The MathWorld entry DiskPointPicking asserts (without an explicit proof) that to generate uniformly distributed points ($x,y)$ in the unit disk, one should employ
\begin{equation}
x=\sqrt{r} \cos{\theta},\hspace{.2in} y=\sqrt{r} \sin{\theta}.
\end{equation}
where $r \in [0,1]$, and $\theta \in [0, 2 \pi]$ are uniformly distributed
variables.
So for points ($x,y)$ in a disk of radius $R$, it appears then that
one should employ
\begin{equation}
x=\sqrt{\tilde r} \cos{\theta},\hspace{.2in} y=\sqrt{\tilde r} \sin{\theta}.
\end{equation}
where $\tilde r \in [0,R^2]$, and $\theta \in [0, 2 \pi]$ are uniformly distributed
variables.
Upon further reflection/application, I'm somewhat confused here by my original answer (trying to apply the MathWorld argument).
Say,
the maximum absolute value
$R$ of the complex numbers $x+ I y$, I want to generate
is $\frac{1}{2}$. Now (assuming $x=y$, which seems permissible), we have the relation,
\begin{equation}
\sqrt{(\frac{1}{\sqrt{8}})^2+(\frac{1}{\sqrt{8}})^2}=\sqrt{\frac{1}{4}}= \frac{1}{2}.
\end{equation}
So, it seems that I want to choose $\tilde{r}$--before taking its square root--from $[0,\frac{1}{8}]$, not $[0,R^2 =\frac{1}{4}]$.
???