Use a random. random() function of a random module to generate a random float number uniformly in the semi-open range [0.0, 1.0) . Note: A random() function can only provide float numbers between 0.1. to 1.0. Us uniform() method to generate a random float number between any two numbers.
In modern c++ you may use the <random> header that came with c++11 . To get random float 's you can use std::uniform_real_distribution<> . You can use a function to generate the numbers and if you don't want the numbers to be the same all the time, set the engine and distribution to be static .
C library function - rand()The C library function int rand(void) returns a pseudo-random number in the range of 0 to RAND_MAX. RAND_MAX is a constant whose default value may vary between implementations but it is granted to be at least 32767.
Best approach, no crazed values, distributed with respect to the representable intervals on the floating-point number line (removed "uniform" as with respect to a continuous number line it is decidedly non-uniform):
static float NextFloat(Random random)
{
double mantissa = (random.NextDouble() * 2.0) - 1.0;
// choose -149 instead of -126 to also generate subnormal floats (*)
double exponent = Math.Pow(2.0, random.Next(-126, 128));
return (float)(mantissa * exponent);
}
(*) ... check here for subnormal floats
Warning: generates positive infinity as well! Choose exponent of 127 to be on the safe side.
Another approach which will give you some crazed values (uniform distribution of bit patterns), potentially useful for fuzzing:
static float NextFloat(Random random)
{
var buffer = new byte[4];
random.NextBytes(buffer);
return BitConverter.ToSingle(buffer,0);
}
An improvement over the previous version is this one, which does not create "crazed" values (neither infinities nor NaN) and is still fast (also distributed with respect to the representable intervals on the floating-point number line):
public static float Generate(Random prng)
{
var sign = prng.Next(2);
var exponent = prng.Next((1 << 8) - 1); // do not generate 0xFF (infinities and NaN)
var mantissa = prng.Next(1 << 23);
var bits = (sign << 31) + (exponent << 23) + mantissa;
return IntBitsToFloat(bits);
}
private static float IntBitsToFloat(int bits)
{
unsafe
{
return *(float*) &bits;
}
}
Least useful approach:
static float NextFloat(Random random)
{
// Not a uniform distribution w.r.t. the binary floating-point number line
// which makes sense given that NextDouble is uniform from 0.0 to 1.0.
// Uniform w.r.t. a continuous number line.
//
// The range produced by this method is 6.8e38.
//
// Therefore if NextDouble produces values in the range of 0.0 to 0.1
// 10% of the time, we will only produce numbers less than 1e38 about
// 10% of the time, which does not make sense.
var result = (random.NextDouble()
* (Single.MaxValue - (double)Single.MinValue))
+ Single.MinValue;
return (float)result;
}
Floating point number line from: Intel Architecture Software Developer's Manual Volume 1: Basic Architecture. The Y-axis is logarithmic (base-2) because consecutive binary floating point numbers do not differ linearly.
Any reason not to use Random.NextDouble
and then cast to float
? That will give you a float between 0 and 1.
If you want a different form of "best" you'll need to specify your requirements. Note that Random
shouldn't be used for sensitive matters such as finance or security - and you should generally reuse an existing instance throughout your application, or one per thread (as Random
isn't thread-safe).
EDIT: As suggested in comments, to convert this to a range of float.MinValue
, float.MaxValue
:
// Perform arithmetic in double type to avoid overflowing
double range = (double) float.MaxValue - (double) float.MinValue;
double sample = rng.NextDouble();
double scaled = (sample * range) + float.MinValue;
float f = (float) scaled;
EDIT: Now you've mentioned that this is for unit testing, I'm not sure it's an ideal approach. You should probably test with concrete values instead - making sure you test with samples in each of the relevant categories - infinities, NaNs, denormal numbers, very large numbers, zero, etc.
One more version... (I think this one is pretty good)
static float NextFloat(Random random)
{
(float)(float.MaxValue * 2.0 * (rand.NextDouble()-0.5));
}
//inline version
float myVal = (float)(float.MaxValue * 2.0 * (rand.NextDouble()-0.5));
I think this...
And One more version...(not as good but posting anyway)
static float NextFloat(Random random)
{
return float.MaxValue * ((rand.Next() / 1073741824.0f) - 1.0f);
}
//inline version
float myVal = (float.MaxValue * ((rand.Next() / 1073741824.0f) - 1.0f));
I think this...
Testing of most of the functions on this page: (i7, release, without debug, 2^28 loops)
Sunsetquest1: min: 3.402823E+38 max: -3.402823E+38 time: 3096ms
SimonMourier: min: 3.402823E+38 max: -3.402819E+38 time: 14473ms
AnthonyPegram:min: 3.402823E+38 max: -3.402823E+38 time: 3191ms
JonSkeet: min: 3.402823E+38 max: -3.402823E+38 time: 3186ms
Sixlettervar: min: 1.701405E+38 max: -1.701410E+38 time: 19653ms
Sunsetquest2: min: 3.402823E+38 max: -3.402823E+38 time: 2930ms
I took a slightly different approach than others
static float NextFloat(Random random)
{
double val = random.NextDouble(); // range 0.0 to 1.0
val -= 0.5; // expected range now -0.5 to +0.5
val *= 2; // expected range now -1.0 to +1.0
return float.MaxValue * (float)val;
}
The comments explain what I'm doing. Get the next double, convert that number to a value between -1 and 1 and then multiply that with float.MaxValue
.
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