My previous post contained a bug:

public class BlinkingInside
{
    public static readonly IEnumerable<object[]> Foo = Enumerable.Range(1, 1000).Select(i => new object[] { i });

    private readonly int randomValue = new Random().Next(100);

    [Theory]
    [MemberData(nameof(Foo))]
    public void i_am_blinking(int _)
    {
        randomValue.Should().BeLessOrEqualTo(70);
    }
}

Despite the fact that Random gets created with every new test run, randomValue will be the same. Why?

To answer this question we might want to get closer to how Random.Next() works. I am not going to repeat internet, just TL;DR;: random generators generate pseudorandom sequences configured by initial seed value. That said, two instances of Random with the same seed will return the same sequences:

[Fact]
public void two_randoms()
{
    var random = new Random(42);
    random.Next().Should().Be(1434747710);
    random.Next().Should().Be(302596119);
    random.Next().Should().Be(269548474);
}

It can be handful when you need some level of predictability, e.g. you need to reproduce a bug. But what’s about default constructor new Random()? What seed is used in this case? The expectation is that it should be something random to generate different sequences for different instantiations. But that does not happen. The default value is rather unfortunate. Consider following test:

[Fact]
public void weird_random()
{
    var r1 = new Random();
    var r2 = new Random();
    r1.Next().Should().Be(r2.Next()); // the same

    var r3 = new Random();
    Thread.Sleep(10);
    var r4 = new Random();
    r3.Next().Should().NotBe(r4.Next()); // now not the same
}

r3 is not equal to r4 because of Thread.Sleep. And everything gets clear after looking at default Random constructor:

public Random() 
    : this(Environment.TickCount) {
}

If we create several instances within a single Tick, that lasts ~10-16 milliseconds, they would return the same sequences. That behavior may cause hard to reproduce race condition bugs.

To mitigate that risk we need some more reliable random. And there is one! Remember Guids? They are unique and can be considered random enough for most scenarios, that regular developer meets in her life. But what if we need int? Here is a solution:

[Fact]
public void more_random()
{
    var r1 = Guid.NewGuid().GetHashCode();
    var r2 = Guid.NewGuid().GetHashCode();
    r1.Should().NotBe(r2);

    // and even this:
    var rnd1 = new Random(r1).Next();
    var rnd2 = new Random(r2).Next();
    rnd1.Should().NotBe(rnd2);
}

Yes. Guid.GetHashCode() should be your friend if you need something more random than default new Random().

And if you need to generate random objects, for testing or any other purpose, consider using AutoFixture. It can create random object graphs, collections and many more.