Find float a to closest multiple of float b - c++

C++ Scenario: I have two variables of type double a and b.
Goal: a should be set to the closest multiple of b that is smaller than a.
First approach: Use fmod() or remainder() to get r. Then do a = a - r.
I know that due to the representation of decimal numbers in memory fmod() or remainder() can never guarantee 100% accuracy. In my tests I found that I cannot use fmod() at all, as the variance of its results is too unpredictable (at least as far as I understand). There are many questions and discussions out there talking about this phenomenon.
So is there something I could do to still use fmod()?
With “something” I mean some trick similar to checking if a equals b by employing a value double
EPSILON = 0.005;
if (std::abs(a-b) < EPSILON)
std::cout << "equal" << '\n';
My second approach works but seems not to be very elegant. I am just subtracting b from a until there is nothing left to subtract:
double findRemainder(double x, double y) {
double rest;
if (y > x)
{
double temp = x;
x = y;
y = temp;
}
while (x > y)
{
rest = x - y;
x = x - y;
}
return rest;
}
int main()
{
typedef std::numeric_limits<double> dbl;
std::cout.precision(dbl::max_digits10);
double a = 13.78, b = 2.2, r = 0;
r = findRemainder(a, b);
return 0;
}
Any suggestions for me?

Preamble
The problem is impossible, both as stated and as intended.
Remainders are exact
This statement is incorrect: “fmod() or remainder() can never guarantee 100% accuracy.” If the floating-point format supports subnormal numbers (as IEEE-754 does), then fmod(x, y) and remainder are both exact; they produce a result with no rounding error (barring bugs in their implementation). The remainder, as defined for either of them, is always less than y and not more than x in magnitude. Therefore, it is always in a portion of the floating-point format that is at least as fine as y and as x, so all the bits needed for the real-arithmetic remainder can be represented in the floating-point remainder. So a correct implementation will return the exact remainder.
Multiples may not be representable
For simplicity of illustration, I will use IEEE-754 binary32, the format commonly used for float. The issues are the same for other formats. In this format, all integers with magnitude up to 224, 16,777,216, are representable. After that, due to the scaling by the floating-point exponent, the representable values increase by two: 16,777,218, 16,777,220, and so on. At 225, 33,554,432, they increase by four: 33,554,436, 33,554,440. At 226, 67,108,864, they increase by eight.
100,000,000 is representable, and so are 99,999,992 and 100,000,008. Now consider asking what multiple of 3 is the closest to 100,000,000. It is 99,999,999. But 99,999,999 is not representable in the binary32 format.
Thus, it is not always possible for a function to take two representable values, a and b, and return the greatest multiple of b that is less than a, using the same floating-point format. This is not because of any difficulty computing the multiple but simply because it is impossible to represent the true multiple in the floating-point format.
In fact, given the standard library, it is easy to compute the remainder; std::fmod(100000000.f, 3.f) is 1. But it is impossible to compute 100000000.f − 1 in the binary32 format.
The intended question is impossible
The examples shown, 13.78 for a and 2.2 for b, suggest the desire is to produce a multiple for some floating-point numbers a and b that are the results of converting decimal numerals a and b to the floating-point format. However, once such conversions are performed, the original numbers cannot be known from the results a and b.
To see this, consider values for a of either 99,999,997 or 100,000,002 while b is 10. The greatest multiple of 10 less than 99,999,997 is 99,999,990, and the greatest multiple of 10 less than 100,000,002 is 100,000,000.
When either 99,999,997 or 100,000,002 is converted to the binary32 format (using the common method, round-to-nearest-ties-to-even), the result for a is 100,000,000. Converting b of course yields 10 for b.
Then a function that converts the greatest multiple of a that is less than b can return only one result. Even if this function uses extended precision (say binary64) so that it can return either 99,999,990 or 100,000,000 even though those are not representable in binary32, it has no way to distinguish them. Whether the original a is 99,999,997 or 100,000,002, the a given to the function is 100,000,000, so there is no way for it to know the original a and no way for it to decide which result to return.

