Random Numbers in Swift












2















I would like to create random numbers to be displayed in 5 UIImage boxes on the front of the app. However, I would like those numbers to not always be in the same range. For instance, my code below shows 0 ... 9 for randomPoolBallIndex3. But instead, I would like it to show any number from 0 ... 49 but not duplicate the same number on the other randomPoolBallIndex's. So every time the button is pressed it will not display, let's say 1, 1, 34, 35 and 50, but instead each number will be different.



Is there a way to pull this off?



I broke the array down from 0 ... 49 for each randomPoolBallIndex's but now they will only display what I have set the ranges for and I am not entirely happy, while it has resolved the duplication problem.



Code Below:



let ballArray = ["poolball1","poolball2","poolball3","poolball4","poolball5","poolball6","poolball7","poolball8","poolball9","poolball10","poolball11","poolball12","poolball13","poolball14","poolball15","poolball16","poolball17","poolball18","poolball19","poolball20","poolball21","poolball22","poolball23","poolball24","poolball25","poolball26","poolball27","poolball28","poolball29","poolball30","poolball31","poolball32","poolball33","poolball34","poolball35","poolball36","poolball37","poolball38","poolball39","poolball40","poolball41","poolball42","poolball43","poolball44","poolball45","poolball46","poolball47","poolball48","poolball49","poolball50"]

var randomPoolBallIndex: Int = 0
var randomPoolBallIndex1: Int = 0
var randomPoolBallIndex2: Int = 0
var randomPoolBallIndex3: Int = 0
var randomPoolBallIndex4: Int = 0
var randomPoolBallIndex5: Int = 0

@IBOutlet weak var poolBallView1: UIImageView!
@IBOutlet weak var poolBallView2: UIImageView!
@IBOutlet weak var poolBallView3: UIImageView!
@IBOutlet weak var poolBallView4: UIImageView!
@IBOutlet weak var poolBallView5: UIImageView!

@IBAction func buttonPressed(_ sender: UIButton) {
randomPoolBallIndex1 = Int.random(in: 20 ... 29)
randomPoolBallIndex2 = Int.random(in: 40 ... 49)
randomPoolBallIndex3 = Int.random(in: 0 ... 9)
randomPoolBallIndex4 = Int.random(in: 30 ... 39)
randomPoolBallIndex5 = Int.random(in: 10 ... 19)

poolBallView1.image = UIImage(named: ballArray[randomPoolBallIndex1])
poolBallView2.image = UIImage(named: ballArray[randomPoolBallIndex2])
poolBallView3.image = UIImage(named: ballArray[randomPoolBallIndex3])
poolBallView4.image = UIImage(named: ballArray[randomPoolBallIndex4])
poolBallView5.image = UIImage(named: ballArray[randomPoolBallIndex5])









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  • 1





    Have a look here

    – Carpsen90
    Nov 13 '18 at 17:06











  • var ballArray2 = ballArray; random1 = Int.random(in 0 ... ballArray2.count), view1 = UIImage(named: ballArray2[random1]); ballArray.remove(at: random1), random2 = Int.random(in: 0 ... ballArray2.count); etc.? Not sure of the limit, might be ballArray2.count-1

    – Larme
    Nov 13 '18 at 17:08


















2















I would like to create random numbers to be displayed in 5 UIImage boxes on the front of the app. However, I would like those numbers to not always be in the same range. For instance, my code below shows 0 ... 9 for randomPoolBallIndex3. But instead, I would like it to show any number from 0 ... 49 but not duplicate the same number on the other randomPoolBallIndex's. So every time the button is pressed it will not display, let's say 1, 1, 34, 35 and 50, but instead each number will be different.



Is there a way to pull this off?



I broke the array down from 0 ... 49 for each randomPoolBallIndex's but now they will only display what I have set the ranges for and I am not entirely happy, while it has resolved the duplication problem.



