This question already has an answer here:
I know there are multiple times this question has been put forth but none of those solutions worked for me.
First I did this in my method called RandomNumGenerator(items)
List<int> randNum = new List<int>();
foreach (var item in items)
{
randNum.Add(new Random(1000).Next());
}
This always gave me the same number, and then after looking at this answer I did this:
Random rnd = new Random(1000);
foreach (var item in items)
{
randNum.Add(rnd.Next());
}
This gave me the numbers as below
325467165
506683626
1623525913
2344573
1485571032
Now while that is fine for every iteration of the loop, the problem here is, when I stop and re-run the application, I get the same numbers I got earlier all over again.
325467165
506683626
1623525913
2344573
1485571032
Is this behavior during debugging only or will I have the same issue every time I call the RandomNumGenerator
?
You should use class level random variable. If you used a new Random at the method level as a local , the time-dependent seed would repeat itself generating identical sequence of random numbers.
Random .Next() method generates pseudo-random number. You should Declare and initialize a random object instead of creating each time new object. And no need to use any Cryctography .. :)
You are seeding the
Random
instance always with the same seed 1000 here:this will not do that since the current time is used as seed:
Have a look at the constructor which takes an
int
.You need to change this:
to
From the Random Constructor docs:
As per MSDN.
The reason for most beginner's mistakes involving RNGs (random number generators), is the lack of understanding about what the "seed" is and what it does.
So what is a "seed"?
The
Random
class is a class for generating pseudo-random numbers - or numbers that appear to be random. They are usually a mathematical function, that uses a parameter - the "seed" - to generate a sequence of numbers that appear to be random.In the case of
new Random(1000)
, the first 5 nonnegative random integers areIn your first code, you create a new sequence of pseudo-random numbers with the same seed every time you need a random number, so obviously your array is filled with the same number:
325467165
, which happens to be the first nonnegative integer generated bynew Random(1000)
.This also explains why your second code always generates the same sequence of pseudo-random numbers every time your application is launched.
To ensure your app always generate different pseudo-random sequences, you need to use a different seed each time. By far the easiest way to ensure that, is to take your time, literally.
Luckily, you don't have to type this much, because the default constructor for the
Random
class already does something similar to that.Keep in mind that the
Random
class is not thread safe; if multiple threads attempt to access the sameRandom
object concurrently, your RNG will return only 0 for the remaining of its lifetime.Another thing to note, is that creating multiple
Random
objects one after the other - even when using time as the seed - can lead to the same sequence of pseudo-random numbers.In the above code, chances are very high, that
r1
,r2
,r3
andr4
will all generate the same sequence.How is that possible?
Well, (un)fortunately, CPUs are blazing fast. A 1 GHz CPU can execute about 1 billion instructions per second (give or take); that's 1 instruction every 1 nanosecond - or 1 instruction every 1 millionth of a millisecond.
Creating a new
Random
object might require quite a lot of instructions, but most definitely less than a million of them.So why do we need to manually define a seed, if using the clock's current millisecond count is what we "all" want and is already the default?
Because it can be very useful for keeping multiple terminals in sync.
Imagine a game, where important phenomena randomly appear, such as a change in weather that could completely overturn the game. You wouldn't want only one side to suffer from fog, while the rest still profits from clear weather, right?
Of course, you could have the server or the host generate random weather changes and notify the players about it; or you could define a seed before the game starts, and use that seed to ensure the same "randomness" across all players throughout the game.
Isn't coding fun?
Key concept is random seed - the initial piece of data from which the Random derives everything else. If the seed is the same then "random" sequence will be the same.
By default the seed is set to zero, which obviously leads to repeating sequences amongst program runs.
To avoid that, you can construct your Random like this:
... which is, under the hood, is:
This will init the Random object with amount of milliseconds from the OS start. This will be different each time your program starts, so you'll get different random sequences each time.