Discarding 4 precision points? - c++

I have a floating point number, but I only want the number till 2 points of precision. How do I get this in C++?
float foo(float num) { // num=1234.567891
// code
return num2; // returns 1234.560000
}

A simple way would be:
float foo(float num) {
return floor(num * 100) / 100;
}
You may also consider:
float foo(float num) {
return (int)(num * 100) / 100.0f;
}
There might be differences with negative numbers. Only information I can get from your question is that for positive numbers you want floor (and not round for example).

You can attempt to round a floating point number to a certain number of decimal places, by multiplying and rounding/truncating.
So num = floor(num * 100.f) / 100.f; would try to truncate to two decimal places.
However note that this is not the same as fixing the precision of the float. By definition the decimal point in a floating point number floats. And you only have around 7 digits of precision.
So your original number cannot be as precise as "1234.567891" - this is too much precision for a float.
And perhaps more importantly, your output from such a function may also not be precise. "1234.56" cannot be exactly represented by a float, so the returned value will not be "1234.560000".
The larger the integer portion of the number, the less digits can be represented after the decimal point. Indeed, even a moderately large number cannot represent any fractional part at all.

Floating-point types have their own internal precision. You can't change it. You can fiddle with the value in various ways, but ultimately the floating-point types manage their own precision, and you won't succeed in limiting what they do. Even if you manage to force a bunch of zeros into the low bits of some value, subsequent computations will still use the full precision, and you've only introduced some random noise into the computation.
What you can do is control the number of significant digits on input and output. And that's almost always the right way to manage precision.

Related

Find float a to closest multiple of float b

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...

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.

Weird Rounding Occurs in C++ Function

I am writing a function in c++ that is supposed to find the largest single digit in the number passed (inputValue). For example, the answer for .345 is 5. However, after a while, the program is changing the inputValue to something along the lines of .3449 (and the largest digit is then set to 9). I have no idea why this is happening. Any help to resolve this problem would be greatly appreciated.
This is the function in my .hpp file
void LargeInput(const double inputValue)
//Function to find the largest value of the input
{
int tempMax = 0,//Value that the temporary max number is in loop
digit = 0,//Value of numbers after the decimal place
test = 0,
powerOten = 10;//Number multiplied by so that the next digit can be checked
double number = inputValue;//A variable that can be changed in the function
cout << "The number is still " << number << endl;
for (int k = 1; k <= 6; k++)
{
test = (number*powerOten);
cout << "test: " << test << endl;
digit = test % 10;
cout << (static_cast<int>(number*powerOten)) << endl;
if (tempMax < digit)
tempMax = digit;
powerOten *= 10;
}
return;
}
You cannot represent real numbers (doubles) precisely in a computer - they need to be approximated. If you change your function to work on longs or ints there won't be any inaccuracies. That seems natural enough for the context of your question, you're just looking at the digits and not the number, so .345 can be 345 and get the same result.
Try this:
int get_largest_digit(int n) {
int largest = 0;
while (n > 0) {
int x = n % 10;
if (x > largest) largest = x;
n /= 10;
}
return largest;
}
This is because the fractional component of real numbers is in the form of 1/2^n. As a result you can get values very close to what you want but you can never achieve exact values like 1/3.
It's common to instead use integers and have a conversion (like 1000 = 1) so if you had the number 1333 you would do printf("%d.%d", 1333/1000, 1333 % 1000) to print out 1.333.
By the way the first sentence is a simplification of how floating point numbers are actually represented. For more information check out; http://en.wikipedia.org/wiki/Floating_point#Representable_numbers.2C_conversion_and_rounding
This is how floating point number work, unfortunately. The core of the problem is that there are an infinite number of floating point numbers. More specifically, there are an infinite number of values between 0.1 and 0.2 and there are an infinite number of values between 0.01 and 0.02. Computers, however, have a finite number of bits to represent a floating point number (64 bits for a double precision number). Therefore, most floating point numbers have to be approximated. After any floating point operation, the processor has to round the result to a value it can represent in 64 bits.
Another property of floating point numbers is that as number get bigger they get less and less precise. This is because the same 64 bits have to be able to represent very big numbers (1,000,000,000) and very small numbers (0.000,000,000,001). Therefore, the rounding error gets larger when working with bigger numbers.
The other issue here is that you are converting from floating point to integer. This introduces even more rounding error. It appears that when (0.345 * 10000) is converted to an integer, the result is closer to 3449 than 3450.
I suggest you don't convert your numbers to integers. Write your program in terms of floating point numbers. You can't use the modulus (%) operator on floating point numbers to get a value for digit. Instead use the fmod function in the C math library (cmath.h).
As other answers have indicated, binary floating-point is incapable of representing most decimal numbers exactly. Therefore, you must reconsider your problem statement. Some alternatives are:
The number is passed as a double (specifically, a 64-bit IEEE-754 binary floating-point value), and you wish to find the largest digit in the decimal representation of the exact value passed. In this case, the solution suggested by user millimoose will work (provided the asprintf or snprintf function used is of good quality, so that it does not incur rounding errors that prevent it from producing correctly rounded output).
The number is passed as a double but is intended to represent a number that is exactly representable as a decimal numeral with a known number of digits. In this case, the solution suggested by user millimoose again works, with the format specification altered to convert the double to decimal with the desired number of digits (e.g., instead of “%.64f”, you could use “%.6f”).
The function is changed to pass the number in another way, such as with decimal floating-point, as a scaled integer, or as a string containing a decimal numeral.
Once you have clarified the problem statement, it may be interesting to consider how to solve it with floating-point arithmetic, rather than calling library functions for formatted output. This is likely to have pedagogical value (and incidentally might produce a solution that is computationally more efficient than calling a library function).