Code Below:



let ballArray = ["poolball1","poolball2","poolball3","poolball4","poolball5","poolball6","poolball7","poolball8","poolball9","poolball10","poolball11","poolball12","poolball13","poolball14","poolball15","poolball16","poolball17","poolball18","poolball19","poolball20","poolball21","poolball22","poolball23","poolball24","poolball25","poolball26","poolball27","poolball28","poolball29","poolball30","poolball31","poolball32","poolball33","poolball34","poolball35","poolball36","poolball37","poolball38","poolball39","poolball40","poolball41","poolball42","poolball43","poolball44","poolball45","poolball46","poolball47","poolball48","poolball49","poolball50"]

var randomPoolBallIndex: Int = 0
var randomPoolBallIndex1: Int = 0
var randomPoolBallIndex2: Int = 0
var randomPoolBallIndex3: Int = 0
var randomPoolBallIndex4: Int = 0
var randomPoolBallIndex5: Int = 0

@IBOutlet weak var poolBallView1: UIImageView!
@IBOutlet weak var poolBallView2: UIImageView!
@IBOutlet weak var poolBallView3: UIImageView!
@IBOutlet weak var poolBallView4: UIImageView!
@IBOutlet weak var poolBallView5: UIImageView!

@IBAction func buttonPressed(_ sender: UIButton) {
randomPoolBallIndex1 = Int.random(in: 20 ... 29)
randomPoolBallIndex2 = Int.random(in: 40 ... 49)
randomPoolBallIndex3 = Int.random(in: 0 ... 9)
randomPoolBallIndex4 = Int.random(in: 30 ... 39)
randomPoolBallIndex5 = Int.random(in: 10 ... 19)

poolBallView1.image = UIImage(named: ballArray[randomPoolBallIndex1])
poolBallView2.image = UIImage(named: ballArray[randomPoolBallIndex2])
poolBallView3.image = UIImage(named: ballArray[randomPoolBallIndex3])
poolBallView4.image = UIImage(named: ballArray[randomPoolBallIndex4])
poolBallView5.image = UIImage(named: ballArray[randomPoolBallIndex5])









share|improve this question




















  • 1





    Have a look here

    – Carpsen90
    Nov 13 '18 at 17:06











  • var ballArray2 = ballArray; random1 = Int.random(in 0 ... ballArray2.count), view1 = UIImage(named: ballArray2[random1]); ballArray.remove(at: random1), random2 = Int.random(in: 0 ... ballArray2.count); etc.? Not sure of the limit, might be ballArray2.count-1

    – Larme
    Nov 13 '18 at 17:08
















2












2








2








I would like to create random numbers to be displayed in 5 UIImage boxes on the front of the app. However, I would like those numbers to not always be in the same range. For instance, my code below shows 0 ... 9 for randomPoolBallIndex3. But instead, I would like it to show any number from 0 ... 49 but not duplicate the same number on the other randomPoolBallIndex's. So every time the button is pressed it will not display, let's say 1, 1, 34, 35 and 50, but instead each number will be different.



Is there a way to pull this off?



I broke the array down from 0 ... 49 for each randomPoolBallIndex's but now they will only display what I have set the ranges for and I am not entirely happy, while it has resolved the duplication problem.



Code Below:



let ballArray = ["poolball1","poolball2","poolball3","poolball4","poolball5","poolball6","poolball7","poolball8","poolball9","poolball10","poolball11","poolball12","poolball13","poolball14","poolball15","poolball16","poolball17","poolball18","poolball19","poolball20","poolball21","poolball22","poolball23","poolball24","poolball25","poolball26","poolball27","poolball28","poolball29","poolball30","poolball31","poolball32","poolball33","poolball34","poolball35","poolball36","poolball37","poolball38","poolball39","poolball40","poolball41","poolball42","poolball43","poolball44","poolball45","poolball46","poolball47","poolball48","poolball49","poolball50"]

var randomPoolBallIndex: Int = 0
var randomPoolBallIndex1: Int = 0
var randomPoolBallIndex2: Int = 0
var randomPoolBallIndex3: Int = 0
var randomPoolBallIndex4: Int = 0
var randomPoolBallIndex5: Int = 0

@IBOutlet weak var poolBallView1: UIImageView!
@IBOutlet weak var poolBallView2: UIImageView!
@IBOutlet weak var poolBallView3: UIImageView!
@IBOutlet weak var poolBallView4: UIImageView!
@IBOutlet weak var poolBallView5: UIImageView!

