Here are the goals I'm trying to achieve:
I need to pack 32 bit IEEE floats into 30 bits.
I want to do this by decreasing the size of mantissa by 2 bits.
The operation itself should be as fast as possible.
I'm aware that some precision will be lost, and this is acceptable.
It would be an advantage, if this operation would not ruin special cases like SNaN, QNaN, infinities, etc. But I'm ready to sacrifice this over speed.
I guess this questions consists of two parts:
1) Can I just simply clear the least significant bits of mantissa? I've tried this, and so far it works, but maybe I'm asking for trouble... Something like:
float f;
int packed = (*(int*)&f) & ~3;
// later
f = *(float*)&packed;
2) If there are cases where 1) will fail, then what would be the fastest way to achieve this?
Thanks in advance
You actually violate the strict aliasing rules (section 3.10 of the C++ standard) with these reinterpret casts. This will probably blow up in your face when you turn on the compiler optimizations.
C++ standard, section 3.10 paragraph 15 says:
If a program attempts to access the stored value of an object through an lvalue of other than one of the following types the behavior is undefined
the dynamic type of the object,
a cv-qualified version of the dynamic type of the object,
a type similar to the dynamic type of the object,
a type that is the signed or unsigned type corresponding to the dynamic type of the object,
a type that is the signed or unsigned type corresponding to a cv-qualified version of the dynamic type of the object,
an aggregate or union type that includes one of the aforementioned types among its members (including, recursively, a member of a subaggregate or contained union),
a type that is a (possibly cv-qualified) base class type of the dynamic type of the object,
a char or unsigned char type.
Specifically, 3.10/15 doesn't allow us to access a float object via an lvalue of type unsigned int. I actually got bitten myself by this. The program I wrote stopped working after turning on optimizations. Apparently, GCC didn't expect an lvalue of type float to alias an lvalue of type int which is a fair assumption by 3.10/15. The instructions got shuffled around by the optimizer under the as-if rule exploiting 3.10/15 and it stopped working.
Under the following assumptions
float really corresponds to a 32bit IEEE-float,
sizeof(float)==sizeof(int)
unsigned int has no padding bits or trap representations
you should be able to do it like this:
/// returns a 30 bit number
unsigned int pack_float(float x) {
unsigned r;
std::memcpy(&r,&x,sizeof r);
return r >> 2;
}
float unpack_float(unsigned int x) {
x <<= 2;
float r;
std::memcpy(&r,&x,sizeof r);
return r;
}
This doesn't suffer from the "3.10-violation" and is typically very fast. At least GCC treats memcpy as an intrinsic function. In case you don't need the functions to work with NaNs, infinities or numbers with extremely high magnitude you can even improve accuracy by replacing "r >> 2" with "(r+1) >> 2":
unsigned int pack_float(float x) {
unsigned r;
std::memcpy(&r,&x,sizeof r);
return (r+1) >> 2;
}
This works even if it changes the exponent due to a mantissa overflow because the IEEE-754 coding maps consecutive floating point values to consecutive integers (ignoring +/- zero). This mapping actually approximates a logarithm quite well.
Blindly dropping the 2 LSBs of the float may fail for small number of unusual NaN encodings.
A NaN is encoded as exponent=255, mantissa!=0, but IEEE-754 doesn't say anything about which mantiassa values should be used. If the mantissa value is <= 3, you could turn a NaN into an infinity!
You should encapsulate it in a struct, so that you don't accidentally mix the usage of the tagged float with regular "unsigned int":
#include <iostream>
using namespace std;
struct TypedFloat {
private:
union {
unsigned int raw : 32;
struct {
unsigned int num : 30;
unsigned int type : 2;
};
};
public:
TypedFloat(unsigned int type=0) : num(0), type(type) {}
operator float() const {
unsigned int tmp = num << 2;
return reinterpret_cast<float&>(tmp);
}
void operator=(float newnum) {
num = reinterpret_cast<int&>(newnum) >> 2;
}
unsigned int getType() const {
return type;
}
void setType(unsigned int type) {
this->type = type;
}
};
int main() {
const unsigned int TYPE_A = 1;
TypedFloat a(TYPE_A);
a = 3.4;
cout << a + 5.4 << endl;
float b = a;
cout << a << endl;
cout << b << endl;
cout << a.getType() << endl;
return 0;
}
I can't guarantee its portability though.
