Consider the following code:
0.1 + 0.2 == 0.3 -> false
0.1 + 0.2 -> 0.30000000000000004
Why do these inaccuracies happen?
A Hardware Designer’s Perspective
I believe I should add a hardware designer’s perspective to this since I design and build floating point hardware. Knowing the origin of the error may help in understanding what is happening in the software, and ultimately, I hope this helps explain the reasons for why floating point errors happen and seem to accumulate over time.
1. Overview
From an engineering perspective, most floating point operations will have some element of error since the hardware that does the floating point computations is only required to have an error of less than one half of one unit in the last place. Therefore, much hardware will stop at a precision that’s only necessary to yield an error of less than one half of one unit in the last place for a single operation which is especially problematic in floating point division. What constitutes a single operation depends upon how many operands the unit takes. For most, it is two, but some units take 3 or more operands. Because of this, there is no guarantee that repeated operations will result in a desirable error since the errors add up over time.
2. Standards
Most processors follow the IEEE-754 standard but some use denormalized, or different standards
. For example, there is a denormalized mode in IEEE-754 which allows representation of very small floating point numbers at the expense of precision. The following, however, will cover the normalized mode of IEEE-754 which is the typical mode of operation.
In the IEEE-754 standard, hardware designers are allowed any value of error/epsilon as long as it’s less than one half of one unit in the last place, and the result only has to be less than one half of one unit in the last place for one operation. This explains why when there are repeated operations, the errors add up. For IEEE-754 double precision, this is the 54th bit, since 53 bits are used to represent the numeric part (normalized), also called the mantissa, of the floating point number (e.g. the 5.3 in 5.3e5). The next sections go into more detail on the causes of hardware error on various floating point operations.
3. Cause of Rounding Error in Division
The main cause of the error in floating point division is the division algorithms used to calculate the quotient. Most computer systems calculate division using multiplication by an inverse, mainly in Z=X/Y
, Z = X * (1/Y)
. A division is computed iteratively i.e. each cycle computes some bits of the quotient until the desired precision is reached, which for IEEE-754 is anything with an error of less than one unit in the last place. The table of reciprocals of Y (1/Y) is known as the quotient selection table (QST) in the slow division, and the size in bits of the quotient selection table is usually the width of the radix, or a number of bits of the quotient computed in each iteration, plus a few guard bits. For the IEEE-754 standard, double precision (64-bit), it would be the size of the radix of the divider, plus a few guard bits k, where k>=2
. So for example, a typical Quotient Selection Table for a divider that computes 2 bits of the quotient at a time (radix 4) would be 2+2= 4
bits (plus a few optional bits).
3.1 Division Rounding Error: Approximation of Reciprocal
What reciprocals are in the quotient selection table depend on the division method: slow division such as SRT division, or fast division such as Goldschmidt division; each entry is modified according to the division algorithm in an attempt to yield the lowest possible error. In any case, though, all reciprocals are approximations of the actual reciprocal and introduce some element of error. Both slow division and fast division methods calculate the quotient iteratively, i.e. some number of bits of the quotient are calculated each step, then the result is subtracted from the dividend, and the divider repeats the steps until the error is less than one half of one unit in the last place. Slow division methods calculate a fixed number of digits of the quotient in each step and are usually less expensive to build, and fast division methods calculate a variable number of digits per step and are usually more expensive to build. The most important part of the division methods is that most of them rely upon repeated multiplication by an approximation of a reciprocal, so they are prone to error.
4. Rounding Errors in Other Operations: Truncation
Another cause of the rounding errors in all operations are the different modes of truncation of the final answer that IEEE-754 allows. There’s truncate, round-towards-zero, round-to-nearest (default), round-down, and round-up. All methods introduce an element of error of less than one unit in the last place for a single operation. Over time and repeated operations, truncation also adds cumulatively to the resultant error. This truncation error is especially problematic in exponentiation, which involves some form of repeated multiplication.
5. Repeated Operations
Since the hardware that does the floating point calculations only needs to yield a result with an error of less than one half of one unit in the last place for a single operation, the error will grow over repeated operations if not watched. This is the reason that in computations that require a bounded error, mathematicians use methods such as using the round-to-nearest even digit in the last place of IEEE-754, because, over time, the errors are more likely to cancel each other out, and Interval Arithmetic combined with variations of the IEEE 754 rounding modes to predict rounding errors, and correct them. Because of its low relative error compared to other rounding modes, round to nearest even digit (in the last place), is the default rounding mode of IEEE-754.
Note that the default rounding mode, round-to-nearest even digit in the last place, guarantees an error of less than one half of one unit in the last place for one operation. Using the truncation, round-up, and round down alone may result in an error that is greater than one half of one unit in the last place, but less than one unit in the last place, so these modes are not recommended unless they are used in Interval Arithmetic.
6. Summary
In short, the fundamental reason for the errors in floating point operations is a combination of the truncation in hardware, and the truncation of a reciprocal in the case of division. Since the IEEE-754 standard only requires an error of less than one half of one unit in the last place for a single operation, the floating point errors over repeated operations will add up unless corrected.
Floating point variables typically have this behaviour. It’s caused by how they are stored in hardware. For more info check out the Wikipedia article on floating point numbers.
JavaScript treats decimals as floating point numbers, which means operations like addition might be subject to rounding error. You might want to take a look at this article: What Every Computer Scientist Should Know About Floating-Point Arithmetic
Just for information, ALL numeric types in javascript are IEEE-754 Doubles.
@Gary True, although you are guaranteed to have perfect integer precision for integers up to 15 digits, see hunlock.com/blogs/The_Complete_Javascript_Number_Reference
Because JavaScript uses the IEEE 754 standard for Math, it makes use of 64-bit floating numbers. This causes precision errors when doing floating point (decimal) calculations, in short, due to computers working in Base 2 while decimal is Base 10.
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