iPhone/Obj C: Why does convert float to int: (int) float * 100 does not work? - iphone

In my code, I am using float to do currency calculation but the rounding has yielded undesired results so I am trying to convert it all to int. With as little change to the infrastructure as possible, in my init functions, I did this:
-(id)initWithPrice:(float)p;
{
[self setPrice:(int)(p*100)];
}
I multiply by 100 b/c in the main section, the values are given as .xx to 2 decimals. I abnormally I notice is that for float 1.18, the int rounds it to 117. Does anyone know it does that? The float leaves it as 1.18. I expect it to be 118 for the int equiv in cents.
Thanks.

Floating point is always a little imprecise. With IEEE floating point encoding, powers of two can be represented exactly (like 4,2,1,0.5,0.25,0.125,0.0625,...) , but numbers like 0.1 are always an approximation (just try representing it as a sum of powers of 2).
Your (int) cast will truncate whatever comes in, so if p*100 is resolving to 117.9999995 due to this imprecision , that will become 1.17 instead of 1.18.
Better solution is to use something like roundf on p*100. Even better would be if you can go upstream and fully convert to fixed-point math using integers in the entire program.

Related

How is Powershell rounding Doubles when multiplying with Strings? [duplicate]

In C#, the result of Math.Round(2.5) is 2.
It is supposed to be 3, isn't it? Why is it 2 instead in C#?
Firstly, this wouldn't be a C# bug anyway - it would be a .NET bug. C# is the language - it doesn't decide how Math.Round is implemented.
And secondly, no - if you read the docs, you'll see that the default rounding is "round to even" (banker's rounding):
Return ValueType: System.DoubleThe integer nearest a. If the
fractional component of a is halfway
between two integers, one of which is
even and the other odd, then the even
number is returned. Note that this
method returns a Double instead of an
integral type.
RemarksThe behavior of this method follows IEEE Standard 754,
section 4. This kind of rounding is
sometimes called rounding to nearest,
or banker's rounding. It minimizes
rounding errors that result from
consistently rounding a midpoint value
in a single direction.
You can specify how Math.Round should round mid-points using an overload which takes a MidpointRounding value. There's one overload with a MidpointRounding corresponding to each of the overloads which doesn't have one:
Round(Decimal) / Round(Decimal, MidpointRounding)
Round(Double) / Round(Double, MidpointRounding)
Round(Decimal, Int32) / Round(Decimal, Int32, MidpointRounding)
Round(Double, Int32) / Round(Double, Int32, MidpointRounding)
Whether this default was well chosen or not is a different matter. (MidpointRounding was only introduced in .NET 2.0. Before then I'm not sure there was any easy way of implementing the desired behaviour without doing it yourself.) In particular, history has shown that it's not the expected behaviour - and in most cases that's a cardinal sin in API design. I can see why Banker's Rounding is useful... but it's still a surprise to many.
You may be interested to take a look at the nearest Java equivalent enum (RoundingMode) which offers even more options. (It doesn't just deal with midpoints.)
That's called rounding to even (or banker's rounding), which is a valid rounding strategy for minimizing accrued errors in sums (MidpointRounding.ToEven). The theory is that, if you always round a 0.5 number in the same direction, the errors will accrue faster (round-to-even is supposed to minimize that) (a).
Follow these links for the MSDN descriptions of:
Math.Floor, which rounds down towards negative infinity.
Math.Ceiling, which rounds up towards positive infinity.