printing float, preserving precision

I am writing a program that prints floating point literals to be used inside another program.
How many digits do I need to print in order to preserve the precision of the original float?
Since a float has 24 * (log(2) / log(10)) = 7.2247199 decimal digits of precision, my initial thought was that printing 8 digits should be enough. But if I'm unlucky, those 0.2247199 get distributed to the left and to the right of the 7 significant digits, so I should probably print 9 decimal digits.
Is my analysis correct? Is 9 decimal digits enough for all cases? Like printf("%.9g", x);?
Is there a standard function that converts a float to a string with the minimum number of decimal digits required for that value, in the cases where 7 or 8 are enough, so I don't print unnecessary digits?
Note: I cannot use hexadecimal floating point literals, because standard C++ does not support them.
In order to guarantee that a binary->decimal->binary roundtrip recovers the original binary value, IEEE 754 requires
The original binary value will be preserved by converting to decimal and back again using:[10]
5 decimal digits for binary16
9 decimal digits for binary32
17 decimal digits for binary64
36 decimal digits for binary128
For other binary formats the required number of decimal digits is
1 + ceiling(p*log10(2))
where p is the number of significant bits in the binary format, e.g. 24 bits for binary32.
In C, the functions you can use for these conversions are snprintf() and strtof/strtod/strtold().
Of course, in some cases even more digits can be useful (no, they are not always "noise", depending on the implementation of the decimal conversion routines such as snprintf() ). Consider e.g. printing dyadic fractions.
24 * (log(2) / log(10)) = 7.2247199
That's pretty representative for the problem. It makes no sense whatsoever to express the number of significant digits with an accuracy of 0.0000001 digits. You are converting numbers to text for the benefit of a human, not a machine. A human couldn't care less, and would much prefer, if you wrote
24 * (log(2) / log(10)) = 7
Trying to display 8 significant digits just generates random noise digits. With non-zero odds that 7 is already too much because floating point error accumulates in calculations. Above all, print numbers using a reasonable unit of measure. People are interested in millimeters, grams, pounds, inches, etcetera. No architect will care about the size of a window expressed more accurately than 1 mm. No window manufacturing plant will promise a window sized as accurate as that.
Last but not least, you cannot ignore the accuracy of the numbers you feed into your program. Measuring the speed of an unladen European swallow down to 7 digits is not possible. It is roughly 11 meters per second, 2 digits at best. So performing calculations on that speed and printing a result that has more significant digits produces nonsensical results that promise accuracy that isn't there.
If you have a C library that is conforming to C99 (and if your float types have a base that is a power of 2 :) the printf format character %a can print floating point values without lack of precision in hexadecimal form, and utilities as scanf and strod will be able to read them.
If the program is meant to be read by a computer, I would do the simple trick of using char* aliasing.
alias float* to char*
copy into an unsigned (or whatever unsigned type is sufficiently large) via char* aliasing
print the unsigned value
Decoding is just reversing the process (and on most platform a direct reinterpret_cast can be used).
The floating-point-to-decimal conversion used in Java is guaranteed to be produce the least number of decimal digits beyond the decimal point needed to distinguish the number from its neighbors (more or less).
You can copy the algorithm from here: http://www.docjar.com/html/api/sun/misc/FloatingDecimal.java.html
Pay attention to the FloatingDecimal(float) constructor and the toJavaFormatString() method.
If you read these papers (see below), you'll find that there are some algorithm that print the minimum number of decimal digits such that the number can be re-interpreted unchanged (i.e. by scanf).
Since there might be several such numbers, the algorithm also pick the nearest decimal fraction to the original binary fraction (I named float value).
A pity that there's no such standard library in C.
http://www.cs.indiana.edu/~burger/FP-Printing-PLDI96.pdf
http://grouper.ieee.org/groups/754/email/pdfq3pavhBfih.pdf
You can use sprintf. I am not sure whether this answers your question exactly though, but anyways, here is the sample code
#include <stdio.h>
int main( void )
{
float d_n = 123.45;
char s_cp[13] = { '\0' };
char s_cnp[4] = { '\0' };
/*
* with sprintf you need to make sure there's enough space
* declared in the array
*/
sprintf( s_cp, "%.2f", d_n );
printf( "%s\n", s_cp );
/*
* snprinft allows to control how much is read into array.
* it might have portable issues if you are not using C99
*/
snprintf( s_cnp, sizeof s_cnp - 1 , "%f", d_n );
printf( "%s\n", s_cnp );
getchar();
return 0;
}
/* output :
* 123.45
* 123
*/
With something like
def f(a):
b=0
while a != int(a): a*=2; b+=1
return a, b
(which is Python) you should be able to get mantissa and exponent in a loss-free way.
In C, this would probably be
struct float_decomp {
float mantissa;
int exponent;
}
struct float_decomp decomp(float x)
{
struct float_decomp ret = { .mantissa = x, .exponent = 0};
while x != floor(x) {
ret.mantissa *= 2;
ret.exponent += 1;
}
return ret;
}
But be aware that still not all values can be represented in that way, it is just a quick shot which should give the idea, but probably needs improvement.

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.