Floating point arithmetic is too reliable - c#

I understand that floating point arithmetic as performed in modern computer systems is not always consistent with real arithmetic. I am trying to contrive a small C# program to demonstrate this. eg:
static void Main(string[] args)
{
double x = 0, y = 0;
x += 20013.8;
x += 20012.7;
y += 10016.4;
y += 30010.1;
Console.WriteLine("Result: "+ x + " " + y + " " + (x==y));
Console.Write("Press any key to continue . . . "); Console.ReadKey(true);
}
However, in this case, x and y are equal in the end.
Is it possible for me to demonstrate the inconsistency of floating point arithmetic using a program of similar complexity, and without using any really crazy numbers? I would like, if possible, to avoid mathematically correct values that go more than a few places beyond the decimal point.

double x = (0.1 * 3) / 3;
Console.WriteLine("x: {0}", x); // prints "x: 0.1"
Console.WriteLine("x == 0.1: {0}", x == 0.1); // prints "x == 0.1: False"
Remark: based on this don't make the assumption that floating point arithmetic is unreliable in .NET.

Here's an example based on a prior question that demonstrates float arithmetic not working out exactly as you would think.
float f = (13.45f * 20);
int x = (int)f;
int y = (int)(13.45f * 20);
Console.WriteLine(x == y);
In this case, false is printed to the screen. Why? Because of where the math is performed versus where the cast to int is happening. For x, the math is performed in one statement and stored to f, then it is being cast to an integer. For y, the value of the calculation is never stored before the cast. (In x, some precision is lost between the calculation and the cast, not the case for y.)
For an explanation behind what's specifically happening in float math, see this question/answer. Why differs floating-point precision in C# when separated by parantheses and when separated by statements?

My favourite demonstration boils down to
double d = 0.1;
d += 0.2;
d -= 0.3;
Console.WriteLine(d);
The output is not 0.

Try making it so the decimal is not .5.
Take a look at this article here
http://floating-point-gui.de/

try sum VERY big and VERY small number. small one will be consumed and result will be same as large number.

Try performing repeated operations on an irrational number (such as a square root) or very long length repeating fraction. You'll quickly see errors accumulate. For instance, compute 1000000*Sqrt(2) vs. Sqrt(2)+Sqrt(2)+...+Sqrt(2).

The simplest I can think of right now is this:
class Test
{
private static void Main()
{
double x = 0.0;
for (int i = 0; i < 10; ++i)
x += 0.1;
Console.WriteLine("x = {0}, expected x = {1}, x == 1.0 is {2}", x, 1.0, x == 1.0);
Console.WriteLine("Allowing for a small error: x == 1.0 is {0}", Math.Abs(x - 1.0) < 0.001);
}
}

I suggest that, if you're truly interested, you take a look any one of a number of pages that discuss floating point numbers, some in gory detail. You will soon realize that, in a computer, they're a compromise, trading off accuracy for range. If you are going to be writing programs that use them, you do need to understand their limitations and problems that can arise if you don't take care. It will be worth your time.

double is accurate to ~15 digits. You need more precision to really start hitting problems with only a few floating point operations.

