How to find prime number on O(1) runtime - math

I got this question in an interview
Please provide a solution to check if a number is a prime number using
a loop of one - O(1). The input number can be between 1 and 10,000
only.
I said that its impossible unless if you have stored all prime numbers up to 10,000. Now I am not entirely sure whether my answer was correct. I tried to search for an answer on internet and the best I came up with AKS algorithm with run-time of O((log n)^6)

it is doable using SoE (Sieve of Eratosthenes). Its result is an array of bools usually encoded as single bit in BYTE/WORD/DWORD array for better density of storage. Also usually only the odd numbers are stored as the even except 2 are all not primes. Usually true value means it is not prime....
So the naive O(1) C++ code for checking x would look like:
bool SoE[10001]; // precomputed sieve array
int x = 27; // any x <0,10000>
bool x_is_prime = !SoE[x];
if the SoE is encoded as 8 bit BYTE array you need to tweak the access a bit:
BYTE SoE[1251]; // precomputed sieve array ceil(10001/8)
int x = 27; // any x <0,10000>
BYTE x_is_prime = SoE[x>>3]^(1<<(x&7));
of coarse constructing SoE is not O(1) !!! Here an example heavily using it to speedup mine IsPrime function:
Prime numbers by Eratosthenes quicker sequential than concurrently?

YES!,
You can use Sieve of Eratosthenes to check if number is a prime or not,
However you will have to precompute for certain number of value and store it in the array and for each query you can check in O(1).
If you do not want to precompute as it will take O(log(long)) time , then you can use this Concept ,
if P is a Prime Number , then P^2 - 1 is divisible by 24.
So in case of C++ , if the given number is less than or equal to 10^9 , we can use this concept.
The Source to this Concept can be learned at www.brilliant.org

public static boolean prime(int n) {
if(n%2 == 0)
return true;
else if(n%3 == 0)
return true;
else if(n%5 == 0)
return true;
else if(n%7 == 0)
return true;
return false;
}

Related

what is the difference of these two implementations of a recursion algorihtm?

I am doing a leetcode problem.
A robot is located at the top-left corner of a m x n grid (marked 'Start' in the diagram below).
The robot can only move either down or right at any point in time. The robot is trying to reach the bottom-right corner of the grid (marked 'Finish' in the diagram below).
How many possible unique paths are there?
So I tried this implementation first and got a "exceeds runtime" (I forgot the exact term but it means the implementation is slow). So I changed it version 2, which use a array to save the results. I honestly don't know how the recursion works internally and why these two implementations have different efficiency.
version 1(slow):
class Solution {
// int res[101][101]={{0}};
public:
int uniquePaths(int m, int n) {
if (m==1 || n==1) return 1;
else{
return uniquePaths(m-1,n) + uniquePaths(m,n-1);
}
}
};
version2 (faster):
class Solution {
int res[101][101]={{0}};
public:
int uniquePaths(int m, int n) {
if (m==1 || n==1) return 1;
else{
if (res[m-1][n]==0) res[m-1][n] = uniquePaths(m-1,n);
if (res[m][n-1]==0) res[m][n-1] = uniquePaths(m,n-1);
return res[m-1][n] + res[m][n-1];
}
}
};
Version 1 is slower beacuse you are calculating the same data again and again. I'll try to explain this on different problem but I guess that you know Fibonacci numbers. You can calculate any Fibonacci number by following recursive algorithm:
fib(n):
if n == 0 then return 0
if n == 1 then return 1
return fib(n-1) + fib(n-1)
But what actually are you calculating? If you want to find fib(5) you need to calculate fib(4) and fib(3), then to calculate fib(4) you need to calculate fib(3) again! Take a look at the image to fully understand:
The same situation is in your code. You compute uniquePaths(m,n) even if you have it calculated before. To avoid that, in your second version you use array to store computed data and you don't have to compute it again when res[m][n]!=0

Hacks for clamping integer to 0-255 and doubles to 0.0-1.0?

