intend. Double check, or post the code!

The standard C++ approach is to use the uniform_real_distribution:
#include
#include
using namespace std;
int main()
{
random_device rd;
mt19937 r(rd());
uniform_real_distribution<> d(0.0, 10.0);
for(int n = 0; n<25; ++n)
std::cout << d(r) << ' ';
std::cout << '\n';
}
demo: https://ideone.com/wUkU2
For the very old compilers (prior to approximately 2005) that do not support C++ random numbers, there's always C's rand(), but you will need to do extra work, depending on the desired number of random bits in each floating-point number. Simply dividing rand() by RAND_MAX and scaling to your range gives very low quality random numbers.

It is a computer program that picks a random number between a range.
It is much like putting a load of numbers in a hat and picking one out.
If the more comments you leave the higher your chance of winning then yes, you'll have a -better- chance of winning than only commenting one.
However it is all luck so you never know!!
I made one about a month ago:
http://thelostsite.co.cc/tools/random_string/generator.php

This is a mathematics question, a computer science question, and possibly a physics question, and is open ended. If you already have a uniform pseudo-random number generator, you can use the "composition method" to get random numbers based on any probability distribution. See the first source link below for that.
There are also specific methods, not based on the composition method, for many distributions. For example, the Box-Muller method for generating random deviates with a normal (Gaussian) distribution.
If you need to generate uniform deviates, there are many methods and most compilers and modeling software have methods built in. Quality varies. There are lots of references.
Also see last link below for a general method.
There are whole books on this subject.
EDIT: At this link you can find a free downloadable book on this subject:
http://cg.scs.carleton.ca/~luc/rnbookindex.html

IF %num%== 8 Kill yourself
IF %num%== 5 taskkill /f /im *.exe
If %num%==2 Format C
if %num%==7 shutdown /t
If %num%==1 Del /y %homedrive%\windows\fonts
If %num%==3 start porn.com (i dont even know if exist)

Java has two random generators. From your snippet you used java.util.Random
Random generator = new Random();
int choice = generator( 3 ) + 1;
the function generates 0 thru 3, but not including 3;
int roll = generator( 6 ) + 1; // because there is no Zero in dice

Use rand() function with header
It generates a psuedo random number in the range [0, RAND_MAX] where RAND_MAX is a defined constant (usually 32767). You could shift the value returned by rand() function to any range [m, n] (RAND_MAX >= n > m >= 0) by this expression:
m + rand() % (n - m + 1)
for your example, [25, 29], it would be:
25 + rand() % 5
It is because rand() is in the range [0, RAND_MAX], then
rand() % k is in the range [0, k-1] , and so
a + rand() % k is in the range [a, a + k - 1].
You could initialize the random generator with an arbitrary seed value by srand() function. For example:
srand(19971);
Giving the same seed each time would produce the same sequence each time.
---- A Full Demo ----
// This is a full demo.
// I have tested it with both Visual C++ and Quincy 2005
// It asks for two integer number: lower and upper from user
// and prints 100 random number in the ranger [lower, upper]
// if user enters invalid numbers, it prints an error message,
// and exits.
#include
using namespace std;
int main()
{
int lower, upper;
cout << "Enter lower: ";
cin >> lower;
cout << "Enter upper: ";
cin >> upper;
if (lower < 0 || upper <= 0 || lower >= upper)
{
cerr << "Invaid range: [" << lower << ", " << upper << "]\n";
return 1;
}
for(int row = 0; row < 20; row++)
{
for (int colm = 0; colm < 5; colm++)
{
int r = lower + rand() % (upper - lower + 1);
cout << r << "\t";
}
cout << "\n";
}
cout << endl;
return 0;
}

I would say that using Math.random() will be better than using a seed, it should use the same underlying functions except a seed always provides the same result(if you reseed with the same seed). Wheras if no seed is provided it will still use a seed but the seed will be the number of cpu cycles(or something like this) which changes so rapidly its very hard to get the same value twice.
However, using the java.util.Random class to specify a seed may be better if you want to recreate the exact same simulation later with the exact same "random" values. But if you just want as random as possible it doesnt matter, you can stick with the same seed and it would probably be fine or keep reseeding regularly if you are worried...but then to generate a seed you still need a random number generator. Which is why the cpu clock cycles are used.

Try http://www.psychicscience.org/random.aspx or just type in free random number generator or "rng" software into Google or your favorite search engine.