@IBAction func buttonPressed(_ sender: UIButton) {
randomPoolBallIndex1 = Int.random(in: 20 ... 29)
randomPoolBallIndex2 = Int.random(in: 40 ... 49)
randomPoolBallIndex3 = Int.random(in: 0 ... 9)
randomPoolBallIndex4 = Int.random(in: 30 ... 39)
randomPoolBallIndex5 = Int.random(in: 10 ... 19)

poolBallView1.image = UIImage(named: ballArray[randomPoolBallIndex1])
poolBallView2.image = UIImage(named: ballArray[randomPoolBallIndex2])
poolBallView3.image = UIImage(named: ballArray[randomPoolBallIndex3])
poolBallView4.image = UIImage(named: ballArray[randomPoolBallIndex4])
poolBallView5.image = UIImage(named: ballArray[randomPoolBallIndex5])









share|improve this question
















I would like to create random numbers to be displayed in 5 UIImage boxes on the front of the app. However, I would like those numbers to not always be in the same range. For instance, my code below shows 0 ... 9 for randomPoolBallIndex3. But instead, I would like it to show any number from 0 ... 49 but not duplicate the same number on the other randomPoolBallIndex's. So every time the button is pressed it will not display, let's say 1, 1, 34, 35 and 50, but instead each number will be different.



Is there a way to pull this off?



I broke the array down from 0 ... 49 for each randomPoolBallIndex's but now they will only display what I have set the ranges for and I am not entirely happy, while it has resolved the duplication problem.



Code Below:



let ballArray = ["poolball1","poolball2","poolball3","poolball4","poolball5","poolball6","poolball7","poolball8","poolball9","poolball10","poolball11","poolball12","poolball13","poolball14","poolball15","poolball16","poolball17","poolball18","poolball19","poolball20","poolball21","poolball22","poolball23","poolball24","poolball25","poolball26","poolball27","poolball28","poolball29","poolball30","poolball31","poolball32","poolball33","poolball34","poolball35","poolball36","poolball37","poolball38","poolball39","poolball40","poolball41","poolball42","poolball43","poolball44","poolball45","poolball46","poolball47","poolball48","poolball49","poolball50"]

var randomPoolBallIndex: Int = 0
var randomPoolBallIndex1: Int = 0
var randomPoolBallIndex2: Int = 0
var randomPoolBallIndex3: Int = 0
var randomPoolBallIndex4: Int = 0
var randomPoolBallIndex5: Int = 0

@IBOutlet weak var poolBallView1: UIImageView!
@IBOutlet weak var poolBallView2: UIImageView!
@IBOutlet weak var poolBallView3: UIImageView!
@IBOutlet weak var poolBallView4: UIImageView!
@IBOutlet weak var poolBallView5: UIImageView!

@IBAction func buttonPressed(_ sender: UIButton) {
randomPoolBallIndex1 = Int.random(in: 20 ... 29)
randomPoolBallIndex2 = Int.random(in: 40 ... 49)
randomPoolBallIndex3 = Int.random(in: 0 ... 9)
randomPoolBallIndex4 = Int.random(in: 30 ... 39)
randomPoolBallIndex5 = Int.random(in: 10 ... 19)

poolBallView1.image = UIImage(named: ballArray[randomPoolBallIndex1])
poolBallView2.image = UIImage(named: ballArray[randomPoolBallIndex2])
poolBallView3.image = UIImage(named: ballArray[randomPoolBallIndex3])
poolBallView4.image = UIImage(named: ballArray[randomPoolBallIndex4])
poolBallView5.image = UIImage(named: ballArray[randomPoolBallIndex5])






ios swift






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edited Nov 13 '18 at 17:03









rmaddy

242k27316380




242k27316380










asked Nov 13 '18 at 17:01









Darren JayDarren Jay

213




213








  • 1





    Have a look here

    – Carpsen90
    Nov 13 '18 at 17:06











  • var ballArray2 = ballArray; random1 = Int.random(in 0 ... ballArray2.count), view1 = UIImage(named: ballArray2[random1]); ballArray.remove(at: random1), random2 = Int.random(in: 0 ... ballArray2.count); etc.? Not sure of the limit, might be ballArray2.count-1