Hmm,
there really is a problem of definition, because most multiples of a floating point won't be representable exactly, except maybe if the multiplier is a power of two.
Taking your example and Smalltalk notations (which does not really matter, I do it just because i can evaluate and verify the expressions I propose), the exact fractional representation of double precision 0.1 and 0.9 can be written:
(1+(1<<54)reciprocal) / 10 = 0.1.
(9+(1<<52)reciprocal) / 10 = 0.9.
<< is a bistshift, 1<<54 is 2 raised to the power of 54, and reciprocal is its inverse 2^-54.
As you can easily see:
(1+(1<<54)reciprocal) * 9 > (9+(1<<52)reciprocal)
That is, the exact multiple of 0.1 is greater than 0.9.
Thus, technically, the answer is 8*0.1 (which is exact in this lucky case)
(8+(1<<51)reciprocal) / 10 = 0.8.
What remainder does is to give the EXACT remainder of the division, so it is related to above computations somehow.
You can try it, you will find something like-2.77555...e-17, or exactly (1<<55) reciprocal. The negative part is indicating that nearest multiple is close to 0.9, but a bit below 0.9.
However, if your problem is to find the greatest <= 0.9, among the rounded to nearest multiple of 0.1, then your answer will be 0.9, because the rounded product is 0.1*9 = 0.9.
You have to first resolve that ambiguity. If ever, you are not interested in multiples of 0.1, but in multiples of (1/10), then it's again a different matter...

Related

Does casting `std::floor()` and `std::ceil()` to integer type always give the correct result?

I am being paranoid that one of these functions may give an incorrect result like this:
std::floor(2000.0 / 1000.0) --> std::floor(1.999999999999) --> 1
or
std::ceil(18 / 3) --> std::ceil(6.000000000001) --> 7
Can something like this happen? If there is indeed a risk like this, I'm planning to use the functions below in order to work safely. But, is this really necessary?
constexpr long double EPSILON = 1e-10;
intmax_t GuaranteedFloor(const long double & Number)
{
if (Number > 0)
{
return static_cast<intmax_t>(std::floor(Number) + EPSILON);
}
else
{
return static_cast<intmax_t>(std::floor(Number) - EPSILON);
}
}
intmax_t GuaranteedCeil(const long double & Number)
{
if (Number > 0)
{
return static_cast<intmax_t>(std::ceil(Number) + EPSILON);
}
else
{
return static_cast<intmax_t>(std::ceil(Number) - EPSILON);
}
}
(Note: I'm assuming that the the given 'long double' argument will fit in the 'intmax_t' return type.)
People often get the impression that floating point operations produce results with small, unpredictable, quasi-random errors. This impression is incorrect.
Floating point arithmetic computations are as exact as possible. 18/3 will always produce exactly 6. The result of 1/3 won't be exactly one third, but it will be the closest number to one third that is representable as a floating point number.
So the examples you showed are guaranteed to always work. As for your suggested "guaranteed floor/ceil", it's not a good idea. Certain sequences of operations can easily blow the error far above 1e-10, and certain other use cases will require 1e-10 to be correctly recognized (and ceil'ed) as nonzero.
As a rule of thumb, hardcoded epsilon values are bugs in your code.
In the specific examples you're listing, I don't think those errors would ever occur.
std::floor(2000.0 /*Exactly Representable in 32-bit or 64-bit Floating Point Numbers*/ / 1000.0 /*Also exactly representable*/) --> std::floor(2.0 /*Exactly Representable*/) --> 2
std::ceil(18 / 3 /*both treated as ints, might not even compile if ceil isn't properly overloaded....?*/) --> 6
std::ceil(18.0 /*Exactly Representable*/ / 3.0 /*Exactly Representable*/) --> 6
Having said that, if you have math that depends on these functions behaving exactly correctly for floating point numbers, that may illuminate a design flaw you need to reconsider/reexamine.
As long as the floating-point values x and y exactly represent integers within the limits of the type you're using, there's no problem--x / y will always yield a floating-point value that exactly represents the integer result. Casting to int as you're doing will always work.
However, once the floating-point values go outside the integer-representable range for the type (Representing integers in doubles), epsilons don't help.
Consider this example. 16777217 is the smallest integer not exactly representable as a 32-bit float:
int ix=16777217, iy=97;
printf("%d / %d = %d", ix, iy, ix/iy);
// yields "16777217 / 97 = 172961" which is accurate
float x=ix, y=iy;
printf("%f / %f = %f", x, y, x/y);
// yields "16777216.000000 / 97.000000 = 172960.989691"
In this case, the error is negative; in other cases (try 16777219 / 1549), the error is positive.
While it's tempting to add an epsilon to make floor work, it won't extend the accuracy much. When the values differ by more orders of magnitude, the error becomes greater than 1 and integer-accuracy can't be guaranteed. Specifically, when x/y exceeds the max. representable, the error can exceed 1.0, so the epsilon is no help.
If this is coming into play, you will have to consider changing your mathematical approach--order of operations, work with logarithms, etc.
Such results are likely to appear when working with doubles. You can use round or you can subtract 0.5 then use std::ceil function.

