understanding Fixed point arithmetic - c

I am struggling with how to implement arithmetic on fixed-point numbers of different precision. I have read the paper by R. Yates, but I'm still lost. In what follows, I use Yates's notation, in which A(n,m) designates a signed fixed-point format with n integer bits, m fraction bits, and n + m + 1 bits overall.
Short question: How exactly is a A(a,b)*A(c,d) and A(a,b)+A(c,d) carried out when a != c and b != d?
Long question: In my FFT algorithm, I am generating a random signal having values between -10V and 10V signed input(in) which is scaled to A(15,16), and the twiddle factors (tw) are scaled to A(2,29). Both are stored as ints. Something like this:
float temp = (((float)rand() / (float)(RAND_MAX)) * (MAX_SIG - MIN_SIG)) + MIN_SIG;
int in_seq[i][j] = (int)(roundf(temp *(1 << numFracBits)));
And similarly for the twiddle factors.
Now I need to perform
res = a*tw
Questions:
a) how do I implement this?
b) Should the size of res be 64 bit?
c) can I make 'res' A(17,14) since I know the ranges of a and tw? if yes, should I be scaling a*tw by 2^14 to store correct value in res?
a + res
Questions:
a) How do I add these two numbers of different Q formats?
b) if not, how do I do this operation?

Maybe it's easiest to make an example.
Suppose you want to add two numbers, one in the format A(3, 5), and the other in the format A(2, 10).
You can do it by converting both numbers to a "common" format - that is, they should have the same number of bits in the fractional part.
A conservative way of doing that is to choose the greater number of bits. That is, convert the first number to A(3, 10) by shifting it 5 bits left. Then, add the second number.
The result of an addition has the range of the greater format, plus 1 bit. In my example, if you add A(3, 10) and A(2, 10), the result has the format A(4, 10).
I call this the "conservative" way because you cannot lose information - it guarantees that the result is representable in the fixed-point format, without losing precision. However, in practice, you will want to use smaller formats for your calculation results. To do that, consider these ideas:
You can use the less-accurate format as your common representation. In my example, you can convert the second number to A(2, 5) by shifting the integer right by 5 bits. This will lose precision, and usually this precision loss is not problematic, because you are going to add a less-precise number to it anyway.
You can use 1 fewer bit for the integer part of the result. In applications, it often happens that the result cannot be too big. In this case, you can allocate 1 fewer bit to represent it. You might want to check if the result is too big, and clamp it to the needed range.
Now, on multiplication.
It's possible to multiply two fixed-point numbers directly - they can be in any format. The format of the result is the "sum of the input formats" - all the parts added together - and add 1 to the integer part. In my example, multiplying A(3, 5) with A(2, 10) gives a number in the format A(6, 15). This is a conservative rule - the output format is able to store the result without loss of precision, but in applications, almost always you want to cut the precision of the output, because it's just too many bits.
In your case, where the number of bits for all numbers is 32, you probably want to lose precision in such a way that all intermediate results have 32 bits.
For example, multiplying A(17, 14) with A(2, 29) gives A(20, 43) - 64 bits required. You probably should cut 32 bits from it, and throw away the rest. What is the range of the result? If your twiddle factor is a number up to 4, the result is probably limited by 2^19 (the conservative number 20 above is needed to accommodate the edge case of multiplying -1 << 31 by -1 << 31 - it's almost always worth rejecting this edge-case).
So use A(19, 12) for your output format, i.e. remove 31 bits from the fractional part of your output.
So, instead of
res = a*tw;
you probably want
int64_t res_tmp = (int64_t)a * tw; // A(20, 43)
if (res_tmp == ((int64_t)1 << 62)) // you might want to neglect this edge case
--res_tmp; // A(19, 43)
int32_t res = (int32_t)(res_tmp >> 31); // A(19, 12)

