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  • Floating point arithmetic is too reliable.

    - by mcoolbeth
    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.

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  • C - floating point rounding

    - by hatorade
    I'm trying to understand how floating point numbers work. I think I'd like to test out what I know / need to learn by evaluating the following: I would like to find the smallest x such that x + 1 = x, where x is a floating point number. As I understand it, this would happen in the case where x is large enough so that x + 1 is closer to x than the next number higher than x representable by floating point. So intuitively it seems it would be the case where I don't have enough digits in the significand. Would this number x then be the number where the significand is all 1's. But then I can't seem to figure out what the exponent would have to be. Obviously it would have to be big (relative to 10^0, anyway).

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  • MySQL floating point comparison issues

    - by Sharief
    I ran into an issue by introducing floating point columns in the MySQL database schema that the comparisons on floating point values don't return the correct results always. 1 - 50.12 2 - 34.57 3 - 12.75 4 - ...(rest all less than 12.00) SELECT COUNT(*) FROM `users` WHERE `points` > "12.75" This returns me "3". I have read that the comparisons of floating point values in MySQL is a bad idea and decimal type is the better option. Do I have any hope of moving ahead with the float type and get the comparisons to work correctly?

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  • Converting byte[] of binary fixed point to floating point value?

    - by Sean Donohue
    I'm reading some data over a socket. The integral data types are no trouble, the System.BitConverter methods are correctly handling the conversion. (So there are no Endian issues to worry about, I think?) However, BitConverter.ToDouble isn't working for the floating point parts of the data...the source specification is a bit low level for me, but talks about a binary fixed point representation with a positive byte offset in the more significant direction and negative byte offset in the less significant direction. Most of the research I've done has been aimed at C++ or a full fixed-point library handling sines and cosines, which sounds like overkill for this problem. Could someone please help me with a C# function to produce a float from 8 bytes of a byte array with, say, a -3 byte offset?

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  • Point in polygon OR point on polygon using LINQ

    - by wageoghe
    As noted in an earlier question, How to Zip enumerable with itself, I am working on some math algorithms based on lists of points. I am currently working on point in polygon. I have the code for how to do that and have found several good references here on SO, such as this link Hit test. So, I can figure out whether or not a point is in a polygon. As part of determining that, I want to determine if the point is actually on the polygon. This I can also do. If I can do all of that, what is my question you might ask? Can I do it efficiently using LINQ? I can already do something like the following (assuming a Pairwise extension method as described in my earlier question as well as in links to which my question/answers links, and assuming a Position type that has X and Y members). I have not tested much, so the lambda might not be 100% correct. Also, it does not take very small differences into account. public static PointInPolygonLocation PointInPolygon(IEnumerable<Position> pts, Position pt) { int numIntersections = pts.Pairwise( (p1, p2) => { if (p1.Y != p2.Y) { if ((p1.Y >= pt.Y && p2.Y < pt.Y) || (p1.Y < pt.Y && p2.Y >= pt.Y)) { if (p1.X < p1.X && p2.X < pt.X) { return 1; } if (p1.X < pt.X || p2.X < pt.X) { if (((pt.Y - p1.Y) * ((p1.X - p2.X) / (p1.Y - p2.Y)) * p1.X) < pt.X) { return 1; } } } } return 0; }).Sum(); if (numIntersections % 2 == 0) { return PointInPolygonLocation.Outside; } else { return PointInPolygonLocation.Inside; } } This function, PointInPolygon, takes the input Position, pt, iterates over the input sequence of position values, and uses the Jordan Curve method to determine how many times a ray extended from pt to the left intersects the polygon. The lambda expression will yield, into the "zipped" list, 1 for every segment that is crossed, and 0 for the rest. The sum of these values determines if pt is inside or outside of the polygon (odd == inside, even == outside). So far, so good. Now, for any consecutive pairs of position values in the sequence (i.e. in any execution of the lambda), we can also determine if pt is ON the segment p1, p2. If that is the case, we can stop the calculation because we have our answer. Ultimately, my question is this: Can I perform this calculation (maybe using Aggregate?) such that we will only iterate over the sequence no more than 1 time AND can we stop the iteration if we encounter a segment that pt is ON? In other words, if pt is ON the very first segment, there is no need to examine the rest of the segments because we have the answer. It might very well be that this operation (particularly the requirement/desire to possibly stop the iteration early) does not really lend itself well to the LINQ approach. It just occurred to me that maybe the lambda expression could yield a tuple, the intersection value (1 or 0 or maybe true or false) and the "on" value (true or false). Maybe then I could use TakeWhile(anontype.PointOnPolygon == false). If I Sum the tuples and if ON == 1, then the point is ON the polygon. Otherwise, the oddness or evenness of the sum of the other part of the tuple tells if the point is inside or outside.