Math.Truncate, which rounds up or down towards zero.
Math.Round, which rounds to the nearest integer or specified number of decimal places. You can specify the behavior if it's exactly equidistant between two possibilities, such as rounding so that the final digit is even ("Round(2.5,MidpointRounding.ToEven)" becoming 2) or so that it's further away from zero ("Round(2.5,MidpointRounding.AwayFromZero)" becoming 3).
The following diagram and table may help:
-3 -2 -1 0 1 2 3
+--|------+---------+----|----+--|------+----|----+-------|-+
a b c d e
a=-2.7 b=-0.5 c=0.3 d=1.5 e=2.8
====== ====== ===== ===== =====
Floor -3 -1 0 1 2
Ceiling -2 0 1 2 3
Truncate -2 0 0 1 2
Round(ToEven) -3 0 0 2 3
Round(AwayFromZero) -3 -1 0 2 3
Note that Round is a lot more powerful than it seems, simply because it can round to a specific number of decimal places. All the others round to zero decimals always. For example:
n = 3.145;
a = System.Math.Round (n, 2, MidpointRounding.ToEven); // 3.14
b = System.Math.Round (n, 2, MidpointRounding.AwayFromZero); // 3.15
With the other functions, you have to use multiply/divide trickery to achieve the same effect:
c = System.Math.Truncate (n * 100) / 100; // 3.14
d = System.Math.Ceiling (n * 100) / 100; // 3.15
(a) Of course, that theory depends on the fact that your data has an fairly even spread of values across the even halves (0.5, 2.5, 4.5, ...) and odd halves (1.5, 3.5, ...).
If all the "half-values" are evens (for example), the errors will accumulate just as fast as if you always rounded up.
You should check MSDN for Math.Round:
The behavior of this method follows IEEE Standard 754, section 4. This kind of rounding is sometimes called rounding to nearest, or banker's rounding.
You can specify the behavior of Math.Round using an overload:
Math.Round(2.5, 0, MidpointRounding.AwayFromZero); // gives 3
Math.Round(2.5, 0, MidpointRounding.ToEven); // gives 2
From MSDN, Math.Round(double a) returns:
The integer nearest a. If the
fractional component of a is halfway
between two integers, one of which is
even and the other odd, then the even
number is returned.
... and so 2.5, being halfway between 2 and 3, is rounded down to the even number (2). this is called Banker's Rounding (or round-to-even), and is a commonly-used rounding standard.
Same MSDN article:
The behavior of this method follows
IEEE Standard 754, section 4. This
kind of rounding is sometimes called
rounding to nearest, or banker's
rounding. It minimizes rounding errors
that result from consistently rounding
a midpoint value in a single
direction.
You can specify a different rounding behavior by calling the overloads of Math.Round that take a MidpointRounding mode.
The nature of rounding
Consider the task of rounding a number that contains a fraction to, say, a whole number. The process of rounding in this circumstance is to determine which whole number best represents the number you are rounding.
In common, or 'arithmetic' rounding, it is clear that 2.1, 2.2, 2.3 and 2.4 round to 2.0; and 2.6, 2.7, 2.8 and 2.9 to 3.0.
That leaves 2.5, which is no nearer to 2.0 than it is to 3.0. It is up to you to choose between 2.0 and 3.0, either would be equally valid.
For minus numbers, -2.1, -2.2, -2.3 and -2.4, would become -2.0; and -2.6, 2.7, 2.8 and 2.9 would become -3.0 under arithmetic rounding.
For -2.5 a choice is needed between -2.0 and -3.0.
Other forms of rounding
'Rounding up' takes any number with decimal places and makes it the next 'whole' number. Thus not only do 2.5 and 2.6 round to 3.0, but so do 2.1 and 2.2.
Rounding up moves both positive and negative numbers away from zero. Eg. 2.5 to 3.0 and -2.5 to -3.0.
