The problem with the code is, when I try to generate a number, if the spin is equal 1 it generates values inside range (1,2,3) if if try to use the loop to sum random values inside the same range the random number gerated is always the same while in loop,
example, if I run the loop with: spind3 = 4 the values go from 4, 8, 12 spind3 = 5 the values go from 5, 10, 15
That means the first time the RandomNumber generates a value inside loop, it never change until the loop completes.
if (toggled3.Checked)
{
if (spind3.Value != 1)
{
for (int i = 1; i <= spind3.Value; i++)
{
diceCalc[1] += RandomNumber(1, 4);
}
}
else
diceCalc[1] = RandomNumber(1, 4);
}
random seed() example to generate the same random number every time. If you want to generate the same number every time, you need to pass the same seed value before calling any other random module function.
The RAND function in stand-alone applications generates the same numbers each time you run your application because the uniform random number generator that RAND uses is initialized to same state when the application is loaded.
Random number generators are typically software, pseudo random number generators. Their outputs are not truly random numbers. Instead they rely on algorithms to mimic the selection of a value to approximate true randomness.
With some random number generators, it's possible to select the seed carefully to manipulate the output. Sometimes this is easy to do. Sometimes it's hard but doable. Sometimes it's theoretically possible but practically impossible.
You are probably creating a new Random
object inside RandomNumber
method. The default constructor for Random
uses the system time as a seed. If you create multiple Random
objects in a tight loop the time probably won't have changed between each call so they will all be initialized with the same seed.
To fix your code you should only create one Random
object and reuse it.
From the documentation:
The default seed value is derived from the system clock and has finite resolution. As a result, different
Random
objects that are created in close succession by a call to the default constructor will have identical default seed values and, therefore, will produce identical sets of random numbers. This problem can be avoided by using a singleRandom
object to generate all random numbers. You can also work around it by modifying the seed value returned by the system clock and then explicitly providing this new seed value to theRandom(Int32)
constructor. For more information, see theRandom(Int32)
constructor.
The problem is that you are creating random generators too close in time. The random generator constructor uses the current time to seed the generator, and when you create them too close in time they will all be seeded using the same time.
Create one random generator and use in the loop:
Random rnd = new Random();
for (int i = 1; i <= spind3.Value; i++) {
diceCalc[1] += rnd.Next(1, 4);
}
You need to initialize your Random object, then call Next() inside your loop.
i.e.
if (toggled3.Checked)
{
// initialize your total and the random number generator
int diceTotal = 0;
Random rand = new Random();
for (int i = 0; i < spind3.Value; i++)
{
// add the next random number between 1 and 3
diceTotal += rand.Next(1, 4);
}
}
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