What is the purpose of the % in the following code? [duplicate] - c

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How to make sense of modulo in c
(2 answers)
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I am making a snake game for my university assignment. In C. Now, I know this isn't the ideal langiage for the task but it's my assignment. I found an example code anda am currently rewriting it / understanding it so I can write my own working code. So far it's an easy ride and it's all coming together but for the life of me I can't figure out why they put a the % in the following lines:
for (i = 1; i <= 1 + rand() % 10; i++)
food.x = 12 + rand() % (68 - 12);
for (i = 1; i <= 1 + rand() % 10; i++)
food.y = 12 + rand() % (28 - 12);
For context this is in the function for creating food in the playing field. I understand the rand thing and adding these numbers (it's my playing field size) but why put a modulo division? What does it achieve?

% is the modulo operator, mostly used like in this scenario to limit a value see modulo operator wiki
f.e.
1 + rand() % 10 means the value will be 1 + [0..9] - so max is 10. [0..9] is the random number modulo 10, and will be a number between 0 and 9.

% is the "modulo" operator , i.e.: it's the remainder of the integer division of its two operands.
That's one way to guarantee the output of rand() is within a certain range.
e.g.: rand()%100 will be between 0 and 99
In other words: 12 + rand() % (68 - 12) will be between 12 and 67
Because: rand()%(68-12) is between 0 and 68-12-1
And so: 12+rand()%(68-12) is between 12 and 67

Related

Problems with C rand()

I'm new to C. I just came across the rand() function. The book states that using rand() returns a random number from 0 to 32767. It also states that you can narrow the random numbers by using % (modulus operator) to do so.
Here is an example: the following expression puts a random number from 1 to 6 in the variable dice
dice = (rand() % 6) + 1;
I’m wondering why you can’t use
dice = (rand() % 7);
Won’t it do the same thing?
This is more of a math question than a C question. The answer lies in modulo arithmetic. Any number x modulo n equals 0 if n divides x evenly. In fact, the modulo operator returns the remainder of integer division. Therefore the range is from 0 to n - 1. So if you want a random number 1-6 you need to perform (rand() % 6) + 1, since rand() % 6 gives you something in the range of 0-5. Simply doing rand() % 7 gives you the range 0-6, increasing the upper bound, not the lower bound.
rand() % 6 is a number in the interval 0-5.
If you add one to any number in that interval, you get a number in the interval 1-6.
On the other hand, rand() % 7 is a number in the interval 0-6.

Generate random numbers with rand() except number zero [duplicate]

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How to generate a random integer number from within a range
(11 answers)
Closed 8 years ago.
I would like to generate random numbers between 1 and 25 with the method rand().
But I only know how to generate random numbers this way, which includes the number zero by default:
int r = rand() % 26 /* random int between 0 and 25 */
Anyone? Thank you.
Very simple
int r = 1 + rand() % 25 /* random int between 1 and 25 */
but you should use this
int r = (int)(1.0 + 25.0 * rand() / RAND_MAX)
as mentioned in the comments, the second is the more robust way to generate random numbers see this link

What is the meaning of the percent character in this code?

In this case, what does the percentage refers to?
int myInt = 27 % 10;
myInt = 7;
What does the % mean in this code?
% means remainder, when 27 is divided by 10 leaves a remainder 7
EDIT:
My 2 cents about all the discussion about difference between modulo & remainder
Take a % b
1. When both +ve, Modulo & Remainder are one and the same
2. When a is -ve, they are not the same
For example;
a = -10, b = 3
Remainder of -10 % 3 = -1
for Modulo, add a greater multiple of 3 to your 'a' and calculate the remainder.
-10 + 12 = 2
2 % 3 = 2 is your answer
the % is modulus operator, not percentage. For percentage, you just do regular math. 50% is to multiply by .5... etc.
For future reference, the objective c mathematical operations are documented many places, including here.
Note the % is called "Modulo" operator.
% is a operator to find the remainder of a division.
The "%" in this code is called the modulus operator. This causes the processor to perform a division operation, and it returns the remainder of the division.
For example:
8 % 10 = 8
5 % 4 = 1