Your question seems to assume that there is a single right way to perform the operations you are interested in, but you are explicitly asking about some of the details that direct how the operations should be performed. Perhaps this is the kernel of your confusion.
res = a*tw
a is represented as A(15,16) and tw is represented as A(2,29), so the its natural representation of their product A(18,45). You need more value bits (as many bits as the two factors have combined) to maintain full precision. A(18,45) is how you should interpret the result of widening your ints to a 64-bit signed integer type (e.g. int64_t) and computing their product.
If you don't actually need or want 45 bits of fraction, then you can indeed round that to A(18,13) (or to A(18+x,13-x) for any non-negative x) without changing the magnitude of the result. That does requiring scaling. I would probably implement it like this:
/*
* Computes a magnitude-preserving fixed-point product of any two signed
* fixed-point numbers with a combined 31 (or fewer) value bits. If x
* is represented as A(s,t) and y is represented as A(u,v),
* where s + t == u + v == 31, then the representation of the result is
* A(s + u + 1, t + v - 32).
*/
int32_t fixed_product(int32_t x, int32_t y) {
int64_t full_product = (int64_t) x * (int64_t) y;
int32_t truncated = full_product / (1U << 31);
int round_up = ((uint32_t) full_product) >> 31;
return truncated + round_up;
}
That avoids several potential issues and implementation-defined characteristics of signed integer arithmetic. It assumes that you want the results to be in a consistent format (that is, depending only on the formats of the inputs, not on their actual values), without overflowing.
a + res
Addition is actually a little harder if you cannot rely on the operands to initially have the same scale. You need to rescale so that they match before you can perform the addition. In the general case, you may not be able to do that without rounding away some precision.
In your case, you start with one A(15,16) and one A(18,13). You can compute an intermediate result in A(19,16) or wider (presumably A(47,16) in practice) that preserves magnitude without losing any precision, but if you want to represent that in 32 bits then the best you can do without risk of changing the magnitude is A(19,11). That would be this:
int32_t a_plus_res(int32_t a, int32_t res) {
int64_t res16 = ((int64_t) res) * (1 << 3);
int64_t sum16 = a + res16;
int round_up = (((uint32_t) sum16) >> 4) & 1;
return (int32_t) ((sum16 / (1 << 5)) + round_up);
}
A generic version would need to accept the scales of the operands' representations as additional arguments. Such a thing is possible, but the above is enough to chew on as it is.
All of the foregoing assumes that the fixed-point format for each operand and result is constant. That is more or less the distinguishing feature of fixed-point, differentiating it from floating-point formats on one hand and from arbitrary-precision formats on the other. You do, however, have the alternative of allowing formats to vary, and tracking them with a separate variable per value. That would be basically a hybrid of fixed-point and arbitrary-precision formats, and it would be messier.
Additionally, the foregoing assumes that overflow must be avoided at all costs. It would also be possible to instead put operands and results on a consistent scale; this would make addition simpler and multiplication more complicated, and it would afford the possibility of arithmetic overflow. That might nevertheless be acceptable if you have reason to believe that such overflow is unlikely for your particular data.

Related

32-bit fixed point arithmetic 1x1 does not equal 1

I'm implementing 32-bit signed integer fixed-point arithmetic. The scale is from 1 to -1, with INT32_MAX corresponding to 1. I'm not sure whether to make INT32_MIN or -INT32_MAX correspond to -1, but that's an aside for now.
I've made some operations to multiply and round, as follows:
#define mul(a, b) ((int64_t)(a) * (b))
#define round(x) (int32_t)((x + (1 << 30)) >> 31)
The product of two numbers can then be found using round(mul(a, b)).
The issue comes up when I check the identity.
The main problem is that 1x1 is not 1. It's INT32_MAX-1. That's obviously not desired as I would like bit-accuracy. I suppose this would affect other nearby numbers so the fix isn't a case of just adding 1 if the operands are both INT32_MAX.
Additionally, -1x-1 is not -1, 1x-1 is not -1, and -1x-1=-1. So none of the identities hold up.
Is there a simple fix to this, or is this just a symptom of using fixed point arithmetic?
In its general form, a fixed-point format represents a number x as an integer x•s. Commonly, s is a power of some base b, s = bp. For example, we might store a number of dollars x as x•100, so $3.45 might be stored as 345. Here we can easily see why this is called a “fixed-point” format: The stored number conceptually has decimal point inserted as a fixed position, in this case two to the left of the rightmost digit: “345” is conceptually “3.45”. (This may also be called a radix point rather than a decimal point, allowing for cases when the base b is not ten. And p specifies where the radix-point is inserted, p base-b digits from the right.)
If you make INT_MAX represent 1, then you are implicitly saying s = INT_MAX. (And, since INT_MAX is not a power of any other integer, we have b = INT_MAX and p = 1.) Then −1 must be represented by −1•INT_MAX = -INT_MAX. It would not be represented by INT_MIN (except in archaic C implementations where INT_MIN = -INT_MAX).
Given s = INT_MAX, shifting by 31 bits is not a correct way to implementation multiplication. Given two numbers x and y with representations a and b, the representation of xy is computed by multiplying the representations a and b and dividing by s:
a represents x, so a = xs.
b represents y, so b = ys.
Then ab/s = xsys/s = xys, and xys represents xy.
Shifting by 31 divides by 231, so that is not the same as dividing by INT_MAX. Also, division is generally slow in hardware. You may be better off choosing s = 230 instead of INT_MAX. Then you could shift by 30 bits.
When calculating ab/s, we often want to round. Adding ½s to the product before dividing is one method of rounding, but it is likely not what you want for negative products. You may want to consider adding −½s if the product is negative.