    – Larme
    Nov 13 '18 at 17:08
















  • 1





    Have a look here

    – Carpsen90
    Nov 13 '18 at 17:06











  • var ballArray2 = ballArray; random1 = Int.random(in 0 ... ballArray2.count), view1 = UIImage(named: ballArray2[random1]); ballArray.remove(at: random1), random2 = Int.random(in: 0 ... ballArray2.count); etc.? Not sure of the limit, might be ballArray2.count-1

    – Larme
    Nov 13 '18 at 17:08










1




1





Have a look here

– Carpsen90
Nov 13 '18 at 17:06





Have a look here

– Carpsen90
Nov 13 '18 at 17:06













var ballArray2 = ballArray; random1 = Int.random(in 0 ... ballArray2.count), view1 = UIImage(named: ballArray2[random1]); ballArray.remove(at: random1), random2 = Int.random(in: 0 ... ballArray2.count); etc.? Not sure of the limit, might be ballArray2.count-1

– Larme
Nov 13 '18 at 17:08







var ballArray2 = ballArray; random1 = Int.random(in 0 ... ballArray2.count), view1 = UIImage(named: ballArray2[random1]); ballArray.remove(at: random1), random2 = Int.random(in: 0 ... ballArray2.count); etc.? Not sure of the limit, might be ballArray2.count-1

– Larme
Nov 13 '18 at 17:08














3 Answers
3






active

oldest

votes


















7














Using Shuffled



I suppose you just need to get 5 different random pool ball names from your ballArray. So you don't need to generate any random numbers. Just in buttonPressed create a constant from shuffled ballArray



let shuffledBallArray = ballArray.shuffled()


now just set images like this:



poolBallView1.image = UIImage(named: shuffledBallArray[0])
poolBallView2.image = UIImage(named: shuffledBallArray[1])
...


So your buttonPressed action should look like this:



@IBAction func buttonPressed(_ sender: UIButton) {

let shuffledBallArray = ballArray.shuffled()

poolBallView1.image = UIImage(named: shuffledBallArray[0])
poolBallView2.image = UIImage(named: shuffledBallArray[1])
poolBallView3.image = UIImage(named: shuffledBallArray[2])
poolBallView4.image = UIImage(named: shuffledBallArray[3])
poolBallView5.image = UIImage(named: shuffledBallArray[4])
}


Creating Unique Random Numbers



Alternatively you can create function which gives you 5 unique random numbers



func generateNumbers(repetitions: Int, maxValue: Int) -> [Int] {

var numbers = [Int]()

for _ in 1...repetitions {
var n: Int
repeat {
n = Int.random(in: 1...maxValue)
} while numbers.contains(n)
numbers.append(n)
}

return numbers
}


and in buttonPressed just create constant for this array of random numbers and set images without saving any image names somewhere in ballArray with hardcoded 50 names



@IBAction func buttonPressed(_ sender: UIButton) {

let randomNumbers = generateNumbers(repetitions: 5, maxValue: 50)

poolBallView1.image = UIImage(named: "poolBall(randomNumbers[0])")
poolBallView2.image = UIImage(named: "poolBall(randomNumbers[1])")
poolBallView3.image = UIImage(named: "poolBall(randomNumbers[2])")
poolBallView4.image = UIImage(named: "poolBall(randomNumbers[3])")
poolBallView5.image = UIImage(named: "poolBall(randomNumbers[4])")
}





share|improve this answer


























  • I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

    – m1sh0
    Nov 13 '18 at 17:15











  • shuffle() shuffles the collection in place. Use shuffled() instead.

    – nayem
    Nov 13 '18 at 17:27











  • @nayem thank you, you are right. I fixed it.

