pow function in Objective-c - ios

I am implementing a math calculation in Objective-C in which i have used pow(<#double#>, <#double#>) function but it behaves weird.
I am trying to solve below math
100 *(0.0548/360*3+powf(1+0.0533, 3/12)/powf(1+0.0548, 3/12))
For same math, result of excel and xcode is different.
Excel output = 100.01001 (correct)
NSLog(#"-->%f",100 *(0.0548/360*3+powf(1+0.0533, 3/12)/powf(1+0.0548, 3/12)));
Xcode output = 100.045667 (wrong)
Now as everyone knows 3/12 = 0.25.
When i replace *3/12* with 0.25 in above math than xcode returns true result as below
Excel output = 100.01001 (correct)
NSLog(#"-->%f",100 *(0.0548/360*3+powf(1+0.0533, 0.25)/powf(1+0.0548, 0.25)));
Xcode output = 100.010095 (correct)
Anyone knows why pow function behave weird like this?
Note: I have also used powf but behavior is still same.

3/12, when you're doing integer math, is zero. In languages like, C, C++, ObjC and Java an expression like x / y containing only integers gives you an integral result, not a floating point one.
I suggest you try 3.0/12.0 instead.
The following C program (identical behaviour in this case to ObjC) shows this in action:
#include <stdio.h>
#include <math.h>
int main (void) {
// Integer math.
double d = 100 *(0.0548/360*3+powf(1+0.0533, 3/12)/powf(1+0.0548, 3/12));
printf ("%lf\n", d);
// Just using zero as the power.
d = 100 *(0.0548/360*3+powf(1+0.0533, 0)/powf(1+0.0548, 0));
printf ("%lf\n", d);
// Using a floating point power.
d = 100 *(0.0548/360*3+powf(1+0.0533, 3.0/12.0)/powf(1+0.0548, 3.0/12.0));
printf ("%lf\n", d);
return 0;
}
The output is (annotated):
100.045667 <= integer math gives wrong answer.
100.045667 <= the same as if you simply used 0 as the power.
100.010095 <= however, floating point power is okay.

Related

diffrent return value for same arguement of ceil() function

#include<bits/stdc++.h>
using namespace std;
int main() {
int ans = ceil(1.5);
printf("%d\n", ans);
ans = ceil(3 / 2);
printf("%d", ans);
}
Output:
2
1
Why this code print different answers in my editor (vs code)?
Actually your are sending different arguments to function ceil
3 / 2 will be first calculated to integer 1, for 3 and 2 are all integers so the operator / will return an integer.
So you are actually calling ceil(1) for the second time
When u sent 3/2 as an argument, you are actually sent 1. The program calculates 3/2 as an int therefore the result is 1, and then the second ans calculation is actually by ceil(1.0)
Instead ceil(3 / 2), you need to do ceil(3.0 / 2.0). In this situation, the program calculates this as a double and the result will be 1.5, meaning the second ans calculation is by ceil(1.5).

How would one create a bitwise rotation function in dart?

I'm in the process of creating a cryptography package for Dart (https://pub.dev/packages/steel_crypt). Right now, most of what I've done is either exposed from PointyCastle or simple-ish algorithms where bitwise rotations are unnecessary or replaceable by >> and <<.
However, as I move toward complicated cryptography solutions, which I can do mathematically, I'm unsure of how to implement bitwise rotation in Dart with maximum efficiency. Because of the nature of cryptography, the speed part is emphasized and uncompromising, in that I need the absolute fastest implementation.
I've ported a method of bitwise rotation from Java. I'm pretty sure this is correct, but unsure of the efficiency and readability:
My tested implementation is below:
int INT_BITS = 64; //Dart ints are 64 bit
static int leftRotate(int n, int d) {
//In n<<d, last d bits are 0.
//To put first 3 bits of n at
//last, do bitwise-or of n<<d with
//n >> (INT_BITS - d)
return (n << d) | (n >> (INT_BITS - d));
}
static int rightRotate(int n, int d) {
//In n>>d, first d bits are 0.
//To put last 3 bits of n at
//first, we do bitwise-or of n>>d with
//n << (INT_BITS - d)
return (n >> d) | (n << (INT_BITS - d));
}
EDIT (for clarity): Dart has no unsigned right or left shift, meaning that >> and << are signed right shifts, which bears more significance than I might have thought. It poses a challenge that other languages don't in terms of devising an answer. The accepted answer below explains this and also shows the correct method of bitwise rotation.
As pointed out, Dart has no >>> (unsigned right shift) operator, so you have to rely on the signed shift operator.
In that case,
int rotateLeft(int n, int count) {
const bitCount = 64; // make it 32 for JavaScript compilation.
assert(count >= 0 && count < bitCount);
if (count == 0) return n;
return (n << count) |
((n >= 0) ? n >> (bitCount - count) : ~(~n >> (bitCount - count)));
}
should work.
This code only works for the native VM. When compiling to JavaScript, numbers are doubles, and bitwise operations are only done on 32-bit numbers.

