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# LIBRARY: RANDOM

## All About the Random Library in Vizzcode

Contents

The Random library can be used to generate random numbers (ints and floats).
These numbers are actually pseudo-random, which means they are a predictable sequence of numbers starting from a hard to predict number. This means it's usually random enough for most purposes.

The library provides procedures to generate random numbers in a certain inclusive range (meaning the numbers you specify might show up).
This library is entirely contained in the Game Engine library (just like print is inside IO).

How to Use It

It's as simple as importing the Random library:

#import
"Random" And then calling its procedures whenever you want. For example:
#import
"Random"

main
:: () {
random_int :=
random_int_in_range
(
0
,
10
);
random_float :=
random_float_in_range
(
-1
,
1
);
} To see the randomness of the numbers you can import the Print library and print some of the generated numbers:
#import
"IO"

#import
"Random"

main
:: () {

for
0
..
10
{

print_float
(
random_float_in_range
(
-1
,
1
));

print
(
"\n"
);
}
} Complete API

### random_int_in_range

This is the declaration of the random_int_in_range procedure:
random_int_in_range
:: (min_inclusive :=
0
, max_inclusive :=
10
) -> random_value :
int
{

This procedure generates and returns a random integer number between the specified range.
The range is inclusive, which means the minimum and maximum numbers can show up in random result.
#import
"Random"

main
:: () {
random :=
random_int_in_range
(
0
,
10
);
} ### random_float_in_range

This is the declaration of the random_float_in_range procedure:
random_float_in_range
:: (min_inclusive :=
0.0
, max_inclusive :=
1.0
) -> random_value :
float
{

This procedure generates and returns a random float number between the specified range.
The range is inclusive, which means the minimum and maximum numbers can show up in random result.
It works just like the random_int_in_range procedure.
#import
"Random"

main
:: () {
random :=
random_float_in_range
(
-10.0
,
10.0
);
} 