Are there any branch-less or similar hacks for clamping an integer to the interval of 0 to 255, or a double to the interval of 0.0 to 1.0? (Both ranges are meant to be closed, i.e. endpoints are inclusive.)
I'm using the obvious minimum-maximum check:
int value = (value < 0? 0 : value > 255? 255 : value);
but is there a way to get this faster -- similar to the "modulo" clamp value & 255? And is there a way to do similar things with floating points?
I'm looking for a portable solution, so preferably no CPU/GPU-specific stuff please.
This is a trick I use for clamping an int to a 0 to 255 range:
/**
* Clamps the input to a 0 to 255 range.
* #param v any int value
* #return {#code v < 0 ? 0 : v > 255 ? 255 : v}
*/
public static int clampTo8Bit(int v) {
// if out of range
if ((v & ~0xFF) != 0) {
// invert sign bit, shift to fill, then mask (generates 0 or 255)
v = ((~v) >> 31) & 0xFF;
}
return v;
}
That still has one branch, but a handy thing about it is that you can test whether any of several ints are out of range in one go by ORing them together, which makes things faster in the common case that all of them are in range. For example:
/** Packs four 8-bit values into a 32-bit value, with clamping. */
public static int ARGBclamped(int a, int r, int g, int b) {
if (((a | r | g | b) & ~0xFF) != 0) {
a = clampTo8Bit(a);
r = clampTo8Bit(r);
g = clampTo8Bit(g);
b = clampTo8Bit(b);
}
return (a << 24) + (r << 16) + (g << 8) + (b << 0);
}
Note that your compiler may already give you what you want if you code value = min (value, 255). This may be translated into a MIN instruction if it exists, or into a comparison followed by conditional move, such as the CMOVcc instruction on x86.
The following code assumes two's complement representation of integers, which is usually a given today. The conversion from Boolean to integer should not involve branching under the hood, as modern architectures either provide instructions that can directly be used to form the mask (e.g. SETcc on x86 and ISETcc on NVIDIA GPUs), or can apply predication or conditional moves. If all of those are lacking, the compiler may emit a branchless instruction sequence based on arithmetic right shift to construct a mask, along the lines of Boann's answer. However, there is some residual risk that the compiler could do the wrong thing, so when in doubt, it would be best to disassemble the generated binary to check.
int value, mask;
mask = 0 - (value > 255); // mask = all 1s if value > 255, all 0s otherwise
value = (255 & mask) | (value & ~mask);
On many architectures, use of the ternary operator ?: can also result in a branchless instruction sequences. The hardware may support select-type instructions which are essentially the hardware equivalent of the ternary operator, such as ICMP on NVIDIA GPUs. Or it provides CMOV (conditional move) as in x86, or predication as on ARM, both of which can be used to implement branch-less code for ternary operators. As in the previous case, one would want to examine the disassembled binary code to be absolutely sure the resulting code is without branches.
int value;
value = (value > 255) ? 255 : value;
In case of floating-point operands, modern floating-point units typically provide FMIN and FMAX instructions which map straight to the C/C++ standard math functions fmin() and fmax(). Alternatively fmin() and fmax() may be translated into a comparison followed by a conditional move. Again, it would be prudent to examine the generated code to make sure it is branchless.
double value;
value = fmax (fmin (value, 1.0), 0.0);
I use this thing, 100% branchless.
int clampU8(int val)
{
val &= (val<0)-1; // clamp < 0
val |= -(val>255); // clamp > 255
return val & 0xFF; // mask out
}
For those using C#, Kotlin or Java this is the best I could do, it's nice and succinct if somewhat cryptic:
(x & ~(x >> 31) | 255 - x >> 31) & 255
It only works on signed integers so that might be a blocker for some.
For clamping doubles, I'm afraid there's no language/platform agnostic solution.
The problem with floating point that they have options from fastest operations (MSVC /fp:fast, gcc -funsafe-math-optimizations) to fully precise and safe (MSVC /fp:strict, gcc -frounding-math -fsignaling-nans). In fully precise mode the compiler does not try to use any bit hacks, even if they could.
A solution that manipulates double bits cannot be portable. There may be different endianness, also there may be no (efficient) way to get double bits, double is not necessarily IEEE 754 binary64 after all. Plus direct manipulations will not cause signals for signaling NANs, when they are expected.
For integers most likely the compiler will do it right anyway, otherwise there are already good answers given.