C thinking : float vs. integers and float representation

When using integers in C (and in many other languages), one must pay attention when dividing about precision. It is always better to multiply and add things (thus creating a larger intermediary result, so long as it doesn't overflow) before dividing.
But what about floats? Does that still hold? Or are they represented in such a way that it is better to divide number of similar orders of magnitude rather than large ones by small ones?
The representation of floats/doubles and similar floating-point working, is geared towards retaining numbers of significant digits (aka "precision"), rather than a fixed number of decimal places, such as happens in fixed-point, or integer working.
It is best to avoid combining quantities, that may give rise to implicit under or overflow in terms of the exponent, ie at the limits of the floating-point number range.
Hence, addition/subtraction of quantities of widely differing magnitudes (either explicitly, or due to having opposite signs)) should be avoided and re-arranged, where possible, to avoid this well-known route to lost precision.
Example: it's better to refactor/re-order
small + big + small + big + small * big
as
(small+small+small) + big + big
since the smalls individually might make no difference to a big, and hence their contribution might disappear.
If there is any "noise" or imprecision in the lower bits of any quantity, it's also wise to be aware how loss of significant bits propagates through a computation.
With integers:
As long as there is no overflow, +,-,* is always exact.
With division, the result is truncated and often not equal to the mathematical answer.
ia,ib,ic, multiplying before dividing ia*ib/ic vs ia*(ib/ic) is better as the quotient is based on more bits of the product ia*ib than ib.
With floating point:
Issues are subtle. Again, as long as no over/underflow, the order or *,/ sequence make less impact than with integers. FP */- is akin to adding/subtracting logs. Typical results are within 0.5 ULP of the mathematically correct answer.
With FP and +,- the result of fa,fb,fc can have significant differences than the mathematical correct one when 1) values are far apart in magnitude or 2) subtracting values that are nearly equal and the error in a prior calculation now become significant.
Consider the quadratic equation:
double d = sqrt(b*b - 4*a/c); // assume b*b - 4*a/c >= 0
double root1 = (-b + d)/(2*a);
double root2 = (-b - d)/(2*a);
Versus
double d = sqrt(b*b - 4*a/c); // assume b*b - 4*a/c >= 0
double root1 = (b < 0) ? (-b + d)/(2*a) : (-b - d)/(2*a)
double root2 = c/(a*root1); // assume a*root1 != 0
The 2nd has much better root2 precision result when one root is near 0 and |b| is nearly d. This is because the b,d subtraction cancels many bits of significance allowing the error in the calculation of d to become significant.
(for integer) It is always better to multiply and add things (thus creating a larger intermediary result, so long as it doesn't overflow) before dividing.
Does that still hold (for floats)?
In general the answer is No
It is easy to construct an example where adding all input before division will give you a huge rounding error.
Assume you want to add 10000000000 values and divide them by 1000. Further assume that each value is 1. So the expected result is 10000000.
Method 1
However, if you add all the values before division, you'll get the result 16777.216 (for a 32 bit float). As you can see it is pretty much off.
Method 2
So is it better to divide each value by 1000 before adding it to the result? If you do that, you'll get the result 32768.0 (for a 32 bit float). As you can see it is pretty much off as well.
Method 3
However, if you go on adding values until the temporary result is greater than 1000000 and then divide the temporary result by 1000 and add that intermediate result to the final result and repeats that until you have added a total 10000000000 values, you will get the correct result.
So there is no simple "always add before division" or "always divide before adding" when dealing with floating point. As a general rule it is typically a good idea to keep operands in similar magnitude. That is what the third example does.

