wrong output with different multiple - c

I'm creating a simple program which will check whether the value of sin and cosine of an angle is equal to 1 or not i typed this code
#include <stdio.h>
#include <math.h>
int main()
{
int x;
printf("Enter the value of angle in degree: \n");
scanf("%d",&x);
double rad = 0.0174533*x;
double sum = pow(sin(rad),2) + pow(cos(rad),2);
printf("%f",sum);
if (sum == 1)
printf("\nsum of squares of sine and cosine is equal to 1");
else
printf("\nsum of squares of sine and cosine is not equal to
1");
return 0;
and it says the sum is not equal to 1 that is the else block is executed while if i change the code to
#include <stdio.h>
#include <math.h>
int main()
{
int x;
printf("Enter the value of angle in degree: \n");
scanf("%d",&x);
double rad = angle*3.14/180;
double sum = pow(sin(rad),2) + pow(cos(rad),2);
printf("%f",sum);
if (sum == 1)
printf("\nsum of squares of sine and cosine is equal to 1");
else
printf("\nsum of squares of sine and cosine is not equal to 1");
return 0;
It works fine how??

There are two reasons that calculating the sum of the squares of the sine and the cosine of an angle using floating-point arithmetic may not produce exactly 1:
Floating-point arithmetic only approximates real arithmetic. Since a floating-point format can only represent certain values, the real-number result of any mathematical operation is rounded to the nearest value representable in the floating-point format.
Calculating sine, cosine, and exponentiation is somewhat hard, and the implementations of the sin, cos, and pow routines may have errors (greater than those necessitated by the floating-point format).
Those issues cause errors in the arithmetic. Those errors might or might not cancel out, so the final result might or might not be 1.
When formatting a floating-point number using %f, the default precision is six digits after the decimal point. To see the difference between 1 and the representable values closest to 1 in the double format, you need 16 digits after the decimal place. (This assumes the IEEE-754 basic 64-bit binary format is being used for double, which is very common.) In general, you need 17 significant digits to uniquely distinguish the specific value. (This number is given by DBL_DECIMAL_DIG, defined in <float.h>.)
If you format the numbers with printf("%.16f", sum);, you will see the differences.
Although the variations due to rounding can be analyzed, they often behave similarly to random fluctuations. So slight changes in the arithmetic used can cause different results. In this case, the difference between 0.0174533 and 3.14/180 caused the angle to be slightly different, which resulted in slightly different calculations.

Probably when you use
double rad = 0.0174533*x
double sum = pow(sin(rad),2) + pow(cos(rad),2);
printf("%f",sum);
due to the precision of the multiplication with x the value of sum won't be exactly 1.
When you use
printf("%f",sum);
you see 1 because the default precision when printing a float is 6 decimal digits, if sum has more than those it gets truncated. This means that 1.00000001 or 0.9999999 will be both printed as 1 but the if check will fail because they are not actually equal to 1.
To print the float with an higher precision you can use the formula:
printf( "%1.12lf", sum );
where the first 1 after the % is the number of digits in the integer part of the number while the value after the . is the number of digits you want in the decimal part.

Related

What is the difference between pow and powf

I try to solve a math problem and my output sensitivity has a little different such as 0.07. And then I compare pow() and powf() in my code and I see this sensitivity. The code as follows:
int main()
{
int terms, sign=-1;
double x, operation=0.0;
printf("Please enter the number of terms : ");
scanf_s("%d", &terms);
while (terms <= 0)
{
printf("Please re-enter the number of terms :");
scanf_s("%d", &terms);
}
printf("Please enter a value for x :");
scanf_s("%lf", &x);
for (int i = 1; i <= terms; i++)
{
sign = sign * (-1);
operation = operation + sign * powf(x + i / 10.0, (2 * i) - 1) / (2 * i);
}
printf("The result is : %.2lf\n", operation);
system("pause");
return 0;
}
Sample:
terms : 10
x : 1.1
output : `-59783.61` with `powf`
output : `-59783.67` with `pow`
What is the difference between to these functions?
pow operates on doubles. powf operates on floats. This is a fairly standard notation in C, where the base name of a function will be for operands (and return values) of the default type (like int and double), while prefixed and suffixed versions are for other types (like long, float, etc). Here is a reference: http://pubs.opengroup.org/onlinepubs/9699919799/.
This difference in data types fully explains the differences you see in your result.
doubles contain 53 bits of precision in the mantissa, which translates to ~16 decimal digits of precision. This exceeds the precision with which you display your result, so is probably accurate enough for your purposes.
floats, on the other hand, have only 24 bits in the mantissa, which translates to ~7 decimal digits. Any combination of operations will cause roundoff errors do creep in almost immediately to within your display precision.
The C language did not have "generic functions" until C11. Instead, there are different functions in the standard library for different data types.
The *f functions of <math.h> operate on single-precision floating point numbers (floats using single precision internally. double stands for ... double precision. Always use the non-f functions for double arguments.
As said here , pow takes a double, where powf takes a float rendering it much less precise.
powf returns and takes arguments of float.
pow returns double and takes arguments of double. If a float number is given as parameter, it is converted to double by the usual promotion rules.See here
The difference you are seeing in the result is due to the higher precision of double
The difference is :
float powf( float base, float exponent );
double pow( double base, double exponent );
DESCRIPTION in here
The pow functions compute base raised to the power of exponent.