'Rounding down' truncates numbers by chopping off unwanted digits. This has the effect of moving numbers towards zero. Eg. 2.5 to 2.0 and -2.5 to -2.0
In "banker's rounding" - in its most common form - the .5 to be rounded is rounded either up or down so that the result of the rounding is always an even number. Thus 2.5 rounds to 2.0, 3.5 to 4.0, 4.5 to 4.0, 5.5 to 6.0, and so on.
'Alternate rounding' alternates the process for any .5 between rounding down and rounding up.
'Random rounding' rounds a .5 up or down on an entirely random basis.
Symmetry and asymmetry
A rounding function is said to be 'symmetric' if it either rounds all numbers away from zero or rounds all numbers towards zero.
A function is 'asymmetric' if rounds positive numbers towards zero and negative numbers away from zero.. Eg. 2.5 to 2.0; and -2.5 to -3.0.
Also asymmetric is a function that rounds positive numbers away from zero and negative numbers towards zero. Eg. 2.5 to 3.0; and -2.5 to -2.0.
Most of time people think of symmetric rounding, where -2.5 will be rounded towards -3.0 and 3.5 will be rounded towards 4.0. (in C# Round(AwayFromZero))
The default MidpointRounding.ToEven, or Bankers' rounding (2.5 become 2, 4.5 becomes 4 and so on) has stung me before with writing reports for accounting, so I'll write a few words of what I found out, previously and from looking into it for this post.
Who are these bankers that are rounding down on even numbers (British bankers perhaps!)?
From wikipedia
The origin of the term bankers'
rounding remains more obscure. If this
rounding method was ever a standard in
banking, the evidence has proved
extremely difficult to find. To the
contrary, section 2 of the European
Commission report The Introduction of
the Euro and the Rounding of Currency
Amounts suggests that there had
previously been no standard approach
to rounding in banking; and it
specifies that "half-way" amounts
should be rounded up.
It seems a very strange way of rounding particularly for banking, unless of course banks use to receive lots of deposits of even amounts. Deposit £2.4m, but we'll call it £2m sir.
The IEEE Standard 754 dates back to 1985 and gives both ways of rounding, but with banker's as the recommended by the standard. This wikipedia article has a long list of how languages implement rounding (correct me if any of the below are wrong) and most don't use Bankers' but the rounding you're taught at school:
C/C++ round() from math.h rounds away from zero (not banker's rounding)
Java Math.Round rounds away from zero (it floors the result, adds 0.5, casts to an integer). There's an alternative in BigDecimal
Perl uses a similar way to C
Javascript is the same as Java's Math.Round.
From MSDN:
By default, Math.Round uses
MidpointRounding.ToEven. Most people
are not familiar with "rounding to
even" as the alternative, "rounding
away from zero" is more commonly
taught in school. .NET defaults to
"Rounding to even" as it is
statistically superior because it
doesn't share the tendency of
"rounding away from zero" to round up
slightly more often than it rounds
down (assuming the numbers being
rounded tend to be positive.)
http://msdn.microsoft.com/en-us/library/system.math.round.aspx
Since Silverlight doesn't support the MidpointRounding option you have to write your own. Something like:
public double RoundCorrect(double d, int decimals)
{
double multiplier = Math.Pow(10, decimals);
if (d < 0)
multiplier *= -1;
return Math.Floor((d * multiplier) + 0.5) / multiplier;
}
For the examples including how to use this as an extension see the post: .NET and Silverlight Rounding
I had this problem where my SQL server rounds up 0.5 to 1 while my C# application didn't. So you would see two different results.