    – Robert Dresler
    Nov 13 '18 at 17:29











  • Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

    – Darren Jay
    Nov 13 '18 at 18:58











  • @DarrenJay yes, you are right! :-)

    – Robert Dresler
    Nov 13 '18 at 18:59



















0














Create an array. They allow for the storage of multitudes of data and you can reference all of them. Same for images



var randomPoolBallIndices:[Int]!
@IBOutlet weak var poolBallViews: [UIImageView]! //Look up how to make array from IBOutlets

override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
randomPoolBallIndices = Array(repeating: 0, count: 5)
}

@IBAction func buttonPressed(_ sender: UIButton) {

for index in randomPoolBallIndices.indices {
let number = Int.random(in: 0 ... 49)
while (randomPoolBallIndices.contains(number)) {
number = Int.random(in: 0 ... 49)
}
randomPoolBallIndices[index] = number
poolBallViews[index] = randomPoolBallIndices[index]
}
}





share|improve this answer































    0














    Generate random number and insert it in Set. When Set count reaches 5, break the loop. That way you can avoid duplication. Then create array of random numbers from set.






    share|improve this answer























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      3 Answers
      3






      active

      oldest

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      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      7














      Using Shuffled



      I suppose you just need to get 5 different random pool ball names from your ballArray. So you don't need to generate any random numbers. Just in buttonPressed create a constant from shuffled ballArray



      let shuffledBallArray = ballArray.shuffled()


      now just set images like this:



      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      ...


      So your buttonPressed action should look like this:



      @IBAction func buttonPressed(_ sender: UIButton) {

      let shuffledBallArray = ballArray.shuffled()

      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      poolBallView3.image = UIImage(named: shuffledBallArray[2])
      poolBallView4.image = UIImage(named: shuffledBallArray[3])
      poolBallView5.image = UIImage(named: shuffledBallArray[4])
      }


      Creating Unique Random Numbers



      Alternatively you can create function which gives you 5 unique random numbers



      func generateNumbers(repetitions: Int, maxValue: Int) -> [Int] {

      var numbers = [Int]()

      for _ in 1...repetitions {
      var n: Int
      repeat {
      n = Int.random(in: 1...maxValue)
      } while numbers.contains(n)
      numbers.append(n)
      }

      return numbers
      }


      and in buttonPressed just create constant for this array of random numbers and set images without saving any image names somewhere in ballArray with hardcoded 50 names



      @IBAction func buttonPressed(_ sender: UIButton) {

      let randomNumbers = generateNumbers(repetitions: 5, maxValue: 50)

      poolBallView1.image = UIImage(named: "poolBall(randomNumbers[0])")
      poolBallView2.image = UIImage(named: "poolBall(randomNumbers[1])")
      poolBallView3.image = UIImage(named: "poolBall(randomNumbers[2])")
      poolBallView4.image = UIImage(named: "poolBall(randomNumbers[3])")
      poolBallView5.image = UIImage(named: "poolBall(randomNumbers[4])")
      }





      share|improve this answer


























      • I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

        – m1sh0
        Nov 13 '18 at 17:15











      • shuffle() shuffles the collection in place. Use shuffled() instead.

        – nayem
        Nov 13 '18 at 17:27











      • @nayem thank you, you are right. I fixed it.

        – Robert Dresler
        Nov 13 '18 at 17:29











      • Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

        – Darren Jay
        Nov 13 '18 at 18:58











      • @DarrenJay yes, you are right! :-)

        – Robert Dresler
        Nov 13 '18 at 18:59
















      7














      Using Shuffled



      I suppose you just need to get 5 different random pool ball names from your ballArray. So you don't need to generate any random numbers. Just in buttonPressed create a constant from shuffled ballArray



      let shuffledBallArray = ballArray.shuffled()


      now just set images like this:



      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      ...