How to round a float by casting as an int in C

So I am a second semester freshman in college. My teacher wants us to write a function that round a floating point number to the nearest hundredth. He said that we need to convert the floating point into an integer data type and then covert it back to a floating point. That's all he said. I have spent at least 5 hours trying different ways to do this.
This is my code so far:
#include <stdio.h>
int rounding(int roundedNum);
int main()
{
float userNum,
rounded;
printf("\nThis program will round a number to the nearest hundredths\n");
printf("\nPlease enter the number you want rounded\n>");
scanf("%f", &userNum);
rounded = rounding (userNum);
printf("%f rounded is %f\n", userNum, rounded);
return 0;
}
int rounding(int roundedNum)
{
return roundedNum;
}
Your instructor may be thinking:
float RoundHundredth(float x)
{
// Scale the hundredths place to the integer place.
float y = x * 100;
// Add .5 to cause rounding when converting to an integer.
y += .5f;
// Convert to an integer, which truncates.
int n = y;
// Convert back to float, undo scaling, and return.
return n / 100.f;
}
This is a flawed solution because:
Most C implementations use binary floating point. In binary floating-point, it is impossible to store any fractions that are not multiples of a negative power of two (½, ¼, ⅛, 1/16, 1/32, 1/64,…). So 1/100 cannot be exactly represented. Therefore, no matter what calculations you do, it is impossible to return exactly .01 or .79. The best you can do is get close.
When you perform arithmetic on floating-point numbers, the results are rounded to the nearest representable value. This means that, in x * 100, the result is, in generally, not exactly 100 times x. There is a small error due to rounding. This error cause push the value across the point where rounding changes from one direction to another, so it can make the answer wrong. There are techniques for avoiding this sort of error, but they are too complicated for introductory classes.
There is no need to convert to an integer to get truncation; C has a truncation function for floating-point built-in: trunc for double and truncf for float.
Additionally, the use of truncation in converting to integer compelled us to add ½ to get rounding instead. But, once we are no longer using a conversion to an integer type to get an integer value, we can use the built-in function for rounding floating-point values to integer values: round for double and roundf for float.
If your C implementation has good formatted input/output routines, then an easy way to find the value of a floating-point number rounded to the nearest hundred is to format it (as with snprintf) using the conversion specifier %.2f. A proper C implementation will convert the number to decimal, with two digits after the decimal point, using correct rounding that avoids the arithmetic rounding errors mentioned above. However, then you will have the number in string form.
Here are some hints:
Multiply float with "some power of 10" to ensure the needed precision numbers are shifted left
Cast the new value to a new int variable so the unwanted float bits are discarded
Divide the int by the same power of 10 but add use a float form of that (e.g 10.0) so integer gets converted to float and the new value is the correct value
To test, use printf with the precision (.2f)
The two most common methods of rounding are "Away From Zero" and "Banker's Rounding (To Even)".
Pseudo-code for Rounding Away From Zero
EDIT Even though this is pseudo-code, I should have included the accounting for precision, since we are dealing with floating-point values here.
// this code is fixed for 2 decimal places (n = 2) and
// an expected precision limit of 0.001 (m = 3)
// for any values of n and m, the first multiplicand is 10^(n+1)
// the first divisor is 10^(m + 1), and
// the final divisor is 10^(n)
double roundAwayFromZero(double value) {
boolean check to see if value is a negative number
add precision bumper of (1.0 / 10000) to "value" // 10000.0 is 10^4
multiply "value" by 1000.0 and cast to (int) // 1000.0 is 10^3
if boolean check is true, negate the integer to positive
add 5 to integer result, and divide by 10
if boolean check is true, negate the integer again
divide the integer by 100.0 and return as double // 100.0 is 10^2
ex: -123.456
true
-123.456 + (1.0 / 10000.0) => -123.4561
-123.4561 * 1000.0 => -123456.1 => -123456 as integer
true, so => -(-123456) => 123456
(123456 + 5) / 10 => 123461 / 10 => 12346
true, so => -(12346) => -12346
-12346 / 100.0 => -123.46 ===> return value
}
In your initial question, you expressed a desire for direction only, not the explicit answer in code. This is as vague as I can manage to make it while still making any sense. I'll leave the "Banker's Rounding" version for you to implement as an exercise.
Ok so I figured it out! thank yall for your answers.
//function
float rounding(float roundedNumber)
{
roundedNumber = roundedNumber * 100.0f + 0.5f;
roundedNumber = (int) roundedNumber * 0.01f;
return roundedNumber;
}
So pretty much if I entered 56.12567 as roundedNumber, it would multiply by 100 yielding 5612.567. From there it would add .5 which would determine if it rounds up. In this case, it does. The number would change to 5613.067.
Then you truncate it by converting it into a int and multiply by .01 to get the decimal back over. From there it returns the value to main and prints out the rounded number. Pretty odd way of rounding but I guess thats how you do it in C without using the rounding function.
Well, let's think about it. One thing that's helpful to know is that we can turn a float into an integer by casting:
float x = 5.4;
int y = (int) x;
//y is now equal to 5
When we cast, the float is truncated, meaning that whatever comes after the decimal point is dropped, regardless of its value (i.e. It always rounds towards 0).
So if you think about that and the fact that you care about the hundredths place, you could maybe imagine an approach that consists of manipulating your floating point number in someway such that when you cast it to an int you only truncate information you don't care about (i.e. digits past the hundredths place). Multiplying might be useful here.