Here's an implementation with int/long. This is how Java rounds.
int roundedNumber = (int)Math.Floor(d + 0.5);
It's probably the most efficient method you could think of as well.
If you want to keep it a double and use decimal precision , then it's really just a matter of using exponents of 10 based on how many decimal places.
public double getRounding(double number, int decimalPoints)
{
double decimalPowerOfTen = Math.Pow(10, decimalPoints);
return Math.Floor(number * decimalPowerOfTen + 0.5)/ decimalPowerOfTen;
}
You can input a negative decimal for decimal points and it's word fine as well.
getRounding(239, -2) = 200
Silverlight doesn't support the MidpointRounding option.
Here's an extension method for Silverlight that adds the MidpointRounding enum:
public enum MidpointRounding
{
ToEven,
AwayFromZero
}
public static class DecimalExtensions
{
public static decimal Round(this decimal d, MidpointRounding mode)
{
return d.Round(0, mode);
}
/// <summary>
/// Rounds using arithmetic (5 rounds up) symmetrical (up is away from zero) rounding
/// </summary>
/// <param name="d">A Decimal number to be rounded.</param>
/// <param name="decimals">The number of significant fractional digits (precision) in the return value.</param>
/// <returns>The number nearest d with precision equal to decimals. If d is halfway between two numbers, then the nearest whole number away from zero is returned.</returns>
public static decimal Round(this decimal d, int decimals, MidpointRounding mode)
{
if ( mode == MidpointRounding.ToEven )
{
return decimal.Round(d, decimals);
}
else
{
decimal factor = Convert.ToDecimal(Math.Pow(10, decimals));
int sign = Math.Sign(d);
return Decimal.Truncate(d * factor + 0.5m * sign) / factor;
}
}
}
Source: http://anderly.com/2009/08/08/silverlight-midpoint-rounding-solution/
Simple way is:
Math.Ceiling(decimal.Parse(yourNumber + ""));
Rounding numbers with .NET has the answer you are looking for.
Basically this is what it says:
Return Value
The number nearest value with precision equal to digits. If value is halfway between two numbers, one of which is even and the other odd, then the even number is returned. If the precision of value is less than digits, then value is returned unchanged.
The behavior of this method follows IEEE Standard 754, section 4. This kind of rounding is sometimes called rounding to nearest, or banker's rounding. If digits is zero, this kind of rounding is sometimes called rounding toward zero.
using a custom rounding
public int Round(double value)
{
double decimalpoints = Math.Abs(value - Math.Floor(value));
if (decimalpoints > 0.5)
return (int)Math.Round(value);
else
return (int)Math.Floor(value);
}
Here's the way i had to work it around :
Public Function Round(number As Double, dec As Integer) As Double
Dim decimalPowerOfTen = Math.Pow(10, dec)
If CInt(number * decimalPowerOfTen) = Math.Round(number * decimalPowerOfTen, 2) Then
Return Math.Round(number, 2, MidpointRounding.AwayFromZero)
Else
Return CInt(number * decimalPowerOfTen + 0.5) / 100
End If
End Function
Trying with 1.905 with 2 decimals will give 1.91 as expected but Math.Round(1.905,2,MidpointRounding.AwayFromZero) gives 1.90! Math.Round method is absolutely inconsistent and unusable for most of the basics problems programmers may encounter. I have to check if (int) 1.905 * decimalPowerOfTen = Math.Round(number * decimalPowerOfTen, 2) cause i don not want to round up what should be round down.
This is ugly as all hell, but always produces correct arithmetic rounding.
public double ArithRound(double number,int places){
string numberFormat = "###.";
numberFormat = numberFormat.PadRight(numberFormat.Length + places, '#');
return double.Parse(number.ToString(numberFormat));
}