How much precision do you need? If 16-bit float is enough (sufficient for some types of graphics), then ILM's 16-bit float ("half"), part of OpenEXR is great, obeys all kinds of rules (http://www.openexr.com/), and you'll have plenty of space left over after you pack it into a struct.
On the other hand, if you know the approximate range of values they're going to take, you should consider fixed point. They're more useful than most people realize.
I can't select any of the answers as the definite one, because most of them have valid information, but not quite what I was looking for. So I'll just summarize my conclusions.
The method for conversion I've posted in my question's part 1) is clearly wrong by C++ standard, so other methods to extract float's bits should be used.
And most important... as far as I understand from reading the responses and other sources about IEEE754 floats, it's ok to drop the least significant bits from mantissa. It will mostly affect only precision, with one exception: sNaN. Since sNaN is represented by exponent set to 255, and mantissa != 0, there can be situation where mantissa would be <= 3, and dropping last two bits would convert sNaN to +/-Infinity. But since sNaN are not generated during floating point operations on CPU, its safe under controlled environment.
Related
The following code snippet is scattered all over the web and seems to be used in multiple different projects with very little changes:
union Float_t {
Float_t(float num = 0.0f) : f(num) {}
// Portable extraction of components.
bool Negative() const { return (i >> 31) != 0; }
int RawMantissa() const { return i & ((1 << 23) - 1); }
int RawExponent() const { return (i >> 23) & 0xFF; }
int i;
float f;
};
inline bool AlmostEqualUlpsAndAbs(float A, float B, float maxDiff, int maxUlpsDiff)
{
// Check if the numbers are really close -- needed
// when comparing numbers near zero.
float absDiff = std::fabs(A - B);
if (absDiff <= maxDiff)
return true;
Float_t uA(A);
Float_t uB(B);
// Different signs means they do not match.
if (uA.Negative() != uB.Negative())
return false;
// Find the difference in ULPs.
return (std::abs(uA.i - uB.i) <= maxUlpsDiff);
}
See, for example here or here or here.
However, I don't understand what is going on here. To my (maybe naive) understanding, the floating-point member variable f is initialized in the constructor, but the integer member i is not.
I'm not terribly familiar with the binary operators that are used here, but I fail to understand how accesses of uA.i and uB.i produce anything but random numbers, given that no line in the code actually connects the values of f and i in any meaningful way.
If somebody could enlighten my on why (and how) exactly this code produces the desired result, I would be very delighted!
A lot of Undefined Behaviour are being exploited here. First assumption is that fields of union can be accessed in place of each other, which is, in itself, UB. Furthermore, coder assumes that: sizeof(int) == sizeof(float), that floats have a given length of mantissa and exponent, that all union members are aligned to zero, that the binary representation of float coincides with the binary representation with int in a very specific way. In short, this will work as long as you're on x86, have specific int and float types and you say a prayer at every sunrise and sunset.
What you probably didn't note is that this is a union, therefore int i and float f is usually aligned in a specific manner in a common memory array by most compilers. This is, in general, still UB and you can't even safely assume that the same physical bits of memory will be used without restricting yourself to a specific compiler and a specific architecture. All that's guaranteed is, the address of both members will be the same (but there might be alignment and/or typedness issues). Assuming that your compiler uses the same physical bits (which is by no means guaranteed by standard) and they both start at offset 0 and have the same size, then i will represent the binary storage format of f.. as long as nothing changes in your architecture. Word of advice? Do not use it until you don't have to. Stick to floating point operations for AlmostEquals(), you can implement it like that. It's the very final pass of optimization when we consider these specialities and we usually do it in a separate branch, you shouldn't plan your code around it.
define a float variable a, convert a to float & and int &, what does this mean? After the converting , a is a reference of itself? And why the two result is different?