Can anyone explain the inaccuracy in log2 in C++/Python?

I know that log2(x) accuracy fails when x is large enough and is in the form 2^n-1 for most languages, except R and Matlab may be. Any specific reasons ?
Edit 1: x is an integer around 10^15 and up
When x is large enough (about 4.5E15 for an IEEE double, I think), 2^n-1 isn't representable.
This is a general floating point (IEEE 754) imprecision issue and has little to do with the log function. At some point a difference of one can no longer be represented in the floating point number, because setting the next bit in the mantissa would add an amount possibly much larger than one to the number. Consider this example:
int main() {
double d = 4.5E15;
while(d != d + 1){++d;} //should always be true: d != d + 1
cout << d;
return 0;
}
You might expect this to run infinitely, but instead this returns immediately and prints 4.5E15 on my platform and very likely on yours too.

Why float taking 0.699999 instead of 0.7 [duplicate]

This question already has answers here:
Floating point comparison [duplicate]
(5 answers)
Closed 9 years ago.
Here x is taking 0.699999 instead of 0.7 but y is taking 0.5 as assigned. Can you tell me what is the exact reason for this behavior.
#include<iostream>
using namespace std;
int main()
{
float x = 0.7;
float y = 0.5;
if (x < 0.7)
{
if (y < 0.5)
cout<<"2 is right"<<endl;
else
cout<<"1 is right"<<endl;
}
else
cout<<"0 is right"<<endl;
cin.get();
return 0;
}
There are lots of things on the internet about IEEE floating point.
0.5 = 1/2
so can be written exactly as a sum of powers of two
0.7 = 7/10 = 1/2 + 1/5 = 1/2 + 1/8 + a bit more... etc
The bit more can never be exactly a power of two, so you get the closest it can manage.
It is to do with how floating points are represented in memory. They have a limited number of bits (usually 32 for a float). This means there are a limited number of values that can be represented which means that many numbers from the infinite set of real numbers cannot be represented.
This website explains further
If you want to understand exactly why, then have a look at floating point representation of your machine (most probably it's IEEE 754, https://en.wikipedia.org/wiki/IEEE_floating_point ).
If you want to write robust and portable code, never compare floating-point values for equality. You should always compare them with some precision (e.g. instead of x==y you should write fabs(x-y) < eps where eps is say 1e-6).
floating point representation is approximate only as you cannot have precise representation of real, non-rational numbers on a computer.
`
when operating on floats, errros will in general accumulate.
however, there are some reals which can be represented exactly on a digital computer using it's native datatype for this purpose (*), 0.5 being one of them.
(*) meaning the format the floating point processing unit of the cpu operates on (standardized in ieee754). specialized libraries can represent integer and rational numbers exactly beyond the limits of the processor's internal formats. rounding errors may still occur when converting into a human-readable decimal expansion and the alternative also does not extend to irrational numbers (e.g. sqrt(3)). and, of course, these libraries comes at the cost of less speed.

Can I trust a real-to-int conversion of the result of ceil()?

