//To genereate a number between 0-1
Math.random();
//To generate a number that is a whole number rounded down
Math.floor(Math.random())
/*To generate a number that is a whole number rounded down between
1 and 10 */
Math.floor(Math.random() * 10) + 1 //the + 1 makes it so its not 0.
Math.random()
// will return a number between 0 and 1, you can then time it up to get larger numbers.
//When using bigger numbers remember to use Math.floor if you want it to be a integer
Math.floor(Math.random() * 10) // Will return a integer between 0 and 9
Math.floor(Math.random() * 11) // Will return a integer between 0 and 10
// You can make functions aswell
function randomNum(min, max) {
return Math.floor(Math.random() * (max - min)) + min; // You can remove the Math.floor if you don't want it to be an integer
}
var random;
var max = 8
function findRandom() {
random = Math.floor(Math.random() * max) //Finds number between 0 - max
console.log(random)
}
findRandom()
// Returns an integer between min and max (the maximum is exclusive and the minimum is inclusive)
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min) + min);
}
/*
The Math.random() function returns a floating-point, pseudo-random
number in the range 0 to less than 1 (inclusive of 0, but not 1)
with approximately uniform distribution over that range — which you
can then scale to your desired range. The implementation selects the
initial seed to the random number generation algorithm; it cannot
be chosen or reset by the user.
*/
function getRandomInt(max) {
return Math.floor(Math.random() * Math.floor(max));
}
console.log(getRandomInt(3));
// expected output: 0, 1 or 2
console.log(getRandomInt(1));
// expected output: 0
console.log(Math.random());
// expected output: a number from 0 to <1
// min value of the random number
var min = 5;
// max value of the random number
var max = 25;
// generate the random number
var rdm = (Math.random() * (max - min)) + min
// generate the random number without "."
var rdm = Math.round((Math.random() * (max - min)) + min)
/**
* Returns a random number between min (inclusive) and max (exclusive)
*/
function getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
}
/**
* Returns a random integer between min (inclusive) and max (inclusive).
* The value is no lower than min (or the next integer greater than min
* if min isn't an integer) and no greater than max (or the next integer
* lower than max if max isn't an integer).
* Using Math.round() will give you a non-uniform distribution!
*/
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
Math.random()
// Or something between 0 and 9:
Math.floor(Math.random() * 10)
// You can even make functions:
function random(min, max){return Math.floor(Math.random() * (max - min)) + min}
Math.random() // Returns number from 0 to 1.
Math.floor(Math.random() * max) // Return number from 0 to max minus 1
// Example
Math.floor(Math.random() * 10) // Return number from 0 to 9
// Add a +1 to return a number from 0 to max
Math.floor(Math.random() * 10) + 1 // Returns Number from 1 to 10
// To have a min and max
Math.floor(Math.random() * (max - min)) + min
// Example
Math.floor(Math.random() * (20 - 10)) + 10
let randomNum = Math.floor(Math.random() * 5)
return( 0 or 1 or 2 or 3 or 4)
let randomNum = Math.floor(Math.random() * 5) + 1
return( 1 or 2 or 3 or 4)
// * 5 in this code meaning a number between 0 and 4
/*
`Math.random` returns a pseudo-random number between 0 and 1.
a pseudo-random number is generated by an algorithm, it is not
technically actually random, but for all intents and purposes
it is random enough that no human should be able to find a
pattern
*/
Math.random(); // -> Decimal number between 0 and 1
Math.round(Math.random()); // -> 0 or 1
Math.random() * max; // -> Decimal number between 0 and max
Math.floor(Math.random() * max); // -> Whole number between 0 and max - 1
Math.round(Math.random() * max); // -> Whole number between 0 and max
Math.ceil(Math.random() * max); // -> Whole number between 1 and max
(Math.random() * (max - min)) + min; // Decimal number between min and max
Math.floor((Math.random() * (max - min)) + min); // Whole number between min and max - 1
Math.round((Math.random() * (max - min)) + min); // Whole number between min and max
Math.ceil((Math.random() * (max - min)) + min); // Whole number between min + 1 and max
Math.random() * Math.random(); // Decimal number between 0 and 1 with a tendency to be smaller
1 - Math.random() * Math.random(); // Decimal number between 0 and 1 with a tendency to be larger
//To genereate a number between 0-1 - > this will give you float 0.1569491123 - 0.98799941612
Math.random();
// Generated number can be rounded with -> Math.floor
Math.floor(Math.random())
/*To generate a number that is a whole number rounded down between
1 and 10 */
Math.floor(Math.random() * 10) + 1 //the + 1 makes it so its not 0.
/*
To generate a random number between a and b keep in mind this formula:
a-> minimum value
b->maximum value */
let randomNumber = a+(b-a)*Math.random();
/*this gives you any random number between a and b
*/
var random = Math.floor (Math.random() * 10) + 1;
//This generates a number between 10 and 1
example.children[random].innerHTML = random;
//This displays the number on screen
function getRandomIntInclusive(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min; // max & min both included
}
// You can make functions aswell
function randomNum(min, max) {
return Math.floor(Math.random() * (max - min)) + min; // You can remove the Math.floor if you don't want it to be an integer
}
var options = ["Your options", "Another option!", "This is an option."];
var chosenOption = Math.floor(Math.random() * options.length);
console.log(options[option]);
Math.floor(Math.random() * 10) + 1 // Random number Between 1 and 10
// First Math.random give us a random number between 0 and 0,99999
// The we multiply it by 10
// And we round dow with Math.floor
// We add 1 so the result will never be 0
// Another Example:
h.floor(Math.random() * 20) + 10 // Random number Between 10 and 20
//returns a random number between 1 and maxNumber
//replace Math.ceil with Math.round if you want to include 0 as well
const randomNumber = (maxNumber) => {
return Math.ceil(Math.random() * maxNumber);
}
// Retorna un número aleatorio entre min (incluido) y max (excluido)
function getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
}
// using array and random example
function getTheBill() {
let names = ["bob", "mike", "matt"];
let randomFriend = Math.floor(Math.random() * names.length);
let randomFriendBuyng = names[randomFriend];
return randomFriendBuyng + " is buying us lunch today!";
}
var rand = "_" + Math.random().toString(36).substr(2, 9);
console.log(rand)
// or use this
var e = Math.random().toString(31).substring(2)
console.log(e)
// Math.random()
// The Math.random() function returns a floating-point, pseudo-random number that's greater than or equal to 0 and less than 1, with approximately uniform distribution over that range — which you can then scale to your desired range.
// parameter inside Math.random () is scale to desired range.
// EXAMPLE :1
let ran_num = Math.random();
console.log(ran_num);
// OUTPUT: It gives any floating point number between 0 to 1 on every refresh of code like:
// 0.439905306460564
// 0.24377528882567256
// 0.5522415279920441 etc......
// EXAMPLE :2
let ran_num_2 = (Math.random() * 10) ;
console.log(ran_num_2);
// OUTPUT: It gives any floating point number between 0 to 10 on every refresh of code like:
// 0.6199449585914163
// 2.532543541582639
// 1.9219543257575755 etc......
// EXAMPLE :1
let ran_num_3 = Math.floor(Math.random() * 10) ;
console.log(ran_num_3);
// OUTPUT: It gives any floating point number between 0 to 10 and in integer(WITH OUT DECIMAL POINT) on every refresh of code like:
// 4
// 9
// 1 etc......