Related

Double every time brings different values

It's my generating algorithm it's generating random double elements for the array which sum must be 1
public static double [] GenerateWithSumOfElementsIsOne(int elements)
{
double sum = 1;
double [] arr = new double [elements];
for (int i = 0; i < elements - 1; i++)
{
arr[i] = RandomHelper.GetRandomNumber(0, sum);
sum -= arr[i];
}
arr[elements - 1] = sum;
return arr;
}
And the method helper
public static double GetRandomNumber(double minimum, double maximum)
{
Random random = new Random();
return random.NextDouble() * (maximum - minimum) + minimum;
}
My test cases are:
[Test]
[TestCase(7)]
[TestCase(5)]
[TestCase(4)]
[TestCase(8)]
[TestCase(10)]
[TestCase(50)]
public void GenerateWithSumOfElementsIsOne(int num)
{
Assert.AreEqual(1, RandomArray.GenerateWithSumOfElementsIsOne(num).Sum());
}
And the thing is - when I'm testing it returns every time different value like this cases :
Expected: 1
But was: 0.99999999999999967d
Expected: 1
But was: 0.99999999999999989d
But in the next test, it passes sometimes all of them, sometimes not.
I know that troubles with rounding and ask for some help, dear experts :)
https://en.wikipedia.org/wiki/Floating-point_arithmetic
In computing, floating-point arithmetic is arithmetic using formulaic
representation of real numbers as an approximation so as to support a
trade-off between range and precision. For this reason, floating-point
computation is often found in systems which include very small and
very large real numbers, which require fast processing times. A number
is, in general, represented approximately to a fixed number of
significant digits (the significand) and scaled using an exponent in
some fixed base; the base for the scaling is normally two, ten, or
sixteen.
In short, this is what floats do, they dont hold every single value and do approximate. If you would like more precision try using a Decimal instead, or adding tolerance by an epsilon (an upper bound on the relative error due to rounding in floating point arithmetic)
var ratio = a / b;
var diff = Math.Abs(ratio - 1);
return diff <= epsilon;
Round up errors are frequent in case of floating point types (like Single and Double), e.g. let's compute an easy sum:
// 0.1 + 0.1 + ... + 0.1 = ? (100 times). Is it 0.1 * 100 == 10? No!
Console.WriteLine((Enumerable.Range(1, 100).Sum(i => 0.1)).ToString("R"));
Outcome:
9.99999999999998
That's why when comparing floatinfg point values with == or != add tolerance:
// We have at least 8 correct digits
// i.e. the asbolute value of the (round up) error is less than tolerance
Assert.IsTrue(Math.Abs(RandomArray.GenerateWithSumOfElementsIsOne(num).Sum() - 1.0) < 1e-8);

Compare floats in Unity

I have 6 InputFields in my scene. Their content type is decimal.
I fetch values from these input fields and check if their sum is equal to 100.02. I enter 16.67 in all of them.
float fireP = float.Parse(firePercentage.text);
float waterP = float.Parse(waterPercentage.text);
float lightP = float.Parse(lightPercentage.text);
float nightP = float.Parse(nightPercentage.text);
float natureP = float.Parse(naturePercentage.text);
float healthP = float.Parse(healthPercentage.text);
float total = fireP + waterP + lightP + nightP + natureP + healthP;
if (total == 100.02f)
{
Debug.Log("It's equal");
}
else
{
Debug.Log(" Not equal. Your sum is = " + total);
}
I am getting " Not equal. Your sum is = 100.02" in my console log.
Anyways has any idea why this might be happening ?
You indeed have a floating point issue.
In unity you can and should use Mathf.Approximately, it's a utility function they built exactly for this purpose
Try this
if (Mathf.Approximately(total, 100.02f))
{
Debug.Log("It's equal");
}
else
{
Debug.Log(" Not equal. Your sum is = " + total);
}
Additionally, as a side note, you should work with Decimals if you plan on doing any calculations where having the EXACT number is of critical importance. It is a slightly bigger data structure, and thus slower, but it is designed not to have floating point issues. (or accurate to 10^28 at least)
For 99.99% of cases floats and doubles are enough, given that you compare them properly.
A more in-depth explanation can be found here : Difference between decimal float and double in .net
The nearest float to 16.67 is 16.6700000762939453125.
The nearest float to 100.02 is 100.01999664306640625
Adding the former to itself 5 times is not exactly equal to the latter, so they will not compare equal.
In this particular case, comparing with a tolerance in the order of 1e-6 is probably the way to go.

'Grokkable' algorithm to understand exponentiation where the exponent is floating point