Suppose I have some code such as:
float a, b = ...; // both positive
int s1 = ceil(sqrt(a/b));
int s2 = ceil(sqrt(a/b)) + 0.1;
Is it ever possible that s1 != s2? My concern is when a/b is a perfect square. For example, perhaps a=100.0 and b=4.0, then the output of ceil should be 5.00000 but what if instead it is 4.99999?
Similar question: is there a chance that 100.0/4.0 evaluates to say 5.00001 and then ceil will round it up to 6.00000?
I'd prefer to do this in integer math but the sqrt kinda screws that plan.
EDIT: suggestions on how to better implement this would be appreciated too! The a and b values are integer values, so actual code is more like: ceil(sqrt(float(a)/b))
EDIT: Based on levis501's answer, I think I will do this:
float a, b = ...; // both positive
int s = sqrt(a/b);
while (s*s*b < a) ++s;
Thank you all!
I don't think it's possible. Regardless of the value of sqrt(a/b), what it produces is some value N that we use as:
int s1 = ceil(N);
int s2 = ceil(N) + 0.1;
Since ceil always produces an integer value (albeit represented as a double), we will always have some value X, for which the first produces X.0 and the second X.1. Conversion to int will always truncate that .1, so both will result in X.
It might seem like there would be an exception if X was so large that X.1 overflowed the range of double. I don't see where this could be possible though. Except close to 0 (where overflow isn't a concern) the square root of a number will always be smaller than the input number. Therefore, before ceil(N)+0.1 could overflow, the a/b being used as an input in sqrt(a/b) would have to have overflowed already.
You may want to write an explicit function for your case. e.g.:
/* return the smallest positive integer whose square is at least x */
int isqrt(double x) {
int y1 = ceil(sqrt(x));
int y2 = y1 - 1;
if ((y2 * y2) >= x) return y2;
return y1;
}
This will handle the odd case where the square root of your ratio a/b is within the precision of double.
Equality of floating point numbers is indeed an issue, but IMHO not if we deal with integer numbers.
If you have the case of 100.0/4.0, it should perfectly evaluate to 25.0, as 25.0 is exactly representable as a float, as opposite to e.g. 25.1.
Yes, it's entirely possible that s1 != s2. Why is that a problem, though?
It seems natural enough that s1 != (s1 + 0.1).
BTW, if you would prefer to have 5.00001 rounded to 5.00000 instead of 6.00000, use rint instead of ceil.
And to answer the actual question (in your comment) - you can use sqrt to get a starting point and then just find the correct square using integer arithmetic.
int min_dimension_greater_than(int items, int buckets)
{
double target = double(items) / buckets;
int min_square = ceil(target);
int dim = floor(sqrt(target));
int square = dim * dim;
while (square < min_square) {
seed += 1;
square = dim * dim;
}
return dim;
}
And yes, this can be improved a lot, it's just a quick sketch.
s1 will always equal s2.
The C and C++ standards do not say much about the accuracy of math routines. Taken literally, it is impossible for the standard to be implemented, since the C standard says sqrt(x) returns the square root of x, but the square root of two cannot be exactly represented in floating point.
Implementing routines with good performance that always return a correctly rounded result (in round-to-nearest mode, this means the result is the representable floating-point number that is nearest to the exact result, with ties resolved in favor of a low zero bit) is a difficult research problem. Good math libraries target accuracy less than 1 ULP (so one of the two nearest representable numbers is returned), perhaps something slightly more than .5 ULP. (An ULP is the Unit of Least Precision, the value of the low bit given a particular value in the exponent field.) Some math libraries may be significantly worse than this. You would have to ask your vendor or check the documentation for more information.
So sqrt may be slightly off. If the exact square root is an integer (within the range in which integers are exactly representable in floating-point) and the library guarantees errors are less than 1 ULP, then the result of sqrt must be exactly correct, because any result other than the exact result is at least 1 ULP away.
Similarly, if the library guarantees errors are less than 1 ULP, then ceil must return the exact result, again because the exact result is representable and any other result would be at least 1 ULP away. Additionally, the nature of ceil is such that I would expect any reasonable math library to always return an integer, even if the rest of the library were not high quality.
As for overflow cases, if ceil(x) were beyond the range where all integers are exactly representable, then ceil(x)+.1 is closer to ceil(x) than it is to any other representable number, so the rounded result of adding .1 to ceil(x) should be ceil(x) in any system implementing the floating-point standard (IEEE 754). That is provided you are in the default rounding mode, which is round-to-nearest. It is possible to change the rounding mode to something like round-toward-infinity, which could cause ceil(x)+.1 to be an integer higher than ceil(x).

How does Excel successfully round floating point numbers even though they are imprecise?

