I'm a bit late to the party but I needed to implement a general solution and it turned out that none of the solutions can satisfy my needs.
The accepted solution is good for small ranges; however, maximum - minimum
can be infinity for big ranges. So a corrected version can be this version:
public static double NextDoubleLinear(this Random random, double minValue, double maxValue)
{
// TODO: some validation here...
double sample = random.NextDouble();
return (maxValue * sample) + (minValue * (1d - sample));
}
This generates random numbers nicely even between double.MinValue
and double.MaxValue
. But this introduces another "problem", which is nicely presented in this post: if we use such big ranges the values might seem too "unnatural". For example, after generating 10,000 random doubles between 0 and double.MaxValue
all of the values were between 2.9579E+304 and 1.7976E+308.
So I created also another version, which generates numbers on a logarithmic scale:
public static double NextDoubleLogarithmic(this Random random, double minValue, double maxValue)
{
// TODO: some validation here...
bool posAndNeg = minValue < 0d && maxValue > 0d;
double minAbs = Math.Min(Math.Abs(minValue), Math.Abs(maxValue));
double maxAbs = Math.Max(Math.Abs(minValue), Math.Abs(maxValue));
int sign;
if (!posAndNeg)
sign = minValue < 0d ? -1 : 1;
else
{
// if both negative and positive results are expected we select the sign based on the size of the ranges
double sample = random.NextDouble();
var rate = minAbs / maxAbs;
var absMinValue = Math.Abs(minValue);
bool isNeg = absMinValue <= maxValue ? rate / 2d > sample : rate / 2d < sample;
sign = isNeg ? -1 : 1;
// now adjusting the limits for 0..[selected range]
minAbs = 0d;
maxAbs = isNeg ? absMinValue : Math.Abs(maxValue);
}
// Possible double exponents are -1022..1023 but we don't generate too small exponents for big ranges because
// that would cause too many almost zero results, which are much smaller than the original NextDouble values.
double minExponent = minAbs == 0d ? -16d : Math.Log(minAbs, 2d);
double maxExponent = Math.Log(maxAbs, 2d);
if (minExponent == maxExponent)
return minValue;
// We decrease exponents only if the given range is already small. Even lower than -1022 is no problem, the result may be 0
if (maxExponent < minExponent)
minExponent = maxExponent - 4;
double result = sign * Math.Pow(2d, NextDoubleLinear(random, minExponent, maxExponent));
// protecting ourselves against inaccurate calculations; however, in practice result is always in range.
return result < minValue ? minValue : (result > maxValue ? maxValue : result);
}
Some tests:
Here are the sorted results of generating 10,000 random double numbers between 0 and Double.MaxValue
with both strategies. The results are displayed with using logarithmic scale:

Though the linear random values seem to be wrong at first glance the statistics show that none of them are "better" than the other: even the linear strategy has an even distribution and the average difference between the values are pretty much the same with both strategies.
Playing with different ranges showed me that the linear strategy gets to be "sane" with range between 0 and ushort.MaxValue
with a "reasonable" minimum value of 10.78294704
(for ulong
range the minimum value was 3.03518E+15; int
: 353341). These are the same results of both strategies displayed with different scales:

Edit:
Recently I made my libraries open source, feel free to see the RandomExtensions.NextDouble
method with the complete validation.