#include <iostream>
using namespace std;
int
main(void)
{
float a = 1.0;
cout << (float &)a <<endl;
cout << (int &)a << endl;
return 0;
}
thinkpad ~ # ./a.out
1
1065353216
cout << (float &)a <<endl;
cout << (int &)a << endl;
The first one treats the bits in a like it's a float. The second one treats the bits in a like it's an int. The bits for float 1.0 just happen to be the bits for integer 1065353216.
It's basically the equivalent of:
float a = 1.0;
int* b = (int*) &a;
cout << a << endl;
cout << *b << endl;
(int &) a casts a to a reference to an integer. In other words, an integer reference to a. (Which, as I said, treats the contents of a as an integer.)
Edit: I'm looking around now to see if this is valid. I suspect that it's not. It's depends on the type being less than or equal to the actual size.
It means undefined behavior:-).
Seriously, it is a form of type punning. a is a float, but a is also a block of memory (typically four bytes) with bits in it. (float&)a means to treat that block of memory as if it were a float (in other words, what it actually is); (int&)a means to treat it as an int. Formally, accessing an object (such as a) through an lvalue expression with a type other than the actual type of the object is undefined behavior, unless the type is a character type. Practically, if the two types have the same size, I would expect the results to be a reinterpretation of the bit pattern.
In the case of a float, the bit pattern contains bits for the sign, an exponent and a mantissa. Typically, the exponent will use some excess-n notation, and only 0.0 will have 0 as an exponent. (Some representations, including the one used on PCs, will not store the high order bit of the mantissa, since in a normalized form in base 2, it must always be 1. In such cases, the stored mantissa for 1.0 will have all bits 0.) Also typically (and I don't know of any exceptions here), the exponent will be stored in the high order bits. The result is when you "type pun" a floating point value to a an integer of the same size, the value will be fairly large, regardless of the floating point value.
The values are different because interpreting a float as an int & (reference to int) throws the doors wide open. a is not an int, so pretty much anything could actually happen when you do that. As it happens, looking at that float like it's an int gives you 1065353216, but depending on the underlying machine architecture it could be 42 or an elephant in a pink tutu or even crash.
Note that this is not the same as casting to an int, which understands how to convert from float to int. Casting to int & just looks at bits in memory without understanding what the original meaning is.
I have an 8-character string representing a hexadecimal number and I need to convert it to an int. This conversion has to preserve the bit pattern for strings "80000000" and higher, i.e., those numbers should come out negative. Unfortunately, the naive solution:
int hex_str_to_int(const string hexStr)
{
stringstream strm;
strm << hex << hexStr;
unsigned int val = 0;
strm >> val;
return static_cast<int>(val);
}
doesn't work for my compiler if val > MAX_INT (the returned value is 0). Changing the type of val to int also results in a 0 for the larger numbers. I've tried several different solutions from various answers here on SO and haven't been successful yet.
Here's what I do know:
I'm using HP's C++ compiler on OpenVMS (using, I believe, an Itanium processor).
sizeof(int) will be at least 4 on every architecture my code will run on.
Casting from a number > INT_MAX to int is implementation-defined. On my machine, it usually results in a 0 but interestingly casting from long to int results in INT_MAX when the value is too big.
This is surprisingly difficult to do correctly, or at least it has been for me. Does anyone know of a portable solution to this?
Update:
Changing static_cast to reinterpret_cast results in a compiler error. A comment prompted me to try a C-style cast: return (int)val in the code above, and it worked. On this machine. Will that still be safe on other architectures?
Quoting the C++03 standard, §4.7/3 (Integral Conversions):
If the destination type is signed, the value is unchanged if it can be represented in the destination type (and bit-field width); otherwise, the value is implementation-defined.
