How to round a float to one digit after the dot - c#

Most probably, it's a duplicate, and I don't understand some basics, and thus deserve a downvote, but it just drives me crazy.
I'm using C# and .NET Core on Mac OS.
I have a float 9.74999 and I want to round it to one digit after the dot and get 9.8 (like it should work according to what I remember from primary school: 9.749 -> 9.75 -> 9.8 -> 10).
I tried this:
float rounded = (float)Math.Round(9.74999f, 1, MidpointRounding.AwayFromZero);
// rounded = 9.7
Why it's not 9.8? So, it just takes the digit of interest (7) and the following one (4) and doesn't care about the rest (999)?
And this construction actually gives me what I want:
float rounded = (float)Math.Round(
(float)Math.Round(9.74999f, 2, MidpointRounding.AwayFromZero),
1,
MidpointRounding.AwayFromZero
);
// rounded = 9.8
So, the only way I can get 9.8 out of 9.74999 is by performing two Round operations:
First Round with 2 decimals;
Second Round with the result of the first one and 1 decimal.
Is this a proper way to do it?
Update
I see now that at school we were given a concept of double (triple, etc) rounding (https://en.wikipedia.org/wiki/Rounding#Double_rounding), which accumulates error on each step, and that's not the rounding that is used by Math.Round, so that's why I am not getting what I expect to get (9.749 -> 9.75 -> 9.8).
But I do need to perform exactly such a "consequential" rounding, going from right to left, digit by digit. So, I guess, there is no standard function for that, and I need to implement it myself.

In Math, 9.74999 rounds to 9.7. The code is using math.
Edit with less snark: 9.75 and greater will around to 9.8. Anything less than 9.75 (and greater than or equal to 9.65) will round to 9.7. I think you're confusing yourself and thinking that the 999 will round the .74 to a .75, but that's not the case.

Related

Exact double precision by correct rounding

Although my question sounds trivial, it really is NOT. Hope you can help me.
I want to implement interval arithmetic in my .NET (C#) project. This means that every number is defined by an lower bound and an upper bound. This is helpfull for problems like
1 / 3 = 0.333333333333333 (15 significant digits)
since you would then have
1 / 3 = [ 0.33333333333333 , 0.333333333333334 ] (14 significant digits each)
, so I now FOR SURE that the right answer lays between those two numbers. Without the interval representation I would already have a rounding error with me (i.e. 0.0000000000000003).
To achieve this I wrote my own Interval type that overloads all standard operators like +-*/, etc. To make this type work correctly I need to be able to round the result of 1 / 3 in two directions. Rounding the result down will give me the lower bound for my interval, rounding the result up will give me the upper bound for my interval.
.NET has the Math.Round(double,int) method which rounds the double to int decimal places. Looks great but it can't be forced to round up/down. Math.Round(1.0/3.0,14) would round down, but the also needed up-rounding to 0.33...34 can't be achieved like this.
But there are Math.Ceil and Math.Floor you might say! Okay, those methods round to the next lower or upper integer. So if I want to round to 14 decimal places I first need to reform my result:
1 / 3 = 0.333333333333333 -> *E14 -> 33333333333333.3
So now I can call Math.Ceil and Math.Floor and get both rounded results after reforming back
33333333333333 & 33333333333334 -> /E14 -> 0.33333333333333 & 0.33333333333334
Looks great, but: Let's say my number goes near the double.MaxValue. I can't just *E14 a value near double.MaxValue since this will give me an OverflowException. So this is no solution either.
And, to top all of these facts: All this fails even harder when trying to round 0.9999999999999999999999999 (more than 15 digits) since the internal representation is already rounded to 1 before I can even start trying to round down.
I could try to somehow parse a string containing the double but this won't help since (1/3 * 3).ToString() will already print 1 instead of 0.99...9.
Decimal does not work either since I don't want that deep precision, 14 digits are enough; but I still want that double range!
In C++, where several interval arithmetic implementations exist, this problem could be solved by telling the processor dynamically to swith its roundmode to for example "always down" or "always up". I couldn't find any way to do this in .NET.
So, do you have any ideas?
Thanks in advance!
Assume nextDown(x) is a function that returns the largest double that is less than x, and nextUp(x) is a function that returns the smallest double that is greater than x. See Get next smallest Double number for implementation ideas.
Where you would have rounded a lower bound result down, instead use the nextDown of the round-to-nearest result. Where you would have rounded an upper bound up, use the nextUp of the round-to-nearest result.
This method ensures the interval continues to contain the exact real number result. It introduces extra rounding error - in some cases the lower bound will be one ULP smaller than it should be, and/or the upper bound will be one ULP bigger. However, it is a minimal widening of the interval, much less widening than you would get working in decimal or by suppressing low significance bits.
This might be more like a long comment than a real answer.
This code returns an "interval" (I just use Tuple<,>, you can use your own Interval type) based on truncating the seven least significant bits:
static Tuple<double, double> GetMinMaxIntervalBasedOnBinaryNumbersThatAreRoundOnLastSevenBits(double number)
{
if (double.IsInfinity(number) || double.IsNaN(number))
return Tuple.Create(number, number); // maybe treat this case differently
var i = BitConverter.DoubleToInt64Bits(number);
const int numberOfBitsToClear = 7; // your seven, can change this value, must be below 52
const long precision = 1L << numberOfBitsToClear;
const long bitMask = ~(precision - 1L);
//truncate i
i &= bitMask;
return Tuple.Create(BitConverter.Int64BitsToDouble(i), BitConverter.Int64BitsToDouble(i + precision));
}
Disclaimer: I am not sure if this is useful for any purpose. In particular not sure it is useful for interval arithmetic.
With this code, GetMinMaxIntervalBasedOnBinaryNumbersThatAreRoundOnLastSevenBits(1.0 / 3.0) returns the tuple (0.333333333333329, 0.333333333333336).
This code, just like the code you ask for in your question, has the obvious "issue" that if the original value is close to (or even equal to) one of the "round" numbers we use, then the returned interval is "skewed", with the original number being close to one of the ends of the interval. For example, with input 42.0 (already round), you get out the tuple (42, 42.0000000000009).
One good thing about this code is I expect it to be extremely fast.