      So your buttonPressed action should look like this:



      @IBAction func buttonPressed(_ sender: UIButton) {

      let shuffledBallArray = ballArray.shuffled()

      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      poolBallView3.image = UIImage(named: shuffledBallArray[2])
      poolBallView4.image = UIImage(named: shuffledBallArray[3])
      poolBallView5.image = UIImage(named: shuffledBallArray[4])
      }


      Creating Unique Random Numbers



      Alternatively you can create function which gives you 5 unique random numbers



      func generateNumbers(repetitions: Int, maxValue: Int) -> [Int] {

      var numbers = [Int]()

      for _ in 1...repetitions {
      var n: Int
      repeat {
      n = Int.random(in: 1...maxValue)
      } while numbers.contains(n)
      numbers.append(n)
      }

      return numbers
      }


      and in buttonPressed just create constant for this array of random numbers and set images without saving any image names somewhere in ballArray with hardcoded 50 names



      @IBAction func buttonPressed(_ sender: UIButton) {

      let randomNumbers = generateNumbers(repetitions: 5, maxValue: 50)

      poolBallView1.image = UIImage(named: "poolBall(randomNumbers[0])")
      poolBallView2.image = UIImage(named: "poolBall(randomNumbers[1])")
      poolBallView3.image = UIImage(named: "poolBall(randomNumbers[2])")
      poolBallView4.image = UIImage(named: "poolBall(randomNumbers[3])")
      poolBallView5.image = UIImage(named: "poolBall(randomNumbers[4])")
      }





      share|improve this answer


























      • I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

        – m1sh0
        Nov 13 '18 at 17:15











      • shuffle() shuffles the collection in place. Use shuffled() instead.

        – nayem
        Nov 13 '18 at 17:27











      • @nayem thank you, you are right. I fixed it.

        – Robert Dresler
        Nov 13 '18 at 17:29











      • Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

        – Darren Jay
        Nov 13 '18 at 18:58











      • @DarrenJay yes, you are right! :-)

        – Robert Dresler
        Nov 13 '18 at 18:59














      7












      7








      7







      Using Shuffled



      I suppose you just need to get 5 different random pool ball names from your ballArray. So you don't need to generate any random numbers. Just in buttonPressed create a constant from shuffled ballArray



      let shuffledBallArray = ballArray.shuffled()


      now just set images like this:



      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      ...


      So your buttonPressed action should look like this:



      @IBAction func buttonPressed(_ sender: UIButton) {

      let shuffledBallArray = ballArray.shuffled()

      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      poolBallView3.image = UIImage(named: shuffledBallArray[2])
      poolBallView4.image = UIImage(named: shuffledBallArray[3])
      poolBallView5.image = UIImage(named: shuffledBallArray[4])
      }


      Creating Unique Random Numbers



      Alternatively you can create function which gives you 5 unique random numbers



      func generateNumbers(repetitions: Int, maxValue: Int) -> [Int] {

      var numbers = [Int]()

      for _ in 1...repetitions {
      var n: Int
      repeat {
      n = Int.random(in: 1...maxValue)
      } while numbers.contains(n)
      numbers.append(n)
      }

      return numbers
      }


      and in buttonPressed just create constant for this array of random numbers and set images without saving any image names somewhere in ballArray with hardcoded 50 names



      @IBAction func buttonPressed(_ sender: UIButton) {

      let randomNumbers = generateNumbers(repetitions: 5, maxValue: 50)

      poolBallView1.image = UIImage(named: "poolBall(randomNumbers[0])")
      poolBallView2.image = UIImage(named: "poolBall(randomNumbers[1])")
      poolBallView3.image = UIImage(named: "poolBall(randomNumbers[2])")
      poolBallView4.image = UIImage(named: "poolBall(randomNumbers[3])")
      poolBallView5.image = UIImage(named: "poolBall(randomNumbers[4])")
      }





      share|improve this answer















      Using Shuffled



      I suppose you just need to get 5 different random pool ball names from your ballArray. So you don't need to generate any random numbers. Just in buttonPressed create a constant from shuffled ballArray



      let shuffledBallArray = ballArray.shuffled()


      now just set images like this:



      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      ...


