- 01Environment Setup (what you'll need)
- 02Variables and print()
- 03Conditionals (if statements)
- 04Loops (for statements)
- 05Writing Your First Function
- 06Working with Lists
- 07Working with Dictionaries (dict)
- 08Loops (while statements)
- 09Working with Strings
- 10Introducing Classes (Object-Oriented Programming)
- 11Error Handling (try...except)
- 12List Comprehensions
- 13Generators and yield
- 14File Handling Basics
- 15The match Statement (Python's switch)
- 16The Conditional (Ternary) Expression
- 17Inheritance (Extending a Class)
- 18Writing Comments
- 19Logical Operators (and, or, not)
- 20Constants (values you agree not to change)
- 21Splitting and Joining Strings (split, join)
- 22Writing None-Safe Code
- 23Searching a List (in and finding the next match)
- 24Transforming a List with map()
- 25Two-Dimensional Lists (grid-shaped data)
- 26Writing a Custom Exception Class
- 27Default Arguments (initial parameter values)
- 28Working with Sets
- 29Checking Correctness with assert (your first step into testing)
- 30Higher-Order Functions (passing a function as an argument)
- 31Stacks and Queues (basic data structures)
- 32Type Conversion (casting) Basics
- 33Intro to Regular Expressions (pattern matching)
- 34The Binary Search Algorithm
- 35Building a Caesar Cipher (a character-shifting cipher)
- 36Understanding How Bubble Sort Works
- 37Building and Displaying Dates (basic year/month/day operations)
- 38Writing Multiple Test Cases Together
- 39Speeding Up Calculations with Memoization (caching)
- 40Normalizing Strings (strip, unifying case)
- 41Shallow Copy vs. Deep Copy
- 42Enum (Enumerated Types) Basics
- 43Flattening a List
- 44Reversing a String and Checking for Palindromes
- 45Pairing Up Two Lists (the zip operation)
- 46Rounding Numbers (floor, ceil, round)
- 47Multi-Line Strings (triple quotes)
- 48Functions That Return Multiple Values (tuples)
- 49Finding the GCD and LCM (the Euclidean algorithm)
- 50Formatting Numbers (padding digits, decimal places)
- 51Cleanup Logic with try/except/finally
- 52Writing Type-Agnostic Functions
- 53The with Statement (Context Managers) Basics
- 54Generating Random Numbers
- 55Bitwise Operators (AND, OR, XOR, shifts)
- 56Class Variables and @staticmethod Basics
- 57Waiting for a Fixed Amount of Time (time.sleep)
- 58Watch Out for Floating-Point Rounding Errors
- 59Type Hints Basics
- 60FizzBuzz (the classic practice problem)
- 61Checking Whether a Number Is Prime
- 62Set Operations (union, intersection, difference)
- 63Converting Number Bases (binary, hex)
- 64Checking Balanced Parentheses (an application of stacks)
- 65Checking Whether Two Words Are Anagrams
- 66Checking Whether a Year Is a Leap Year
- 67Converting Temperature (Celsius to Fahrenheit)
- 68Prime Factorization
- 69[Applied] Build a Household Budget Tool
Generating Random Numbers
This lesson covers generating random numbers with the random module, so you can build programs with random elements like dice or a lottery. It's written for anyone searching "Python random number generation".
The random module lets you get a random number, or randomly pick one item from a list. Use it for programs like a dice roll or a lottery drawing — the result changes every time you run it. random.randint(min, max) gives an integer in the given range, and random.choice(list) picks one item at random from a list.
The sample code rolls a die from 1 to 6 with random.randint(1, 6), and picks one option at random from a "rock, paper, scissors" list with random.choice(choices). Try reloading and running it a few times to confirm the result changes each time.
A common beginner mistake is misunderstanding the range for random.randint(). randint(1, 6) includes both 1 and 6 in its range — a nice bit of Python friendliness, since you don't need the kind of boundary math that JavaScript's Math.random()-based approach requires.
If you need to reproduce the exact same sequence of "random" numbers, for testing purposes, you can fix the seed with random.seed(). It's an essential basic module whenever you want to introduce unpredictable elements — game shuffle effects, simulation sampling, and more.
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