C# bug in a for loop

I shouldn't get the negative numbers, see the screenshot below:
See the pic below:
Here is the code:
for (double i=8.0; i<=12;i=i+0.5)
{
double aa= (i - Convert.ToInt32(i)) ;
Console.WriteLine(" "+i+" "+aa);
}
If you check the documentation:
Return Value
Type: System.Int32
value, rounded to the nearest 32-bit signed integer. If value is halfway between two whole numbers, the even number is returned; that is, 4.5 is converted to 4, and 5.5 is converted to 6.
This means that every other number will round up, and then down, then up, and then down, which means you'll get negative numbers half the time.
The purpose of this method is to even out bias introduced by always rounding in a particular direction. Consider summing up a huge number of values, rounding them each first. If you always round up, the final sum will always be larger than summing the un-rounded values and then rounding the sum. However, if you round half up and half down according to the rule laid out above, the final sum of the rounded numbers is more likely to be closer to a rounded sum.
You can also read more about this on wikipedia: Round. It is sometimes called bankers rounding although as far as I know banks doesn't use this method.
To ensure you're rounding as you want to:
Down: Math.Floor(Double)
Up: Math.Ceiling(Double)
Even/AwayFromZero: Math.Round(Double, MidpointRounding)
I don't know what you would expect, but double is rounded in this case, not truncated
value: rounded to the nearest 32-bit signed integer. If value is halfway between two whole numbers, the even number is returned; that is, 4.5 is converted to 4, and 5.5 is converted to 6.
Check Convert.ToInt32(double) documentation
try this solve your problem negative marks
for (double i = 8.0; i <= 12; i = i + 0.5)
{
double aa = Convert.ToInt32(i);
Console.WriteLine(aa+" " +i );
}
double aa= (i - Convert.ToInt32(i)) ;
looks like it's alternatively rounding up and down.
Not particularly surprising

Unexpected Behavior of Math.Floor(double) and Math.Ceiling(double)

This question is about the threshold at which Math.Floor(double) and Math.Ceiling(double) decide to give you the previous or next integer value. I was disturbed to find that the threshold seems to have nothing to do with Double.Epsilon, which is the smallest value that can be represented with a double. For example:
double x = 3.0;
Console.WriteLine( Math.Floor( x - Double.Epsilon ) ); // expected 2, got 3
Console.WriteLine( Math.Ceiling( x + Double.Epsilon) ); // expected 4, got 3
Even multiplying Double.Epsilon by a fair bit didn't do the trick:
Console.WriteLine( Math.Floor( x - Double.Epsilon*1000 ) ); // expected 2, got 3
Console.WriteLine( Math.Ceiling( x + Double.Epsilon*1000) ); // expected 4, got 3
With some experimentation, I was able to determine that the threshold is somewhere around 2.2E-16, which is very small, but VASTLY bigger than Double.Epsilon.
The reason this question came up is that I was trying to calculate the number of digits in a number with the formula var digits = Math.Floor( Math.Log( n, 10 ) ) + 1. This formula doesn't work for n=1000 (which I stumbled on completely by accident) because Math.Log( 1000, 10 ) returns a number that's 4.44E-16 off its actual value. (I later found that the built-in Math.Log10(double) provides much more accurate results.)
Shouldn't the threshold should be tied to Double.Epsilon or, if not, shouldn't the threshold be documented (I couldn't find any mention of this in the official MSDN documentation)?
Shouldn't the threshold should be tied to Double.Epsilon
No.
The representable doubles are not uniformly distributed over the real numbers. Close to zero there are many representable values. But the further from zero you get, the further apart representable doubles are. For very large numbers even adding 1 to a double will not give you a new value.
Therefore the threshold you are looking for depends on how large your number is. It is not a constant.
The value of Double.Epsilon is 4.94065645841247e-324. Adding or subtracting this value to 3 results in 3, due to the way floating-point works.
A double has 53 bits of mantissa, so the smallest value you can add that will have any impact will be approximately 2^53 time smaller than your variable. So something around 1e-16 sounds about right (order of magnitude).
So to answer your question: there is no "threshold"; floor and ceil simply act on their argument in exactly the way you would expect.
This is going to be hand-waving rather than references to specifications, but I hope my "intuitive explanation" suits you well.
Epsilon represents the smallest magnitude that can be represented, that is different from zero. Considering the mantissa and exponent of a double, that's going to be extremely tiny -- think 10^-324. There's over three hundred zeros between the decimal point and the first non-zero digit.
However, a Double represents roughly 14-15 digits of precision. That still leaves 310 digits of zeros between Epsilon and and integers.
Doubles are fixed to a certain bit length. If you really want arbitrary precision calculations, you should use an arbitrary-precision library instead. And be prepared for it to be significantly slower -- representing all 325 digits that would be necessary to store a number such as 2+epsilon will require roughly 75 times more storage per number. That storage isn't free and calculating with it certainly cannot go at full CPU speed.