To clarify first:
2^3 = 8. That's equivalent to 2*2*2. Easy.
2^4 = 16. That's equivalent to 2*2*2*2. Also easy.
2^3.5 = 11.313708... Er, that's not so easy to grok.
Want I want is a simple algorithm which most clearly shows how 2^3.5 = 11.313708. It should preferably not use any functions apart from the basic addition, subtract, multiply, or divide operators.
The code certainly doesn't have to be fast, nor does it necessarily need to be short (though that would help). Don't worry, it can be approximate to a given user-specified accuracy (which should also be part of the algorithm). I'm hoping there will be a binary chop/search type thing going on, as that's pretty simple to grok.
So far I've found this, but the top answer is far from simple to understand on a conceptual level.
The more answers the merrier, so I can try to understand different ways of attacking the problem.
My language preference for the answer would be C#/C/C++/Java, or pseudocode for all I care.
Ok, let's implement pow(x, y) using only binary searches, addition and multiplication.
Driving y below 1
First, take this out of the way:
pow(x, y) == pow(x*x, y/2)
pow(x, y) == 1/pow(x, -y)
This is important to handle negative exponents and drive y below 1, where things start getting interesting. This reduces the problem to finding pow(x, y) where 0<y<1.
Implementing sqrt
In this answer I assume you know how to perform sqrt. I know sqrt(x) = x^(1/2), but it is easy to implement it just using a binary search to find y = sqrt(x) using y*y=x search function, e.g.:
#define EPS 1e-8
double sqrt2(double x) {
double a = 0, b = x>1 ? x : 1;
while(abs(a-b) > EPS) {
double y = (a+b)/2;
if (y*y > x) b = y; else a = y;
}
return a;
}
Finding the answer
The rationale is that every number below 1 can be approximated as a sum of fractions 1/2^x:
0.875 = 1/2 + 1/4 + 1/8
0.333333... = 1/4 + 1/16 + 1/64 + 1/256 + ...
If you find those fractions, you actually find that:
x^0.875 = x^(1/2+1/4+1/8) = x^(1/2) * x^(1/4) * x^(1/8)
That ultimately leads to
sqrt(x) * sqrt(sqrt(x)) * sqrt(sqrt(sqrt(x)))
So, implementation (in C++)
#define EPS 1e-8
double pow2(double x, double y){
if (x < 0 and abs(round(y)-y) < EPS) {
return pow2(-x, y) * ((int)round(y)%2==1 ? -1 : 1);
} else if (y < 0) {
return 1/pow2(x, -y);
} else if(y > 1) {
return pow2(x * x, y / 2);
} else {
double fraction = 1;
double result = 1;
while(y > EPS) {
if (y >= fraction) {
y -= fraction;
result *= x;
}
fraction /= 2;
x = sqrt2(x);
}
return result;
}
}
Deriving ideas from the other excellent posts, I came up with my own implementation. The answer is based on the idea that base^(exponent*accuracy) = answer^accuracy. Given that we know the base, exponent and accuracy variables beforehand, we can perform a search (binary chop or whatever) so that the equation can be balanced by finding answer. We want the exponent in both sides of the equation to be an integer (otherwise we're back to square one), so we can make accuracy any size we like, and then round it to the nearest integer afterwards.
I've given two ways of doing it. The first is very slow, and will often produce extremely high numbers which won't work with most languages. On the other hand, it doesn't use log, and is simpler conceptually.
public double powSimple(double a, double b)
{
int accuracy = 10;
bool negExponent = b < 0;
b = Math.Abs(b);
bool ansMoreThanA = (a>1 && b>1) || (a<1 && b<1); // Example 0.5^2=0.25 so answer is lower than A.
double accuracy2 = 1.0 + 1.0 / accuracy;
double total = a;
for (int i = 1; i < accuracy* b; i++) total = total*a;
double t = a;
while (true) {
double t2 = t;
for(int i = 1; i < accuracy; i++) t2 = t2 * t; // Not even a binary search. We just hunt forwards by a certain increment
if((ansMoreThanA && t2 > total) || (!ansMoreThanA && t2 < total)) break;
if (ansMoreThanA) t *= accuracy2; else t /= accuracy2;
}
if (negExponent) t = 1 / t;
return t;
}
This one below is a little more involved as it uses log(). But it is much quicker and doesn't suffer from the super-high number problems as above.
public double powSimple2(double a, double b)
{
int accuracy = 1000000;
bool negExponent= b<0;
b = Math.Abs(b);
double accuracy2 = 1.0 + 1.0 / accuracy;
bool ansMoreThanA = (a>1 && b>1) || (a<1 && b<1); // Example 0.5^2=0.25 so answer is lower than A.
double total = Math.Log(a) * accuracy * b;
double t = a;
