假设我有一个数组,我想随机选择一个元素。

最简单的方法是什么?

最明显的方法是array[random index]。但也许有一些类似ruby的array。sample?如果没有,可以通过使用扩展来创建这样的方法吗?


Swift 4.2及以上版本

新的推荐方法是Collection协议上的内置方法:randomElement()。它返回一个可选选项,以避免前面假设的空情况。

let array = ["Frodo", "Samwise", "Merry", "Pippin"]
print(array.randomElement()!) // Using ! knowing I have array.count > 0

如果你不创建数组,也不保证计数> 0,你应该这样做:

if let randomElement = array.randomElement() { 
    print(randomElement)
}

Swift 4.1及以下版本

为了回答你的问题,你可以这样做来实现随机数组选择:

let array = ["Frodo", "Samwise", "Merry", "Pippin"]
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
print(array[randomIndex])

演员阵容很难看,但我相信他们是必须的,除非有人有别的办法。


重复Lucas所说的,你可以像这样创建Array类的扩展:

extension Array {
    func randomItem() -> Element? {
        if isEmpty { return nil }
        let index = Int(arc4random_uniform(UInt32(self.count)))
        return self[index]
    }
}

例如:

let myArray = [1, 2, 3, 4, 5, 6, 7, 8, 10, 12, 14, 16]
let myItem = myArray.randomItem() // Note: myItem is an Optional<Int>

你可以使用Swift内置的random()函数以及扩展:

extension Array {
    func sample() -> Element {
        let randomIndex = Int(rand()) % count
        return self[randomIndex]
    }
}

let array = [1, 2, 3, 4]

array.sample() // 2
array.sample() // 2
array.sample() // 3
array.sample() // 3

array.sample() // 1
array.sample() // 1
array.sample() // 3
array.sample() // 1

检查空数组的替代功能实现。

func randomArrayItem<T>(array: [T]) -> T? {
  if array.isEmpty { return nil }
  let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
  return array[randomIndex]
}

randomArrayItem([1,2,3])

在Swift 2.2中,这可以被概括,这样我们就有:

UInt.random
UInt8.random
UInt16.random
UInt32.random
UInt64.random
UIntMax.random

// closed intervals:

(-3...3).random
(Int.min...Int.max).random

// and collections, which return optionals since they can be empty:

(1..<4).sample
[1,2,3].sample
"abc".characters.sample
["a": 1, "b": 2, "c": 3].sample

首先,实现UnsignedIntegerTypes的静态随机属性:

import Darwin

func sizeof <T> (_: () -> T) -> Int { // sizeof return type without calling
    return sizeof(T.self)
}

let ARC4Foot: Int = sizeof(arc4random)

extension UnsignedIntegerType {
    static var max: Self { // sadly `max` is not required by the protocol
        return ~0
    }
    static var random: Self {
        let foot = sizeof(Self)
        guard foot > ARC4Foot else {
            return numericCast(arc4random() & numericCast(max))
        }
        var r = UIntMax(arc4random())
        for i in 1..<(foot / ARC4Foot) {
            r |= UIntMax(arc4random()) << UIntMax(8 * ARC4Foot * i)
        }
        return numericCast(r)
    }
}

然后,对于带有UnsignedIntegerType边界的closedinterval:

extension ClosedInterval where Bound : UnsignedIntegerType {
    var random: Bound {
        guard start > 0 || end < Bound.max else { return Bound.random }
        return start + (Bound.random % (end - start + 1))
    }
}

然后(稍微复杂一点),对于带SignedIntegerType边界的closedinterval(使用下面进一步描述的辅助方法):

extension ClosedInterval where Bound : SignedIntegerType {
    var random: Bound {
        let foot = sizeof(Bound)
        let distance = start.unsignedDistanceTo(end)
        guard foot > 4 else { // optimisation: use UInt32.random if sufficient
            let off: UInt32
            if distance < numericCast(UInt32.max) {
                off = UInt32.random % numericCast(distance + 1)
            } else {
                off = UInt32.random
            }
            return numericCast(start.toIntMax() + numericCast(off))
        }
        guard distance < UIntMax.max else {
            return numericCast(IntMax(bitPattern: UIntMax.random))
        }
        let off = UIntMax.random % (distance + 1)
        let x = (off + start.unsignedDistanceFromMin).plusMinIntMax
        return numericCast(x)
    }
}

... 其中unsignedDistanceTo, unsignedDistanceFromMin和plusMinIntMax helper方法可以实现如下:

extension SignedIntegerType {
    func unsignedDistanceTo(other: Self) -> UIntMax {
        let _self = self.toIntMax()
        let other = other.toIntMax()
        let (start, end) = _self < other ? (_self, other) : (other, _self)
        if start == IntMax.min && end == IntMax.max {
            return UIntMax.max
        }
        if start < 0 && end >= 0 {
            let s = start == IntMax.min ? UIntMax(Int.max) + 1 : UIntMax(-start)
            return s + UIntMax(end)
        }
        return UIntMax(end - start)
    }
    var unsignedDistanceFromMin: UIntMax {
        return IntMax.min.unsignedDistanceTo(self.toIntMax())
    }
}

extension UIntMax {
    var plusMinIntMax: IntMax {
        if self > UIntMax(IntMax.max) { return IntMax(self - UIntMax(IntMax.max) - 1) }
        else { return IntMax.min + IntMax(self) }
    }
}