How to print digit by digit of a number? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Identify the digits in a given number.
I need to print each digit of number without convert it to string. It's possible?
For example:
int n = 1234;
int x;
while( ?? ) {
x = ??
printf("%d\n", x);
}
it prints:
1
2
3
4
I have no idea how to do this. Thanks in advance.
Unless you tell me this isn't homework, I won't give the full answer.
Note that x / 10 gives you x stripped of the last digit. So 123 / 10 = 12, 45 / 10 = 4, etc.
And note that x % 10 gives you the last digit of x. So 123 % 10 = 3, 45 % 10 = 5, etc.
This actually touches on number theory / mathematical methods. You can write a number 1234, for example, as 1x10^3 + 2x10^2 + 3x10^1 + 4x10^0. Now think about how you can use % (mod) and / (integer division) to extract each digit.
If you know the maximum number of digits, you can do it using / and %
so for instance, if you want to find the thousands place, the answer is
num =...
int thousands = (num / 1000) % 10
you can actually do this in a loop

How do I get a specific range of numbers from rand()?

srand(time(null));
printf("%d", rand());
Gives a high-range random number (0-32000ish), but I only need about 0-63 or 0-127, though I'm not sure how to go about it. Any help?
rand() % (max_number + 1 - minimum_number) + minimum_number
So, for 0-65:
rand() % (65 + 1 - 0) + 0
(obviously you can leave the 0 off, but it's there for completeness).
Note that this will bias the randomness slightly, but probably not anything to be concerned about if you're not doing something particularly sensitive.
You can use this:
int random(int min, int max){
return min + rand() / (RAND_MAX / (max - min + 1) + 1);
}
From the:
comp.lang.c FAQ list · Question 13.16
Q: How can I get random integers in a certain range?
A: The obvious way,
rand() % N /* POOR */
(which tries to return numbers from 0 to N-1) is poor, because the
low-order bits of many random number generators are distressingly
non-random. (See question 13.18.) A better method is something like
(int)((double)rand() / ((double)RAND_MAX + 1) * N)
If you'd rather not use floating point, another method is
rand() / (RAND_MAX / N + 1)
If you just need to do something with probability 1/N, you could use
if(rand() < (RAND_MAX+1u) / N)
All these methods obviously require knowing RAND_MAX (which ANSI #defines in <stdlib.h>), and assume that N is much less than RAND_MAX. When N is close to RAND_MAX, and if the range of the random number
generator is not a multiple of N (i.e. if (RAND_MAX+1) % N != 0), all
of these methods break down: some outputs occur more often than
others. (Using floating point does not help; the problem is that rand
returns RAND_MAX+1 distinct values, which cannot always be evenly
divvied up into N buckets.) If this is a problem, about the only thing
you can do is to call rand multiple times, discarding certain values:
unsigned int x = (RAND_MAX + 1u) / N;
unsigned int y = x * N;
unsigned int r;
do {
r = rand();
} while(r >= y);
return r / x;
For any of these techniques, it's straightforward to shift the range,
if necessary; numbers in the range [M, N] could be generated with
something like
M + rand() / (RAND_MAX / (N - M + 1) + 1)
(Note, by the way, that RAND_MAX is a constant telling you what the
fixed range of the C library rand function is. You cannot set RAND_MAX
to some other value, and there is no way of requesting that rand
return numbers in some other range.)
If you're starting with a random number generator which returns
floating-point values between 0 and 1 (such as the last version of
PMrand alluded to in question 13.15, or drand48 in question
13.21), all you have to do to get integers from 0 to N-1 is
multiply the output of that generator by N:
(int)(drand48() * N)
Additional links
References: K&R2 Sec. 7.8.7 p. 168
PCS Sec. 11 p. 172
Quote from: http://c-faq.com/lib/randrange.html
check here