Using floorf to reduce the number of decimals

I would like to use the first five digits of a number for computation.
For example,
A floating point number: 4.23654897E-05
I wish to use 4.2365E-05.I tried the following
#include <math.h>
#include <stdio.h>
float num = 4.23654897E-05;
int main(){
float rounded_down = floorf(num * 10000) / 10000;
printf("%f",rounded_down);
return 0;
}
The output is 0.000000.The desired output is 4.2365E-05.
In short,say 52 bits are allocated for storing the mantissa.Is there a way to reduce the number of bits being allocated?
Any suggestions on how this can be done?
A number x that is positive and within the normal range can be rounded down approximately to five significant digits with:
double l = pow(10, floor(log10(x)) - 4);
double y = l * floor(x / l);
This is useful only for tinkering with floating-point arithmetic as a learning tool. The exact mathematical result is generally not exactly representable, because binary floating-point cannot represent most decimal values exactly. Additionally, rounding errors can occur in the pow, /, and * operations that may cause the result to differ slightly from the true mathematical result of rounding x to five significant digits. Also, poor implementations of log10 or pow can cause the result to differ from the true mathematical result.
I'd go:
printf("%.6f", num);
Or you can try using snprintf() from stdlib.h:
float num = 4.23654897E-05; char output[50];
snprintf(output, 50, "%f", num);
printf("%s", output);
The result is expected. The multiplication by 10000 yield 0.423.. the nearest integer to it is 0. So the result is 0. Rounding can be done using format specifier %f to print the result upto certain decimal places after decimal point.
If you check the return value of floorf you will see it returns If no errors occur, the largest integer value not greater than arg, that is ⌊arg⌋, is returned. where arg is the passed argument.
Without using floatf you can use %e or (%E)format specifier to print it accordingly.
printf("%.4E",num);
which outputs:
4.2365E-05
After David's comment:
Your way of doing things is right but the number you multiplied is wrong. The thing is 4.2365E-05 is 0.00004235.... Now if you multiply it with 10000 then it will 0.42365... Now you said I want the expression to represent in that form. floorf returns float in this case. Store it in a variable and you will be good to go. The rounded value will be in that variable. But you will see that the rounded down value will be 0. That is what you got.
float rounded_down = floorf(num * 10000) / 10000;
This will hold the correct value rounded down to 4 digits after . (not in exponent notation with E or e). Don't confuse the value with the format specifier used to represent it.
What you need to do in order to get the result you want is move the decimal places to the right. To do that multiply with larger number. (1e7 or 1e8 or as you want it to).
I would like to use the first five digits of a number for computation.
In general, floating point numbers are encoded using binary and OP wants to use 5 significant decimal digits. This is problematic as numbers like 4.23654897E-05 and 4.2365E-05 are not exactly representable as a float/double. The best we can do is get close.
The floor*() approach has problems with 1) negative numbers (should have used trunc()) and 2) values near x.99995 that during rounding may change the number of digits. I strongly recommend against it here as such solutions employing it fail many corner cases.
The *10000 * power10, round, /(10000 * power10) approach suffers from 1) power10 calculation (1e5 in this case) 2) rounding errors in the multiple, 3) overflow potential. The needed power10 may not be exact. * errors show up with cases when the product is close to xxxxx.5. Often this intermediate calculation is done using wider double math and so the corner cases are rare. Bad rounding using (some_int_type) which has limited range and is a truncation instead of the better round() or rint().
An approach that gets close to OP's goal: print to 5 significant digits using %e and convert back. Not highly efficient, yet handles all cases well.
int main(void) {
float num = 4.23654897E-05f;
// sign d . dddd e sign expo + \0
#define N (1 + 1 + 1 + 4 + 1 + 1 + 4 + 1)
char buf[N*2]; // Use a generous buffer - I like 2x what I think is needed.
// OP wants 5 significant digits so print 4 digits after the decimal point.
sprintf(buf, "%.4e", num);
float rounded = (float) atof(buf);
printf("%.5e %s\n", rounded, buf);
}
Output
4.23650e-05 4.2365e-05
Why 5 in %.5e: Typical float will print up to 6 significant decimal digits as expected (research FLT_DIG), so 5 digits after the decimal point are printed. The exact value of rounded in this case was about 4.236500171...e-05 as 4.2365e-05 is not exactly representable as a float.