For example, this blog says 0.005 is not exactly 0.005, but rounding that number yields the right result.
I have tried all kinds of rounding in C++ and it fails when rounding numbers to certain decimal places. For example, Round(x,y) rounds x to a multiple of y. So Round(37.785,0.01) should give you 37.79 and not 37.78.
I am reopening this question to ask the community for help. The problem is with the impreciseness of floating point numbers (37,785 is represented as 37.78499999999).
The question is how does Excel get around this problem?
The solution in this round() for float in C++ is incorrect for the above problem.
"Round(37.785,0.01) should give you 37.79 and not 37.78."
First off, there is no consensus that 37.79 rather than 37.78 is the "right" answer here? Tie-breakers are always a bit tough. While always rounding up in the case of a tie is a widely-used approach, it certainly is not the only approach.
Secondly, this isn't a tie-breaking situation. The numerical value in the IEEE binary64 floating point format is 37.784999999999997 (approximately). There are lots of ways to get a value of 37.784999999999997 besides a human typing in a value of 37.785 and happen to have that converted to that floating point representation. In most of these cases, the correct answer is 37.78 rather than 37.79.
Addendum
Consider the following Excel formulae:
=ROUND(37785/1000,2)
=ROUND(19810222/2^19+21474836/2^47,2)
Both cells will display the same value, 37.79. There is a legitimate argument over whether 37785/1000 should round to 37.78 or 37.79 with two place accuracy. How to deal with these corner cases is a bit arbitrary, and there is no consensus answer. There isn't even a consensus answer inside Microsoft: "the Round() function is not implemented in a consistent fashion among different Microsoft products for historical reasons." ( http://support.microsoft.com/kb/196652 ) Given an infinite precision machine, Microsoft's VBA would round 37.785 to 37.78 (banker's round) while Excel would yield 37.79 (symmetric arithmetic round).
There is no argument over the rounding of the latter formula. It is strictly less than 37.785, so it should round to 37.78, not 37.79. Yet Excel rounds it up. Why?
The reason has to do with how real numbers are represented in a computer. Microsoft, like many others, uses the IEEE 64 bit floating point format. The number 37785/1000 suffers from precision loss when expressed in this format. This precision loss does not occur with 19810222/2^19+21474836/2^47; it is an "exact number".
I intentionally constructed that exact number to have the same floating point representation as does the inexact 37785/1000. That Excel rounds this exact value up rather than down is the key to determining how Excel's ROUND() function works: It is a variant of symmetric arithmetic rounding. It rounds based on a comparison to the floating point representation of the corner case.
The algorithm in C++:
#include <cmath> // std::floor
// Compute 10 to some positive integral power.
// Dealing with overflow (exponent > 308) is an exercise left to the reader.
double pow10 (unsigned int exponent) {
double result = 1.0;
double base = 10.0;
while (exponent > 0) {
if ((exponent & 1) != 0) result *= base;
exponent >>= 1;
base *= base;
}
return result;
}
// Round the same way Excel does.
// Dealing with nonsense such as nplaces=400 is an exercise left to the reader.
double excel_round (double x, int nplaces) {
bool is_neg = false;
// Excel uses symmetric arithmetic round: Round away from zero.
// The algorithm will be easier if we only deal with positive numbers.
if (x < 0.0) {
is_neg = true;
x = -x;
}
// Construct the nearest rounded values and the nasty corner case.
// Note: We really do not want an optimizing compiler to put the corner
// case in an extended double precision register. Hence the volatile.
double round_down, round_up;
volatile double corner_case;
if (nplaces < 0) {
double scale = pow10 (-nplaces);
round_down = std::floor (x * scale);
corner_case = (round_down + 0.5) / scale;
round_up = (round_down + 1.0) / scale;
round_down /= scale;
}
else {
double scale = pow10 (nplaces);
round_down = std::floor (x / scale);
corner_case = (round_down + 0.5) * scale;
round_up = (round_down + 1.0) * scale;
round_down *= scale;
}
// Round by comparing to the corner case.
x = (x < corner_case) ? round_down : round_up;
// Correct the sign if needed.
if (is_neg) x = -x;
return x;
}
For very accurate arbitrary precision and rounding of floating point numbers to a fixed set of decimal places, you should take a look at a math library like GNU MPFR. While it's a C-library, the web-page I posted also links to a couple different C++ bindings if you want to avoid using C.
You may also want to read a paper entitled "What every computer scientist should know about floating point arithmetic" by David Goldberg at the Xerox Palo Alto Research Center. It's an excellent article demonstrating the underlying process that allows floating point numbers to be approximated in a computer that represents everything in binary data, and how rounding errors and other problems can creep up in FPU-based floating point math.
