int main() { srand( time(NULL) ); //seed random generator while( 1 ) { int number1 = generateNumber(); // generate one number int number2 = generateNumber(); // generate second number int correctResult = -1; correctResult = number1 * number2; // correct multiplication result // display which numbers are being multiplyed // To exit loop, input 0 displayMessage( number1, number2 ); int userResult = -1; // user result of multiplication cin >> userResult; // read input // exit program if( userResult == 0 ) break; // repeat until result is correct while( userResult != correctResult ) { displayAfterWrongAnswer(); cin >> userResult; } // display message for correct result if( userResult == correctResult ) displayAfterCorrectAnswer(); } return 0; }// end main function
void generate_data(mpi::communicator local, mpi::communicator world) { using std::srand; using std::rand; // The rank of the collector within the world communicator int master_collector = local.size(); srand(time(0) + world.rank()); // Send out several blocks of random data to the collectors. int num_data_blocks = rand() % 3 + 1; for (int block = 0; block < num_data_blocks; ++block) { // Generate some random data int num_samples = rand() % 1000; std::vector<int> data; for (int i = 0; i < num_samples; ++i) { data.push_back(rand()); } // Send our data to the master collector process. std::cout << "Generator #" << local.rank() << " sends some data..." << std::endl; world.send(master_collector, msg_data_packet, data); } // Wait for all of the generators to complete (local.barrier)(); // The first generator will send the message to the master collector // indicating that we're done. if (local.rank() == 0) world.send(master_collector, msg_finished); }
/* Purpose: To shuffle the cards in the Deck, can be more than once but will be Less than or equal to the MAX_SHUFFLE count, prevents from shuffling the Deck 4 billion times. Entry: The number of times to shuffle the Deck Exit: The cards in the deck have now been placed in a random order */ void Deck::Shuffle(int TimesToShuffle) { cout << "Will shuffle " << TimesToShuffle << " times." << endl; if((TimesToShuffle > 0) && (TimesToShuffle <= MAX_SHUFFLE)) { int iCount = 0; while(iCount < TimesToShuffle) { for(int i = 0; i < MAX_NUMBER_OF_CARDS; i++) { srand(static_cast<int>(time(0))); int RandomNumber = rand() % MAX_NUMBER_OF_CARDS; Card Temp = m_Deck[i]; m_Deck[i] = m_Deck[RandomNumber]; m_Deck[RandomNumber] = Temp; } iCount++; } } else { cout << "The number of times to shuffle is not a valid value!" << endl; } }
int main() { unsigned int array[SIZE]; unsigned int c; srand(time(nullptr)); // use current time in seconds as random seed for(c = 0 ; c < SIZE ; c++) // randomize contents of array array[c] = rand() * rand(); cout << "An array of " << SIZE << " random numbers:\n\n"; for(c = 0 ; c < SIZE ; c++) // display array (5 numbers per row) cout << setw(15) << array[c] << ((c+1)%5 ? "" : "\n"); cout << endl; bucketsort(array, SIZE); // sort array cout << "The same array sorted:\n\n"; //for( c = 0 ; c < 5 ; c++ ) // print a header? // cout << " 9876543210"; //cout << '|' << endl; for(c = 0 ; c < SIZE ; c++) // display array (5 numbers per row) cout << setw(15) << array[c] << ((c+1)%5 ? "" : "\n"); cout << endl; system("PAUSE"); return 0; } // end function main
// Display message for wrong answer void displayAfterWrongAnswer() { srand( time(NULL) ); // seed random generator int numberMessage; // random number to display different messages numberMessage = (rand() % 4 + 1); // random number from 1 to 4 // Display different messages based on random number generated switch( numberMessage ) { case 1: cout << "No. Please try again." << endl; break; case 2: cout << "Wrong. Try once more." << endl; break; case 3: cout << "Don't give up!" << endl; break; case 4: cout << "Keep trying." << endl; break; default: cout << "Uknown case..." << endl; break; } }
// Display message for correct answer // To reduce student fatigue, display four different messages based on generated // random number void displayAfterCorrectAnswer() { srand( time(NULL) ); int numberMessage; numberMessage = (rand() % 4 + 1); // random generate number from 1 to 4 // Display different messages based on random number generated switch( numberMessage ) { case 1: cout << "Very good!" << endl; break; case 2: cout << "Excellent!" << endl; break; case 3: cout << "Nice work!" << endl; break; case 4: cout << "Keep up the good work!" << endl; break; default: cout << "Uknown case..." << endl; break; } }