      So your buttonPressed action should look like this:



      @IBAction func buttonPressed(_ sender: UIButton) {

      let shuffledBallArray = ballArray.shuffled()

      poolBallView1.image = UIImage(named: shuffledBallArray[0])
      poolBallView2.image = UIImage(named: shuffledBallArray[1])
      poolBallView3.image = UIImage(named: shuffledBallArray[2])
      poolBallView4.image = UIImage(named: shuffledBallArray[3])
      poolBallView5.image = UIImage(named: shuffledBallArray[4])
      }


      Creating Unique Random Numbers



      Alternatively you can create function which gives you 5 unique random numbers



      func generateNumbers(repetitions: Int, maxValue: Int) -> [Int] {

      var numbers = [Int]()

      for _ in 1...repetitions {
      var n: Int
      repeat {
      n = Int.random(in: 1...maxValue)
      } while numbers.contains(n)
      numbers.append(n)
      }

      return numbers
      }


      and in buttonPressed just create constant for this array of random numbers and set images without saving any image names somewhere in ballArray with hardcoded 50 names



      @IBAction func buttonPressed(_ sender: UIButton) {

      let randomNumbers = generateNumbers(repetitions: 5, maxValue: 50)

      poolBallView1.image = UIImage(named: "poolBall(randomNumbers[0])")
      poolBallView2.image = UIImage(named: "poolBall(randomNumbers[1])")
      poolBallView3.image = UIImage(named: "poolBall(randomNumbers[2])")
      poolBallView4.image = UIImage(named: "poolBall(randomNumbers[3])")
      poolBallView5.image = UIImage(named: "poolBall(randomNumbers[4])")
      }






      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Dec 23 '18 at 11:57

























      answered Nov 13 '18 at 17:08









      Robert DreslerRobert Dresler

      5,8701526




      5,8701526













      • I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

        – m1sh0
        Nov 13 '18 at 17:15











      • shuffle() shuffles the collection in place. Use shuffled() instead.

        – nayem
        Nov 13 '18 at 17:27











      • @nayem thank you, you are right. I fixed it.

        – Robert Dresler
        Nov 13 '18 at 17:29











      • Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

        – Darren Jay
        Nov 13 '18 at 18:58











      • @DarrenJay yes, you are right! :-)

        – Robert Dresler
        Nov 13 '18 at 18:59



















      • I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

        – m1sh0
        Nov 13 '18 at 17:15











      • shuffle() shuffles the collection in place. Use shuffled() instead.

        – nayem
        Nov 13 '18 at 17:27











      • @nayem thank you, you are right. I fixed it.

        – Robert Dresler
        Nov 13 '18 at 17:29











      • Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

        – Darren Jay
        Nov 13 '18 at 18:58











      • @DarrenJay yes, you are right! :-)

        – Robert Dresler
        Nov 13 '18 at 18:59

















      I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

      – m1sh0
      Nov 13 '18 at 17:15





      I like this solution, another option is to have array property with last selcted values and one function wich can check if the number is already selected to get another one.

      – m1sh0
      Nov 13 '18 at 17:15













      shuffle() shuffles the collection in place. Use shuffled() instead.

      – nayem
      Nov 13 '18 at 17:27





      shuffle() shuffles the collection in place. Use shuffled() instead.

      – nayem
      Nov 13 '18 at 17:27













      @nayem thank you, you are right. I fixed it.

      – Robert Dresler
      Nov 13 '18 at 17:29





      @nayem thank you, you are right. I fixed it.

      – Robert Dresler
      Nov 13 '18 at 17:29













      Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

      – Darren Jay
      Nov 13 '18 at 18:58





      Hi Robert, The First answer you gave me so far seems to work pretty well, am i right in assuming, I will not get duplicate numbers like two 1's or two 49's or anything else being displayed?