SSE/AVX: Choose from two __m256 float vectors based on per-element min and max absolute value

I am looking for efficient AVX (AVX512) implementation of
// Given
float u[8];
float v[8];
// Compute
float a[8];
float b[8];
// Such that
for ( int i = 0; i < 8; ++i )
{
a[i] = fabs(u[i]) >= fabs(v[i]) ? u[i] : v[i];
b[i] = fabs(u[i]) < fabs(v[i]) ? u[i] : v[i];
}
I.e., I need to select element-wise into a from u and v based on mask, and into b based on !mask, where mask = (fabs(u) >= fabs(v)) element-wise.
I had this exact same problem just the other day. The solution I came up with (using AVX only) was:
// take the absolute value of u and v
__m256 sign_bit = _mm256_set1_ps(-0.0f);
__m256 u_abs = _mm256_andnot_ps(sign_bit, u);
__m256 v_abs = _mm256_andnot_ps(sign_bit, v);
// get a mask indicating the indices for which abs(u[i]) >= abs(v[i])
__m256 u_ge_v = _mm256_cmp_ps(u_abs, v_abs, _CMP_GE_OS);
// use the mask to select the appropriate elements into a and b, flipping the argument
// order for b to invert the sense of the mask
__m256 a = _mm256_blendv_ps(u, v, u_ge_v);
__m256 b = _mm256_blendv_ps(v, u, u_ge_v);
The AVX512 equivalent would be:
// take the absolute value of u and v
__m512 sign_bit = _mm512_set1_ps(-0.0f);
__m512 u_abs = _mm512_andnot_ps(sign_bit, u);
__m512 v_abs = _mm512_andnot_ps(sign_bit, v);
// get a mask indicating the indices for which abs(u[i]) >= abs(v[i])
__mmask16 u_ge_v = _mm512_cmp_ps_mask(u_abs, v_abs, _CMP_GE_OS);
// use the mask to select the appropriate elements into a and b, flipping the argument
// order for b to invert the sense of the mask
__m512 a = _mm512_mask_blend_ps(u_ge_v, u, v);
__m512 b = _mm512_mask_blend_ps(u_ge_v, v, u);
As Peter Cordes suggested in the comments above, there are other approaches as well like taking the absolute value followed by a min/max and then reinserting the sign bit, but I couldn't find anything that was shorter/lower latency than this sequence of instructions.
Actually, there is another approach using AVX512DQ's VRANGEPS via the _mm512_range_ps() intrinsic. Intel's intrinsic guide describes it as follows:
Calculate the max, min, absolute max, or absolute min (depending on control in imm8) for packed single-precision (32-bit) floating-point elements in a and b, and store the results in dst. imm8[1:0] specifies the operation control: 00 = min, 01 = max, 10 = absolute max, 11 = absolute min. imm8[3:2] specifies the sign control: 00 = sign from a, 01 = sign from compare result, 10 = clear sign bit, 11 = set sign bit.
Note that there appears to be a typo in the above; actually imm8[3:2] == 10 is "absolute min" and imm8[3:2] == 11 is "absolute max" if you look at the details of the per-element operation:
CASE opCtl[1:0] OF
0: tmp[31:0] := (src1[31:0] <= src2[31:0]) ? src1[31:0] : src2[31:0]
1: tmp[31:0] := (src1[31:0] <= src2[31:0]) ? src2[31:0] : src1[31:0]
2: tmp[31:0] := (ABS(src1[31:0]) <= ABS(src2[31:0])) ? src1[31:0] : src2[31:0]
3: tmp[31:0] := (ABS(src1[31:0]) <= ABS(src2[31:0])) ? src2[31:0] : src1[31:0]
ESAC
CASE signSelCtl[1:0] OF
0: dst[31:0] := (src1[31] << 31) OR (tmp[30:0])
1: dst[31:0] := tmp[63:0]
2: dst[31:0] := (0 << 31) OR (tmp[30:0])
3: dst[31:0] := (1 << 31) OR (tmp[30:0])
ESAC
RETURN dst
So you can get the same result with just two instructions:
auto a = _mm512_range_ps(v, u, 0x7); // 0b0111 = sign from compare result, absolute max
auto b = _mm512_range_ps(v, u, 0x6); // 0b0110 = sign from compare result, absolute min
The argument order (v, u) is a bit unintuitive, but it's needed in order to get the same behavior that you described in the OP in the event that the elements have equal absolute value (namely, that the value from u is passed through to a, and v goes to b).