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  • C99 and floating point environment

    - by yCalleecharan
    Hi, I was looking at new features of C99 and saw the floating point environment: #include <fenv.h> My question is simple. If I'm performing floating point number computations, do I have to include the above preprocessor directive in my code? If no, then what does this directive do and when does it become important to include? Thanks a lot...

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  • Ruby BigDecimal sanity check (floating point newb)

    - by Andy
    Hello, Hoping to get some feedback from someone more experienced here. I haven't dealt with the dreaded floating-point calculation before... Is my understanding correct that with Ruby BigDecimal types (even with varying precision and scale lengths) should calculate accurately or should I anticipate floating point shenanigans? All my values within a Rails application are BigDecimal type and I'm seeing some errors (they do have different decimal lengths), hoping it's just my methods and not my object types... Thanks!

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  • Keeping sync in multiplayer RTS game that uses floating point arithmetic

    - by Calmarius
    I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send only the commands through the network while running the same simulation at every player. And now there is a problem the entire engine uses doubles everywhere. And floating point calculations are depends heavily on compiler optimalizations and cpu architecture so it is very hard to keep things syncronized. And it is not grid based at all, and have a simple phisics engine to move the space-ships (space ships have impulse and angular-momentum...). So recoding the entire stuff to use fixed point would be quite cumbersome (but probably the only solution). So I have 2 options so far: Say bye to the current code and restart from scratch using integers Make the game LAN only where there is enough bandwidth to have 8 players with thousands of units and sending the positions and orientation etc in (almost) every frame... So I looking for better opinions, (or even tips on migrating the code to fixed-point without messing everything up...)

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Floating point vs integer calculations on modern hardware

    - by maxpenguin
    I am doing some performance critical work in C++, and we are currently using integer calculations for problems that are inherently floating point because "its faster". This causes a whole lot of annoying problems and adds a lot of annoying code. Now, I remember reading about how floating point calculations were so slow approximately circa the 386 days, where I believe (IIRC) that there was an optional co-proccessor. But surely nowadays with exponentially more complex and powerful CPUs it makes no difference in "speed" if doing floating point or integer calculation? Especially since the actual calculation time is tiny compared to something like causing a pipeline stall or fetching something from main memory? I know the correct answer is to benchmark on the target hardware, what would be a good way to test this? I wrote two tiny C++ programs and compared their run time with "time" on Linux, but the actual run time is too variable (doesn't help I am running on a virtual server). Short of spending my entire day running hundreds of benchmarks, making graphs etc. is there something I can do to get a reasonable test of the relative speed? Any ideas or thoughts? Am I completely wrong? The programs I used as follows, they are not identical by any means: #include <iostream> #include <cmath> #include <cstdlib> #include <time.h> int main( int argc, char** argv ) { int accum = 0; srand( time( NULL ) ); for( unsigned int i = 0; i < 100000000; ++i ) { accum += rand( ) % 365; } std::cout << accum << std::endl; return 0; } Program 2: #include <iostream> #include <cmath> #include <cstdlib> #include <time.h> int main( int argc, char** argv ) { float accum = 0; srand( time( NULL ) ); for( unsigned int i = 0; i < 100000000; ++i ) { accum += (float)( rand( ) % 365 ); } std::cout << accum << std::endl; return 0; } Thanks in advance!

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  • Floating point equality and tolerances

    - by doron
    Comparing two floating point number by something like a_float == b_float is looking for trouble since a_float / 3.0 * 3.0 might not be equal to a_float due to round off error. What one normally does is something like fabs(a_float - b_float) < tol. How does one calculate tol? Ideally tolerance should be just larger than the value of one or two of the least significant figures. So if the single precision floating point number is use tol = 10E-6 should be about right. However this does not work well for the general case where a_float might be very small or might be very large. How does one calculate tol correctly for all general cases? I am interested in C or C++ cases specifically.

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  • Does anyone have database, programming language/framework suggestions for a GUI point of sale system

