Java Glossary : Floating Point

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Floating Point
By floating point I refer generically to the code written to use the primitives double and float and the wrapper classes Double and Float. Every person encountering floating point arithmetic is astonished. Java's floating point is much better behaved that floating point implementations of yesteryear, but it still rarely fails to astonish. My general rule is, if at all possible, avoid floating point. Operations are usually faster with integers, and certainly more predictable for the naive programmer. Here are some of the points for novices to grasp:
  1. Think of float and double as representing physical measurements. No one would complain if their cabinet maker made a desk 6.000000000001 feet long. Analogously, don't complain about the inevitable tiny errors in floating point arithmetic results e.g. Math.cos( Math.toRadians( 90 ) ) not coming out bang on zero. ( If you want perfection, use int, long, BigInteger or BigDecimal. )
  2. To interconvert int, long, float, double, Float and Double see the Conversion Amanuensis.
  3. The computer floating point unit works internally in base 2, binary. The decimal fraction 0.1 cannot be precisely represented in binary. It is a repeater fraction 0.00011001100110... It is like the repeater fraction 1/3 = 0.33333 in base 10. When you add 0.333333... to 0.666666... why are you not astonished to get 0.999999... rather than 1.0, even though you just added 1/3 + 2/3 to get 1? Yet, with Java floating point you are astonished when you add 0.1 + 0.1 and get something other than 0.2. The same fundamental mathematical cause is at work. It is God's fault for not making decimal 0.1 a perfect fraction in binary notation. Mike Cowlishaw, the creator of NetRexx, blames computer hardware makers for using binary floating point. He figures computer chips should use decimal notation like humans. 1/3 is also a repeater in binary, 0.01010101010... so it too will misbehave in Java just the way it does with decimal arithmetic.
  4. Floating point is by its nature inexact. It is probably best if you imagined that after every floating point operation, a little demon came in and added or subtracted a tiny number to fuzz the low order bits of your result. This is, of course not true, but if you as newbie act as if it were true, this will lead you to code conservatively and will keep you out of trouble.

    What actually happens is the computer only has 64 bits to work with. It has to throw away the low order part of any result after every operation. On every calculation you accumulate a little more roundoff error. In the newer Java's the computer is permitted to secretly retain a few extra bits of accuracy during a short string of calculation, so sometimes they come out more accurate that you would theoretically expect. (They almost never come out more accurate than a newbie expects.) To discourage use of these guard bits, and get reproducibly less accurate results you use the StrictMath library. Unless you really know what you are doing, you must presume the results are never precisely bang on. Don't count on results that in theory should be integers coming out precisely as integers. Never compare == or !=, check within a tolerance. Keep in mind when you compare > >= < <= the values you are comparing may, as a side effect of calculation, have drifted just above or just below your test limits. Sometimes you may want to include some slop/tolerance in your limits. Java is somewhat better than other languages since it specifies strict IEEE rules. Fortunately, in Java, if a number has a perfect integer floating point representation, and you divide it by another such number that is a factor, the result is guaranteed to be a perfect integer representation.

    The other source of the fuzz is accumulating roundoff error from cascaded operations. Further there are errors in trig functions not being bang on 0 or 1 as you expect. This is a result of accumulated roundoff error in evaluating polynomials and in the polynomical approximations themselves used internally to compute the trig functions.

  5. How can you bypass this fundamental inaccuracy?
    • Do everything with float/double, but whenever you do a compare, realise there will be some slop in the answer. So instead of asking

      if ( f == 100.00 )
      

      say

      if ( f > 99.995 )
      

    • You can do testing for floating point equality like this:

      if ( Math.abs( value - target ) < epsilon )
      

      or faster, but more verbose:

      if ( value >= target - epsilon && value <= target + epsilon )
      

      when the order of magnitude of target is unknown, you might use some slower code like this, presuming target is positive:

      if ( Math.abs( value - target ) < epsilon * target )
      

      or

      if ( value >= target * ( 1 - epsilon ) && value <= target * ( 1+ epsilon ) )
      

    • Use a mixture of ints and float/doubles. Use the ints for your loop counting.
    • Instead of incrementing a floating point variable, recreate it from an int loop variable. e.g. instead of:

      f = f + 0.001
      

      code

      f = i * 0.001;
      