On Skylake and Ice Lake Xeon platforms (probably any of the Xeons that have dual FMA units, probably?), VRANGEPS has throughput 2, so the two checks can issue and execute simultaneously, with latency of 4 cycles. This is only a modest latency improvement on the original approach, but the throughput is better and it requires fewer instructions/uops/instruction cache space.
clang does a pretty reasonable job of auto-vectorizing it with -ffast-math and the necessary __restrict qualifiers: https://godbolt.org/z/NMvN1u. and both inputs to ABS them, compare once, vblendvps twice on the original inputs with the same mask but the other sources in the opposite order to get min and max.
That's pretty much what I was thinking before checking what compilers did, and looking at their output to firm up the details I hadn't thought through yet. I don't see anything more clever than that. I don't think we can avoid abs()ing both a and b separately; there's no cmpps compare predicate that compares magnitudes and ignores the sign bit.
// untested: I *might* have reversed min/max, but I think this is right.
#include <immintrin.h>
// returns min_abs
__m256 minmax_abs(__m256 u, __m256 v, __m256 *max_result) {
const __m256 signbits = _mm256_set1_ps(-0.0f);
__m256 abs_u = _mm256_andnot_ps(signbits, u);
__m256 abs_v = _mm256_andnot_ps(signbits, v); // strip the sign bit
__m256 maxabs_is_v = _mm256_cmp_ps(abs_u, abs_v, _CMP_LT_OS); // u < v
*max_result = _mm256_blendv_ps(v, u, maxabs_is_v);
return _mm256_blendv_ps(u, v, maxabs_is_v);
}
You'd do the same thing with AVX512 except you compare into a mask instead of another vector.
// returns min_abs
__m512 minmax_abs512(__m512 u, __m512 v, __m512 *max_result) {
const __m512 absmask = _mm512_castsi512_ps(_mm512_set1_epi32(0x7fffffff));
__m512 abs_u = _mm512_and_ps(absmask, u);
__m512 abs_v = _mm512_and_ps(absmask, v); // strip the sign bit
__mmask16 maxabs_is_v = _mm512_cmp_ps_mask(abs_u, abs_v, _CMP_LT_OS); // u < v
*max_result = _mm512_mask_blend_ps(maxabs_is_v, v, u);
return _mm512_mask_blend_ps(maxabs_is_v, u, v);
}
Clang compiles the return statement in an interesting way (Godbolt):
.LCPI2_0:
.long 2147483647 # 0x7fffffff
minmax_abs512(float __vector(16), float __vector(16), float __vector(16)*): # #minmax_abs512(float __vector(16), float __vector(16), float __vector(16)*)
vbroadcastss zmm2, dword ptr [rip + .LCPI2_0]
vandps zmm3, zmm0, zmm2
vandps zmm2, zmm1, zmm2
vcmpltps k1, zmm3, zmm2
vblendmps zmm2 {k1}, zmm1, zmm0
vmovaps zmmword ptr [rdi], zmm2 ## store the blend result
vmovaps zmm0 {k1}, zmm1 ## interesting choice: blend merge-masking
ret
Instead of using another vblendmps, clang notices that zmm0 already has one of the blend inputs, and uses merge-masking with a regular vector vmovaps. This has zero advantage of Skylake-AVX512 for 512-bit vblendmps (both single-uop instructions for port 0 or 5), but if Agner Fog's instruction tables are right, vblendmps x/y/zmm only ever runs on port 0 or 5, but a masked 256-bit or 128-bit vmovaps x/ymm{k}, x/ymm can run on any of p0/p1/p5.
Both are single-uop / single-cycle latency, unlike AVX2 vblendvps based on a mask vector which is 2 uops. (So AVX512 is an advantage even for 256-bit vectors). Unfortunately, none of gcc, clang, or ICC turn the _mm256_cmp_ps into _mm256_cmp_ps_mask and optimize the AVX2 intrinsics to AVX512 instructions when compiling with -march=skylake-avx512.)
s/512/256/ to make a version of minmax_abs512 that uses AVX512 for 256-bit vectors.
Gcc goes even further, and does the questionable "optimization" of
vmovaps zmm2, zmm1 # tmp118, v
vmovaps zmm2{k1}, zmm0 # tmp118, tmp114, tmp118, u
instead of using one blend instruction. (I keep thinking I'm seeing a store followed by a masked store, but no, neither compiler is blending that way).

