Progress 4GL auto round off in case of decimal calculation - progress-4gl

I am calculating this value in progress 31500 * (10 / 100) * (1 / 12) its giving 262.49999 but in scientific calculator of windows its giving 262.5... Why there is diffrence between these two values?

1 / 12 = 0.083333333333333333....
Preserving all precision the correct answer is 262.499999999999999...
(You could work it out by hand if you don't trust the computers.)
Which is why many calculations, especially those involving money, round numbers to a certain precision.
Rounding is not the same as truncation. In a business context the 4gl ROUND( expression, precision ) function is usually what you want.
Occasionally you do actually need to TRUNCATE() -- but that is rare when dealing with money. More frequent is a need for CEILING() (aka "round up") which, sadly, the 4GL does not provide. Stackoverflow, however, has a solution to that ;) How to round up in progress programming
I have lost count of the number of times I have seen homemade rounding code and had to explain why it doesn't do what the author expects. They used to teach this stuff in school but I guess they don't do that anymore?
There are other rounding rules that are used in scientific applications. But since this is a progress-4gl tagged question I doubt that they are relevant.

It's possible that your calculator is rounding up. (Which is what #jensd's DISPLAY statement is doing. Try using MESSAGE.) It's also possible that your calculator is storing values to more than nine decimal places (which is what Openedge uses) or has a special rounding error protection algorithm (which Openedge does not).
Sometimes the problem is that ABL does integer arithmetic because the values in the expression are integers; but this does not appear to be the case here. This is just a calculation that does not come out cleanly in 9dp.

Related

Convert floating point price String to Int representation in Swift [duplicate]

This question already has answers here:
How to round a Double to the nearest Int in swift?
(9 answers)
Closed 1 year ago.
Here's my problem:
The user should be able to enter a price which might be a floating point number (0.59, 1.25 etc). I want to store the price as an integer value. My original solution is Int((Float(stringPrice) ?? 0) * 100) but there's an obvious problem with floating point numbers. For example if stringPrice is "0.59" the resulting integer appears to be 58.
What is the best way to handle such a converting?
UPD: This question has been marked as a duplicate and it is in some way but I'll leave it here for one reason: if one doesn't know that this problem can be reduced to the rounding one they will find this question (also as a proxy to the reduced question) useful
What I found useful till now is to use rounding:
Int(((Double(stringPrice) ?? 0) * 100).rounded())
This solves the problem but I'm wondering if there's a better (more elegant) way of doing it.
Short explanation why rounding works for those who wonder:
When working with floating point numbers the computer has its own ways of handling them in binary system (https://www.youtube.com/watch?v=PZRI1IfStY0). The thing is - the number you see and the number computer sees might differ. For example you might see 0.3 but the actual representation in binary might mean something like 0.30000000000000004 (try adding 0.1 + 0.2 in JavaScript in your browser console, you'll see it yourself).
So when you use rounding you essentially cut off everything beyond the decimal point. And the number becomes "clear" so to speak.
In this case we have a string "0.59". Converting it to Double first results in 0.59. Multiplying by 10 results in 59,0. Even if the actual representation involves some 1/10000000 in the end (e.g. 59,0000001) the rounding will cut it off. So after .rounded() the number will be the very same for us, humans, but might be much cleaner for the computer. Then casting it to integer results in a predictable 59.