The max number of digits in an int based on number of bits

So, I needed a constant value to represent the max number of digits in an int, and it needed to be calculated at compile time to pass into the size of a char array.
To add some more detail: The compiler/machine I'm working with has a very limited subset of the C language, so none of the std libraries work as they have unsupported features. As such I cannot use INT_MIN/MAX as I can neither include them, nor are they defined.
I need a compile time expression that calculates the size. The formula I came up with is:
((sizeof(int) / 2) * 3 + sizeof(int)) + 2
It is marginally successful with n byte integers based on hand calculating it.
sizeof(int) INT_MAX characters formula
2 32767 5 7
4 2147483647 10 12
8 9223372036854775807 19 22
You're looking for a result related to a logarithm of the maximum value of the integer type in question (which logarithm depends on the radix of the representation whose digits you want to count). You cannot compute exact logarithms at compile time, but you can write macros that estimate them closely enough for your purposes, or that compute a close enough upper bound for your purposes. For example, see How to compute log with the preprocessor.
It is useful also to know that you can convert between logarithms in different bases by multiplying by appropriate constants. In particular, if you know the base-a logarithm of a number and you want the base-b logarithm, you can compute it as
logb(x) = loga(x) / loga(b)
Your case is a bit easier than the general one, though. For the dimension of an array that is not a variable-length array, you need an "integer constant expression". Furthermore, your result does not need more than two digits of precision (three if you wanted the number of binary digits) for any built-in integer type you'll find in a C implementation, and it seems like you need only a close enough upper bound.
Moreover, you get a head start from the sizeof operator, which can appear in integer constant expressions and which, when applied to an integer type, gives you an upper bound on the base-256 logarithm of values of that type (supposing that CHAR_BIT is 8). This estimate is very tight if every bit is a value bit, but signed integers have a sign bit, and they may have padding bits as well, so this bound is a bit loose for them.
If you want a a bound on the number of digits in a power-of-two radix then you can use sizeof pretty directly. Let's suppose, though, that you're looking for the number of decimal digits. Mathematically, the maximum number of digits in the decimal representation of an int is
N = ceil(log10(MAX_INT))
or
N = floor(log10(MAX_INT)) + 1
provided that MAX_INT is not a power of 10. Let's express that in terms of the base-256 logarithm:
N = floor( log256(MAX_INT) / log256(10) ) + 1
Now, log256(10) cannot be part of an integer constant expression, but it or its reciprocal can be pre-computed: 1 / log256(10) = 2.40824 (to a pretty good approximation; the actual value is slightly less). Now, let's use that to rewrite our expression:
N <= floor( sizeof(int) * 2.40824 ) + 1
That's not yet an integer constant expression, but it's close. This expression is an integer constant expression, and a good enough approximation to serve your purpose:
N = 241 * sizeof(int) / 100 + 1
Here are the results for various integer sizes:
sizeof(int) INT_MAX True N Computed N
1 127 3 3
2 32767 5 5
4 2147483648 10 10
8 ~9.223372037e+18 19 20
(The values in the INT_MAX and True N columns suppose one of the allowed forms of signed representation, and no padding bits; the former and maybe both will be smaller if the representation contains padding bits.)
I presume that in the unlikely event that you encounter a system with 8-byte ints, the extra one byte you provide for your digit array will not break you. The discrepancy arises from the difference between having (at most) 63 value bits in a signed 64-bit integer, and the formula accounting for 64 value bits in that case, with the result that sizeof(int) is a bit too much of an overestimation of the base-256 log of INT_MAX. The formula gives exact results for unsigned int up to at least size 8, provided there are no padding bits.
As a macro, then:
// Expands to an integer constant expression evaluating to a close upper bound
// on the number the number of decimal digits in a value expressible in the
// integer type given by the argument (if it is a type name) or the the integer
// type of the argument (if it is an expression). The meaning of the resulting
// expression is unspecified for other arguments.
#define DECIMAL_DIGITS_BOUND(t) (241 * sizeof(t) / 100 + 1)
An upper bound on the number of decimal digits an int may produce depends on INT_MIN.
// Mathematically
max_digits = ceil(log10(-INT_MAX))
It is easier to use the bit-width of the int as that approximates a log of -INT_MIN. sizeof(int)*CHAR_BIT - 1 is the max number of value bits in an int.
// Mathematically
max_digits = ceil((sizeof(int)*CHAR_BIT - 1)* log10(2))
// log10(2) --> ~ 0.30103
On rare machines, int has padding, so the above will over estimate.
For log10(2), which is about 0.30103, we could use 1/3 or one-third.
As a macro, perform integer math and add 1 for the ceiling
#include <stdlib.h>
#define INT_DIGIT10_WIDTH ((sizeof(int)*CHAR_BIT - 1)/3 + 1)
To account for a sign and null character add 2, use the following. With a very tight log10(2) fraction to not over calculate the buffer needs:
#define INT_STRING_SIZE ((sizeof(int)*CHAR_BIT - 1)*28/93 + 3)
Note 28/93 = ‭0.3010752... > log2(10)
The number of digits needed for any base down to base 2 would need follows below. It is interesting that +2 is needed and not +1. Consider a 2 bit signed number in base 2 could be "-10", a size of 4.
#define INT_STRING2_SIZE ((sizeof(int)*CHAR_BIT + 2)
Boringly, I think you need to hardcode this, centred around inspecting sizeof(int) and consulting your compiler documentation to see what kind of int you actually have. (All the C standard specifies is that it can't be smaller than a short, and needs to have a range of at least -32767 to +32767, and 1's complement, 2's complement, and signed magnitude can be chosen. The manner of storage is arbitrary although big and little endianness are common.) Note that an arbitrary number of padding bits are allowed, so you can't, in full generality, impute the number of decimal digits from the sizeof.
C doesn't support the level of compile time evaluable constant expressions you'd need for this.
So hardcode it and make your code intentionally brittle so that compilation fails if a compiler encounters a case that you have not thought of.
You could solve this in C++ using constexpr and metaprogramming techniques.
((sizeof(int) / 2) * 3 + sizeof(int)) + 2
is the formula I came up with.
The +2 is for the negative sign and the null terminator.
If we suppose that integral values are either 2, 4, or 8 bytes, and if we determine the respective digits to be 5, 10, 20, then a integer constant expression yielding the exact values could be written as follows:
const int digits = (sizeof(int)==8) ? 20 : ((sizeof(int)==4) ? 10 : 5);
int testArray[digits];
I hope that I did not miss something essential. I've tested this at file scope.

