How dangerous is it to compare floating point valu

2018-12-31 01:13发布

I know UIKit uses CGFloat because of the resolution independent coordinate system.

But every time I want to check if for example frame.origin.x is 0 it makes me feel sick:

if (theView.frame.origin.x == 0) {
    // do important operation
}

Isn't CGFloat vulnerable to false positives when comparing with ==, <=, >=, <, >? It is a floating point and they have unprecision problems: 0.0000000000041 for example.

Is Objective-C handling this internally when comparing or can it happen that a origin.x which reads as zero does not compare to 0 as true?

9条回答
笑指拈花
2楼-- · 2018-12-31 01:26

I want to give a bit of a different answer than the others. They are great for answering your question as stated but probably not for what you need to know or what your real problem is.

Floating point in graphics is fine! But there is almost no need to ever compare floats directly. Why would you need to do that? Graphics uses floats to define intervals. And comparing if a float is within an interval also defined by floats is always well defined and merely needs to be consistent, not accurate or precise! As long as a pixel (which is also an interval!) can be assigned that's all graphics needs.

So if you want to test if your point is outside a [0..width[ range this is just fine. Just make sure you define inclusion consistently. For example always define inside is (x>=0 && x < width). The same goes for intersection or hit tests.

However, if you are abusing a graphics coordinate as some kind of flag, like for example to see if a window is docked or not, you should not do this. Use a boolean flag that is separate from the graphics presentation layer instead.

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宁负流年不负卿
3楼-- · 2018-12-31 01:27

First of all, floating point values are not "random" in their behavior. Exact comparison can and does make sense in plenty of real-world usages. But if you're going to use floating point you need to be aware of how it works. Erring on the side of assuming floating point works like real numbers will get you code that quickly breaks. Erring on the side of assuming floating point results have large random fuzz associated with them (like most of the answers here suggest) will get you code that appears to work at first but ends up having large-magnitude errors and broken corner cases.

First of all, if you want to program with floating point, you should read this:

What Every Computer Scientist Should Know About Floating-Point Arithmetic

Yes, read all of it. If that's too much of a burden, you should use integers/fixed point for your calculations until you have time to read it. :-)

Now, with that said, the biggest issues with exact floating point comparisons come down to:

  1. The fact that lots of values you may write in the source, or read in with scanf or strtod, do not exist as floating point values and get silently converted to the nearest approximation. This is what demon9733's answer was talking about.

  2. The fact that many results get rounded due to not having enough precision to represent the actual result. An easy example where you can see this is adding x = 0x1fffffe and y = 1 as floats. Here, x has 24 bits of precision in the mantissa (ok) and y has just 1 bit, but when you add them, their bits are not in overlapping places, and the result would need 25 bits of precision. Instead, it gets rounded (to 0x2000000 in the default rounding mode).

  3. The fact that many results get rounded due to needing infinitely many places for the correct value. This includes both rational results like 1/3 (which you're familiar with from decimal where it takes infinitely many places) but also 1/10 (which also takes infinitely many places in binary, since 5 is not a power of 2), as well as irrational results like the square root of anything that's not a perfect square.

  4. Double rounding. On some systems (particularly x86), floating point expressions are evaluated in higher precision than their nominal types. This means that when one of the above types of rounding happens, you'll get two rounding steps, first a rounding of the result to the higher-precision type, then a rounding to the final type. As an example, consider what happens in decimal if you round 1.49 to an integer (1), versus what happens if you first round it to one decimal place (1.5) then round that result to an integer (2). This is actually one of the nastiest areas to deal with in floating point, since the behaviour of the compiler (especially for buggy, non-conforming compilers like GCC) is unpredictable.

  5. Transcendental functions (trig, exp, log, etc.) are not specified to have correctly rounded results; the result is just specified to be correct within one unit in the last place of precision (usually referred to as 1ulp).

