void Gaussian2App::draw()
{
	gl::enableAlphaBlending();
	
	//create an alpha blended background
	gl::color( 0.0f, 0.0f, 0.0f, 0.01f );
	gl::drawSolidRect( Rectf( 0, 0, mWidth, mHeight ) );
	
	//get 3 gaussian random numbers w/ mean of 0 and standard deviation of 1.0
	float r = (float) mGenerator->nextGaussian();
	float g = (float) mGenerator->nextGaussian();
	float b = (float) mGenerator->nextGaussian();
	
	//define standard deviation and mean
	float sd = 100.0f; float mean = 100.0f;
	//scale by standard deviation and mean
	//also constrain to between (0,255) since we are dealing with color
	r = constrain( ( r * sd ) + mean, 0.0f, 255.0f );
	
	//repeat for g & b
	sd = 20; mean = 200;
	g = constrain( ( g * sd ) + mean, 0.0f, 255.0f );
	sd = 50; mean = 0;
	b = constrain( ( b * sd ) + mean, 0.0f, 255.0f );
	
	//get more gaussian numbers, this time for location
	float xloc = (float) mGenerator->nextGaussian();
	float yloc = (float) mGenerator->nextGaussian();
	sd = mWidth/10;
	mean = mWidth/2;
	xloc = ( xloc * sd ) + mean;
	yloc = ( yloc * sd ) + mean;
	
	//draw an ellipse with gaussian generated color and location
	gl::color( r, g, b );
	gl::drawSolidEllipse( Vec2f( xloc, yloc ), 4.0f, 4.0f );
}
void Example4App::update()
{
    float num = generator_.nextGaussian();
    xPos_ = sd_ * num + mean_;
}