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> When you want to do exact calculations with floats, and you can, you just have to set yourself up so that the result is exactly representable, it's not as intractable as you make it seem.

Can you expand on what you mean by that? Whenever I have dealt with calculation errors (either in fixed or floating point) "set yourself up so that the result is exactly representable" has been the key problem to prevent errors accumulating.

I obviously disagree on some other points, but circular discussions go nowhere!

Edit to add: Essentially I'm fishing for tactics. A big one in graphics development is detailed here: https://developer.nvidia.com/content/depth-precision-visuali... - but in fixed point I got very used to working out how to premultiply variables depending on their expected ranges.



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