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Shuffling

Shuffling is the practice of reordering a set of items into a random or near-random sequence. It is used to reduce predictable order, increase fairness, and provide variety in activities such as card games, music playback, and data processing. The aim is to produce a permutation of the original items in which each possible order is equally likely, or as close to that as feasible.

Card shuffling: Physical methods include the riffle (or 'dovetail'), overhand, Hindu, and the precise but deterministic

Algorithmic shuffling: In computing, shuffles are performed by algorithms such as the Fisher–Yates (Knuth) shuffle, which

Randomness and biases: Real-world shuffles can introduce biases or correlations if performed carelessly. In digital contexts,

faro
shuffle,
which
interleaves
cards
in
a
fixed
pattern.
In
casual
play,
riffle
and
overhand
shuffles
are
common.
Studies
in
probability
have
shown
that
a
standard
52-card
deck
becomes
effectively
random
after
several
riffles;
a
result
sometimes
summarized
as
about
seven
such
shuffles
producing
near-uniform
distribution.
produces
a
uniformly
random
permutation
in
linear
time
using
an
in-place
method.
The
algorithm
repeatedly
selects
a
random
position
and
swaps
elements,
and
it
requires
a
source
of
true
or
pseudo-random
numbers.
Language
libraries
often
provide
a
shuffle
function
built
on
this
approach,
with
the
randomness
depending
on
the
quality
of
the
generator
and
seeding.
the
randomness
source
and
seeding
affect
reproducibility
and
fairness.
Shuffling
is
also
used
in
simulations
and
randomized
algorithms
to
ensure
variability
and
exploration
of
sample
space.