Division of two floats giving incorrect answer

Attempting to divide two floats in C, using the code below:
#include <stdio.h>
#include <math.h>
int main(){
float fpfd = 122.88e6;
float flo = 10e10;
float int_part, frac_part;
int_part = (int)(flo/fpfd);
frac_part = (flo/fpfd) - int_part;
printf("\nInt_Part = %f\n", int_part);
printf("Frac_Part = %f\n", frac_part);
return(0);
}
To this code, I use the commands:
>> gcc test_prog.c -o test_prog -lm
>> ./test_prog
I then get this output:
Int_Part = 813.000000
Frac_Part = 0.802063
Now, this Frac_part it seems is incorrect. I have tried the same equation on a calculator first and then in Wolfram Alpha and they both give me:
Frac_Part = 0.802083
Notice the number at the fifth decimal place is different.
This may seem insignificant to most, but for the calculations I am doing it is of paramount importance.
Can anyone explain to me why the C code is making this error?
When you have inadequate precision from floating point operations, the first most natural step is to just use floating point types of higher precision, e.g. use double instead of float. (As pointed out immediately in the other answers.)
Second, examine the different floating point operations and consider their precisions. The one that stands out to me as being a source of error is the method above of separating a float into integer part and fractional part, by simply casting to int and subtracting. This is not ideal, because, when you subtract the integer part from the original value, you are doing arithmetic where the three numbers involved (two inputs and result) have very different scales, and this will likely lead to precision loss.
I would suggest to use the C <math.h> function modf instead to split floating point numbers into integer and fractional part. http://www.techonthenet.com/c_language/standard_library_functions/math_h/modf.php
(In greater detail: When you do an operation like f - (int)f, the floating point addition procedure is going to see that two numbers of some given precision X are being added, and it's going to naturally assume that the result will also have precision X. Then it will perform the actual computation under that assumption, and finally reevaluate the precision of the result at the end. Because the initial prediction turned out not to be ideal, some low order bits are going to get lost.)
Float are single precision for floating point, you should instead try to use double, the following code give me the right result:
#include <stdio.h>
#include <math.h>
int main(){
double fpfd = 122.88e6;
double flo = 10e10;
double int_part, frac_part;
int_part = (int)(flo/fpfd);
frac_part = (flo/fpfd) - int_part;
printf("\nInt_Part = %f\n", int_part);
printf("Frac_Part = %f\n", frac_part);
return(0);
}
Why ?
As I said, float are single precision floating point, they are smaller than double (in most architecture, sizeof(float) < sizeof(double)).
By using double instead of float you will have more bit to store the mantissa and the exponent part of the number (see wikipedia).
float has only 6~9 significant digits, it's not precise enough for most uses in practice. Changing all float variables to double (which provides 15~17 significant digits) gives output:
Int_Part = 813.000000
Frac_Part = 0.802083

