#N canvas 14 -1 978 651 10;
#X obj 20 11 random;
#X text 70 11 - pseudorandom integer generator;
#X text 20 47 [random] outputs pseudorandom integers between 0 and
N-1 where N is the creation argument or the value of the right inlet.
;
#X obj 28 117 random 100;
#X obj 28 98 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X floatatom 28 138 3 0 0;
#X text 98 117 Generates random numbers between 0 and 99;
#X obj 28 178 random 100;
#X obj 28 159 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X floatatom 28 199 3 0 0;
#X floatatom 83 161 5 0 0;
#X text 124 159 Changes the 'range' of random numbers.;
#X text 17 223 SEEDS;
#X text 21 240 Random numbers are generated via a complex equation
which produces a pseudo-predictable sequence of numbers. Each [random]
object's equation is provided with a "seed" which is really just one
of the variables in the equation which produces the sequence. The "seed"
is generated by Pd based on specific parameters in each patch which
contains a [random] object. If more than one [random] objects are contained
within a single patch \, they each get a different "seed".;
#X text 21 363 However \, "seeds" can be inputted into [random] by
sending a message \, like below:;
#X msg 13 420 seed 42;
#X obj 67 427 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 67 445 random 1000;
#X floatatom 67 465 3 0 0;
#X obj 13 400 loadbang;
#X text 22 490 Seeds are kept locally so that if two [random]s are
seeded the same \, they will have the same output - as demonstrated
below. Furthermore \, you can seed the same one twice to repeat the
output.;
#X msg 162 556 seed 42;
#X obj 76 559 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 76 591 random 1000;
#X floatatom 76 611 3 0 0;
#X obj 162 536 loadbang;
#X obj 150 591 random 1000;
#X floatatom 150 611 3 0 0;
#X obj 385 12 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 385 620 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X text 425 18 FERTILE SEEDS!;
#X text 416 39 While the "default" seed for each [random] is usually
very effective \, it may be necessary to find better - more unpredictable
- more indeterminate ways to seed the object to produce a more pleasing
result.;
#X text 415 144 Here are some ideas that may improve the implementation
of [random]:;
#X floatatom 593 241 0 0 0;
#X obj 435 182 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 593 221 / 100;
#X floatatom 435 238 0 0 0;
#X text 455 181 Both methods here produce random numbers between 0
and 5;
#X obj 593 201 random 501;
#X obj 435 218 random 6;
#X text 660 201 0 - 500;
#X text 631 221 divide by 100 to keep output within range.;
#X text 631 242 produces fractional results between 0 and 5;
#X text 432 269 between 0 and 5;
#X text 432 256 Produces whole numbers;
#X text 401 179 1;
#X text 405 306 2;
#X text 416 94 As well \, there are many ways that [random] can be
incorporated into other structures that change the qualities of the
results.;
#X obj 436 315 loadbang;
#X obj 436 337 timer;
#X obj 518 318 bng 15 250 50 0 empty empty Click_to_seed 0 -6 0 7 -262144
-1 -1;
#X msg 436 357 seed \$1;
#X obj 497 360 bng 15 250 50 0 empty empty Click_for_output 0 -6 0
7 -262144 -1 -1;
#X floatatom 497 400 5 0 0;
#X obj 497 379 random 42;
#X text 598 317 "Time is on your side". Using the [timer] object here
(which is started via loadbang) is an interesting trick.;
#X text 407 432 3;
#N canvas 0 0 462 404 weighted_random_numbers 0;
#X msg 38 77 bang;
#X text 24 20 You can generate weighted random numbers from uniformly
distributed ones. If you just want two possible outcomes with a varying
probability for each one \, you can do as shown:;
#X obj 38 103 random 100;
#X obj 37 156 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 104 156 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X floatatom 140 130 3 0 100;
#X text 185 130 <-- change probablilty;
#X obj 38 131 moses 80;
#X text 87 75 <-- click to test;
#X text 35 184 This outputs a number at left 80% of the time \, otherwise
at right \, unless you override the "80" using the number box. You
may extend this to more than two possible outcomes \, for instance
like this:;
#X msg 42 247 bang;
#X obj 42 273 random 100;
#X obj 42 326 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 132 327 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X text 91 245 <-- click to test;
#X obj 42 301 moses 10;
#X obj 132 302 moses 30;
#X obj 200 327 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X text 40 342 10%;
#X text 130 343 20%;
#X text 202 342 70%;
#X connect 0 0 2 0;
#X connect 2 0 7 0;
#X connect 5 0 7 1;
#X connect 7 0 3 0;
#X connect 7 1 4 0;
#X connect 10 0 11 0;
#X connect 11 0 15 0;
#X connect 15 0 12 0;
#X connect 15 1 16 0;
#X connect 16 0 13 0;
#X connect 16 1 17 0;
#X restore 443 432 pd weighted_random_numbers;
#X text 215 556 Click again to repeat output.;
#X text 409 474 RELATED OBJECTS;
#N canvas 0 0 454 304 related_objects_from_other_libraries 0;
#X obj 25 23 randomF;
#X obj 77 23 tripleRand;
#X obj 146 23 shuffle;
#X obj 197 23 mtx_rand;
#X obj 149 47 pin~;
#X obj 25 47 randomblock~;
#X obj 109 47 utime;
#X text 29 104 These objects are offered in Pd only if you have downloaded
and properly installed the appropriate library. These objects may or
may not exist in a single library.;
#X text 28 153 The best places to find information about Pd's libraries
is:;
#X text 25 175 www.puredata.org and click on "Downloads" then "Software"
;
#X text 27 190 or;
#X text 27 205 iem.kug.ac.at/pdb/;
#X restore 408 494 pd related_objects_from_other_libraries;
#X text 416 592 This document was updated for Pd version 0.35 test
29 by Dave Sabine as part of a project called pddp proposed by Krzysztof
Czaja to build comprehensive documentation for Pd.;
#X connect 3 0 5 0;
#X connect 4 0 3 0;
#X connect 7 0 9 0;
#X connect 8 0 7 0;
#X connect 10 0 7 1;
#X connect 15 0 17 0;
#X connect 16 0 17 0;
#X connect 17 0 18 0;
#X connect 19 0 15 0;
#X connect 21 0 23 0;
#X connect 21 0 26 0;
#X connect 22 0 23 0;
#X connect 22 0 26 0;
#X connect 23 0 24 0;
#X connect 25 0 21 0;
#X connect 26 0 27 0;
#X connect 28 0 29 0;
#X connect 34 0 38 0;
#X connect 34 0 39 0;
#X connect 35 0 33 0;
#X connect 38 0 35 0;
#X connect 39 0 36 0;
#X connect 48 0 49 0;
#X connect 49 0 51 0;
#X connect 50 0 49 1;
#X connect 51 0 54 0;
#X connect 52 0 54 0;
#X connect 54 0 53 0;