Because the result is implementation-defined, by definition it is impossible for there to be a truly portable solution.
While there are ways to do this using casts and conversions, most rely on undefined behavior that happen to have well-defined behaviors on some machines / with some compilers. Instead of relying on undefined behavior, copy the data:
int signed_val;
std::memcpy (&signed_val, &val, sizeof(int));
return signed_val;
You can negate an unsigned twos-complement number by taking the complement and adding one. So let's do that for negatives:
if (val < 0x80000000) // positive values need no conversion
return val;
if (val == 0x80000000) // Complement-and-addition will overflow, so special case this
return -0x80000000; // aka INT_MIN
else
return -(int)(~val + 1);
This assumes that your ints are represented with 32-bit twos-complement representation (or have similar range). It does not rely on any undefined behavior related to signed integer overflow (note that the behavior of unsigned integer overflow is well-defined - although that should not happen here either!).
Note that if your ints are not 32-bit, things get more complex. You may need to use something like ~(~0U >> 1) instead of 0x80000000. Further, if your ints are no twos-complement, you may have overflow issues on certain values (for example, on a ones-complement machine, -0x80000000 cannot be represented in a 32-bit signed integer). However, non-twos-complement machines are very rare today, so this is unlikely to be a problem.
Here's another solution that worked for me:
if (val <= INT_MAX) {
return static_cast<int>(val);
}
else {
int ret = static_cast<int>(val & ~INT_MIN);
return ret | INT_MIN;
}
If I mask off the high bit, I avoid overflow when casting. I can then OR it back safely.
C++20 will have std::bit_cast that copies bits verbatim:
#include <bit>
#include <cassert>
#include <iostream>
int main()
{
int i = -42;
auto u = std::bit_cast<unsigned>(i);
// Prints 4294967254 on two's compliment platforms where int is 32 bits
std::cout << u << "\n";
auto roundtripped = std::bit_cast<int>(u);
assert(roundtripped == i);
std::cout << roundtripped << "\n"; // Prints -42
return 0;
}
cppreference shows an example of how one can implement their own bit_cast in terms of memcpy (under Notes).
While OpenVMS is not likely to gain C++20 support anytime soon, I hope this answer helps someone arriving at the same question via internet search.
unsigned int u = ~0U;
int s = *reinterpret_cast<int*>(&u); // -1
Сontrariwise:
int s = -1;
unsigned int u = *reinterpret_cast<unsigned int*>(&s); // all ones
I want convert the storage of a floating point number to an integer (the 'number' value is not required to be equal).
If a floating point number (eg 10), is represented in binary (at least on my implementation) as:
01000001001000000000000000000000
Then it should (also on my implementation) represent the integer value 1092616192.
I am currently doing this through the following:
union UNFI {
float a;
int b;
};
UNFI n;
n.a = 10;
int bits = n.b; // foo!
for (int i=31; i>=0; --i) {
bool bit = ((bits >> i) & 1);
std::cout << bit;
}
Which is achieving what I would like, but it is, in its nature, undefined behavior. Therefore I would like to know what the 'correct' way of achieving this outcome is.
From the C99 standard:
With one exception, if the value of a member of a union object is used when the most recent store to the object was to a different member,the behavior is implementation-defined.
Is that not undefined behavior?
The correct way is to call memcpy. Most compilers will optimize this to an efficient single-word memory access just like the union, but on platforms with extra alignment requirements, they will do the right thing. And it won't ever trigger a signalling NaN.
float a = 10;
char bits[sizeof a];
memcpy(bits, &a, sizeof a);
or
int b;
static_assert(sizeof b == sizeof a);
memcpy(&b, &a, sizeof a);
What's undefined?