    - by Jason Down
    Our company has a point of sale system with many extras, such as ordering and receiving functionality, sales and order history etc. Our main issue is that the system was not designed properly from the ground up, so it takes too long to make fixes and handle requests from our customers. Also, the current technology we are using (Progress database, Progress 4GL for the language) incurs quite a bit of licensing expenses on our customers due to mutli-user license fees for database connections etc. After a lot of discussion it is looking like we will probably start over from scratch (while maintaining the current product at least for the time being). We are looking for a couple of things: Create the system with a nice GUI front end (it is currently CHUI and the application was not built in a way that allows us to redesign the front end... no layering or separation of business logic and gui...shudder). Create the system with the ability to modularize different functionality so the product doesn't have to include all features. This would keep the cost down for our current customers that want basic functionality and a lower price tag. The bells and whistles would be available for those that would want them. Use proper design patterns to make the product easy to add or change any part at any time (i.e. change the database or change the front end without needing to rewrite the application or most of it). This is a problem today because the Progress 4GL code is directly compiled against the database. Small changes in the database requires lots of code recompiling. Our new system will be Linux based, with a possibility of a client application providing functionality from one or more windows boxes. So what I'm looking for is any suggestions on which database and/or framework or programming language(s) someone might recommend for this sort of product. Anyone that has experience in this field might be able to point us in the right direction or even have some ideas of what to avoid. We have considered .NET and SQL Express (we don't need an enterprise level DB), but that would limit us to windows (as far as I know anyway). I have heard of Mono for writing .NET code in a Linux environment, but I don't know much about it yet. We've also considered a Java and MySql based implementation. To summarize we are looking to do the following: Keep licensing costs down on the technology we will use to develop the product (Oracle, yikes! MySQL, nice.) Deliver a solution that is easily maintainable and supportable. A solution that has a component capable of running on "old" hardware through a CHUI front end. (some of our customers have 40+ terminals which would be a ton of cash in order to convert over to a PC). Suggestions would be appreciated. Thanks [UPDATE] I should note that we are currently performing a total cost analysis. This question is intended to give us a couple of "educated" options to look into to include in or analysis. Anyone who could share experiences/suggestions about client/server setups would be appreciated (not just those who have experience with point of sale systems... that would just be a bonus).

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  • Understanding floating point problems

    - by Maxim Gershkovich
    Could someone here please help me understand how to determine when floating point limitations will cause errors in your calculations. For example the following code. CalculateTotalTax = function (TaxRate, TaxFreePrice) { return ((parseFloat(TaxFreePrice) / 100) * parseFloat(TaxRate)).toFixed(4); }; I have been unable to input any two values that have caused for me an incorrect result for this method. If I remove the toFixed(4) I can infact see where the calculations start to lose accuracy (somewhere around the 6th decimal place). Having said that though, my understanding of floats is that even small numbers can sometimes fail to be represented or have I misunderstood and can 4 decimal places (for example) always be represented accurately. MSDN explains floats as such... This means they cannot hold an exact representation of any quantity that is not a binary fraction (of the form k / (2 ^ n) where k and n are integers) Now I assume this applies to all floats (inlcuding those used in javascript). Fundamentally my question boils down to this. How can one determine if any specific method will be vulnerable to errors in floating point operations, at what precision will those errors materialize and what inputs will be required to produce those errors? Hopefully what I am asking makes sense.

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  • Nicely representing a floating-point number in python

    - by dln385
    I want to represent a floating-point number as a string rounded to some number of significant digits, and never using the exponential format. Essentially, I want to display any floating-point number and make sure it “looks nice”. There are several parts to this problem: I need to be able to specify the number of significant digits. The number of significant digits needs to be variable, which can't be done with with the string formatting operator. I need it to be rounded the way a person would expect, not something like 1.999999999999 I've figured out one way of doing this, though it looks like a work-round and it's not quite perfect. (The maximum precision is 15 significant digits.) >>> def f(number, sigfig): return ("%.15f" % (round(number, int(-1 * floor(log10(number)) + (sigfig - 1))))).rstrip("0").rstrip(".") >>> print f(0.1, 1) 0.1 >>> print f(0.0000000000368568, 2) 0.000000000037 >>> print f(756867, 3) 757000 Is there a better way to do this? Why doesn't Python have a built-in function for this?

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  • Convert pre-IEEE-574 C++ floating-point numbers to/from C#

    - by Richard Kucia
    Before .Net, before math coprocessors, before IEEE-574, Microsoft defined a bit pattern for floating-point numbers. Old versions of the C++ compiler happily used that definition. I am writing a C# app that needs to read/write such floating-point numbers in a file. How can I do the conversions between the 2 bit formats? I need conversion methods in both directions. This app is going to run in a PocketPC/WinCE environment. Changing the structure of the file is out-of-scope for this project. Is there a C++ compiler option that instructs it to use the old FP format? That would be ideal. I could then exchange data between the C# code and C++ code by using a null-terminated text string, and the C++ methods would be simple wrappers around sprintf and atof functions. At the very least, I'm hoping someone can reply with the bit definitions for the old FP format, so I can put together a low-level bit manipulation algorithm if necessary. Thanks.