最后,对于索引所在的所有集合。距离== Int:

extension CollectionType where Index.Distance == Int {
    var sample: Generator.Element? {
        if isEmpty { return nil }
        let end = UInt(count) - 1
        let add = (0...end).random
        let idx = startIndex.advancedBy(Int(add))
        return self[idx]
    }
}

... 可以对整数范围进行一些优化:

extension Range where Element : SignedIntegerType {
    var sample: Element? {
        guard startIndex < endIndex else { return nil }
        let i: ClosedInterval = startIndex...endIndex.predecessor()
        return i.random
    }
}

extension Range where Element : UnsignedIntegerType {
    var sample: Element? {
        guard startIndex < endIndex else { return nil }
        let i: ClosedInterval = startIndex...endIndex.predecessor()
        return i.random
    }
}

跟随其他人的回答,但有Swift 2支持。

快1.倍

extension Array {
    func sample() -> T {
        let index = Int(arc4random_uniform(UInt32(self.count)))
        return self[index]
    }
}

快2.倍

extension Array {
    func sample() -> Element {
        let index = Int(arc4random_uniform(UInt32(self.count)))
        return self[index]
    }
}

例如:

let arr = [2, 3, 5, 7, 9, 11, 13, 17, 19, 23, 29, 31]
let randomSample = arr.sample()

这是一个扩展数组与空数组检查更安全:

extension Array {
    func sample() -> Element? {
        if self.isEmpty { return nil }
        let randomInt = Int(arc4random_uniform(UInt32(self.count)))
        return self[randomInt]
    }
}

你可以这样简单地使用它:

let digits = Array(0...9)
digits.sample() // => 6

如果你喜欢一个框架,也有一些更方便的功能,然后签出handysswift。你可以通过Carthage将它添加到你的项目中,然后像上面的例子一样使用它:

import HandySwift    

let digits = Array(0...9)
digits.sample() // => 8

此外,它还包括一个选项,一次获得多个随机元素:

digits.sample(size: 3) // => [8, 0, 7]

我发现使用GameKit的gkrandomsource . sharerandom()最适合我。

import GameKit

let array = ["random1", "random2", "random3"]

func getRandomIndex() -> Int {
    let randomNumber = GKRandomSource.sharedRandom().nextIntWithUpperBound(array.count)
    return randomNumber

或者可以返回所选随机下标处的对象。确保函数首先返回String,然后返回数组的索引。

    return array[randomNumber]

言简意赅。


Swift 4版本:

extension Collection where Index == Int {

    /**
     Picks a random element of the collection.

     - returns: A random element of the collection.
     */
    func randomElement() -> Iterator.Element? {
        return isEmpty ? nil : self[Int(arc4random_uniform(UInt32(endIndex)))]
    }

}

Swift的另一个建议

private extension Array {
    var randomElement: Element {
        let index = Int(arc4random_uniform(UInt32(count)))
        return self[index]
    }
}

斯威夫特3

进口GameKit

func getRandomMessage() -> String {

    let messages = ["one", "two", "three"]

    let randomNumber = GKRandomSource.sharedRandom().nextInt(upperBound: messages.count)

    return messages[randomNumber].description

}

最新的swift3代码尝试它的工作良好

 let imagesArray = ["image1.png","image2.png","image3.png","image4.png"]

        var randomNum: UInt32 = 0
        randomNum = arc4random_uniform(UInt32(imagesArray.count))
        wheelBackgroundImageView.image = UIImage(named: imagesArray[Int(randomNum)])

Swift 3 -简单易用。

创建数组 var arrayOfColors = [UIColor. var红色,用户界面颜色。黄色,用户界面颜色。橙色,UIColor.green] 创建随机颜色 let randomColor = arc4random() % UInt32(arrayOfColors.count) 将该颜色设置为对象 你的项目= arrayOfColors[Int(randomColor)]

下面是SpriteKit项目用随机字符串更新SKLabelNode的一个例子:

    let array = ["one","two","three","four","five"]

    let randomNumber = arc4random() % UInt32(array.count)

    let labelNode = SKLabelNode(text: array[Int(randomNumber)])

如果你想要获得多个随机元素从你的数组没有重复,GameplayKit有你覆盖:

import GameplayKit
let array = ["one", "two", "three", "four"]

let shuffled = GKMersenneTwisterRandomSource.sharedRandom().arrayByShufflingObjects(in: array)

let firstRandom = shuffled[0]
let secondRandom = shuffled[1]

你有两个选择的随机性,见GKRandomSource:

The GKARC4RandomSource class uses an algorithm similar to that employed in arc4random family of C functions. (However, instances of this class are independent from calls to the arc4random functions.) The GKLinearCongruentialRandomSource class uses an algorithm that is faster, but less random, than the GKARC4RandomSource class. (Specifically, the low bits of generated numbers repeat more often than the high bits.) Use this source when performance is more important than robust unpredictability. The GKMersenneTwisterRandomSource class uses an algorithm that is slower, but more random, than the GKARC4RandomSource class. Use this source when it’s important that your use of random numbers not show repeating patterns and performance is of less concern.