On 19/03/12 15:45, H. S. Teoh wrote:
On Mon, Mar 19, 2012 at 08:50:02AM -0400, bearophile wrote:
James Miller:

         writeln(v1 == 1); //false
         writeln(v1 == 1.0); //false
         writeln(v1 == 1.0f); //false
         writeln(v1+1 == 2.0f); //true



Maybe I'd like to deprecate and then statically forbid the use of ==
among floating point values, and replace it with a library-defined
function.
[...]

I agree. Using == for any floating point values is pretty much never
right. Either we should change the definition of == for floats to use
abs(y-x)<epsilon for some given epsilon value, or we should prohibit it
altogether, and force people to always write abs(y-x)<epsilon.

No, no, no. That's nonsense.

For starters, note that ANY integer expression which is exact, is also exact in floating point.
Another important case is that
if (f == 0)
is nearly always correct.


> Using == to compare floating point values is wrong. Due to the nature of
> floating point computation, there's always a possibility of roundoff
> error. Therefore, the correct way to compare floats is:
>
>    immutable real epsilon = 1.0e-12; // adjustable accuracy here
>    if (abs(y-x)<  epsilon) {
>            // approximately equal
>    } else {
>            // not equal
>    }

And this is wrong, if y and x are both small, or both large. Your epsilon value is arbitrary.
Absolute tolerance works for few functions like sin(), but not in general.

See std.math.feqrel for a method which gives tolerance in terms of roundoff error, which is nearly always what you want.

To summarize:

For scientific/mathematical programming:
* Usually you want relative tolerance
* Sometimes you want exact equality.
* Occasionally you want absolute tolerance

But it depends on your application. For graphics programming you probably want absolute tolerance in most cases.

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