Multiply number by 10 n times

Is there a better mathematical way to multiply a number by 10 n times in Dart than the following (below). I don't want to use the math library, because it would be overkill. It's no big deal; however if there's a better (more elegant) way than the "for loop", preferably one line, I'd like to know.
int iDecimals = 3;
int iValue = 1;
print ("${iValue} to power of ${iDecimals} = ");
for (int iLp1 = 1; iLp1 <= iDecimals; iLp1++) {
iValue *= 10;
}
print ("${iValue}");
You are not raising to a power of ten, you are multiplying by a power of ten. That is in your code the answer will be iValue * 10^(iDecimals) while raising to a power means iValue^10.
Now, your code still contains exponentiation and what it does is raises ten to the power iDecimals and then multiplies by iValue. Raising may be made way more efficient. (Disclaimer: I've never written a line of dart code before and I don't have an interpreter to test, so this might not work right away.)
int iValue = 1;
int p = 3;
int a = 10;
// The following code raises `a` to the power of `p`
int tmp = 1;
while (p > 1) {
if (p % 2 == 0) {
p /= 2;
} else {
c *= a;
p = (p - 1) / 2;
}
a *= a;
}
a *= t;
// in our example now `a` is 10^3
iValue *= a;
print ("${iValue}");
This exponentiation algorithm is very straightforward and it is known as Exponentiation by squaring.
Use the math library. Your idea of doing so being "overkill" is misguided. The following is easier to write, easier to read, fewer lines of code, and most likely faster than anything you might replace it with:
import 'dart:math';
void main() {
int iDecimals = 3;
int iValue = 1;
print("${iValue} times ten to the power of ${iDecimals} = ");
iValue *= pow(10, iDecimals);
print(iValue);
}
Perhaps you're deploying to JavaScript, concerned about deployment size, and unaware that dart2js does tree shaking?
Finally, if you do want to raise a number to the power of ten, as you asked for but didn't do, simply use pow(iValue, 10).
Considering that you don't want to use any math library, i think this is the best way to compute the power of a number. The time complexity of this code snippet also seems minimal. If you need a one line solution you will have to use some math library function.
Btw, you are not raising to the power but simply multiplying a number with 10 n times.
Are you trying to multiply something by a power of 10? If so, I believe Dart supports scientific notation. So the above value would be written as: iValue = 1e3;
Which is equal to 1000. If you want to raise the number itself to the power of ten, I think your only other option is to use the Math library.
Because the criteria was that the answer needed to not require the math library and needed to be fast and ideally a mathematical-solution (not String), and because using the exponential solution requires too much overhead - String, double, integer, I think that the only answer that meets the criteria is as follows :
for (int iLp1=0; iLp1<iDecimal; iLp1++, iScale*=10);
It is quite fast, doesn't require the "math" library, and is a one-liner

Integer polynomial interpolation (or fast select case)

Let x in {10, 37, 96, 104} set.
Let f(x) a "select case" function:
int f1(int x) {
switch(x) {
case 10: return 3;
case 37: return 1;
case 96: return 0;
case 104: return 1;
}
assert(...);
}
Then, we can avoid conditional jumps writing f(x) as a "integer polynomial" like
int f2(int x) {
// P(x) = (x - 70)^2 / 1000
int q = x - 70;
return (q * q) >> 10;
}
In some cases (still including mul operations) would f2 better than f1 (eg. large conditional evaluations).
Are there methods to find P(x) from a switch injection?
Thank you very much!
I suggest you start reading the Wikipedia page about Polynomial Interpolation, if you do not know how to calculate the interpolation polynomial.
Note, that not all calculation methods are suitable for practical application, because of numerical issues (e.g. divisions in the Lagrange version). I am confident that you shold be able to find a libary providing this functionality. Note that the construction will take some time too, hence this makes only sence if your function will be called quite frequently.
Be aware that integer function values and integer points of support do not imply integer coefficients for your polynomial! Thus, in the general case, you will require O(n) floating point operations, and finally a round toward the nearest integer. It may depend on your input wether the interpolation method is reliable and faster than the approach using switch.
Further, I want to propose a differnt solution, assuming that n is rather large. Why dont you put your entries (the pairs (10,3), (37,1), (96,0), (104,1) for your example) inside a serchtree (e.g. std::map in C++ or SortedDictionary in C#)? Thus, your query cost would reduce from linear to O(log n)!

How unique is UUID?

