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><B
>random</B
></TD
><TD ALIGN="RIGHT" VALIGN="BASELINE" WIDTH="0" NOWRAP="NOWRAP" CLASS="ftype"
><I
>Function</I
></TD
></TR
></TABLE
><HR
></DIV
><UL CLASS="subtoc"
></UL
><DL
><DT
><B
>Syntax</B
></DT
><DD
><P CLASS="j"
><B
>random</B
> <SPAN CLASS="cmssi"
>limit</SPAN
> <SPAN CLASS="cmtt"
>&amp;optional</SPAN
> <SPAN CLASS="cmssi"
>random-state</SPAN
> <SPAN CLASS="arrow"
>&#8594;</SPAN
> <SPAN CLASS="cmssi"
>random-number</SPAN
></P
></DD
><DT
><B
>Arguments and Values</B
></DT
><DD
><P CLASS="j"
><VAR CLASS="param"
>limit</VAR
> &#8212; a positive <A HREF="26_1_Glossary.html#integer"
><EM CLASS="term"
>integer</EM
></A
>, or a positive <A HREF="26_1_Glossary.html#float"
><EM CLASS="term"
>float</EM
></A
>. </P
><P CLASS="j"
><VAR CLASS="param"
>random-state</VAR
> &#8212; a <A HREF="26_1_Glossary.html#random_state"
><EM CLASS="term"
>random state</EM
></A
>. The default is the <A HREF="26_1_Glossary.html#current_random_state"
><EM CLASS="term"
>current random state</EM
></A
>. </P
><P CLASS="j"
><VAR CLASS="param"
>random-number</VAR
> &#8212; a non-negative <A HREF="26_1_Glossary.html#number"
><EM CLASS="term"
>number</EM
></A
> less than <VAR CLASS="param"
>limit</VAR
> and of the same <A HREF="26_1_Glossary.html#type"
><EM CLASS="term"
>type</EM
></A
> as <VAR CLASS="param"
>limit</VAR
>.</P
></DD
><DT
><B
>Description</B
></DT
><DD
><P CLASS="j"
>Returns a pseudo-random number that is a non-negative <A HREF="26_1_Glossary.html#number"
><EM CLASS="term"
>number</EM
></A
> less than <VAR CLASS="param"
>limit</VAR
> and of the same <A HREF="26_1_Glossary.html#type"
><EM CLASS="term"
>type</EM
></A
> as <VAR CLASS="param"
>limit</VAR
>. </P
><P CLASS="j"
>The <VAR CLASS="param"
>random-state</VAR
>, which is modified by this function, encodes the internal state maintained by the random number generator. </P
><P CLASS="j"
>An approximately uniform choice distribution is used. If <VAR CLASS="param"
>limit</VAR
> is an <A HREF="26_1_Glossary.html#integer"
><EM CLASS="term"
>integer</EM
></A
>, each of the possible results occurs with (approximate) probability 1/<VAR CLASS="param"
>limit</VAR
>.</P
></DD
><DT
><B
>Examples</B
></DT
><DD
><PRE CLASS="screen"
>(&lt;= 0 (random 1000) 1000) <SPAN CLASS="cmsy"
><SPAN CLASS="arrow"
>&#8594;</SPAN
></SPAN
> <A HREF="26_1_Glossary.html#true"
><EM CLASS="term"
>true</EM
></A
>
(let ((state1 (make-random-state))
(state2 (make-random-state)))
(= (random 1000 state1) (random 1000 state2))) <SPAN CLASS="cmsy"
><SPAN CLASS="arrow"
>&#8594;</SPAN
></SPAN
> <A HREF="26_1_Glossary.html#true"
><EM CLASS="term"
>true</EM
></A
></PRE
></DD
><DT
><B
>Side Effects</B
></DT
><DD
><P CLASS="j"
>The <VAR CLASS="param"
>random-state</VAR
> is modified.</P
></DD
><DT
><B
>Exceptional Situations</B
></DT
><DD
><P CLASS="j"
>Should signal an error of <A HREF="26_1_Glossary.html#type"
><EM CLASS="term"
>type</EM
></A
> <A HREF="t_type-error.html" CLASS="typeref"
><B
>type-error</B
></A
> if <VAR CLASS="param"
>limit</VAR
> is not a positive <A HREF="26_1_Glossary.html#integer"
><EM CLASS="term"
>integer</EM
></A
> or a positive <EM CLASS="term"
>real</EM
>.</P
></DD
><DT
><B
>See Also</B
></DT
><DD
><P CLASS="j"
><A HREF="f_make-random-state.html" CLASS="funref"
><B
>make-random-state</B
></A
>, <A HREF="v_random-state.html" CLASS="varref"
><B
>*random-state*</B
></A
></P
></DD
><DT
><B
>Notes</B
></DT
><DD
><P CLASS="j"
>See <I
>Common</I
> <I
>Lisp:</I
> <I
>The</I
> <I
>Language</I
> for information about generating random numbers.</P
></DD
></DL
></DIV
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