Is it possible to predict when Perl's decimal/float math will be wrong? [duplicate]

This question already has answers here:
Why can't decimal numbers be represented exactly in binary?
(22 answers)
Closed 7 years ago.
In one respect, I understand that Perl's floats are inexact binary representations, which causes Perl's math to sometimes be wrong. What I don't understand, is why sometimes these floats seem to give exact answers, and other times, not. Is it possible to predict when Perl's float math will give the wrong (i.e. inexact answer)?
For instance, in the below code, Perl's math is wrong 1 time when the subtraction is "16.12 - 15.13", wrong 2 times when the problem is "26.12 - 25.13", and wrong 20 times when the problem is "36.12 - 35.13". Furthermore, for some reason, in all of the above mentioned test cases, the result of our subtraction problem (i.e. $subtraction_problem) starts out as being wrong, but will tend to become more correct, the more we add or subtract from it (with $x). This makes no sense, why is it that the more we add to or subtract from our arithmetic problem, the more likely it becomes that the value is correct (i.e. exact)?
my $subtraction_problem = 16.12 - 15.13;
my $perl_math_failures = 0;
for (my $x = -25; $x< 25; $x++){
my $result = $subtraction_problem +$x;
print "$result\n";
$perl_math_failures++ if length $result > 6;
}
print "There were $perl_math_failures perl math failures!\n";
None of this is Perl specific. See Goldberg:
Rounding Error
Squeezing infinitely many real numbers into a finite number of bits requires an approximate representation. Although there are infinitely many integers, in most programs the result of integer computations can be stored in 32 bits. In contrast, given any fixed number of bits, most calculations with real numbers will produce quantities that cannot be exactly represented using that many bits. Therefore the result of a floating-point calculation must often be rounded in order to fit back into its finite representation. This rounding error is the characteristic feature of floating-point computation. The section Relative Error and Ulps describes how it is measured.
Since most floating-point calculations have rounding error anyway, does it matter if the basic arithmetic operations introduce a little bit more rounding error than necessary? That question is a main theme throughout this section. The section Guard Digits discusses guard digits, a means of reducing the error when subtracting two nearby numbers. Guard digits were considered sufficiently important by IBM that in 1968 it added a guard digit to the double precision format in the System/360 architecture (single precision already had a guard digit), and retrofitted all existing machines in the field. Two examples are given to illustrate the utility of guard digits.
The IEEE standard goes further than just requiring the use of a guard digit. It gives an algorithm for addition, subtraction, multiplication, division and square root, and requires that implementations produce the same result as that algorithm. Thus, when a program is moved from one machine to another, the results of the basic operations will be the same in every bit if both machines support the IEEE standard. This greatly simplifies the porting of programs. Other uses of this precise specification are given in Exactly Rounded Operations.

Getting around floating point error with logarithms?

I'm trying to write a basic digit counter (an integer is inputted and the number of digits of that integer is outputted) for positive integers. This is my general formula:
dig(x) := Math.floor(Math.log(x,10))
I tried implementing the equivalent of dig(x) in Ruby, and found that when I was computing dig(1000) I was getting 2 instead of 3 because Math.log was returning 2.9999999999999996 which would then be truncated down to 2. What is the proper way to handle this problem? (I'm assuming this problem can occur regardless of the language used to implement this approach, but if that's not the case then please explain that in your answer).
To get an exact count of the number of digits in an integer, you can do the usual thing: (in C/C++, assuming n is non-negative)
int digits = 0;
while (n > 0) {
n = n / 10; // integer division, just drops the ones digit and shifts right
digits = digits + 1;
}
I'm not certain but I suspect running a built-in logarithm function won't be faster than this, and this will give you an exact answer.
I thought about it for a minute and couldn't come up with a way to make the logarithm-based approach work with any guarantees, and almost convinced myself that it is probably a doomed pursuit in the first place because of floating point rounding errors, etc.
From The Art of Computer Programming volume 2, we will eliminate one bit of error before the floor function is applied by adding that one bit back in.
Let x be the result of log and then do x += x / 0x10000000 for a single precision floating point number (C's float). Then pass the value into floor.
This is guaranteed to be the fastest (assuming you have the answer in numerical form) because it uses only a few floating point instructions.
Floating point is always subject to roundoff error; that's one of the hazards you need to be aware of, and actively manage, when working with it. The proper way to handle it, if you must use floats is to figure out what the expected amount of accumulated error is and allow for that in comparisons and printouts -- round off appropriately, compare for whether the difference is within that range rather than comparing for equality, etcetera.
There is no exact binary-floating-point representation of simple things like 1/10th, for example.
(As others have noted, you could rewrite the problem to avoid using the floating-point-based solution entirely, but since you asked specifically about working log() I wanted to address that question; apologies if I'm off target. Some of the other answers provide specific suggestions for how you might round off the result. That would "solve" this particular case, but as your floating operations get more complicated you'll have to continue to allow for roundoff accumulating at each step and either deal with the error at each step or deal with the cumulative error -- the latter being the more complicated but more accurate solution.)
If this is a serious problem for an application, folks sometimes use scaled fixed point instead (running financial computations in terms of pennies rather than dollars, for example). Or they use one of the "big number" packages which computes in decimal rather than in binary; those have their own round-off problems, but they round off more the way humans expect them to.