while (true) {
double t2 = Math.Log(t) * accuracy;
if ((ansMoreThanA && t2 > total) || (!ansMoreThanA && t2 < total)) break;
if (ansMoreThanA) t *= accuracy2; else t /= accuracy2;
}
if (negExponent) t = 1 / t;
return t;
}
You can verify that 2^3.5 = 11.313708 very easily: check that 11.313708^2 = (2^3.5)^2 = 2^7 = 128
I think the easiest way to understand the computation you would actually do for this would be to refresh your understanding of logarithms - one starting point would be http://en.wikipedia.org/wiki/Logarithm#Exponentiation.
If you really want to compute non-integer powers with minimal technology one way to do that would be to express them as fractions with denominator a power of two and then take lots of square roots. E.g. x^3.75 = x^3 * x^(1/2) * x^(1/4) then x^(1/2) = sqrt(x), x^(1/4) = sqrt(sqrt(x)) and so on.
Here is another approach, based on the idea of verifying a guess. Given y, you want to find x such that x^(a/b) = y, where a and b are integers. This equation implies that x^a = y^b. You can calculate y^b, since you know both numbers. You know a, so you can - as you originally suspected - use binary chop or perhaps some numerically more efficient algorithm to solve x^a = y^b for x by simply guessing x, computing x^a for this guess, comparing it with y^b, and then iteratively improving the guess.
Example: suppose we wish to find 2^0.878 by this method. Then set a = 439, b = 500, so we wish to find 2^(439/500). If we set x=2^(439/500) we have x^500 = 2^439, so compute 2^439 and (by binary chop or otherwise) find x such that x^500 = 2^439.
Most of it comes down to being able to invert the power operation.
In other words, the basic idea is that (for example) N2 should be basically the "opposite" of N1/2 so that if you do something like:
M = N2
L = M1/2
Then the result you get in L should be the same as the original value in N (ignoring any rounding and such).
Mathematically, that means that N1/2 is the same as sqrt(N), N1/3 is the cube root of N, and so on.
The next step after that would be something like N3/2. This is pretty much the same idea: the denominator is a root, and the numerator is a power, so N3/2 is the square root of the cube of N (or the cube of the square root of N--works out the same).
With decimals, we're just expressing a fraction in a slightly different form, so something like N3.14 can be viewed as N314/100--the hundredth root of N raised to the power 314.
As far as how you compute these: there are quite a few different ways, depending heavily on the compromise you prefer between complexity (chip area, if you're implementing it in hardware) and speed. The obvious way is to use a logarithm: AB = Log-1(Log(A)*B).
For a more restricted set of inputs, such as just finding the square root of N, you can often do better than that extremely general method though. For example, the binary reducing method is quite fast--implemented in software, it's still about the same speed as Intel's FSQRT instruction.
As stated in the comments, its not clear if you want a mathematical description of how fractional powers work, or an algorithm to calculate fractional powers.
I will assume the latter.
For almost all functions (like y = 2^x) there is a means of approximating the function using a thing called the Taylor Series http://en.wikipedia.org/wiki/Taylor_series. This approximates any reasonably behaved function as a polynomial, and polynomials can be calculated using only multiplication, division, addition and subtraction (all of which the CPU can do directly). If you calculate the Taylor series for y = 2^x and plug in x = 3.5 you will get 11.313...
This almost certainly not how exponentiation is actually done on your computer. There are many algorithms which run faster for different inputs. For example, if you calculate 2^3.5 using the Taylor series, then you would have to look at many terms to calculate it with any accuracy. However, the Taylor series will converge much faster for x = 0.5 than for x = 3.5. So one obvious improvement is to calculate 2^3.5 as 2^3 * 2^0.5, as 2^3 is easy to calculate directly. Modern exponentiation algorithms will use many, many tricks to speed up processing - but the principle is still much the same, approximate the exponentiation function as some infinite sum, and calculate as many terms as you need to get the accuracy that is required.