int main() { srand( time( 0 ) ); // seed random number generator multiplication(); // begin multiplication practice system("pause"); // enter any character to exit return 0; // indicate successful termination } // end main
// constructor fill vector with random integers MergeSort::MergeSort( int vectorSize ) { size = ( vectorSize > 0 ? vectorSize : 10 ); // validate vectorSize srand( time( 0 ) ); // seed random number generator using current time // fill vector with random ints in range 10-99 for ( int i = 0; i < size; i++ ) data.push_back( 10 + rand() % 90 ); } // end MergeSort constructor
int nrand(const int n) { if (n <= 0 || n > RAND_MAX) { throw domain_error("Argument to nrand is out of range."); } time_t t = time(nullptr); srand(t); const int r = rand() % n; cout << "r = " << r << endl; return r; }
void generate_data(double array[], size_t array_len, int upper_bound) { size_t i; // Set seed to 1 srand(1); // Generate random numbers between 0 and upper_bound for(i = 0; i < array_len; i++) { array[i] = rand() % upper_bound; } }
void ScenePointSprite::initScene() { compileAndLinkShader(); glClearColor(0.5f,0.5f,0.5f,1.0f); glEnable(GL_DEPTH_TEST); //float c = 2.5f; //projection = glm::ortho(-0.4f * c, 0.4f * c, -0.3f *c, 0.3f*c, 0.1f, 100.0f); angle = (float)(PI / 2.0); numSprites = 50; locations = new float[numSprites * 3]; srand( (unsigned int)time(0) ); for( int i = 0; i < numSprites; i++ ) { vec3 p(((float)rand() / RAND_MAX * 2.0f) - 1.0f, ((float)rand() / RAND_MAX * 2.0f) - 1.0f, ((float)rand() / RAND_MAX * 2.0f) - 1.0f); locations[i*3] = p.x; locations[i*3+1] = p.y; locations[i*3+2] = p.z; } // Set up the buffers GLuint handle; glGenBuffers(1, &handle); glBindBuffer(GL_ARRAY_BUFFER, handle); glBufferData(GL_ARRAY_BUFFER, numSprites * 3 * sizeof(float), locations, GL_STATIC_DRAW); delete [] locations; // Set up the vertex array object glGenVertexArrays( 1, &sprites ); glBindVertexArray(sprites); glBindBuffer(GL_ARRAY_BUFFER, handle); glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, ((GLubyte *)NULL + (0)) ); glEnableVertexAttribArray(0); // Vertex position glBindVertexArray(0); // Load texture file glActiveTexture(GL_TEXTURE0); GLuint tid = SOIL_load_OGL_texture("flower.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS|SOIL_FLAG_INVERT_Y); glBindTexture(GL_TEXTURE_2D, tid); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); prog.setUniform("SpriteTex", 0); prog.setUniform("Size2", 0.15f); }
//起始乱序分牌 void GameServer::mixedOrder(int x[], int n) { srand(static_cast<unsigned int>(time(0))); int index1,index2,tmp; for(int i=0;i<n;i++){ index1=rand()%54; index2=rand()%54; tmp=x[index1]; x[index1]=x[index2]; x[index2]=tmp; } }
void App::setup() { using std::srand; using std::time; srand(time(nullptr)); hideCursor(); setFpsSampleInterval(1.f); m_Timer.start(); BuildGame(*this); }
void Deck::Shuffle() { srand(static_cast<int>(time(NULL))); Card * temp; int random = 0; for (int ii = 0; ii < m_numCards; ii++) { random = rand() % m_numCards; // Get a random number within the card range temp = m_fullDeck[ii]; // Swap the pointers between the current card m_fullDeck[ii] = m_fullDeck[random]; // and the random card. m_fullDeck[random] = temp; } }
int main() { srand ( std::time ( 0 ) ); // use current time as seed for random generator int random_variable = rand (); cout << "Random value between 0 - 99 :"; cout << random_variable % ( 99 - 0 + 1 ) + 0 << std::endl; cout << "Random value between 15 - 99 :"; cout << random_variable % ( 99 -15 + 1 ) + 15 << std::endl; }
int main() { double x; cout << fixed << setprecision( 0 ); srand ( time ( 0 ) ); for ( int count = 1; count <= 100; count++ ) { x = -3 + rand() % 15; cout << x << endl; } return 0; }
/*============================================================================= Purpose: To shuffle the cards in the Deck into some random order. =============================================================================*/ void Deck::Shuffle() { srand(static_cast<int>(time(0))); for(int i = 0; i < MAX_NUMBER_OF_CARDS; i++) { int RandomNumber = rand() % MAX_NUMBER_OF_CARDS; Card Temp = m_Deck[i]; m_Deck[i] = m_Deck[RandomNumber]; m_Deck[RandomNumber] = Temp; } m_Current_Card = 0; }