Multiplying two floats doesn't give exact result

I am trying to multiply two floats as follows:
float number1 = 321.12;
float number2 = 345.34;
float rexsult = number1 * number2;
The result I want to see is 110895.582, but when I run the code it just gives me 110896. Most of the time I'm having this issue. Any calculator gives me the exact result with all decimals. How can I achive that result?
edit : It's C code. I'm using XCode iOS simulator.
There's a lot of rounding going on.
float a = 321.12; // this number will be rounded
float b = 345.34; // this number will also be rounded
float r = a * b; // and this number will be rounded too
printf("%.15f\n", r);
I get 110895.578125000000000 after the three separate roundings.
If you want more than 6 decimal digits' worth of precision, you will have to use double and not float. (Note that I said "decimal digits' worth", because you don't get decimal digits, you get binary.) As it stands, 1/2 ULP of error (a worst-case bound for a perfectly rounded result) is about 0.004.
If you want exactly rounded decimal numbers, you will have to use a specialized decimal library for such a task. A double has more than enough precision for scientists, but if you work with money everything has to be 100% exact. No floating point numbers for money.
Unlike integers, floating point numbers take some real work before you can get accustomed to their pitfalls. See "What Every Computer Scientist Should Know About Floating-Point Arithmetic", which is the classic introduction to the topic.
Edit: Actually, I'm not sure that the code rounds three times. It might round five times, since the constants for a and b might be rounded first to double-precision and then to single-precision when they are stored. But I don't know the rules of this part of C very well.
You will never get the exact result that way.
First of all, number1 ≠ 321.12 because that value cannot be represented exactly in a base-2 system. You'll need an infinite number of bits for it.
The same holds for number2 ≠ 345.34.
So, you begin with inexact values to begin with.
Then the product will get rounded because multiplication gives you double the number of significant digits but the product has to be stored in float again if you multiply floats.
You probably want to use a 10-based system for your numbers. Or, in case your numbers only have 2 decimal digits of the fractional, you can use integers (32-bit integers are sufficient in this case, but you may end up needing 64-bit):
32112 * 34534 = 1108955808.
That represents 321.12 * 345.34 = 110895.5808.
Since you are using C you could easily set the precision by using "%.xf" where x is the wanted precision.
For example:
float n1 = 321.12;
float n2 = 345.34;
float result = n1 * n2;
printf("%.20f", result);
Output:
110895.57812500000000000000
However, note that float only gives six digits of precision. For better precision use double.
floating point variables are only approximate representation, not precise one. Not every number can "fit" into float variable. For example, there is no way to put 1/10 (0.1) into binary variable, just like it's not possible to put 1/3 into decimal one (you can only approximate it with endless 0.33333)
when outputting such variables, it's usual to apply many rounding options. Unless you set them all, you can never be sure which of them are applied. This is especially true for << operators, as the stream can be told how to round BEFORE <<.
Printf also does some rounding. Consider http://codepad.org/LLweoeHp:
float t = 0.1f;
printf("result: %f\n", t);
--
result: 0.100000
Well, it looks fine. Why? Because printf defaulted to some precision and rounded up the output. Let's dial in 50 places after decimal point: http://codepad.org/frUPOvcI
float t = 0.1f;
printf("result: %.50f\n", t);
--
result: 0.10000000149011611938476562500000000000000000000000
That's different, isn't it? After 625 the float ran out of capacity to hold more data, that's why we see zeroes.
A double can hold more digits, but 0.1 in binary is not finite. Double has to give up, eventually: http://codepad.org/RAd7Yu2r
double t = 0.1;
printf("result: %.70f\n", t);
--
result: 0.1000000000000000055511151231257827021181583404541015625000000000000000
In your example, 321.12 alone is enough to cause trouble: http://codepad.org/cgw3vUKn
float t = 321.12f;
printf("and the result is: %.50f\n", t);
result: 321.11999511718750000000000000000000000000000000000000
This is why one has to round up floating point values before presenting them to humans.
Calculator programs don't use floats or doubles at all. They implement decimal number format. eg:
struct decimal
{
int mantissa; //meaningfull digits
int exponent; //number of decimal zeroes
};
Ofc that requires reinventing all operations: addition, substraction, multiplication and division. Or just look for a decimal library.

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