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Inconsistent floats with Unity


Inconsistent floats with Unity

By : Đại Nguyễn
Date : November 18 2020, 03:49 PM
I wish did fix the issue. I've solved the issue. I think it's due to the fact that I was using the same prefab for each of the four walls. I made a function which returns a clone of the prefab and reassigns it to the original quad. This way the scale and position transforms apply only to the copied version of the quad:
code :
GameObject buildWall (GameObject source, float width, float length, float x, float y, float z) {
    GameObject clone = Instantiate (source) as GameObject;

        clone.transform.localScale = new Vector3 (width, length, 0.0f);
        clone.transform.localPosition = new Vector3 (x, y, z);

    return clone;
}
northWall = buildWall (northWall, width, wallDepth, transform.localPosition.x, transform.localPosition.y + (transform.localScale.y / 2) + (wallDepth / 2), 10.0f);


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Inconsistent multiplication performance with floats

Inconsistent multiplication performance with floats


By : Tùng
Date : March 29 2020, 07:55 AM
may help you . As others have mentioned, various processors do not support normal-speed calculations when subnormal floating-point values are involved. This is either a design defect (if the behavior impairs your application or is otherwise troublesome) or a feature (if you prefer the cheaper processor or alternative use of silicon that was enabled by not using gates for this work).
It is illuminating to understand why there is a transition at .5:
code :
n = (n+e) * param;
Why is comparing floats inconsistent in Java?

Why is comparing floats inconsistent in Java?


By : QuerieQuestion
Date : March 29 2020, 07:55 AM
hop of those help? The difference is that 6.5 can be represented exactly in both float and double, whereas 3.2 can't be represented exactly in either type. and the two closest approximations are different.
An equality comparison between float and double first converts the float to a double and then compares the two. So the data loss.
Inconsistent behaviour of Seq.sort and Seq.sortBy for sequence of floats containing a NaN

Inconsistent behaviour of Seq.sort and Seq.sortBy for sequence of floats containing a NaN


By : user3570206
Date : March 29 2020, 07:55 AM
Hope that helps This issue is fixed upstream: https://github.com/Microsoft/visualfsharp/issues/370
Inconsistent rounding of cast integers from floats in C

Inconsistent rounding of cast integers from floats in C


By : bzunix
Date : March 29 2020, 07:55 AM
To fix this issue You can write the precision you want for floating-point numbers with %f. And even do the precision level dynamically:
code :
#include <stdio.h>
#include <string.h>
#include <stdlib.h>

// Use malloc (drawback: need to track return and deallocate to prevent memory leak.)
char * returnString( float x, int isTriggTemp )
{
    char * buffer = malloc( 128 );
    if( buffer )
        sprintf( buffer, "%0.*f", isTriggTemp ? 4 : 5, x );
    return buffer;
}

// Use static buffer (drawback: non-reentrant)
char * returnStringStatic( float x, int isTriggTemp )
{
    static char buffer[128];
    sprintf( buffer, "%0.*f", isTriggTemp ? 4 : 5, x );
    return buffer;
}

// Use given buffer (drawback: caller needs to be aware of buffer size needs and additional parameters are involved)
char * returnStringGivenBuffer( char * buffer, float x, int isTriggTemp )
{
    sprintf( buffer, "%0.*f", isTriggTemp ? 4 : 5, x );
    return buffer;
}

int main( int argc, char ** argv )
{
    float val = 3.14159;
    int highprecision = 0;

    printf( "Using sprintf\n" );
    printf( "%0.1f\n", val );
    printf( "%0.5f\n", val );
    printf( "%0.*f\n", ( highprecision ? 5 : 1 ), val );
    highprecision = 1;
    printf( "%0.*f\n", ( highprecision ? 5 : 1 ), val );

    printf( "\nUsing sprintf\n" );
    char buffer[128];
    sprintf( buffer, "%0.1f", val );
    printf( "%s\n", buffer );
    sprintf( buffer, "%0.5f", val );
    printf( "%s\n", buffer );
    sprintf( buffer, "%0.*f", ( highprecision ? 5 : 1 ), val );
    printf( "%s\n", buffer );
    highprecision = 1;
    sprintf( buffer, "%0.*f", ( highprecision ? 5 : 1 ), val );
    printf( "%s\n", buffer );

    printf( "\nUsing dynamic allocation\n" );
    char * fval = returnString( val, 0 );
    printf( "%s\n", fval ? fval : "" );
    if( fval ) free( fval );
    fval = returnString( val, 1 );
    printf( "%s\n", fval ? fval : "" );
    if( fval ) free( fval );

    printf( "\nUsing static buffer\n" );
    char * ptr = returnStringStatic( val, 0 );
    printf( "%s\n", ptr );
    ptr = returnStringStatic( val, 1 );
    printf( "%s\n", ptr );

    printf( "\nUsing given buffer\n" );
    ptr = returnStringGivenBuffer( buffer, val, 0 );
    printf( "%s\n", ptr );
    ptr = returnStringGivenBuffer( buffer, val, 1 );
    printf( "%s\n", ptr );

    return 0;
}
Using sprintf
3.1
3.14159
3.1
3.14159

Using sprintf
3.1
3.14159
3.14159
3.14159

Using dynamic allocation
3.14159
3.1416

Using static buffer
3.14159
3.1416

Using given buffer
3.14159
3.1416
Inconsistent printing of floats. Why DOES it work sometimes?

Inconsistent printing of floats. Why DOES it work sometimes?


By : user2668882
Date : March 29 2020, 07:55 AM
I wish this help you You are printing numpy.float64 objects, not the Python built-in float type, which uses David Gay's dtoa algorithm.
As of version 1.14, numpy uses the dragon4 algorithm to print floating point values, tuned to approach the same output as the David Gay algorithm used for the Python float type:
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