How safe is it to use UUID to uniquely identify something (I'm using it for files uploaded to the server)? As I understand it, it is based off random numbers. However, it seems to me that given enough time, it would eventually repeat it self, just by pure chance. Is there a better system or a pattern of some type to alleviate this issue?
Very safe:
the annual risk of a given person being hit by a meteorite is
estimated to be one chance in 17 billion, which means the
probability is about 0.00000000006 (6 × 10−11), equivalent to the odds
of creating a few tens of trillions of UUIDs in a year and having one
duplicate. In other words, only after generating 1 billion UUIDs every
second for the next 100 years, the probability of creating just one
duplicate would be about 50%.
Caveat:
However, these probabilities only hold when the UUIDs are generated
using sufficient entropy. Otherwise, the probability of duplicates
could be significantly higher, since the statistical dispersion might
be lower. Where unique identifiers are required for distributed
applications, so that UUIDs do not clash even when data from many
devices is merged, the randomness of the seeds and generators used on
every device must be reliable for the life of the application. Where
this is not feasible, RFC4122 recommends using a namespace variant
instead.
Source: The Random UUID probability of duplicates section of the Wikipedia article on Universally unique identifiers (link leads to a revision from December 2016 before editing reworked the section).
Also see the current section on the same subject on the same Universally unique identifier article, Collisions.
If by "given enough time" you mean 100 years and you're creating them at a rate of a billion a second, then yes, you have a 50% chance of having a collision after 100 years.
There is more than one type of UUID, so "how safe" depends on which type (which the UUID specifications call "version") you are using.
Version 1 is the time based plus MAC address UUID. The 128-bits contains 48-bits for the network card's MAC address (which is uniquely assigned by the manufacturer) and a 60-bit clock with a resolution of 100 nanoseconds. That clock wraps in 3603 A.D. so these UUIDs are safe at least until then (unless you need more than 10 million new UUIDs per second or someone clones your network card). I say "at least" because the clock starts at 15 October 1582, so you have about 400 years after the clock wraps before there is even a small possibility of duplications.
Version 4 is the random number UUID. There's six fixed bits and the rest of the UUID is 122-bits of randomness. See Wikipedia or other analysis that describe how very unlikely a duplicate is.
Version 3 is uses MD5 and Version 5 uses SHA-1 to create those 122-bits, instead of a random or pseudo-random number generator. So in terms of safety it is like Version 4 being a statistical issue (as long as you make sure what the digest algorithm is processing is always unique).
Version 2 is similar to Version 1, but with a smaller clock so it is going to wrap around much sooner. But since Version 2 UUIDs are for DCE, you shouldn't be using these.
So for all practical problems they are safe. If you are uncomfortable with leaving it up to probabilities (e.g. your are the type of person worried about the earth getting destroyed by a large asteroid in your lifetime), just make sure you use a Version 1 UUID and it is guaranteed to be unique (in your lifetime, unless you plan to live past 3603 A.D.).
So why doesn't everyone simply use Version 1 UUIDs? That is because Version 1 UUIDs reveal the MAC address of the machine it was generated on and they can be predictable -- two things which might have security implications for the application using those UUIDs.
The answer to this may depend largely on the UUID version.
Many UUID generators use a version 4 random number. However, many of these use Pseudo a Random Number Generator to generate them.
If a poorly seeded PRNG with a small period is used to generate the UUID I would say it's not very safe at all. Some random number generators also have poor variance. i.e. favouring certain numbers more often than others. This isn't going to work well.
Therefore, it's only as safe as the algorithms used to generate it.
On the flip side, if you know the answer to these questions then I think a version 4 uuid should be very safe to use. In fact I'm using it to identify blocks on a network block file system and so far have not had a clash.
In my case, the PRNG I'm using is a mersenne twister and I'm being careful with the way it's seeded which is from multiple sources including /dev/urandom. Mersenne twister has a period of 2^19937 − 1. It's going to be a very very long time before I see a repeat uuid.