http://c-faq.com/lib/randrange.html
For any of these techniques, it's straightforward to shift the range, if necessary; numbers in the range [M, N] could be generated with something like
M + rand() / (RAND_MAX / (N - M + 1) + 1)
Taking the modulo of the result, as the other posters have asserted will give you something that's nearly random, but not perfectly so.
Consider this extreme example, suppose you wanted to simulate a coin toss, returning either 0 or 1. You might do this:
isHeads = ( rand() % 2 ) == 1;
Looks harmless enough, right? Suppose that RAND_MAX is only 3. It's much higher of course, but the point here is that there's a bias when you use a modulus that doesn't evenly divide RAND_MAX. If you want high quality random numbers, you're going to have a problem.
Consider my example. The possible outcomes are:
rand()
freq.
rand() % 2
0
1/3
0
1
1/3
1
2
1/3
0
Hence, "tails" will happen twice as often as "heads"!
Mr. Atwood discusses this matter in this Coding Horror Article
The naive way to do it is:
int myRand = rand() % 66; // for 0-65
This will likely be a very slightly non-uniform distribution (depending on your maximum value), but it's pretty close.
To explain why it's not quite uniform, consider this very simplified example:
Suppose RAND_MAX is 4 and you want a number from 0-2. The possible values you can get are shown in this table:
rand() | rand() % 3
---------+------------
0 | 0
1 | 1
2 | 2
3 | 0
See the problem? If your maximum value is not an even divisor of RAND_MAX, you'll be more likely to choose small values. However, since RAND_MAX is generally 32767, the bias is likely to be small enough to get away with for most purposes.
There are various ways to get around this problem; see here for an explanation of how Java's Random handles it.
rand() will return numbers between 0 and RAND_MAX, which is at least 32767.
If you want to get a number within a range, you can just use modulo.
int value = rand() % 66; // 0-65
For more accuracy, check out this article. It discusses why modulo is not necessarily good (bad distributions, particularly on the high end), and provides various options.
As others have noted, simply using a modulus will skew the probabilities for individual numbers so that smaller numbers are preferred.
A very ingenious and good solution to that problem is used in Java's java.util.Random class:
public int nextInt(int n) {
if (n <= 0)
throw new IllegalArgumentException("n must be positive");
if ((n & -n) == n) // i.e., n is a power of 2
return (int)((n * (long)next(31)) >> 31);
int bits, val;
do {
bits = next(31);
val = bits % n;
} while (bits - val + (n-1) < 0);
return val;
}
It took me a while to understand why it works and I leave that as an exercise for the reader but it's a pretty concise solution which will ensure that numbers have equal probabilities.
The important part in that piece of code is the condition for the while loop, which rejects numbers that fall in the range of numbers which otherwise would result in an uneven distribution.
double scale = 1.0 / ((double) RAND_MAX + 1.0);
int min, max;
...
rval = (int)(rand() * scale * (max - min + 1) + min);
Updated to not use a #define
double RAND(double min, double max)
{
return (double)rand()/(double)RAND_MAX * (max - min) + min;
}
If you don't overly care about the 'randomness' of the low-order bits, just rand() % HI_VAL.
Also:
(double)rand() / (double)RAND_MAX; // lazy way to get [0.0, 1.0)
This answer does not focus on the randomness but on the arithmetic order.
To get a number within a range, usually we can do it like this:
// the range is between [aMin, aMax]
double f = (double)rand() / RAND_MAX;
double result = aMin + f * (aMax - aMin);
However, there is a possibility that (aMax - aMin) overflows. E.g. aMax = 1, aMin = -DBL_MAX. A safer way is to write like this:
// the range is between [aMin, aMax]
double f = (double)rand() / RAND_MAX;
double result = aMin - f * aMin + f * aMax;
