The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
I've been having an interesting challenge relating to this recently. I'm trying to calculate costs for LLM usage, but the amounts of money involved are so tiny . Gemini 1.5 Flash 8B is $0.0375 per million tokens! Should I be running my accounting system on units of 10 billionths of a dollar?
Beware of Fast-Math
121–130 of 233 posts
Re: Beware of Fast-Math
#122The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
Floating point math shouldn't be that scary. The rules are well defined in standards, and for many domains are the only realistic option for performance reasons. I've spent most of my career writing trading systems that have executed 100's of billions of dollars worth of trades, and have never had any floating point related bugs. Using some kind of fixed point math would be entirely inappropriate for most HFT or scie…
With fixed point and at least 2 decimal places, 10.01 + 0.01 is always exactly equal to 10.02. But with FP you may end up with something like 10.0199999999, and then you have to be extra careful anywhere you convert that to a string that it doesn't get truncated to 10.01. That could be logging (not great but maybe not the end of the world if that goes wrong), or you could be generating an order message and then it is a real problem. And either way, you have to take care every time you do that, as opposed to solving the problem once at the source, in the way the value is represented.
> Using some kind of fixed point math would be entirely inappropriate for most HFT or scientific computing applications.
In the case of HFT, this would have to depend very greatly on the particulars. I know the systems I write are almost never limited by arithmetical operations, either FP or integer.
Re: Beware of Fast-Math
#123The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
Re: Beware of Fast-Math
#124Earlier quoted context omitted.
Floating point math shouldn't be that scary. The rules are well defined in standards, and for many domains are the only realistic option for performance reasons. I've spent most of my career writing trading systems that have executed 100's of billions of dollars worth of trades, and have never had any floating point related bugs. Using some kind of fixed point math would be entirely inappropriate for most HFT or scie…
You can certainly make trading systems that work using floating point, but there are just so many fewer edge cases to consider when using fixed point. With fixed point and at least 2 decimal places, 10.01 + 0.01 is always exactly equal to 10.02. But with FP you may end up with something like 10.0199999999, and then you have to be extra careful anywhere you convert that to a string that it doesn't get truncated to 10.…
Re: Beware of Fast-Math
#125The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
One of the things I always appreciate about the crypto community is that you do not have to ask what numeric type is being used for money, it is always 8-digit fixed-point. No floating-point rounding errors to be found anywhere.
Re: Beware of Fast-Math
#126Re: Beware of Fast-Math
#127Earlier quoted context omitted.
you can't accurately represent 10 cents with floats, 0.1 is not directly representable. same with 1 cent, 0.01. Seems like if you do and significant math on prices you should run into rounding issues pretty quickly?
I'm curious where you got this idea from because it is trivially disprovable by typing 0.1 or 0.01 into any python or JS REPL?
Stop at any finite number of bits, and you get an approximation. On most machines today, floats are approximated using a binary fraction with the numerator using the first 53 bits starting with the most significant bit and with the denominator as a power of two. In the case of 1/10, the binary fraction is 3602879701896397 / 2 * 55 which is close to but not exactly equal to the true value of 1/10.
Many users are not aware of the approximation because of the way values are displayed. Python only prints a decimal approximation to the true decimal value of the binary approximation stored by the machine. On most machines, if Python were to print the true decimal value of the binary approximation stored for 0.1, it would have to display:
0.1
0.1000000000000000055511151231257827021181583404541015625
That is more digits than most people find useful, so Python keeps the number of digits manageable by displaying a rounded value instead: 1 / 10
0.1
That being said, double should be fine unless you're aggregating trillions of low cost transactions. (API calls?)Re: Beware of Fast-Math
#128The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
Floating point math shouldn't be that scary. The rules are well defined in standards, and for many domains are the only realistic option for performance reasons. I've spent most of my career writing trading systems that have executed 100's of billions of dollars worth of trades, and have never had any floating point related bugs. Using some kind of fixed point math would be entirely inappropriate for most HFT or scie…
Re: Beware of Fast-Math
#129The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
My best guess for the latter proposition is that people are reacting to the default float printing logic of languages like Java, which display a float as the shortest base-10 number that would correctly round to that value, which extremely exaggerates the effect of being off by a few ULPs. By contrast, C-style printf specifies the number of decimal digits to round to, so all the numbers that are off by a few ULPs are still correct.
[1] I'm not entirely sure about the COBOL mainframe applications, given that COBOL itself predates binary floating-point. I know that modern COBOL does have some support for IEEE 754, but that tells me very little about what the applications running around in COBOL do with it.
Re: Beware of Fast-Math
#130The worst thing that strikes fear into me is seeing floating points used for real world currency. Dear god. So many things can go wrong. I always use unsigned integers counting number of cents. And if I gotta handle multiple currencies, then I'll use or make a wrapper class.
Floating point math shouldn't be that scary. The rules are well defined in standards, and for many domains are the only realistic option for performance reasons. I've spent most of my career writing trading systems that have executed 100's of billions of dollars worth of trades, and have never had any floating point related bugs. Using some kind of fixed point math would be entirely inappropriate for most HFT or scie…
May I ask why? (generally curious)