Vinoth said:
I'm working in an ARM (ARM9) system which does not have Floating point
co-processor or Floating point libraries. But it does support long long int
(64 bits).
Can you provide some link that would discuss about ways to emulate floating
point calculations with just long int or long long int. For eg., if i've a
formula X=(1-b)*Y + b*Z in floating point domain, i can calculate X with
just long ints (but, some data may be lost in final division; That's OK)
Floating Point:
X=(1-b)*Y + b*Z
/* 'b' is a floating point variable with 4 points precision and 'b' is in
the range of 0 to 1;X, Y and Z are unsigned int*/
With long int:
I can emulate the above calculation as:
X=((10000-10000*b)*Y +10000*b*Z)/10000
I'm in need of some link that would discuss this and any similar approach.
Your "emulation" should work fine, if the products and
sum in the numerator don't grow too large for `long'. If
you know enough about the ranges of Y and Z to be sure this
won't happen, all is well. If not, you can use `long long'
for the intermediate results:
X = ((10000LL - 10000LL*b) * Y + 10000LL*b * Z) / 10000LL;
There are a number of possible improvements you may want
to consider. The first is to get rid of those `10000LL*b'
computations, which is easy: instead of storing `b' itself,
store `10000 * b' in a `long' variable called `B':
X = ((10000LL - B) * Y + (long long)B * Z) / 10000LL;
Rearranging the expression with a little algebra can
eliminate one of the multiplications and permit a little more
of the computation to use plain `long' instead of `long long'
(which may be faster, especially if `long long' is emulated
in software):
X = Y + (long)((Z - Y) * (long long)B / 10000LL);
If you change the scaling factor from 10000 to something
that's a power of two, you can replace the division with a
shift. 16384 (1 << 14) is pretty close to your original
10000, so assuming that `B' is now `b * 16384' you'd have
X = Y + (long)( ((Z - Y) * (long long)B) >> 14 );
There's a potential trap here: if `Z - Y' is negative
so the product being shifted is also negative, C doesn't
specify exactly what happens with the right shift. Since
you're only concerned with one implementation you could
check whether it does what you want. If it doesn't, or
if you want to be sure the code will work elsewhere, too,
you could make sure that no negative numerators appear:
if (Z >= Y)
X = Y + (long)( ((Z - Y) * (long long)B) >> 14 );
else
X = Y - (long)( ((Y - Z) * (long long)B) >> 14 );
This is about as far as you can go with portable C --
which is a shame, really, because some machines are capable
of better. For example, there may be an instruction (or
instruction sequence) to multiply two 32-bit numbers and
yield a 64-bit product, but C cannot multiply two `long's to
get a `long long'. If you used 32-bit scaling instead of
the 14 bits shown above, the second term would simply be the
high-order 32 bits of the 64-bit product and the machine might
be able to extract it without shifting, but C has no portable
way to perform such dissections. It's possible that a smart
optimizing compiler might be able to exploit such capabilities
of the machine (I'd especially recommend looking into the
possibility of 32-bit scaling), but there are no guarantees.
What you're doing with the "emulation" is called "fixed-
point arithmetic," and the techniques can be applied in more
sophisticated form -- to get a properly-rounded answer, for
example, or to deal with numbers that have both integer and
fractional parts. A small amount of research may give you
some good ideas ...