So pick a good library or generate it yourself and make sure you use a decent PRNG algorithm.
For UUID4 I make it that there are approximately as many IDs as there are grains of sand in a cube-shaped box with sides 360,000km long. That's a box with sides ~2 1/2 times longer than Jupiter's diameter.
Working so someone can tell me if I've messed up units:
volume of grain of sand 0.00947mm^3 (Guardian)
UUID4 has 122 random bits -> 5.3e36 possible values (wikipedia)
volume of that many grains of sand = 5.0191e34 mm^3 or 5.0191e+25m^3
side length of cubic box with that volume = 3.69E8m or 369,000km
diameter of Jupiter: 139,820km (google)
I concur with the other answers. UUIDs are safe enough for nearly all practical purposes1, and certainly for yours.
But suppose (hypothetically) that they aren't.
Is there a better system or a pattern of some type to alleviate this issue?
Here are a couple of approaches:
Use a bigger UUID. For instance, instead of a 128 random bits, use 256 or 512 or ... Each bit you add to a type-4 style UUID will reduce the probability of a collision by a half, assuming that you have a reliable source of entropy2.
Build a centralized or distributed service that generates UUIDs and records each and every one it has ever issued. Each time it generates a new one, it checks that the UUID has never been issued before. Such a service would be technically straight-forward to implement (I think) if we assumed that the people running the service were absolutely trustworthy, incorruptible, etcetera. Unfortunately, they aren't ... especially when there is the possibility of governments' security organizations interfering. So, this approach is probably impractical, and may be3 impossible in the real world.
1 - If uniqueness of UUIDs determined whether nuclear missiles got launched at your country's capital city, a lot of your fellow citizens would not be convinced by "the probability is extremely low". Hence my "nearly all" qualification.
2 - And here's a philosophical question for you. Is anything ever truly random? How would we know if it wasn't? Is the universe as we know it a simulation? Is there a God who might conceivably "tweak" the laws of physics to alter an outcome?
3 - If anyone knows of any research papers on this problem, please comment.
Quoting from Wikipedia:
Thus, anyone can create a UUID and use
it to identify something with
reasonable confidence that the
identifier will never be
unintentionally used by anyone for
anything else
It goes on to explain in pretty good detail on how safe it actually is. So to answer your question: Yes, it's safe enough.
UUID schemes generally use not only a pseudo-random element, but also the current system time, and some sort of often-unique hardware ID if available, such as a network MAC address.
The whole point of using UUID is that you trust it to do a better job of providing a unique ID than you yourself would be able to do. This is the same rationale behind using a 3rd party cryptography library rather than rolling your own. Doing it yourself may be more fun, but it's typically less responsible to do so.
Been doing it for years. Never run into a problem.
I usually set up my DB's to have one table that contains all the keys and the modified dates and such. Haven't run into a problem of duplicate keys ever.
The only drawback that it has is when you are writing some queries to find some information quickly you are doing a lot of copying and pasting of the keys. You don't have the short easy to remember ids anymore.
Here's a testing snippet for you to test it's uniquenes.
inspired by #scalabl3's comment
Funny thing is, you could generate 2 in a row that were identical, of course at mind-boggling levels of coincidence, luck and divine intervention, yet despite the unfathomable odds, it's still possible! :D Yes, it won't happen. just saying for the amusement of thinking about that moment when you created a duplicate! Screenshot video! – scalabl3 Oct 20 '15 at 19:11
If you feel lucky, check the checkbox, it only checks the currently generated id's. If you wish a history check, leave it unchecked.
Please note, you might run out of ram at some point if you leave it unchecked. I tried to make it cpu friendly so you can abort quickly when needed, just hit the run snippet button again or leave the page.
Math.log2 = Math.log2 || function(n){ return Math.log(n) / Math.log(2); }
Math.trueRandom = (function() {
var crypt = window.crypto || window.msCrypto;
if (crypt && crypt.getRandomValues) {
// if we have a crypto library, use it
var random = function(min, max) {
var rval = 0;
var range = max - min;