fixed point arithmetic in modern systems

I'd like to start out by saying this isn't about optimizations so please refrain from dragging this topic down that path. My purpose for using fixed point arithmetic is because I want to control the precision of my calculations without using floating point.
With that being said let's move on. I wanted to have 17 bits for range and 15 bits for the fractional part. The extra bit is for the signed value. Here are some macros below.
const int scl = 18;
#define Double2Fix(x) ((x) * (double)(1 << scl))
#define Float2Fix(x) ((x) * (float)(1 << scl))
#define Fix2Double(x) ((double)(x) / (1 << scl))
#define Fix2Float(x) ((float)(x) / (1 << scl))
Addition and subtraction are fairly straight forward but things gets a bit tricky with mul and div.
I've seen two different ways to handle these two types of operations.
1) if I am using 32 bits then use a temp 64bit variable to store intermediate multiplication steps then scale at the end.
2) right in the multiplication step scale both variables to a lesser bit range before multiplication. For example if you have a 32 bit register with 16 bits for the whole number you could shift like this:
(((a)>>8)*((b)>>6) >> 2) or some combination that makes sense for you app.
It seems to me that if you design your fixed point math around 32 bits it might be impractical to always depend on having a 64bit variable able to store your intermediate values but on the other hand shifting to a lower scale will seriously reduce your range and precision.
questions
Since i'd like to avoid trying to force the cpu to try to create a 64bit type in the middle of my calculations is the shifting to lower bit values the only other alternative?
Also i've notice
int b = Double2Fix(9.1234567890);
printf("double shift:%f\n",Fix2Double(b));
int c = Float2Fix(9.1234567890);
printf("float shift:%f\n",Fix2Float(c));
double shift:9.123444
float shift:9.123444
Is that precision loss just a part of using fixed point numbers?
Since i'd like to avoid trying to force the cpu to try to create a 64bit type in the middle of my calculations is the shifting to lower bit values the only other alternative?
You have to work with the hardware capabilities, and the only available operations you'll find are:
Multiply N x N => low N bits (native C multiplication)
Multiply N x N => high N bits (the C language has no operator for this)
Multiply N x N => all 2N bits (cast to wider type, then multiply)
If the instruction set has #3, and the CPU implements it efficiently, then there's no need to worry about the extra-wide result it produces. For x86, you can pretty much take these as a given. Anyway, you said this wasn't an optimization question :) .
Sticking to just #1, you'll need to break the operands into pieces of (N/2) bits and do long multiplication, which is likely to generate more work. There are still cases where it's the right thing to do, for instance implementing #3 (software extended arithmetic) on a CPU that doesn't have it or #2.
Is that precision loss just a part of using fixed point numbers?
log2( 9.1234567890 – 9.123444 ) = –16.25, and you used 16 bits of precision, so yep, that's very typical.

