I wrote the functions below in literally just a few min, so, even though
they do seem to work for me, I wouldn't necessarily say they are
production ready.
Also, I would only use these if you will know that the numbers past the
mantissa are of small amounts.
Oh yeah, and please tell me if I screwed up somewhere, or if you think
you can do it better :)
function floatProduct(... nums){
var ml:int = 0; //max length past mantissa
var ln:uint = nums.length;
var rsl:int; //right side length
var p:Number = 1;
var s:String;
for (var i:uint = 0; i< ln; ++i) {
s = nums[i].toString();
rsl = s.length - s.indexOf('.');
ml += rsl;
p *= nums[i];
}
return Number(p.toFixed(ml));
}
function floatSum(... nums){
var ml:int = 0; //max length past mantissa
var ln:uint = nums.length;
var rsl:int; //right side length
var p:Number = 0;
var s:String;
for (var i:int = 0; i< ln; ++i) {
s = nums[i].toString();
rsl = s.length - s.indexOf('.');
if (rsl > ml) {
ml = rsl;
}
p += nums[i];
}
return Number(p.toFixed(ml));
}
-
On 12/14/2010 12:05 PM, Kerry Thompson wrote:
Adrian Zając wrote:
trace (0.27 + 0.03); // output --> 0.30000000000000004
Can anyone tell me why I get this weird result in output window?
As people have said, it's a problem with decimals. It's not a problem with
Flash--it's a problem with binary numbers.
Integers are accurate because all integers are a multiple of 1, and binary
does just fine with combining 0's and 1's, the only possibile values of a
digit in the binary system.
If you think of decimals as fractions, maybe it will help you understand the
issue. In binary, a digit can only be a multiple of 2: 1/2, 1/4, 1/8/ 1/16,
1/32, and so on. You can create numbers that aren't multiples of two by
adding multiple digits. For example, 1/4 + 1/8 = 3/8, or .375.
This works pretty well, until you get numbers with a lot of decimal places.
At some point, you will find a decimal that is impossible to make using
powers of 2.
Cordially,
Kerry Thompson
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