      – Darren Jay
      Nov 13 '18 at 18:58













      @DarrenJay yes, you are right! :-)

      – Robert Dresler
      Nov 13 '18 at 18:59





      @DarrenJay yes, you are right! :-)

      – Robert Dresler
      Nov 13 '18 at 18:59













      0














      Create an array. They allow for the storage of multitudes of data and you can reference all of them. Same for images



      var randomPoolBallIndices:[Int]!
      @IBOutlet weak var poolBallViews: [UIImageView]! //Look up how to make array from IBOutlets

      override func viewDidLoad() {
      super.viewDidLoad()
      // Do any additional setup after loading the view, typically from a nib.
      randomPoolBallIndices = Array(repeating: 0, count: 5)
      }

      @IBAction func buttonPressed(_ sender: UIButton) {

      for index in randomPoolBallIndices.indices {
      let number = Int.random(in: 0 ... 49)
      while (randomPoolBallIndices.contains(number)) {
      number = Int.random(in: 0 ... 49)
      }
      randomPoolBallIndices[index] = number
      poolBallViews[index] = randomPoolBallIndices[index]
      }
      }





      share|improve this answer




























        0














        Create an array. They allow for the storage of multitudes of data and you can reference all of them. Same for images



        var randomPoolBallIndices:[Int]!
        @IBOutlet weak var poolBallViews: [UIImageView]! //Look up how to make array from IBOutlets

        override func viewDidLoad() {
        super.viewDidLoad()
        // Do any additional setup after loading the view, typically from a nib.
        randomPoolBallIndices = Array(repeating: 0, count: 5)
        }

        @IBAction func buttonPressed(_ sender: UIButton) {

        for index in randomPoolBallIndices.indices {
        let number = Int.random(in: 0 ... 49)
        while (randomPoolBallIndices.contains(number)) {
        number = Int.random(in: 0 ... 49)
        }
        randomPoolBallIndices[index] = number
        poolBallViews[index] = randomPoolBallIndices[index]
        }
        }





        share|improve this answer


























          0












          0








          0







          Create an array. They allow for the storage of multitudes of data and you can reference all of them. Same for images



          var randomPoolBallIndices:[Int]!
          @IBOutlet weak var poolBallViews: [UIImageView]! //Look up how to make array from IBOutlets

          override func viewDidLoad() {
          super.viewDidLoad()
          // Do any additional setup after loading the view, typically from a nib.
          randomPoolBallIndices = Array(repeating: 0, count: 5)
          }

          @IBAction func buttonPressed(_ sender: UIButton) {

          for index in randomPoolBallIndices.indices {
          let number = Int.random(in: 0 ... 49)
          while (randomPoolBallIndices.contains(number)) {
          number = Int.random(in: 0 ... 49)
          }
          randomPoolBallIndices[index] = number
          poolBallViews[index] = randomPoolBallIndices[index]
          }
          }





          share|improve this answer













          Create an array. They allow for the storage of multitudes of data and you can reference all of them. Same for images



          var randomPoolBallIndices:[Int]!
          @IBOutlet weak var poolBallViews: [UIImageView]! //Look up how to make array from IBOutlets

          override func viewDidLoad() {
          super.viewDidLoad()
          // Do any additional setup after loading the view, typically from a nib.
          randomPoolBallIndices = Array(repeating: 0, count: 5)
          }

          @IBAction func buttonPressed(_ sender: UIButton) {

          for index in randomPoolBallIndices.indices {
          let number = Int.random(in: 0 ... 49)
          while (randomPoolBallIndices.contains(number)) {
          number = Int.random(in: 0 ... 49)
          }
          randomPoolBallIndices[index] = number
          poolBallViews[index] = randomPoolBallIndices[index]
          }
          }






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 13 '18 at 17:13









          impression7vximpression7vx

          49211036




          49211036























              0














              Generate random number and insert it in Set. When Set count reaches 5, break the loop. That way you can avoid duplication. Then create array of random numbers from set.






              share|improve this answer




























                0














                Generate random number and insert it in Set. When Set count reaches 5, break the loop. That way you can avoid duplication. Then create array of random numbers from set.






                share|improve this answer


























                  0












                  0








                  0







                  Generate random number and insert it in Set. When Set count reaches 5, break the loop. That way you can avoid duplication. Then create array of random numbers from set.






                  share|improve this answer













                  Generate random number and insert it in Set. When Set count reaches 5, break the loop. That way you can avoid duplication. Then create array of random numbers from set.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered Nov 13 '18 at 17:30









                  Viren MalhanViren Malhan

                  755




                  755






























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