    • Use double instead of float. This helps but does not totally solve the problem. All integers less than 2^53 (roughly 16 digits) can be exactly representable in double. This does not mean that results of a calculation that theoretically should be an integer will actually be one, unless the IEEE spec demands it.
    • When you want exact results, you must use ints, longs, BigDecimal (arbitrary precision decimal fractions) or BigIntegers (arbitary precision Integers). Currency is best handled by storing pennies, and adding a decorative decimal point on display.
      currency for more details
  6. 32-bit floats can accurately represent ints up to 24 bits; 64-bit doubles represent longs up to 53 bits; 80-bit extended reals (when guard bits are permitted) represent longs up to 64-bits. This does not mean than necessarily every operation you where you expect an integer result will always give one. Arithmetic is guaranteed to be rounded to the nearest possible floating point representable number. However, as I have said before, not every number in representatble, and in particular fractions 0.1 0.01 etc are not. It is best to presume it could be a tiny bit off, unless you fully understand the IEEE rules, and can predict when you can count on accurate results. Happily Math.sqrt will give precise integer results when they can be precisely represented.
  7. // to see the IEEE bits inside a float
    int inside = Float.floatToIntBits ( f );
    
    // to construct a float out of IEEE bits
    float f = Float.intBitsToFloat ( bits );
    
    // to see the IEEE bits inside a double
    long inside = Double.doubleToLongBits ( d );
    
    // to construct a double out of IEEE bits
    double d = Double.longBitsToDouble ( bits );
    

  8. All the rest of the world says y=sin(x);. Java insists that you say y=Math.sin(x);
  9. The unusual thing about Java in this area is the high precision of its default String conversion for floating point values. Most languages by default round to some reasonable number of digits. When you convert a internal binary double number for display with:

    String Double.toString( double )
    

    Java wants to preserve every drop of precision it has, so that if you convert it back with:

    double Double.parseDouble( String )
    

    you will get back to the precise same binary representation. This is all very well, but from the point of view of humans, the display looks wrong, as if result were slightly inexact and with way too many digits. This also makes the rounding error distressingly visible. To fix it, and create something that looks pleasingly rounded to humans, use java.text.DecimalFormat to limit the number of digits displayed to what you actually want/need.

    If you are merely trying to round for internal purposes use Math.round, Math.floor, Math.ceil and Math.rint. Math.round gives a long result, the rest double. You can create variants by adding .5 and multiplying and dividing by powers of ten. There is generally no need to convert to int or long and back.

  10. Not all implementations conform to the accuracy specs.
    constructive reals calculator: Rational arithmetic maintains two infinite precision integers, a numerator and denominator ¤ Natural Bridge conformance suite for some nasty surprises
    In most computers, floating point arithmetic is usually much slower than integer arithmetic, though on the Pentium it is usually faster because the integer unit was not given the same care as the floating point unit.
    Comparison of Pentium Floating Point and Integer Speeds
    Operation Floating Point clocks Integer Clocks
    add 1-3 1-3
    multiply 1-3 10-11
    division 39-42 22-46
    convert 6 (double to long) 3 (long to double)
    Floating point is slower still when you consider the overhead of converting between the combined int/floating point stack in the JVM and the separate stacks in the Pentium hardware.
  11. Double precision arithmetic has very little speed penalty on modern CPUs. Normally you should use double in preference to float. It gives you 14 to 15 significant digits where float gives only 6 to 7. The only advantage to float is compactness. In comparison, a typical scientific pocket calculator will give you 10 significant digits, and will automatically round for display.
  12. If you divide by 0, or overflow the maximum representable number, you won't get an exception. You will get a special Not a Number marker value called Double.NaN or Float.NaN. Use isNan() not == Double.Nan to test for it. NaNs are strange beasts; they were included in the IEEE 754 standard so that the arithmetic would be algebraicly complete, that is, so every operation on any set of arguments would have some IEEE 754 value as a result. NaNs therefore don't follow the same rules as numeric values, even infinities. Having NaN != NaN be true gives an easy and definitive way to test for a NaN. Infinities are much more familiar mathematically; there wouldn't be a benefit to having infinity == infinity be false. For details, Other odd results you can get from floating point operations include Double.NEGATIVE_INFINITY, Double.POSITIVE_INFINITY and positive and negative 0.


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