C# float infinite loop

The following code in C# (.Net 3.5 SP1) is an infinite loop on my machine:
for (float i = 0; i < float.MaxValue; i++) ;
It reached the number 16777216.0 and 16777216.0 + 1 is evaluates to 16777216.0. Yet at this point: i + 1 != i.
This is some craziness.
I realize there is some inaccuracy in how floating point numbers are stored. And I've read that whole numbers greater 2^24 than cannot be properly stored as a float.
Still the code above, should be valid in C# even if the number cannot be properly represented.
Why does it not work?
You can get the same to happen for double but it takes a very long time. 9007199254740992.0 is the limit for double.
Right, so the issue is that in order to add one to the float, it would have to become
16777217.0
It just so happens that this is at a boundary for the radix and cannot be represented exactly as a float. (The next highest value available is 16777218.0)
So, it rounds to the nearest representable float
16777216.0
Let me put it this way:
Since you have a floating amount of precision, you have to increment up by a higher-and-higher number.
EDIT:
Ok, this is a little bit difficult to explain, but try this:
float f = float.MaxValue;
f -= 1.0f;
Debug.Assert(f == float.MaxValue);
This will run just fine, because at that value, in order to represent a difference of 1.0f, you would need over 128 bits of precision. A float has only 32 bits.
EDIT2
By my calculations, at least 128 binary digits unsigned would be necessary.
log(3.40282347E+38) * log(10) / log(2) = 128
As a solution to your problem, you could loop through two 128 bit numbers. However, this will take at least a decade to complete.
Imagine for example that a floating point number is represented by up to 2 significant decimal digits, plus an exponent: in that case, you could count from 0 to 99 exactly. The next would be 100, but because you can only have 2 significant digits that would be stored as "1.0 times 10 to the power of 2". Adding one to that would be ... what?
At best, it would be 101 as an intermediate result, which would actually be stored (via a rounding error which discards the insignificant 3rd digit) as "1.0 times 10 to the power of 2" again.
To understand what's going wrong you're going to have to read the IEEE standard on floating point
Let's examine the structure of a floating point number for a second:
A floating point number is broken into two parts (ok 3, but ignore the sign bit for a second).
You have a exponent and a mantissa. Like so:
smmmmmmmmeeeeeee
Note: that is not acurate to the number of bits, but it gives you a general idea of what's happening.
To figure out what number you have we do the following calculation:
mmmmmm * 2^(eeeeee) * (-1)^s
So what is float.MaxValue going to be? Well you're going to have the largest possible mantissa and the largest possible exponent. Let's pretend this looks something like:
01111111111111111
in actuality we define NAN and +-INF and a couple other conventions, but ignore them for a second because they're not relevant to your question.
So, what happens when you have 9.9999*2^99 + 1? Well, you do not have enough significant figures to add 1. As a result it gets rounded down to the same number. In the case of single floating point precision the point at which +1 starts to get rounded down happens to be 16777216.0
It has nothing to do with overflow, or being near the max value. The float value for 16777216.0 has a binary representation of 16777216. You then increment it by 1, so it should be 16777217.0, except that the binary representation of 16777217.0 is 16777216!!! So it doesn't actually get incremented or at least the increment doesn't do what you expect.
Here is a class written by Jon Skeet that illustrates this:
DoubleConverter.cs
Try this code with it:
double d1 = 16777217.0;
Console.WriteLine(DoubleConverter.ToExactString(d1));
float f1 = 16777216.0f;
Console.WriteLine(DoubleConverter.ToExactString(f1));
float f2 = 16777217.0f;
Console.WriteLine(DoubleConverter.ToExactString(f2));
Notice how the internal representation of 16777216.0 is the same 16777217.0!!
The iteration when i approaches float.MaxValue has i just below this value. The next iteration adds to i, but it can't hold a number bigger than float.MaxValue. Thus it holds a value much smaller, and begins the loop again.

.Net Round Bug [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));
}

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