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  • How to efficiently compare the sign of two floating-point values while handling negative zeros

    - by François Beaune
    Given two floating-point numbers, I'm looking for an efficient way to check if they have the same sign, given that if any of the two values is zero (+0.0 or -0.0), they should be considered to have the same sign. For instance, SameSign(1.0, 2.0) should return true SameSign(-1.0, -2.0) should return true SameSign(-1.0, 2.0) should return false SameSign(0.0, 1.0) should return true SameSign(0.0, -1.0) should return true SameSign(-0.0, 1.0) should return true SameSign(-0.0, -1.0) should return true A naive but correct implementation of SameSign in C++ would be: bool SameSign(float a, float b) { if (fabs(a) == 0.0f || fabs(b) == 0.0f) return true; return (a >= 0.0f) == (b >= 0.0f); } Assuming the IEEE floating-point model, here's a variant of SameSign that compiles to branchless code (at least with with Visual C++ 2008): bool SameSign(float a, float b) { int ia = binary_cast<int>(a); int ib = binary_cast<int>(b); int az = (ia & 0x7FFFFFFF) == 0; int bz = (ib & 0x7FFFFFFF) == 0; int ab = (ia ^ ib) >= 0; return (az | bz | ab) != 0; } with binary_cast defined as follow: template <typename Target, typename Source> inline Target binary_cast(Source s) { union { Source m_source; Target m_target; } u; u.m_source = s; return u.m_target; } I'm looking for two things: A faster, more efficient implementation of SameSign, using bit tricks, FPU tricks or even SSE intrinsics. An efficient extension of SameSign to three values.

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  • Floating point inaccuracy examples

    - by David Rutten
    How do you explain floating point inaccuracy to fresh programmers and laymen who still think computers are infinitely wise and accurate? Do you have a favourite example or anecdote which seems to get the idea across much better than an precise, but dry, explanation? How is this taught in Computer Science classes?

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  • Why differs floating-point precision in C# when separated by parantheses and when separated by state

    - by Andreas Larsen
    I am aware of how floating point precision works in the regular cases, but I stumbled on an odd situation in my C# code. Why aren't result1 and result2 the exact same floating point value here? const float A; // Arbitrary value const float B; // Arbitrary value float result1 = (A*B)*dt; float result2 = (A*B); result2 *= dt; From this page I figured float arithmetic was left-associative and that this means values are evaluated and calculated in a left-to-right manner. The full source code involves XNA's Quaternions. I don't think it's relevant what my constants are and what the VectorHelper.AddPitchRollYaw() does. The test passes just fine if I calculate the delta pitch/roll/yaw angles in the same manner, but as the code is below it does not pass: X Expected: 0.275153548f But was: 0.275153786f [TestFixture] internal class QuaternionPrecisionTest { [Test] public void Test() { JoystickInput input; input.Pitch = 0.312312432f; input.Roll = 0.512312432f; input.Yaw = 0.912312432f; const float dt = 0.017001f; float pitchRate = input.Pitch * PhysicsConstants.MaxPitchRate; float rollRate = input.Roll * PhysicsConstants.MaxRollRate; float yawRate = input.Yaw * PhysicsConstants.MaxYawRate; Quaternion orient1 = Quaternion.Identity; Quaternion orient2 = Quaternion.Identity; for (int i = 0; i < 10000; i++) { float deltaPitch = (input.Pitch * PhysicsConstants.MaxPitchRate) * dt; float deltaRoll = (input.Roll * PhysicsConstants.MaxRollRate) * dt; float deltaYaw = (input.Yaw * PhysicsConstants.MaxYawRate) * dt; // Add deltas of pitch, roll and yaw to the rotation matrix orient1 = VectorHelper.AddPitchRollYaw( orient1, deltaPitch, deltaRoll, deltaYaw); deltaPitch = pitchRate * dt; deltaRoll = rollRate * dt; deltaYaw = yawRate * dt; orient2 = VectorHelper.AddPitchRollYaw( orient2, deltaPitch, deltaRoll, deltaYaw); } Assert.AreEqual(orient1.X, orient2.X, "X"); Assert.AreEqual(orient1.Y, orient2.Y, "Y"); Assert.AreEqual(orient1.Z, orient2.Z, "Z"); Assert.AreEqual(orient1.W, orient2.W, "W"); } } Granted, the error is small and only presents itself after a large number of iterations, but it has caused me some great headackes.

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  • Floating point mantissa bias

    - by user69514
    Does anybody know how to go out solving this problem? * a = 1.0 × 2^9 * b = -1.0 × 2^9 * c = 1.0 × 2^1 Using the floating-point (the representation uses a 14-bit format, 5 bits for the exponent with a bias of 16, a normalized mantissa of 8 bits, and a single sign bit for the number), perform the following two calculations, paying close attention to the order of operations. * b + (a + c) = ? * (b + a) + c = ?

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  • Point of Sale how to add quantity v2

    - by Jimmy nguyen
    Problem - I have Point of Sale V9 -intuit When ringing up a customer by using a barcode scanner for 1 item and the customer wants multiple of that same item but the receipt shows a long list of that same item. How can I get that program to set it where it would just self update without having to physically touching the keyboard or mouse I would pretty much want it to be user friendly Also if there is a code for this where do I put in the code?

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