system hangs when factorizing a float instead of an integer

I am struggling to understand the cause of this issue. To the point:
1) Passing an integer ( 10 ) to the following factorization function works immediately:
test() ->
X = 10,
F = factorize(X).
factorize(0) -> 1;
factorize(N) -> N * factorize(N-1).
2) Passing a float ( 10.0 ) will cause the beam process to hang, taking high CPU and not even terminating. Notice this is a small value. I can factorize a high integer number and get an almost immediate response, but a small float number 10.0 will cause it hang.
test() ->
X = 10.0, <-- NOTICE THE DOT ZERO 10.0
F = factorize(X).
factorize(0) -> 1;
factorize(N) -> N * factorize(N-1).
Question: why on Erl Earth would this hanging occur with some mere multiplication recurrency of floats ?
As documentation says, there are two operations to compare equality of terms in Erlang and they differ only in handling integer and floats:
=:= - exactly equal - which counts numbers equal if the types are the same, and their values are the same too false = (0.0 =:= 0)
== - equal - counts numbers equal if their values are the same but their types may not be equal true = (0.0 == 0)
Pattern matching uses the first one - exactly equal - operator, that's why your function hanged in the second clause.
Another problem with floats is thier approximate value. You can never be sure you have some exact value especially after arithmetic operation. There is a common practice to use small value epsilon in floats equality tests.
is_zero(F) -> (F < 1.0e-10) andalso (F > -1.0e-10).

How to set all elements in a __m256d to, say, the 3rd element of another __m256d?

With 4 packed float (__m128), I can use the SSE intrinsic
__m128 X;
__m128 H = _mm_shuffle_ps(X,X,_MM_SHUFFLE(3,3,3,3));
to set all elements of H to the third element of X (is this the fastest way?)
Now, I want to do the same with 4 packed double (__m256d). I naively coded
__m256d X;
__m256d H = _mm256_shuffle_pd(X,X,_MM_SHUFFLE(3,3,3,3));
but this doesn't do the right thing! Instead it sets H={X[1],X[1],X[3],X[3]}.
So, how to do it right?
EDIT
using Intel(R) Xeon(R) CPU E5-2670 0 # 2.60GHz
It is not always optimal, but asking your compiler what it thinks can be a nice hint.
#include <x86intrin.h>
__m256d f(__m256d x){
__m256i m={3,3,3,3};
return __builtin_shuffle(x,m);
}
With gcc-4.8, this generates:
vpermilpd $15, %ymm0, %ymm0
vperm2f128 $17, %ymm0, %ymm0, %ymm0
clang has a different builtin for shuffling, I don't know if other compilers have something.
okay, after Mystical's comments, I could work it out myself:
template<int K>
inline __mm256d pick_single(__m256d x)
{
__m256 t = _mm256_permute2f128_pd(x,x, K&2?49:32);
return _mm256_permute_pd(t,K&1?15:0);
}
yields the desired result. Thanks for your help, Mystical!

Resources