这里我正在掷骰子并将结果存储在地图中(int表示数字的出现,很长的频率,即出现/试验)。这是典型的输出:
Please select the number of trials:
100
Dice roll of 1 has 327% outcomes
Dice roll of 2 has 16722170% outcomes
Dice roll of 3 has 327% outcomes
Dice roll of 4 has 14872209% outcomes
Dice roll of 5 has 327% outcomes
Dice roll of 6 has 16724069% outcomes
正如您所看到的那样,频率都是混乱的。它们应该总计为1.我已经尝试弄乱了精度,但这似乎并不是我问题的根源。代码很简单。任何人都可以查明我的问题吗?亲切的问候。
#include <boost/random.hpp>
#include <iostream>
#include <ctime>
#include <boost/Random/detail/const_mod.hpp> // LCG class
#include <map>
using namespace std;
int main()
{
//throwind dice
//Mersenne Twister
boost::random::mt19937 myRng;
//set the seed
myRng.seed(static_cast<boost::uint32_t> (time(0)));
//uniform in range [1,6]
boost::random::uniform_int_distribution<int> six(1,6);
map<int, long> statistics; //structure to hold outcome + frequencies
int outcome; //current outcome
cout << "Please select the number of trials:" << endl;
int trials; //# of trials
cin >> trials;
int oc1; int oc2; int oc3; int oc4; int oc5; int oc6; //outcomes
for (int i = 0; i < trials; ++i)
{
outcome = six(myRng);
if (outcome == 1)
{
oc1++;
statistics[1] = oc1 / trials;
}
if (outcome == 2)
{
oc2++;
statistics[2] = oc2 / trials;
}
if (outcome == 3)
{
oc3++;
statistics[3] = oc3 / trials;
}
if (outcome == 4)
{
oc4++;
statistics[4] = oc4 / trials;
}
if (outcome == 5)
{
oc5++;
statistics[5] = oc5 / trials;
}
if (outcome == 6)
{
oc6++;
statistics[6] = oc6 / trials;
}
}
for (int j = 1; j <= 6; ++j)
cout << "Dice roll of " << j << " has " << statistics[j] << "% outcomes" << endl;
return 0;
}
答案 0 :(得分:1)
很简单,你没有初始化oc1, oc2,
等等。
但是你的代码可以使用一些简化:
int oc[6] = {};
for (int i = 0; i < trials; ++i)
{
outcome = six(myRng);
oc[outcome-1]++;
statistics[outcome] = oc[outcome-1] / trials;
}
这不仅会初始化值,还会缩短循环次数。
但是,正如评论建议的那样,如果你想要浮点数,你需要改变你的类型以允许浮点值,而不是整数。