/* Purpose: To shuffle the cards in the Deck once Entry: N/A Exit: The cards in the deck have now been placed in a random order */ void Deck::Shuffle() { srand(static_cast<int>(time(0))); cout << "Will shuffle one time." << endl; for(int i = 0; i < MAX_NUMBER_OF_CARDS; i++) { int RandomNumber = rand() % MAX_NUMBER_OF_CARDS; Card Temp = m_Deck[i]; m_Deck[i] = m_Deck[RandomNumber]; m_Deck[RandomNumber] = Temp; } }
int main() { string verbs[20] = {"eats","runs","climbs", "thinks", "pukes"}; string nouns[20] = {"tree","taxi","crocodile","chair","asteroid","fish","tangerine"}; string adjectives[20] = {"fast", "slow", "hairy", "blue", "sad", "difficult"}; srand(time(NULL)); BR cout << generatePhrase(adjectives, verbs, nouns); BR return 0; }
int *line_segments_generation() { int *lines = new int[LINE_NUM*4]; srand(time(0)); for (int i = 0; i < LINE_NUM; i++) { lines[4*i] = rand() % W; lines[4*i + 1] = rand() % H; lines[4*i + 2] = rand() % W; lines[4*i + 3] = rand() % H; } return lines; }
int main() { srand( time(NULL) ); // seed random generator int maxCount = 10; // maximal number of answer counts int count = 0; // count anwsers int countCorrect = 0; // count correct answers int countWrong = 0; // count wrong anwsers while( count < maxCount ) { int number1 = generateNumber(); // generate one number int number2 = generateNumber(); // generate second number int correctResult = -1; correctResult = number1 * number2; // correct multiplication result // display which numbers are being multiplyed // To exit loop, input 0 displayMessage( number1, number2 ); int userResult = -1; // user result of multiplication cin >> userResult; // read input // repeat until result is correct while( userResult != correctResult ) { ++countWrong; // count wrong anwsers ++count; // count anwsers displayAfterWrongAnswer(); cin >> userResult; } // display message for correct result if( userResult == correctResult ) { ++count; ++countCorrect; displayAfterCorrectAnswer(); } } if( count != maxCount ) cout << "Not correct counting!" << endl; // display statistics statistics( count, countCorrect ); return 0; }// end main function
int main () { srand ( time ( 0 ) ); int a; string c; int levelup = 1; int rCount = 0; int level; cout << "Enter your level ( 1 for one-bit, 2 for two-bit and so on ): "; cin >> level; for ( int count = 1; count <= level; count++ ) levelup *= 10; levelup--; for ( int count = 1; count <= 10; count++ ) { int x = 1 + rand() % 9, y = 1 + rand() % levelup; cout << "What is " << x << " multiple by " << y << "?" << endl; int z; cin >> z; a = 1 + rand() % 4; switch ( a ) { case 1: c = "Very well"; break; case 2: c = "Perfectly!"; break; case 3: c = "Great job!"; break; case 4: c = "Keep working in the same spirit!"; break; } if ( z == x * y ) { cout << c << endl; rCount++; } else repeat( x, y, z ); } if ( ( rCount * 10 ) < 75 ) cout << "Please ask your teacher to help you!" << endl; return 0; }
// this method creates new numbers and puts them in the vector numbers void create() { // new random seed srand(time(NULL)); while (running) { // creating a random number between 1 and 1000 int random = rand() % 1000 + 1; // locking the mutex m.lock(); cout << "Creator: Random number " << random << endl; // putting the number numbers.push_back(random); m.unlock(); // sleeps for 300 milliseconds before creating a new number sleep_for(milliseconds(300)); } }
void ScenePointSprite::initScene() { compileAndLinkShader(); glClearColor(0.5f,0.5f,0.5f,1.0f); glEnable(GL_DEPTH_TEST); numSprites = 50; locations = new float[numSprites * 3]; srand( (unsigned int)time(0) ); for( int i = 0; i < numSprites; i++ ) { vec3 p(((float)rand() / RAND_MAX * 2.0f) - 1.0f, ((float)rand() / RAND_MAX * 2.0f) - 1.0f, ((float)rand() / RAND_MAX * 2.0f) - 1.0f); locations[i*3] = p.x; locations[i*3+1] = p.y; locations[i*3+2] = p.z; } // Set up the buffers GLuint handle; glGenBuffers(1, &handle); glBindBuffer(GL_ARRAY_BUFFER, handle); glBufferData(GL_ARRAY_BUFFER, numSprites * 3 * sizeof(float), locations, GL_STATIC_DRAW); delete [] locations; // Set up the vertex array object glGenVertexArrays( 1, &sprites ); glBindVertexArray(sprites); glBindBuffer(GL_ARRAY_BUFFER, handle); glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, ((GLubyte *)NULL + (0)) ); glEnableVertexAttribArray(0); // Vertex position glBindVertexArray(0); // Load texture file GLuint w, h; const char * texName = "../media/texture/flower.bmp"; BMPReader::loadTex(texName, w, h); prog.setUniform("SpriteTex", 0); prog.setUniform("Size2", 0.15f); }
