How can I get a random System.Decimal? System.Random doesn't support it directly.
How can I get a random System.Decimal? System.Random doesn't support it directly.
EDIT: Removed old version
This is similar to Daniel's version, but will give the complete range. It also introduces a new extension method to get a random "any integer" value, which I think is handy.
Note that the distribution of decimals here is not uniform.
/// <summary>
/// Returns an Int32 with a random value across the entire range of
/// possible values.
/// </summary>
public static int NextInt32(this Random rng)
{
int firstBits = rng.Next(0, 1 << 4) << 28;
int lastBits = rng.Next(0, 1 << 28);
return firstBits | lastBits;
}
public static decimal NextDecimal(this Random rng)
{
byte scale = (byte) rng.Next(29);
bool sign = rng.Next(2) == 1;
return new decimal(rng.NextInt32(),
rng.NextInt32(),
rng.NextInt32(),
sign,
scale);
}
You would normally expect from a random-number-generator that it not only generated random numbers, but that the numbers were uniformly randomly generated.
There are two definitions of uniformly random: discrete uniformly random and continuous uniformly random.
Discretely uniformly random makes sense for a random number generator that has a finite number of different possible outcomes. For example generating an integer between 1 and 10. You would then expect that the probability of getting 4 is the same as getting 7.
Continuously uniformly random makes sense when the random number generator generates numbers in a range. For example a generator that generates a real number between 0 and 1. You would then expect that the probability of getting a number between 0 and 0.5 is the same as getting a number between 0.5 and 1.
When a random number generator generates floating-point numbers (which is basically what a System.Decimal is - it is just floating-point with base 10), it is arguable what the proper definition of uniformly random is:
On one hand, since the floating-point number is being represented by a fixed number of bits in a computer, it is obvious that there are a finite number of possible outcomes. So one could argue that the proper distribution is a discrete continuous distribution with each representable number having the same probability. That is basically what Jon Skeet's and John Leidegren's implementation does.
On the other hand, one might argue that since a floating-point number is supposed to be an approximation to a real number, we would be better off by trying to approximate the behavior of a continuous random number generator - even though are actual RNG is actually discrete. This is the behavior you get from Random.NextDouble(), where - even though there are approximately as many representable numbers in the range 0.00001-0.00002 as there are in the range 0.8-0.9, you are a thousand times more likely to get a number in the second range - as you would expect.
So a proper implementation of a Random.NextDecimal() should probably be continuously uniformly distributed.
Here is a simple variation of Jon Skeet's answer that is uniformly distributed between 0 and 1 (I reuse his NextInt32() extension method):
public static decimal NextDecimal(this Random rng)
{
return new decimal(rng.NextInt32(),
rng.NextInt32(),
rng.Next(0x204FCE5E),
false,
0);
}
You could also discuss how to get an uniform distribution over the entire range of decimals. There is probably an easier way to do this, but this slight modification of John Leidegren's answer should produce a relatively uniform distribution:
private static int GetDecimalScale(Random r)
{
for(int i=0;i<=28;i++){
if(r.NextDouble() >= 0.1)
return i;
}
return 0;
}
public static decimal NextDecimal(this Random r)
{
var s = GetDecimalScale(r);
var a = (int)(uint.MaxValue * r.NextDouble());
var b = (int)(uint.MaxValue * r.NextDouble());
var c = (int)(uint.MaxValue * r.NextDouble());
var n = r.NextDouble() >= 0.5;
return new Decimal(a, b, c, n, s);
}
Basically, we make sure that values of scale are chosen proportionally to the size of the corresponding range.
That means that we should get a scale of 0 90% of the time - since that range contains 90% of the possible range - a scale of 1 9% of the time, etc.
There are still some problems with the implementation, since it does not take into account that some numbers have multiple representations - but it should be much closer to a uniform distribution than the other implementations.
I puzzled with this for a bit. This is the best I could come up with:
public class DecimalRandom : Random
{
public override decimal NextDecimal()
{
//The low 32 bits of a 96-bit integer.
int lo = this.Next(int.MinValue, int.MaxValue);
//The middle 32 bits of a 96-bit integer.
int mid = this.Next(int.MinValue, int.MaxValue);
//The high 32 bits of a 96-bit integer.
int hi = this.Next(int.MinValue, int.MaxValue);
//The sign of the number; 1 is negative, 0 is positive.
bool isNegative = (this.Next(2) == 0);
//A power of 10 ranging from 0 to 28.
byte scale = Convert.ToByte(this.Next(29));
Decimal randomDecimal = new Decimal(lo, mid, hi, isNegative, scale);
return randomDecimal;
}
}
Edit: As noted in the comments lo, mid and hi can never contain int.MaxValue so the complete range of Decimals isn't possible.
here you go... uses the crypt library to generate a couple of random bytes, then convertes them to a decimal value... see MSDN for the decimal constructor
using System.Security.Cryptography;
public static decimal Next(decimal max)
{
// Create a int array to hold the random values.
Byte[] randomNumber = new Byte[] { 0,0 };
RNGCryptoServiceProvider Gen = new RNGCryptoServiceProvider();
// Fill the array with a random value.
Gen.GetBytes(randomNumber);
// convert the bytes to a decimal
return new decimal(new int[]
{
0, // not used, must be 0
randomNumber[0] % 29,// must be between 0 and 28
0, // not used, must be 0
randomNumber[1] % 2 // sign --> 0 == positive, 1 == negative
} ) % (max+1);
}
revised to use a different decimal constructor to give a better range of numbers
public static decimal Next(decimal max)
{
// Create a int array to hold the random values.
Byte[] bytes= new Byte[] { 0,0,0,0 };
RNGCryptoServiceProvider Gen = new RNGCryptoServiceProvider();
// Fill the array with a random value.
Gen.GetBytes(bytes);
bytes[3] %= 29; // this must be between 0 and 28 (inclusive)
decimal d = new decimal( (int)bytes[0], (int)bytes[1], (int)bytes[2], false, bytes[3]);
return d % (max+1);
}
Since the OP question is very embracing and just want a random System.Decimal without any restriction, below is a very simple solution that worked for me.
I was not concerned with any type of uniformity or precision of the generated numbers, so others answers here are probably better if you have some restrictions, but this one works fine in simple cases.
Random rnd = new Random();
decimal val;
int decimal_places = 2;
val = Math.Round(new decimal(rnd.NextDouble()), decimal_places);
In my specific case, I was looking for a random decimal to use as a money string, so my complete solution was:
string value;
value = val = Math.Round(new decimal(rnd.NextDouble()) * 1000,2).ToString("0.00", System.Globalization.CultureInfo.InvariantCulture);
public static decimal RandomDecimal()
{
int a = RandomNumber(2, 10);
int b = RandomNumber(0, 99);
string c = a + "." + b;
decimal d = decimal.Parse(c);
return d;
}
public static int RandomNumber(int min, int max)
{
return _random.Next(min, max);
}
System.Random rnd = new System.Random();
System.Math.Round( Convert.ToDecimal(rnd.NextDouble() * (maxValue-minValue) + minValue) , decimalPlaces);
Oneliners are always the best full code and example bellow
using System;
public class Program
{
public static void Main()
{
var val = GetRandomDecimal(0, 100, 2);
Console.WriteLine(val.ToString());
}
static System.Random rnd = new System.Random();
public static decimal GetRandomDecimal(int minValue, int maxValue, int decimalPlaces)
{
return System.Math.Round( Convert.ToDecimal(rnd.NextDouble() * (maxValue-minValue) + minValue) , decimalPlaces);
}
}