Accountant rounding in swift - swift

I'm not aware how to round numbers in the following manner in Swift:
6.51,6.52,6.53, 6.54 should be rounded down to 6.50
6.56, 6.57, 6.58, 6.59 should be rounded down to 6.55
I have already tried
func roundDown(number: Double, toNearest: Double) -> Double {
return floor(number / toNearest) * toNearest
}
to no success. Any thoughts ?

Here's your problem (and it has nothing to do with Swift whatsoever): Floating point arithmetic is not exact. Let's say you try to divide 6.55 by 0.05 and expect a result of 131.0. In reality, 6.55 is "some number close to 6.55" and 0.05 is "some number close to 0.05", so the result that you get is "some number close to 131.0". That result is likely just a tiny little bit smaller than 131.0, maybe 130.999999999999 and floor () returns 130.0.
What you do: You decide what is the smallest number that you still want to round up. For example, you'd want 130.999999999999 to give a result of 131.0. You'd probably want 130.9999 to give a result of 131.0. So change your code to
floor (number * 20.0 + 0.0001);
This will round 6.549998 to 6.55, so check if you are Ok with that. Also, floor () works in an unexpected way for negative input, so -6.57 would be rounded down to -6.60, which is likely not what you want.

Related

truncatingRemainder(dividingBy: ) returning nonZero remainder even if number is completely divisible

I am trying to get remainder using swift's truncatingRemainder(dividingBy:) method.
But I am getting a non zero remainder even if value I am using is completely divisible by deviser. I have tried number of solutions available here but none worked.
P.S. values I am using are Double (Tried Float also).
Here is my code.
let price = 0.5
let tick = 0.05
let remainder = price.truncatingRemainder(dividingBy: tick)
if remainder != 0 {
return "Price should be in multiple of tick"
}
I am getting 0.049999999999999975 as remainder which is clearly not the expected result.
As usual (see https://floating-point-gui.de), this is caused by the way numbers are stored in a computer.
According to the docs, this is what we expect
let price = //
let tick = //
let r = price.truncatingRemainder(dividingBy: tick)
let q = (price/tick).rounded(.towardZero)
tick*q+r == price // should be true
In the case where it looks to your eye as if tick evenly divides price, everything depends on the inner storage system. For example, if price is 0.4 and tick is 0.04, then r is vanishingly close to zero (as you expect) and the last statement is true.
But when price is 0.5 and tick is 0.05, there is a tiny discrepancy due to the way the numbers are stored, and we end up with this odd situation where r, instead of being vanishingly close to zero, is vanishing close to tick! And of course the last statement is then false.
You'll just have to compensate in your code. Clearly the remainder cannot be the divisor, so if the remainder is vanishingly close to the divisor (within some epsilon), you'll just have to disregard it and call it zero.
You could file a bug on this but I doubt that much can be done about it.
Okay, I put in a query about this and got back that it behaves as intended, as I suspected. The reply (from Stephen Canon) was:
That's the correct behavior. 0.05 is a Double with the value 0.05000000000000000277555756156289135105907917022705078125. Dividing 0.5 by that value in exact arithmetic gives 9 with a remainder of 0.04999999999999997501998194593397784046828746795654296875, which is exactly the result you're seeing.
The only rounding error that occurs in your example is in the division price/tick, which rounds up to 10 before your .rounded(.towardZero) has a chance to take effect. We'll add an API to let you do something like price.divided(by: tick, rounding: .towardZero) at some point, which will eliminate this rounding, but the behavior of truncatingRemainder is precisely as intended.
You really want to have either a decimal type (also on the list of things to do) or to scale the problem by a power of ten so that your divisor become exact:
1> let price = 50.0
price: Double = 50
2> let tick = 5.0
tick: Double = 5
3> let r = price.truncatingRemainder(dividingBy: tick)
r: Double = 0

Division returns something different in functions

Paste the following code into a playground:
5.0 / 100
func test(anything: Float) -> Float {
return anything / 100
}
test(5.0)
The first line should return 0.05 as expected. The function test returns 0.0500000007450581. Why?
It has nothing to do with functions. Your first example is using type Double which represents floating point numbers more precisely by using 64 bits. If you were to change your second example to:
func test(anything: Double) -> Double {
return anything / 100
}
test(5.0)
You would get the result you expect. Float uses only 32 bits of data, thus it provides a less precise representation of the number. Also, floating point numbers are stored as binary values and frequently are only an approximation of the base 10 representation. That is why 0.05 is showing up as 0.0500000007450581 when stored as a Float.