I don't know how Excel does it, but printing floating point numbers nicely is a hard problem: http://www.serpentine.com/blog/2011/06/29/here-be-dragons-advances-in-problems-you-didnt-even-know-you-had/
So your actual question seems to be, how to get correctly rounded floating point -> string conversions. By googling for those terms you'll get a bunch of articles, but if you're interested in something to use, most platforms provide reasonably competent implementations of sprintf()/snprintf(). So just use those, and if you find bugs, file a report to the vendor.
A function that takes a floating point number as argument and returns another floating point number, rounded exactly to a given number of decimal digits cannot be written, because there are many numbers with a finite decimal representation that have an infinite binary representation; one of the simplest examples is 0.1 .
To achieve what you want you must accept to use a different type as a result of your rounding function. If your immediate need is printing the number you can use a string and a formatting function: the problem becomes how to obtain exactly the formatting you expect. Otherwise if you need to store this number in order to perform exact calculations on it, for instance if you are doing accounting, you need a library that's capable of representing decimal numbers exactly. In this case the most common approach is to use a scaled representation: an integer for the value together with the number of decimal digits. Dividing the value by ten raised to the scale gives you the original number.
If any of these approaches is suitable, I'll try and expand my answer with practical suggestions.
Excel rounds numbers like this "correctly" by doing WORK. They started in 1985, with a fairly "normal" set of floating-point routines, and added some scaled-integer fake floating point, and they've been tuning those things and adding special cases ever since. The app DID used to have most of the same "obvious" bugs that everybody else did, it's just that it mostly had them a long time ago. I filed a couple myself, back when I was doing tech support for them in the early 90s.
I believe the following C# code rounds numbers as they are rounded in Excel. To exactly replicate the behavior in C++ you might need to use a special decimal type.
In plain English, the double-precision number is converted to a decimal and then rounded to fifteen significant digits (not to be confused with fifteen decimal places). The result is rounded a second time to the specified number of decimal places.
That might seem weird, but what you have to understand is that Excel always displays numbers that are rounded to 15 significant figures. If the ROUND() function weren't using that display value as a starting point, and used the internal double representation instead, then there would be cases where ROUND(A1,N) did not seem to correspond to the actual value in A1. That would be very confusing to a non-technical user.
The double which is closest to 37.785 has an exact decimal value of 37.784999999999996589394868351519107818603515625. (Any double can be represented precisely by a finite base ten decimal because one quarter, one eighth, one sixteenth, and so forth all have finite decimal expansions.) If that number were rounded directly to two decimal places, there would be no tie to break and the result would be 37.78. If you round to 15 significant figures first you get 37.7850000000000. If this is further rounded to two decimal places, then you get 37.79, so there is no real mystery after all.
// Convert to a floating decimal point number, round to fifteen
// significant digits, and then round to the number of places
// indicated.
static decimal SmartRoundDouble(double input, int places)
{
int numLeadingDigits = (int)Math.Log10(Math.Abs(input)) + 1;
decimal inputDec = GetAccurateDecimal(input);
inputDec = MoveDecimalPointRight(inputDec, -numLeadingDigits);
decimal round1 = Math.Round(inputDec, 15);
round1 = MoveDecimalPointRight(round1, numLeadingDigits);
decimal round2 = Math.Round(round1, places, MidpointRounding.AwayFromZero);
return round2;
}
static decimal MoveDecimalPointRight(decimal d, int n)
{
if (n > 0)
for (int i = 0; i < n; i++)
d *= 10.0m;
else
for (int i = 0; i > n; i--)
d /= 10.0m;
return d;
}
// The constructor for decimal that accepts a double does
// some rounding by default. This gets a more exact number.
static decimal GetAccurateDecimal(double r)
{
string accurateStr = r.ToString("G17", CultureInfo.InvariantCulture);
return Decimal.Parse(accurateStr, CultureInfo.InvariantCulture);
}
What you NEED is this :
double f = 22.0/7.0;
cout.setf(ios::fixed, ios::floatfield);
cout.precision(6);
cout<<f<<endl;
How it can be implemented (just a overview for rounding last digit)
:
long getRoundedPrec(double d, double precision = 9)
{