if (range < 2) {
return min;
}
var bits_needed = Math.ceil(Math.log2(range));
if (bits_needed > 53) {
throw new Exception("We cannot generate numbers larger than 53 bits.");
}
var bytes_needed = Math.ceil(bits_needed / 8);
var mask = Math.pow(2, bits_needed) - 1;
// 7776 -> (2^13 = 8192) -1 == 8191 or 0x00001111 11111111
// Create byte array and fill with N random numbers
var byteArray = new Uint8Array(bytes_needed);
crypt.getRandomValues(byteArray);
var p = (bytes_needed - 1) * 8;
for(var i = 0; i < bytes_needed; i++ ) {
rval += byteArray[i] * Math.pow(2, p);
p -= 8;
}
// Use & to apply the mask and reduce the number of recursive lookups
rval = rval & mask;
if (rval >= range) {
// Integer out of acceptable range
return random(min, max);
}
// Return an integer that falls within the range
return min + rval;
}
return function() {
var r = random(0, 1000000000) / 1000000000;
return r;
};
} else {
// From http://baagoe.com/en/RandomMusings/javascript/
// Johannes Baagøe <baagoe#baagoe.com>, 2010
function Mash() {
var n = 0xefc8249d;
var mash = function(data) {
data = data.toString();
for (var i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
var h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000; // 2^32
}
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
};
mash.version = 'Mash 0.9';
return mash;
}
// From http://baagoe.com/en/RandomMusings/javascript/
function Alea() {
return (function(args) {
// Johannes Baagøe <baagoe#baagoe.com>, 2010
var s0 = 0;
var s1 = 0;
var s2 = 0;
var c = 1;
if (args.length == 0) {
args = [+new Date()];
}
var mash = Mash();
s0 = mash(' ');
s1 = mash(' ');
s2 = mash(' ');
for (var i = 0; i < args.length; i++) {
s0 -= mash(args[i]);
if (s0 < 0) {
s0 += 1;
}
s1 -= mash(args[i]);
if (s1 < 0) {
s1 += 1;
}
s2 -= mash(args[i]);
if (s2 < 0) {
s2 += 1;
}
}
mash = null;
var random = function() {
var t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32
s0 = s1;
s1 = s2;
return s2 = t - (c = t | 0);
};
random.uint32 = function() {
return random() * 0x100000000; // 2^32
};
random.fract53 = function() {
return random() +
(random() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53
};
random.version = 'Alea 0.9';
random.args = args;
return random;
}(Array.prototype.slice.call(arguments)));
};
return Alea();
}
}());
Math.guid = function() {
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
var r = Math.trueRandom() * 16 | 0,
v = c == 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
};
function logit(item1, item2) {
console.log("Do "+item1+" and "+item2+" equal? "+(item1 == item2 ? "OMG! take a screenshot and you'll be epic on the world of cryptography, buy a lottery ticket now!":"No they do not. shame. no fame")+ ", runs: "+window.numberofRuns);
}
numberofRuns = 0;
function test() {
window.numberofRuns++;
var x = Math.guid();
var y = Math.guid();
var test = x == y || historyTest(x,y);
logit(x,y);
return test;
}
historyArr = [];
historyCount = 0;
function historyTest(item1, item2) {
if(window.luckyDog) {
return false;
}
for(var i = historyCount; i > -1; i--) {
logit(item1,window.historyArr[i]);
if(item1 == history[i]) {
return true;
}
logit(item2,window.historyArr[i]);
if(item2 == history[i]) {
return true;
}
}
window.historyArr.push(item1);
window.historyArr.push(item2);
window.historyCount+=2;
return false;
}
luckyDog = false;
document.body.onload = function() {
document.getElementById('runit').onclick = function() {
window.luckyDog = document.getElementById('lucky').checked;
var val = document.getElementById('input').value
if(val.trim() == '0') {
var intervaltimer = window.setInterval(function() {
var test = window.test();
if(test) {
window.clearInterval(intervaltimer);
}
},0);
}
else {
var num = parseInt(val);
if(num > 0) {
var intervaltimer = window.setInterval(function() {
var test = window.test();
num--;
if(num < 0 || test) {
window.clearInterval(intervaltimer);
}
},0);
}
}
};
};
Please input how often the calulation should run. set to 0 for forever. Check the checkbox if you feel lucky.<BR/>
<input type="text" value="0" id="input"><input type="checkbox" id="lucky"><button id="runit">Run</button><BR/>
I don't know if this matters to you, but keep in mind that GUIDs are globally unique, but substrings of GUIDs aren't.
I should mention I bought two external Seagate drives on Amazon, and they had the same device UUID, but differing PARTUUID. Presumably the cloning software they used to format the drives just copied the UUID as well.
Obviously UUID collisions are much more likely to happen due to a flawed cloning or copying process than from random coincidence. Bear that in mind when calculating UUID risks.

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