53 * .01 = .531250

I'm converting a string date/time to a numerical time value. In my case I'm only using it to determine if something is newer/older than something else, so this little decimal problem is not a real problem. It doesn't need to be seconds precise. But still it has me scratching my head and I'd like to know why..
My date comes in a string format of #"2010-09-08T17:33:53+0000". So I wrote this little method to return a time value. Before anyone jumps on how many seconds there are in months with 28 days or 31 days I don't care. In my math it's fine to assume all months have 31 days and years have 31*12 days because I don't need the difference between two points in time, only to know if one point in time is later than another.
-(float) uniqueTimeFromCreatedTime: (NSString *)created_time {
float time;
if ([created_time length]>19) {
time = ([[created_time substringWithRange:NSMakeRange(2, 2)]floatValue]-10) * 535680; // max for 12 months is 535680.. uh oh y2100 bug!
time=time + [[created_time substringWithRange:NSMakeRange(5, 2)]floatValue] * 44640; // to make it easy and since it doesn't matter we assume 31 days
time=time + [[created_time substringWithRange:NSMakeRange(8, 2)]floatValue] * 1440;
time=time + [[created_time substringWithRange:NSMakeRange(11, 2)]floatValue] * 60;
time=time + [[created_time substringWithRange:NSMakeRange(14, 2)]floatValue];
time = time + [[created_time substringWithRange:NSMakeRange(17, 2)]floatValue] * .01;
return time;
}
else {
//NSLog(#"error - time string not long enough");
return 0.0;
}
}
When passed that very string listed above the result should be 414333.53, but instead it is returning 414333.531250.
When I toss an NSLog in between each time= to track where it goes off I get this result:
time 0.000000
time 401760.000000
time 413280.000000
time 414300.000000
time 414333.000000
floatvalue 53.000000
time 414333.531250
Created Time: 2010-09-08T17:33:53+0000 414333.531250
So that last floatValue returned 53.0000 but when I multiply it by .01 it turns into .53125. I also tried intValue and it did the same thing.
Welcome to floating point rounding errors. If you want accuracy two a fixed number of decimal points, multiply by 100 (for 2 decimal points) then round() it and divide it by 100. So long as the number isn't obscenely large (occupies more than I think 57 bits) then you should be fine and not have any rounding problems on the division back down.
EDIT: My note about 57 bits should be noted I was assuming double, floats have far less precision. Do as another reader suggests and switch to double if possible.
IEEE floats only have 24 effective bits of mantissa (roughly between 7 and 8 decimal digits). 0.00125 is the 24th bit rounding error between 414333.53 and the nearest float representation, since the exact number 414333.53 requires 8 decimal digits. 53 * 0.01 by itself will come out a lot more accurately before you add it to the bigger number and lose precision in the resulting sum. (This shows why addition/subtraction between numbers of very different sizes in not a good thing from a numerical point of view when calculating with floating point arithmetic.)
This is from a classic floating point error resulting from how the number is represented in bits. First, use double instead of float, as it is quite fast to use on modern machines. When the result really really matters, use the decimal type, which is 20x slower but 100% accurate.
You can create NSDate instances form those NSString dates using the +dateWithString: method. It takes strings formatted as YYYY-MM-DD HH:MM:SS ±HHMM, which is what you're dealing with. Once you have two NSDates, you can use the -compare: method to see which one is later in time.
You could try multiplying all your constants by by 100 so you don't have to divide. The division is what's causing the problem because dividing by 100 produces a repeating pattern in binary.