Bitwise operations and shifts

Im having some trouble understanding how and why this code works the way it does. My partner in this assignment finished this part and I cant get ahold of him to find out how and why this works. I've tried a few different things to understand it, but any help would be much appreciated. This code is using 2's complement and a 32-bit representation.
/*
* fitsBits - return 1 if x can be represented as an
* n-bit, two's complement integer.
* 1 <= n <= 32
* Examples: fitsBits(5,3) = 0, fitsBits(-4,3) = 1
* Legal ops: ! ~ & ^ | + << >>
* Max ops: 15
* Rating: 2
*/
int fitsBits(int x, int n) {
int r, c;
c = 33 + ~n;
r = !(((x << c)>>c)^x);
return r;
}
c = 33 + ~n;
This calculates how many high order bits are remaining after using n low order bits.
((x << c)>>c
This fills the high order bits with the same value as the sign bit of x.
!(blah ^ x)
This is equivalent to
blah == x
On a 2's-complement platform -n is equivalent to ~n + 1. For this reason, c = 33 + ~n on such platform is actually equivalent to c = 32 - n. This c is intended to represent how many higher-order bits remain in a 32-bit int value if n lower bits are occupied.
Note two pieces of platform dependence present in this code: 2's-complement platform, 32-bit int type.
Then ((x << c) >> c is intended to sign-fill those c higher order bits. Sign-fill means that those values of x that have 0 in bit-position n - 1, these higher-order bits have to be zeroed-out. But for those values of x that have 1 in bit-position n - 1, these higher-order bits have to be filled with 1s. This is important to make the code work properly for negative values of x.
This introduces another two pieces of platform dependence: << operator that behaves nicely when shifting negative values or when 1 is shifted into the sign bit (formally it is undefined behavior) and >> operator that performs sign-extension when shifting negative values (formally it is implementation-defined)
The rest is, as answered above, just a comparison with the original value of x: !(a ^ b) is equivalent to a == b. If the above transformations did not destroy the original value of x then x does indeed fit into n lower bits of 2's-complement representation.
Using the bitwise complement (unary ~) operator on a signed integer has implementation-defined and undefined aspects. In other words, this code isn't portable, even when you consider only two's complement implementations.
It is important to note that even two's complement representations in C may have trap representations. 6.2.6.2p2 even states this quite clearly:
If the sign bit is one, the value shall be modified in one of the following ways:
-- the corresponding value with sign bit 0 is negated (sign and magnitude);
-- the sign bit has the value -(2 M ) (two's complement );
-- the sign bit has the value -(2 M - 1) (ones' complement ).
Which of these applies is implementation-defined, as is whether the value with sign bit 1 and all value bits zero (for the first two), or with sign bit and all value bits 1 (for ones' complement), is a trap representation or a normal value.
The emphasis is mine. Using trap representations is undefined behaviour.
There are actual implementations that reserve that value as a trap representation in the default mode. The notable one I tend to cite is Unisys Clearpath Dordado on OS2200 (go to 2-29). Do note the date on that document; such implementations aren't necessarily ancient (hence the reason I cite this one).
According to 6.2.6.2p4, shifting negative values left is undefined behaviour, too. I haven't done a whole lot of research into what behaviours are out there in reality, but I would reasonably expect that there might be implementations that sign-extend, as well as implementations that don't. This would also be one way of forming the trap representations mentioned above, which are undefined in nature and thus undesirable. Theoretically (or perhaps some time in the distant or not-so-distant future), you might also face signals "corresponding to a computational exception" (that's a C standard category similar to that which SIGSEGV falls into, corresponding to things like "division by zero") or otherwise erratic and/or undesirable behaviours...
In conclusion, the only reason the code in the question works is by coincidence that the decisions your implementation made happen to align in the right way. If you use the implementation I've listed, you'll probably find that this code doesn't work as expected for some values.
Such heavy wizardry (as it has been described in comments) isn't really necessary, and doesn't really look that optimal to me. If you want something that doesn't rely upon magic (e.g. something portable) to solve this problem consider using this (actually, this code will work for at least 1 <= n <= 64):
#include <stdint.h>
int fits_bits(intmax_t x, unsigned int n) {
uintmax_t min = 1ULL << (n - 1),
max = min - 1;
return (x < 0) * min + x <= max;
}

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