Why does Math.Pow(-78.0921, -64.6294) return NaN?

I have two values: X = -78.0921 and Y = -64.6294. Now, when I want to compute Math.Pow(X, Y) it returns NaN. What should I do? How can I solve this problem?
How should I calculate this power? Is there any other function that can calculate this?...or maybe it is not defined mathematically ?
You've tried to compute a number that is not real.
By not real I mean, if we tried every single number between the largest number and the smallest number you can think of, none of those numbers is the solution to -78.0921 to the power of -64.6294.
In fact, no real number is the solution to -1 to the power of 0.5, or the square root of -1, and in general for a^b if a is negative and b is non-integer, the result is not real.
The inability to express such a useful result in real numbers lead to the invention of complex numbers. We say sqrt(-1) = i, the imaginary unit, in the complex number system - all complex numbers have a real component and an imaginary component, expressed as a + b*i.
In general, no negative number to a fractional power produces a real result, as it will have some component of i in it - the closer to a .5 the power is, the more i, the closer to a .0, the more real, and the path follows a circle between real and imaginary, e.g.
-1^x = cos(pi*x)+i*sin(pi*x)
Read more about complex numbers: http://en.wikipedia.org/wiki/Complex_number
If you wish to work with complex numbers in C#, try http://msdn.microsoft.com/en-us/library/system.numerics.complex.aspx
However, unless complex numbers have some meaning in your problem domain (they are meaningful in many electrical engineering, physics and signal analysis problems, for example) it's possible that your data is wrong or your logic is wrong to be attempting to do such a thing in the first place.
The documentation states that the returned value for those inputs is NaN.
x < 0 but not NegativeInfinity; y is not an integer, NegativeInfinity, or PositiveInfinity: returns NaN
The reason that NaN is returned is that the function is not well-defined for your input values. The Wikipedia article on Exponentiation covers this topic.
I think you mean that it returns NaN because your input matches the following:
x < 0 but not NegativeInfinity; y is not an integer, NegativeInfinity, or PositiveInfinity
Which is correct, as per the documentation.
Here is what I used for (native C# library System.Numerics):
Complex.Pow(x, y).Real;
The result is the same as:
double checkSquareRoot(double x, double y)
{
var result = Math.Pow(x, y);
if (x > 0)
{
return result;
}
else
{
return -1 * Math.Pow(-x, y);
}
}
Hope it helps!
I had a similar issue and handled as shown below, you have to adjust the min and max values as needed, in my case they are 0 and 10.
double alpha = FastMath.pow(weight, parameters.getAlpha());
if(alpha == Double.NEGATIVE_INFINITY) {
alpha = 0d;
}
if(alpha == Double.POSITIVE_INFINITY) {
alpha = 10d;
}
double beta = FastMath.pow(1d / distanceMatrix[row][column],
parameters.getBeta());
if(beta == Double.NEGATIVE_INFINITY) {
beta = 0d;
}
if(beta == Double.POSITIVE_INFINITY) {
beta = 10d;
}
It is another weak point in C#. We know that cubic root of -125 is equal to -5, but the result of Console.Write(Math.Pow(-125,1.0/3)); is NaN.
Perhaps you should try this:
if (x>0) {
Console.Write(Math.Pow(x,y));
}
else if (x<0) {
double x = Abs(x);
double z = Math.Pow(x,y);
if (y%2==0)
Console.Write(z);
else
Console.Write(-z);
}