The layout of an IEEE float is very well defined, the only extra complication is the byte ordering on your platform (and how big is an int)
What you're after is simple type hosing. What you are doing seems like the easiest thing. Another alternative I suppose would be pointer conversion.
int const bits = *(reinterpret_cast<int *>(&n))
In C++, what's the generic way to convert any floating point value (float) to fixed point (int, 16:16 or 24:8)?
EDIT: For clarification, fixed-point values have two parts to them: an integer part and a fractional part. The integer part can be represented by a signed or unsigned integer data type. The fractional part is represented by an unsigned data integer data type.
Let's make an analogy with money for the sake of clarity. The fractional part may represent cents -- a fractional part of a dollar. The range of the 'cents' data type would be 0 to 99. If a 8-bit unsigned integer were to be used for fixed-point math, then the fractional part would be split into 256 evenly divisible parts.
I hope that clears things up.
Here you go:
// A signed fixed-point 16:16 class
class FixedPoint_16_16
{
short intPart;
unsigned short fracPart;
public:
FixedPoint_16_16(double d)
{
*this = d; // calls operator=
}
FixedPoint_16_16& operator=(double d)
{
intPart = static_cast<short>(d);
fracPart = static_cast<unsigned short>
(numeric_limits<unsigned short> + 1.0)*d);
return *this;
}
// Other operators can be defined here
};
EDIT: Here's a more general class based on anothercommon way to deal with fixed-point numbers (and which KPexEA pointed out):
template <class BaseType, size_t FracDigits>
class fixed_point
{
const static BaseType factor = 1 << FracDigits;
BaseType data;
public:
fixed_point(double d)
{
*this = d; // calls operator=
}
fixed_point& operator=(double d)
{
data = static_cast<BaseType>(d*factor);
return *this;
}
BaseType raw_data() const
{
return data;
}
// Other operators can be defined here
};
fixed_point<int, 8> fp1; // Will be signed 24:8 (if int is 32-bits)
fixed_point<unsigned int, 16> fp1; // Will be unsigned 16:16 (if int is 32-bits)
A cast from float to integer will throw away the fractional portion so if you want to keep that fraction around as fixed point then you just multiply the float before casting it. The below code will not check for overflow mind you.
If you want 16:16
double f = 1.2345;
int n;
n=(int)(f*65536);
if you want 24:8
double f = 1.2345;
int n;
n=(int)(f*256);
**** Edit** : My first comment applies to before Kevin's edit,but I'll leave it here for posterity. Answers change so quickly here sometimes!
The problem with Kevin's approach is that with Fixed Point you are normally packing into a guaranteed word size (typically 32bits). Declaring the two parts separately leaves you to the whim of your compiler's structure packing. Yes you could force it, but it does not work for anything other than 16:16 representation.
KPexEA is closer to the mark by packing everything into int - although I would use "signed long" to try and be explicit on 32bits. Then you can use his approach for generating the fixed point value, and bit slicing do extract the component parts again. His suggestion also covers the 24:8 case.
( And everyone else who suggested just static_cast.....what were you thinking? ;) )
I gave the answer to the guy that wrote the best answer, but I really used a related questions code that points here.
It used templates and was easy to ditch dependencies on the boost lib.
This is fine for converting from floating point to integer, but the O.P. also wanted fixed point.
Now how you'd do that in C++, I don't know (C++ not being something I can think in readily). Perhaps try a scaled-integer approach, i.e. use a 32 or 64 bit integer and programmatically allocate the last, say, 6 digits to what's on the right hand side of the decimal point.
There isn't any built in support in C++ for fixed point numbers. Your best bet would be to write a wrapper 'FixedInt' class that takes doubles and converts them.
As for a generic method to convert... the int part is easy enough, just grab the integer part of the value and store it in the upper bits... decimal part would be something along the lines of:
for (int i = 1; i <= precision; i++)
{
if (decimal_part > 1.f/(float)(i + 1)
{
decimal_part -= 1.f/(float)(i + 1);
fixint_value |= (1 << precision - i);
}
}
although this is likely to contain bugs still