When you're writing floating point code, you need to keep in mind what you're doing with the numbers that could cause the results to be inexact, and make comparisons accordingly. Often times it will make sense to compare with an "epsilon", but that epsilon should be based on the magnitude of the numbers you are comparing, not an absolute constant. (In cases where an absolute constant epsilon would work, that's strongly indicative that fixed point, not floating point, is the right tool for the job!)

Edit: In particular, a magnitude-relative epsilon check should look something like:

if (fabs(x-y) < K * FLT_EPSILON * fabs(x+y))

Where FLT_EPSILON is the constant from float.h (replace it with DBL_EPSILON fordoubles or LDBL_EPSILON for long doubles) and K is a constant you choose such that the accumulated error of your computations is definitely bounded by K units in the last place (and if you're not sure you got the error bound calculation right, make K a few times bigger than what your calculations say it should be).

Finally, note that if you use this, some special care may be needed near zero, since FLT_EPSILON does not make sense for denormals. A quick fix would be to make it:

if (fabs(x-y) < K * FLT_EPSILON * fabs(x+y) || fabs(x-y) < FLT_MIN)

and likewise substitute DBL_MIN if using doubles.

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高级女魔头
4楼-- · 2018-12-31 01:29

Comparing to zero can be a safe operation, as long as the zero wasn't a calculated value (as noted in an above answer). The reason for this is that zero is a perfectly representable number in floating point.

Talking perfectly representable values, you get 24 bits of range in a power-of-two notion (single precision). So 1, 2, 4 are perfectly representable, as are .5, .25, and .125. As long as all your important bits are in 24-bits, you are golden. So 10.625 can be repsented precisely.

This is great, but will quickly fall apart under pressure. Two scenarios spring to mind: 1) When a calculation is involved. Don't trust that sqrt(3)*sqrt(3) == 3. It just won't be that way. And it probably won't be within an epsilon, as some of the other answers suggest. 2) When any non-power-of-2 (NPOT) is involved. So it may sound odd, but 0.1 is an infinite series in binary and therefore any calculation involving a number like this will be imprecise from the start.

(Oh and the original question mentioned comparisons to zero. Don't forget that -0.0 is also a perfectly valid floating-point value.)

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浮光初槿花落
5楼-- · 2018-12-31 01:29

I'd say the right thing is to declare each number as an object, and then define three things in that object: 1) an equality operator. 2) a setAcceptableDifference method. 3)the value itself. The equality operator returns true if the absolute difference of two values is less than the value set as acceptable.

You can subclass the object to suit the problem. For example, round bars of metal between 1 and 2 inches might be considered of equal diameter if their diameters differed by less than 0.0001 inches. So you'd call setAcceptableDifference with parameter 0.0001, and then use the equality operator with confidence.

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看淡一切
6楼-- · 2018-12-31 01:31

The last time I checked the C standard, there was no requirement for floating point operations on doubles (64 bits total, 53 bit mantissa) to be accurate to more than that precision. However, some hardware might do the operations in registers of greater precision, and the requirement was interpreted to mean no requirement to clear lower order bits (beyond the precision of the numbers being loaded into the registers). So you could get unexpected results of comparisons like this depending on what was left over in the registers from whoever slept there last.

That said, and despite my efforts to expunge it whenever I see it, the outfit where I work has lots of C code that is compiled using gcc and run on linux, and we have not noticed any of these unexpected results in a very long time. I have no idea whether this is because gcc is clearing the low-order bits for us, the 80-bit registers are not used for these operations on modern computers, the standard has been changed, or what. I'd like to know if anyone can quote chapter and verse.

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人间绝色
7楼-- · 2018-12-31 01:35

The correct question: how does one compare points in Cocoa Touch?

The correct answer: CGPointEqualToPoint().

A different question: Are two calculated values are the same?

The answer posted here: They are not.

How to check if they are close? If you want to check if they are close, then don't use CGPointEqualToPoint(). But, don't check to see if they are close. Do something that makes sense in the real world, like checking to see if a point is beyond a line or if a point is inside a sphere.

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