Assert.AreEqual() with System.Double getting really confusing

Description
This is not a real world example! Please don't suggest using decimal or something else.
I am only asking this because I really want to know why this happens.
I recently saw the awesome Tekpub Webcast Mastering C# 4.0 with Jon Skeet again.
On episode 7 - Decimals and Floating Points it is going really weird and even our
Chuck Norris of Programming (aka Jon Skeet) does not have a real answer to my question.
Only a might be.
Question: Why did MyTestMethod() fail and MyTestMethod2() pass?
Example 1
[Test]
public void MyTestMethod()
{
double d = 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
Console.WriteLine("d = " + d);
Assert.AreEqual(d, 1.0d);
}
This results in
d = 1
Expected: 0.99999999999999989d
But was: 1.0d
Example 2
[Test]
public void MyTestMethod2()
{
double d = 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
d += 0.1d;
Console.WriteLine("d = " + d);
Assert.AreEqual(d, 0.5d);
}
This results in success
d = 0,5
But why ?
Update
Why doesn't Assert.AreEqual() cover that?
Assert.AreEqual() does cover that; you have to use the overload with a third delta argument:
Assert.AreEqual(0.1 + 0.1 + 0.1, 0.3, 0.00000001);
Because Doubles, like all floating point numbers, are approximations, not absolute values binary (base-2) representations, which may not be able to perfectly represent base-10 fractions (the same way that base-10 cannot represent 1/3 perfectly). So the fact that the second one happens to round to the correct value when you perform equality comparison (and the fact that the first one doesn't) is just luck, and not a bug in the framework or anything else.
Also, read this: Casting a result to float in method returning float changes result
Assert.Equals does not cover this case because the principle of least astonishment states that since every other built-in numeric value type in .NET defines .Equals() to perform an equivalent operation of ==, so Double does so as well. Since in fact the two numbers that you are generating in your test (the literal 0.5d and the 5x sum of .1d) are not == equal (the actual values in the processors' registers are different) Equals() returns false.
It is not the framework's intent to break the generally accepted rules of computing in order to make your life convenient.
Finally, I'd offer that NUnit has indeed realized this problem and according to http://www.nunit.org/index.php?p=equalConstraint&r=2.5 offers the following method to test floating point equality within a tolerance:
Assert.That( 5.0, Is.EqualTo( 5 );
Assert.That( 5.5, Is.EqualTo( 5 ).Within(0.075);
Assert.That( 5.5, Is.EqualTo( 5 ).Within(1.5).Percent;
Okay, I haven't checked what Assert.AreEqual does... but I suspect that by default it's not applying any tolerance. I wouldn't expect it to behind my back. So let's look for another explanation...
You're basically seeing a coincidence - the answer after four additions happens to be the exact value, probably because the lowest bit gets lost somewhere when the magnitude changes - I haven't looked at the bit patterns involved, but if you use DoubleConverter.ToExactString (my own code) you can see exactly what the value is at any point:
using System;
public class Test
{
public static void Main()
{
double d = 0.1d;
Console.WriteLine("d = " + DoubleConverter.ToExactString(d));
d += 0.1d;
Console.WriteLine("d = " + DoubleConverter.ToExactString(d));
d += 0.1d;
Console.WriteLine("d = " + DoubleConverter.ToExactString(d));
d += 0.1d;
Console.WriteLine("d = " + DoubleConverter.ToExactString(d));
d += 0.1d;
Console.WriteLine("d = " + DoubleConverter.ToExactString(d));
}
}
Results (on my box):
d = 0.1000000000000000055511151231257827021181583404541015625
d = 0.200000000000000011102230246251565404236316680908203125
d = 0.3000000000000000444089209850062616169452667236328125
d = 0.40000000000000002220446049250313080847263336181640625
d = 0.5
Now if you start with a different number, it doesn't work itself out in the same way:
(Starting with d=10.1)
d = 10.0999999999999996447286321199499070644378662109375
d = 10.199999999999999289457264239899814128875732421875
d = 10.2999999999999989341858963598497211933135986328125
d = 10.39999999999999857891452847979962825775146484375
d = 10.4999999999999982236431605997495353221893310546875
So basically you happened to get lucky or unlucky with your test - the errors cancelled themselves out.
Assert.AreEqual does take that into account.
But in order to do so, you need to supply your margin of error - the delta within the difference between the two float values are deemed equal for your application.
There are two overloads to Assert.AreEqual that take only two parameters - a generic one (T, T) and a non generic one - (object, object). These can only do the default comparisons.
Use one of the overloads that take double and that also has a parameter for the delta.
This is the feature of computer floating point arithmetics
(http://www.eskimo.com/~scs/cclass/progintro/sx5.html)
It's important to remember that the precision of floating-point
numbers is usually limited, and this can lead to surprising results.
The result of a division like 1/3 cannot be represented exactly (it's
an infinitely repeating fraction, 0.333333...), so the computation (1
/ 3) x 3 tends to yield a result like 0.999999... instead of 1.0.
Furthermore, in base 2, the fraction 1/10, or 0.1 in decimal, is also
an infinitely repeating fraction, and cannot be represented exactly,
either, so (1 / 10) x 10 may also yield 0.999999.... For these reasons
and others, floating-point calculations are rarely exact. When working
with computer floating point, you have to be careful not to compare
two numbers for exact equality, and you have to ensure that ``round
off error'' doesn't accumulate until it seriously degrades the results
of your calculations.
You should explicit set the precision for Assert
For example:
double precision = 1e-6;
Assert.AreEqual(d, 1.0, precision);
It's work for you sample. I often use this way in my code, but precision depending on the situation
This is because floating point numbers lose precision. The best way to compare equals is to subtract the numbers and verify the different is less then a certain number such as .001 (or to whatever precision you need). Look at http://msdn.microsoft.com/en-us/library/system.double%28v=VS.95%29.aspx specifically the Floating-Point Values and Loss of Precision section.
0.1 can't be represented exactly in a double because of it's internal format.
Use decimal if you want to represent base 10 numbers.
If you want to compare doubles check whether they are within a very small amount of each other.

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