precision = (int)precision;
stringstream s;
long l = (d - ((double)((int)d)))* pow(10.0,precision+1);
int lastDigit = (l-((l/10)*10));
if( lastDigit >= 5){
l = l/10 +1;
}
return l;
}
Just as base-10 numbers must be rounded as they are converted to base-2, it is possible to round a number as it is converted from base-2 to base-10. Once the number has a base-10 representation it can be rounded again in a straightforward manner by looking at the digit to the right of the one you wish to round.
While there's nothing wrong with the above assertion, there's a much more pragmatic solution. The problem is that the binary representation tries to get as close as possible to the decimal number, even if that binary is less than the decimal. The amount of error is within [-0.5,0.5] least significant bits (LSB) of the true value. For rounding purposes you'd rather it be within [0,1] LSB so that the error is always positive, but that's not possible without changing all the rules of floating point math.
The one thing you can do is add 1 LSB to the value, so the error is within [0.5,1.5] LSB of the true value. This is less accurate overall, but only by a very tiny amount; when the value is rounded for representation as a decimal number it is much more likely to be rounded to a proper decimal number because the error is always positive.
To add 1 LSB to the value before rounding it, see the answers to this question. For example in Visual Studio C++ 2010 the procedure would be:
Round(_nextafter(37.785,37.785*1.1),0.01);
There are many ways to optimize the result of a floating-point value using statistical, numerical... algorithms
The easiest one is probably searching for repetitive 9s or 0s in the range of precision. If there are any, maybe those 9s are redundant, just round them up. But this may not work in many cases. Here's an example for a float with 6 digits of precision:
2.67899999 → 2.679
12.3499999 → 12.35
1.20000001 → 1.2
Excel always limits the input range to 15 digits and rounds the output to maximum 15 digits so this might be one of the way Excel uses
Or you can include the precision along with the number. After each step, adjust the accuracy depend on the precision of operands. For example
1.113 → 3 decimal digits
6.15634 → 5 decimal digits
Since both number are inside the double's 16-17 digits precision range, their sum will be accurate to the larger of them, which is 5 digits. Similarly, 3+5 < 16, so their product will be precise to 8 decimal numbers
1.113 + 6.15634 = 7.26934 → 5 decimal digits
1.113 * 6.15634 = 6.85200642 → 8 decimal digits
But 4.1341677841 * 2.251457145 will only take double's accuracy because the real result exceed double's precision
Another efficient algorithm is Grisu but I haven't had an opportunity to try.
In 2010, Florian Loitsch published a wonderful paper in PLDI, "Printing floating-point numbers quickly and accurately with integers", which represents the biggest step in this field in 20 years: he mostly figured out how to use machine integers to perform accurate rendering! Why do I say "mostly"? Because although Loitsch's "Grisu3" algorithm is very fast, it gives up on about 0.5% of numbers, in which case you have to fall back to Dragon4 or a derivative
Here be dragons: advances in problems you didn’t even know you had
In fact I think Excel must combine many different methods to achieve the best result of all
Example When a Value Reaches Zero
In Excel 95 or earlier, enter the following into a new workbook:
A1: =1.333+1.225-1.333-1.225
Right-click cell A1, and then click Format Cells. On the Number tab, click Scientific under Category. Set the Decimal places to 15.
Rather than displaying 0, Excel 95 displays -2.22044604925031E-16.
Excel 97, however, introduced an optimization that attempts to correct for this problem. Should an addition or subtraction operation result in a value at or very close to zero, Excel 97 and later will compensate for any error introduced as a result of converting an operand to and from binary. The example above when performed in Excel 97 and later correctly displays 0 or 0.000000000000000E+00 in scientific notation.
Floating-point arithmetic may give inaccurate results in Excel
As mjfgates says, Excel does hard work to get this "right". The first thing to do when you try to reimplement this, is define what you mean by "right". Obvious solutions:
implement rational arithmetic
Slow but reliable.
implement a bunch of heuristics
Fast but tricky to get right (think "years of bug reports").
It really depends on your application.
Most decimal fractions can't be accurately represented in binary.
double x = 0.0;
for (int i = 1; i <= 10; i++)
{
x += 0.1;
}
// x should now be 1.0, right?
//
// it isn't. Test it and see.
One solution is to use BCD. It's old. But, it's also tried and true. We have a lot of other old ideas that we use every day (like using a 0 to represent nothing...).
Another technique uses scaling upon input/output. This has the advantage of nearly all math being integer math.