Scala Has Infinity but no Infinitesimal. Why?

Open a Scala interpreter.
scala> 1E-200 * 1E-200
res1: Double = 0.0
scala> 1E200 * 1E200
res2: Double = Infinity
A very large product value evaluates to Infinity.
A very small value evaluates to zero.
Why not be symmetrical and create something called Infinitesimal?
Basically this has to do with the way floating point numbers work, which has more to do with your processor than scala. The small number is going to be so small that the closest representation corresponds to +0 (positive zero), and so it underflows to 0.0. The large number is going to overflow past any valid representation and be replaced with +inf (positive infinity). Remember that floating point numbers are a fixed precision estimation. If you want a system that is more exact, you can use http://www.scala-lang.org/api/2.11.8/#scala.math.BigDecimal
Scala, just like Java, follows the IEEE specification for floating point numbers, which does not have "infinitesimals". I'm not quite sure infinitesimals would make much sense either way, as they have no mathematical interpretation as numbers.

Understanding the datatype Double

I am trying to write a program in C to get the percent of even numbers in an array. I am thinking of writing it using int datatype. But some one mentioned to me using double will be easier. I don't understand that. Can anyone guide me with it?
What does double datatype return?
Can the return statement be given as return (double)? What will that give?
Can double convert a real number to a percent? Eg: 0.5 to 50.0
The int datatype is, as the name would suggest, integers (or whole numbers). So you cannot represent a decimal like 0.5. A double is decimal number. So you can hold numbers like 0.5. Common practice is to store your percentage as a simple decimal number like 0.5 (using the double type). Then when you need to display nicely as 50.0%, just multiply by 100 before displaying.
Here's a useful link on C's basic datatypes: http://www.tutorialspoint.com/ansi_c/c_basic_datatypes.htm

Division not working properly in Swift

Here is my code:
println(Double(2/5))
When I run this, it prints out
0.0
How can I fix this? I want it to come out to 0.4. It there some issue with the rounding?
The problem is that you're not converting to a Double until after you've done integer division between two integers. Let's take a look at order of operations. We start at the inside and move outward.
Perform integer division between the integer 2 and the integer 5, which results in the integer 0.
Create a double from the integer 0, which creates the double 0.0.
Call description on the double 0.0, which returns the string "0.0"
Call println on the string "0.0"
We can fix this by calling the Double constructor on each side of the division before we divide them.
println((Double(2)/Double(5)))
Now the order of operations is:
Convert the integer 2 to the floating point 2.0
Convert the integer 5 to the floating point 5.0
Perform floating point division between these floating point numbers, resulting in 0.4
Call description on the floating point number 0.4, which returns the string "0.4".
Call println on the string "0.4".
Note that it's not strictly necessary to convert both sides of the division to Double.
And as long as we're dealing with literals, we can just write println(2.0/5.0).
We could also get away with writing println((2 * 1.0)/5) which should now interpret all of our literals as floating point (as we've multiplied it by a floating point).
As long as either side of a math operating is a floating point type, the integer literal will be interpreted as a floating point type by Swift, but in my opinion, it's far better to explicitly convert our types so that we're excruciatingly clear on exactly what we want to happen. So let's get all of our numbers into the same type and be explicitly clear what we actually want.
If we're dealing with literals, we can add .0 to them to force them as floating point numbers:
println(2.0/5.0)
If we're doing with variables, we can use a constructor:
let myTwoInt: Int = 2
let myFiveInt: Int = 5
println((Double(myTwoInt)/Double(myFiveInt))
I think your issue is that you are dividing two integers which normally will return an integer.
I had a similar issue in java, adding a .0 to one or the other integers or converting either to a double by using the double function should fix it.
It's a feature of typed languages that creates a result of the same type as the values being divided.
Digits is correct about the cause; instead of the approach you're taking, try this:
print(2.0 / 5.0)

Objective C Issue With Rounding Float

I have an issue with rounding the result of a calculation to two decimal places.
It is a financial calculation and when the result involves half a penny I would expect the number to be rounded up but it is in fact being rounded down.
To replicate the issue:
float raw = 16.695;
NSLog(#"All DP: %f",raw);
NSLog(#"2 DP: %.2f",raw);
Returns:
All DP: 16.695000
2 DP: 16.69
Whereas I would expect to see:
All DP: 16.695000
2 DP: 16.70
Can anyone advise if this is by design or if (most likely) I am missing something and if there is anything I can do to get around it. It is vital that it rounds up in this scenario.
Thanks in advance,
Oli
Don't use floats for financial calculations!
There are values that floats cannot represent exactly. 16.695 is one of them. When you try to store that value in a float, you actually get the closest representable value. When you perform a series of operations on a float, you can lose precision, and then you lose accuracy. This leads to losing money.
Use an actual currency type, use NSDecimalNumber, or do all your calculations with ints that count the smallest unit you care about (i.e., 1050 is $10.50 in whole cents, or $1.050 if you want fractions of pennies).
As far as I am aware the NSLog() function only takes formatting arguments and makes no attempt to round.
You may be use to using a printf() style function that does support rounding.
I suggest using one of the many functions in math.h to round your value before output and only rely on NSLog() for formatting.
After seeing the comments
Use the C standard function family round(). roundf() for float, round() for double, and roundl() for long double. You can then cast the result to the integer type of your choice
you could try this:
- (void)testNSlogMethod {
float value = 16.695; //--16.70
value = value *100;
int mulitpler = round(value);
NSLog(#"%.2f",mulitpler/100.0f);
}