Arc4random float?
Simply, you are doing integer division, instead of floating point division, so you are just getting a truncated result (.123 is truncated to 0, for example). Try
float x = (arc4random() % 100)/100.0f;
You are dividing an int by an int, which gives an int. You need to cast either to a float:
float x = (arc4random() % 100)/(float)100;
Also see my comment about the modulo operator.
To get a float division instead of an integer division:
float x = arc4random() % 100 / 100.f;
But be careful, using % 100
will only give you a value between 0 and 99, so dividing it by 100.f will only produce a random value between 0.00f and 0.99f.
Better, to get a random float between 0 and 1:
float x = arc4random() % 101 / 100.f;
Even better, to avoid modulus bias:
float x = arc4random_uniform(101) / 100.f;
Alternatively, to avoid a two digits precision bias:
float x = (float)arc4random() / UINT32_MAX;
And in Swift 4.2+, you get built-in support for ranges:
let x = Float.random(in: 0.0...1.0)
In Swift:
Float(arc4random() % 100) / 100