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how you random for xhouse


how you random for xhouse

By : Syah AZ
Date : November 21 2020, 03:00 PM
I wish this helpful for you Please try to properly format your code. Right now it's pretty hard to read. Also please try to debug your code: I'd start by printing out the value of xhouse before you try to use it in the draw() function:
code :
console.log("xHouse: " + xhouse);
var xhouse;
var xhouse = random(100,width);
xhouse = random(100,width);


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Very non-random factor of Math.random when filling an array with random numbers

Very non-random factor of Math.random when filling an array with random numbers


By : Ladi
Date : March 29 2020, 07:55 AM
will be helpful for those in need It doesn't matter what numbers your random number generator comes up with. So long as your array has an even length, the sum that you calculate using that function will always be zero.
Let's prove this mathematically. Let's say we have an array of four elements: [A, B, C, D]. (The values don't matter, and I'll prove it.)
Tetris Random Generator: random.choice with permutations versus random.shuffle

Tetris Random Generator: random.choice with permutations versus random.shuffle


By : Mihael Veber
Date : March 29 2020, 07:55 AM
it fixes the issue I'd say that the time to shuffle a tiny list is simply trivial, so don't worry about it. Either method should be "equally random", so there's no basis for deciding there.
But rather than muck with both lists and deques, I'd use a tile generator instead:
code :
def get_tile():
    from random import shuffle
    tiles = list("IJLOSTZ")
    while True:
        shuffle(tiles)
        for tile in tiles:
            yield tile
class PeekableQueue:
    def __init__(self, item_getter, maxpeek=50):
        self.getter = item_getter
        self.maxpeek = maxpeek
        self.b = [next(item_getter) for _ in range(maxpeek)]
        self.i = 0

    def pop(self):
        result = self.b[self.i]
        self.b[self.i] = next(self.getter)
        self.i += 1
        if self.i >= self.maxpeek:
            self.i = 0
        return result

    def peek(self, n):
        if not 0 <= n <= self.maxpeek:
            raise ValueError("bad peek argument %r" % n)
        nthruend = self.maxpeek - self.i
        if n <= nthruend:
            result = self.b[self.i : self.i + n]
        else:
            result = self.b[self.i:] + self.b[:n - nthruend]
        return result

q = PeekableQueue(get_tile())
Creating an object of Random class or using Math.random() in order to generate random numbers

Creating an object of Random class or using Math.random() in order to generate random numbers


By : Halbert
Date : March 29 2020, 07:55 AM
I wish this help you Math.random() uses the Random class. And it's basically calling nextDouble() on the Random object of the Math class.
However the first method is definitely easier to understand and use. And has more options then the Math class has. So I'd go with the Random class if you need a lot of Random numbers or if you need types other then double. And I'd use Math.random() when you only need a double between 0 and 1.
Shorter runtime of `random.shuffle` when using `random.random` as keyword argument in Python3

Shorter runtime of `random.shuffle` when using `random.random` as keyword argument in Python3


By : Chrysogonus
Date : March 29 2020, 07:55 AM
Any of those help The docstring in the function random.shuffle contradicts the code. In python 2.7.2+ the docstring is correct:
In Rails, how to make random events happen at random times for random users

In Rails, how to make random events happen at random times for random users


By : eoia
Date : March 29 2020, 07:55 AM
it should still fix some issue You have to create ActiveJobs and rake tasks that will fire them. Example: In app/jobs, create a share_job.rb with the following code:
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