int main(void) { unsigned seed; //cout << "Enter seed: "; //cin >> seed; seed = time(0); srand(seed); for (int counter = 1; counter <= 20; counter++) { cout << setw(10) << (1 + rand() % 6); if (counter % 5 == 0) cout << endl; } return 0; }
int main() { enum Status {CONTINUE, WON, LOST}; int myPoint; Status gameStatus; srand(time(0)); int sumOfDice = rollDice(); switch (sumOfDice) { case 7: case 11: gameStatus = WON; break; case 2: case 3: case 12: gameStatus = LOST; break; default: gameStatus = CONTINUE; myPoint = sumOfDice; cout << "Point is " << myPoint << endl; break; } while (gameStatus == CONTINUE) { sumOfDice = rollDice(); if (sumOfDice == myPoint) gameStatus = WON; else if(sumOfDice == 7) gameStatus = LOST; } if (gameStatus == WON) cout << "Player wins" << endl; else cout << "Player loses" << endl; return 0; }
//------------------------------------------------------------------------------ int main(void) { my1TestBot cTestBot; int count = 0; srand(time(0x0)); // main drive loop while(1) { cTestBot.CaptureView(); cTestBot.ColorDirect(); cTestBot.CaptureSens(); cTestBot.Evaluate(); if(cTestBot.ZeroDrive()) break; cTestBot.MoveDrive(); count++; if(count==MAX_COUNT) break; } return 0; }
int main(int argc, char *argv[]) { srand(time(NULL)); FILE *fd; static size_t rand_num; static long rand_min = 0L; static long rand_max = 1000000L; fd = fopen("unsorted.txt", "w"); switch(argc) { case 2: rand_num = atol(argv[1]); break; case 3: rand_num = atol(argv[1]); rand_max = atol(argv[2]); break; case 4: rand_num = atol(argv[1]); rand_min = atol(argv[2]); rand_max = atol(argv[3]); break; default: printf("Usage: %s rand_num\n", argv[0]); printf("Usage: %s rand_num rand_max\n", argv[0]); printf("Usage: %s rand_num rand_min rand_max\n", argv[0]); break; }//switch for(int i = 1; i <= rand_num; ++i) { if(i % 10 == 0) fputc('\n', fd); fprintf(fd, "%ld ", (long)(rand() * (rand_max - rand_min)/RAND_MAX +rand_min)); }//for fclose(fd); return 0; }//main
//----------------------------------------------------------------------------- void PrUnorganized_OP::scanRawData(std::istream& is, int num_cells, double noise) //----------------------------------------------------------------------------- { int numpnts; is >> numpnts; is >> nInt_; uv_.resize(numpnts); double *points = new double[3*numpnts]; int i; double x,y,z; unsigned int seed = 1; srand(seed); double random; //Alter interior points by up to noise in either direction // thus xnew will be between x-noise and x+noise. for(i=0; i<nInt_; i++) { is >> x >> y >> z; random = static_cast<double>(rand())/RAND_MAX; // random is a number between 0 and 1 points[3*i] = x + (2.0 * random - 1.0) * noise; random = static_cast<double>(rand())/RAND_MAX; // random is a number between 0 and 1 points[3*i+1] = y + (2.0 * random - 1.0) * noise; random = static_cast<double>(rand())/RAND_MAX; // random is a number between 0 and 1 points[3*i+2] = z + (2.0 * random - 1.0) * noise; uv_[i].x() = 0.0; uv_[i].y() = 0.0; } for(i=nInt_; i<numpnts; i++) { is >> x >> y >> z; points[3*i] = x; points[3*i+1] = y; points[3*i+2] = z; uv_[i].x() = 0.0; uv_[i].y() = 0.0; } cellstruct_.setNumCells(num_cells); cellstruct_.attach(numpnts,points); delete points; }
int main() { const int arraySize = 7; // ignore element zero int frequency[ arraySize ] = {}; // initialize elements to 0 srand( time( 0 ) ); // seed random number generator // roll die 6,000,000 times; use die value as frequency index for ( int roll = 1; roll <= 6000000; roll++ ) frequency[ 1 + rand() % 6 ]++; cout << "Face" << setw( 13 ) << "Frequency" << endl; // output each array element's value for ( int face = 1; face < arraySize; face++ ) cout << setw( 4 ) << face << setw( 13 ) << frequency[ face ] << endl; return 0; // indicates successful termination } // end main