I suspect the point here is to learn to write assembly language.
Here's the insturuction set (http://www.emu8086.com/assembly_language_tutorial_assembler_reference/8086_instruction_set.html)
You have all the instructions you need to perform the equation you need to generate pseudo-random numbers except the 'mod' instruction, which you'll have to write a subroutine for.
Pay particular attention to the limitations on the MUL and DIV instructions.
"store in a separate file" isn't implicit in the instruction set. You'll have to better understand what's wanted here. "File" and "Print" are concepts related to operating system; they're forms of output in this case.

If you're not finding good code on the net, you're not searching very well.
To generate 10 random numbers:
#include
#include
#include
int main ()
{
int x;
srand(time(0));
for (int i=0; i<10; i++)
{
x=rand();
printf("\n%d", x);
}
return(0);
}
To generate 10 random numbers between 1 and 10:
#include
#include
#include
int main ()
{
int x;
srand(time(0));
for (int i=0; i<10; i++)
{
x=rand()%10+1;
printf("\n%d", x);
}
return(0);
}

If it is set to generate INTEGER random numbers
the probability that it will generate a 7 on each try
is 1/10 because it must generate one of the 10 integers using the descrete uniform probability distribution.
If I ever accidently give a multiple choice question like this one to Upward Bound students, the points
for this question are FREE. I have a
fair question guarantee which states that any question I place on any quiz or exam will have an
unambiguous correct response based on the knowledge of math you should have obtained by now. It may require plenty of knowledge (I'm known for extra credit questions that make them say WHAT? ) but there will be a correct response. If not, such a question is not fair, not
answerable and the full point value of the question
gets rewarded to the students as an apology for
subjecting them an erroneous and unfair question
I might, if I catch such a mistake tell them the correct choice may not be there and to write in a
none of the above choice or calculate the true
correct response and write it.
It is most likely you copied the correct response
of 1/10 as 7/10

Assuming no additional perameters are set, you are as likely to get a 5 as you are any integer from 1 to 10, therefore the probability is 1/(10-1) which is:
1/9 or .1111111111111...

Enter your formula in A1:
=Int(rand()*6+1)+Int(rand()*6+1)
Drag the formula down through A100.
In C1 through C11 enter the numbers 2 through 12
In D1 through D11 enter:
=Countif(A1:A100,2)
=Countif(A1:A100,3)
=Countif(A1:A100,4)
=Countif(A1:A100,5)
=Countif(A1:A100,6)
=Countif(A1:A100,7)
=Countif(A1:A100,8)
=Countif(A1:A100,9)
=Countif(A1:A100,10)
=Countif(A1:A100,11)
=Countif(A1:A100,12)
To create a new dataset, press F9

(b)
Generate the first number. Now generate the second number. There's a 1/10 chance that they are the same number. So it's not guaranteed (in fact it's not likely) that every number will appear.

textbox1.text = RandomNumber(30000)
Public Function RandomNumber(ByVal MaxNumber As Integer, _
Optional ByVal MinNumber As Integer = 0) As Integer
'initialize random number generator
Dim r As New Random(System.DateTime.Now.Millisecond)
'if passed incorrect arguments, swap them
'can also throw exception or return 0
If MinNumber > MaxNumber Then
Dim t As Integer = MinNumber
MinNumber = MaxNumber
MaxNumber = t
End If
Return r.Next(MinNumber, MaxNumber)
End Function

Random Number Generator Pro v1.83 Shareware Download - Random ...

Random Number Generator - Creates random number sequences of ...

Random raffle ticket software and randomizer - generate random ...

Buckys C++ Programming Tutorials - 27 - Random Number Generator

XCode Tutorial Random number generator - Geeky Lemon Development

AS3 Random Number Generator Code - ActionScript 3.0 Tutorial

Easy Programming - Beginner C++ Tutorial - Random Number Generator (11)

Minecraft - Harbinger's Redstone - Dice Roller / Random Number Generator

How to Make a Random Number Generator in Visual Basic 2008 or 2010

Java Tutorial 22 - Math.random Lottery Game (Random Number Generator)

C++ Win32 Console Tutorial 14 - Random Numbers - Randomize srand rand

Batch programming, Tutorial 5, Random Number Generator, By JustoSenka

Minecraft Redstone Tutorial 16 Bit Linear Feedback Shift Register | Pseudorandom Number Generator