Inaccurate division of doubles (Visual C++ 2008)

I have some code to convert a time value returned from QueryPerformanceCounter to a double value in milliseconds, as this is more convenient to count with.
The function looks like this:
double timeGetExactTime() {
LARGE_INTEGER timerPerformanceCounter, timerPerformanceFrequency;
QueryPerformanceCounter(&timerPerformanceCounter);
if (QueryPerformanceFrequency(&timerPerformanceFrequency)) {
return (double)timerPerformanceCounter.QuadPart / (((double)timerPerformanceFrequency.QuadPart) / 1000.0);
}
return 0.0;
}
The problem I'm having recently (I don't think I had this problem before, and no changes have been made to the code) is that the result is not very accurate. The result does not contain any decimals, but it is even less accurate than 1 millisecond.
When I enter the expression in the debugger, the result is as accurate as I would expect.
I understand that a double cannot hold the accuracy of a 64-bit integer, but at this time, the PerformanceCounter only required 46 bits (and a double should be able to store 52 bits without loss)
Furthermore it seems odd that the debugger would use a different format to do the division.
Here are some results I got. The program was compiled in Debug mode, Floating Point mode in C++ options was set to the default ( Precise (/fp:precise) )
timerPerformanceCounter.QuadPart: 30270310439445
timerPerformanceFrequency.QuadPart: 14318180
double perfCounter = (double)timerPerformanceCounter.QuadPart;
30270310439445.000
double perfFrequency = (((double)timerPerformanceFrequency.QuadPart) / 1000.0);
14318.179687500000
double result = perfCounter / perfFrequency;
2114117248.0000000
return (double)timerPerformanceCounter.QuadPart / (((double)timerPerformanceFrequency.QuadPart) / 1000.0);
2114117248.0000000
Result with same expression in debugger:
2114117188.0396111
Result of perfTimerCount / perfTimerFreq in debugger:
2114117234.1810646
Result of 30270310439445 / 14318180 in calculator:
2114117188.0396111796331656677036
Does anyone know why the accuracy is different in the debugger's Watch compared to the result in my program?
Update: I tried deducting 30270310439445 from timerPerformanceCounter.QuadPart before doing the conversion and division, and it does appear to be accurate in all cases now.
Maybe the reason why I'm only seeing this behavior now might be because my computer's uptime is now 16 days, so the value is larger than I'm used to?
So it does appear to be a division accuracy issue with large numbers, but that still doesn't explain why the division was still correct in the Watch window.
Does it use a higher-precision type than double for it's results?
Adion,
If you don't mind the performance hit, cast your QuadPart numbers to decimal instead of double before performing the division. Then cast the resulting number back to double.
You are correct about the size of the numbers. It throws off the accuracy of the floating point calculations.
For more about this than you probably ever wanted to know, see:
What Every Computer Scientist Should Know About Floating-Point Arithmetic
http://docs.sun.com/source/806-3568/ncg_goldberg.html
Thanks, using decimal would probably be a solution too.
For now I've taken a slightly different approach, which also works well, at least as long as my program doesn't run longer than a week or so without restarting.
I just remember the performance counter of when my program started, and subtract this from the current counter before converting to double and doing the division.
I'm not sure which solution would be fastest, I guess I'd have to benchmark that first.
bool perfTimerInitialized = false;
double timerPerformanceFrequencyDbl;
LARGE_INTEGER timerPerformanceFrequency;
LARGE_INTEGER timerPerformanceCounterStart;
double timeGetExactTime()
{
if (!perfTimerInitialized) {
QueryPerformanceFrequency(&timerPerformanceFrequency);
timerPerformanceFrequencyDbl = ((double)timerPerformanceFrequency.QuadPart) / 1000.0;
QueryPerformanceCounter(&timerPerformanceCounterStart);
perfTimerInitialized = true;
}
LARGE_INTEGER timerPerformanceCounter;
if (QueryPerformanceCounter(&timerPerformanceCounter)) {
timerPerformanceCounter.QuadPart -= timerPerformanceCounterStart.QuadPart;
return ((double)timerPerformanceCounter.QuadPart) / timerPerformanceFrequencyDbl;
}
return (double)timeGetTime();
}

how do I round numbers with NSNumberFormatter

I've got a calculation for example 57 / 30 so the solution will be 1,766666667..
How do i first of all get the 1,766666667 i only get 1 or 1.00 and then how do i round the solution (to be 2)?
thanks a lot!
57/30 performs integer division. To obtain a float (or double) result you should make 1 of the operands a floating point value:
result = 57.0/30;
To round result have a look at standard floor and ceil functions.