Arbitrary precision Float numbers on JavaScript

I have some inputs on my site representing floating point numbers with up to ten precision digits (in decimal). At some point, in the client side validation code, I need to compare a couple of those values to see if they are equal or not, and here, as you would expect, the intrinsics of IEEE754 make that simple check fails with things like (2.0000000000==2.0000000001) = true.
I may break the floating point number in two longs for each side of the dot, make each side a 64 bit long and do my comparisons manually, but it looks so ugly!
Any decent Javascript library to handle arbitrary (or at least guaranteed) precision float numbers on Javascript?
Thanks in advance!
PS: A GWT based solution has a ++
There is the GWT-MATH library at http://code.google.com/p/gwt-math/.
However, I warn you, it's a GWT jsni overlay of a java->javascript automated conversion of java.BigDecimal (actually the old com.ibm.math.BigDecimal).
It works, but speedy it is not. (Nor lean. It will pad on a good 70k into your project).
At my workplace, we are working on a fixed point simple decimal, but nothing worth releasing yet. :(
Use an arbitrary precision integer library such as silentmatt’s javascript-biginteger, which can store and calculate with integers of any arbitrary size.
Since you want ten decimal places, you’ll need to store the value n as n×10^10. For example, store 1 as 10000000000 (ten zeroes), 1.5 as 15000000000 (nine zeroes), etc. To display the value to the user, simply place a decimal point in front of the tenth-last character (and then cut off any trailing zeroes if you want).
Alternatively you could store a numerator and a denominator as bigintegers, which would then allow you arbitrarily precise fractional values (but beware – fractional values tend to get very big very quickly).

Problem with very small numbers?

I tried to assign a very small number to a double value, like so:
double verySmall = 0.000000001;
9 fractional digits. For some reason, when I multiplicate this value by 10, I get something like 0.000000007. I slighly remember there were problems writing big numbers like this in plain text into source code. Do I have to wrap it in some function or a directive in order to feed it correctly to the compiler? Or is it fine to type in such small numbers in text?
The problem is with floating point arithmetic not with writing literals in source code. It is not designed to be exact. The best way around is to not use the built in double - use integers only (if possible) with power of 10 coefficients, sum everything up and display the final useful figure after rounding.
Standard floating point numbers are not stored in a perfect format, they're stored in a format that's fairly compact and fairly easy to perform math on. They are imprecise at surprisingly small precision levels. But fast. More here.
If you're dealing with very small numbers, you'll want to see if Objective-C or Cocoa provides something analagous to the java.math.BigDecimal class in Java. This is precisely for dealing with numbers where precision is more important than speed. If there isn't one, you may need to port it (the source to BigDecimal is available and fairly straightforward).
EDIT: iKenndac points out the NSDecimalNumber class, which is the analogue for java.math.BigDecimal. No port required.
As usual, you need to read stuff like this in order to learn more about how floating-point numbers work on computers. You cannot expect to be able to store any random fraction with perfect results, just as you can't expect to store any random integer. There are bits at the bottom, and their numbers are limited.