Based on this concept, something like this may cause a problem.
rand() % (max_number + 1 - minimum_number) + minimum_number
// 1. max_number + 1 might overflow
// 2. max_number + 1 - min_number might overflow
if you care about the quality of your random numbers don't use rand()
use some other prng like http://en.wikipedia.org/wiki/Mersenne_twister or one of the other high quality prng's out there
then just go with the modulus.
Just to add some extra detail to the existing answers.
The mod % operation will always perform a complete division and therefore yield a remainder less than the divisor.
x % y = x - (y * floor((x/y)))
An example of a random range finding function with comments:
uint32_t rand_range(uint32_t n, uint32_t m) {
// size of range, inclusive
const uint32_t length_of_range = m - n + 1;
// add n so that we don't return a number below our range
return (uint32_t)(rand() % length_of_range + n);
}
Another interesting property as per the above:
x % y = x, if x < y
const uint32_t value = rand_range(1, RAND_MAX); // results in rand() % RAND_MAX + 1
// TRUE for all x = RAND_MAX, where x is the result of rand()
assert(value == RAND_MAX);
result of rand()
2 cents (ok 4 cents):
n = rand()
x = result
l = limit
n/RAND_MAX = x/l
Refactor:
(l/1)*(n/RAND_MAX) = (x/l)*(l/1)
Gives:
x = l*n/RAND_MAX
int randn(int limit)
{
return limit*rand()/RAND_MAX;
}
int i;
for (i = 0; i < 100; i++) {
printf("%d ", randn(10));
if (!(i % 16)) printf("\n");
}
> test
0
5 1 8 5 4 3 8 8 7 1 8 7 5 3 0 0
3 1 1 9 4 1 0 0 3 5 5 6 6 1 6 4
3 0 6 7 8 5 3 8 7 9 9 5 1 4 2 8
2 7 8 9 9 6 3 2 2 8 0 3 0 6 0 0
9 2 2 5 6 8 7 4 2 7 4 4 9 7 1 5
3 7 6 5 3 1 2 4 8 5 9 7 3 1 6 4
0 6 5
Just using rand() will give you same random numbers when running program multiple times. i.e. when you run your program first time it would produce random number x,y and z. If you run the program again then it will produce same x,y and z numbers as observed by me.
The solution I found to keep it unique every time is using srand()
Here is the additional code,
#include<stdlib.h>
#include<time.h>
time_t t;
srand((unsigned) time(&t));
int rand_number = rand() % (65 + 1 - 0) + 0 //i.e Random numbers in range 0-65.
To set range you can use formula : rand() % (max_number + 1 - minimum_number) + minimum_number
Hope it helps!
You can change it by adding a % in front of the rand function in order to change to code
For example:
rand() % 50
will give you a random number in a range of 50. For you, replace 50 with 63 or 127
I think the following does it semi right. It's been awhile since I've touched C. The idea is to use division since modulus doesn't always give random results. I added 1 to RAND_MAX since there are that many possible values coming from rand including 0. And since the range is also 0 inclusive, I added 1 there too. I think the math is arranged correctly avoid integer math problems.
#define MK_DIVISOR(max) ((int)((unsigned int)RAND_MAX+1/(max+1)))
num = rand()/MK_DIVISOR(65);
Simpler alternative to #Joey's answer. If you decide to go with the % method, you need to do a reroll to get the correct distribution. However, you can skip rerolls most of the time because you only need to avoid numbers that fall in the last bucket:
int rand_less_than(int max) {
int last_bucket_min = RAND_MAX - RAND_MAX % max;
int value;
do {
value = rand();
} while (last_bucket_min <= value);
return value % max;
}
See #JarosrawPawlak's article for explanation with diagrams: Random number generator using modulo
In case of RAND_MAX < max, you need to expand the generator: Expand a random range from 1–5 to 1–7
#include <stdio.h>
#include <stdlib.h>
#include <time.h> // this line is necessary
int main() {
srand(time(NULL)); // this line is necessary
int random_number = rand() % 65; // [0-64]
return 0;
}
Foy any range between min_num and max_num:
int random_number = rand() % (max_num + 1 - min_num) + min_num;

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