How many floating-point numbers are in the interval [0,1]? (2017)
lemire.me
lemire.me
fn main() {
let start = std::time::Instant::now();
let total = (0..=u32::MAX)
.filter(|&x| {
let f = f32::from_bits(x);
0. <= f && f <= 1.
})
.count();
println!("total {total} in {:?}", start.elapsed());
}
total 1065353218 in 1.364751583s
Edit: Apparently if you move the sum to its own function it runs in 500ms. A bit temperamental.Edit 2: it's the size of the sum accumulator that makes it slow. The version above is like `.fold(0usize, |a, _| a + 1)`. When I moved it to another function, I cast the return value to u32, so LLVM saw basically `.fold(0u32, |a, _| a + 1)` and could use u32 throughout. Godbolt says the usize version ends up with floats in xmm* registers on x86, which fit 4 32-bit floats, but the u32 version ends up with floats in ymm* registers (8 32-bit floats) and similar half-as-wide behaviour on ARM.
This is a larger number than the one cited in the post because the latter only includes "normal" numbers. This includes the "denormals" as well.
It's very easy to generalize this to 64 bits, there are 4,607,182,418,800,017,410 of them.
>>> import struct
>>> count = 0
>>> for i in range(0x1_0000_0000):
... f = struct.unpack('<f', struct.pack('<I', i))[0]
... if 0 <= f <= 1: count += 1
...
>>> count
1065353218
[0] https://randomascii.wordpress.com/2014/01/27/theres-only-fou...pypy never ceases to amaze me for low-effort performance gains on computational stuff.
A naive implementation in C compiled with Apple's clang (-O2) takes 0.62 seconds, of course.
import time, array
n = 0
start_time = time.time()
values = bytearray(b"".join(i.to_bytes(4, "big") for i in range(2**24)))
for prefix in range(256):
values[::4] = prefix.to_bytes(1, "big") * (2**24)
arr = array.array("f", values)
n += sum(1 for x in arr if 0.0 <= x <= 1.0)
print(f"Found: {n} Time: {time.time() - start_time:.1f} seconds")
It uses an array.array() to convert from a large number of concatenated 4 bytes to floats, rather than going through the struct module one-by-one.Rather than build all 0x1_0000_0000 values in memory, I process 0x100_0000 at a time, and accumulate the partial sums.
On my laptop this reports "Found: 1065353218 Time: 228.5 seconds", so just under 4 minutes.
A slightly improved algorithm in NumPy takes 5.4 seconds.
import time, numpy as np
start_time = time.time()
arr = np.arange(2**24, dtype=np.uint32)
incr = np.full(2**24, 2**24, dtype=arr.dtype)
values = np.frombuffer(arr, np.float32)
n = ((0.0 < values) & (values <= 1.0)).sum()
for i in range(1, 256):
arr += incr
n += ((0.0 < values) & (values <= 1.0)).sum()
print(f"Found: {n} Time: {time.time() - start_time:.1f} seconds") #include <math.h> // nextafterf
#include <stdio.h> // printf
int main()
{
long n = 1;
float f = 0;
while (f <= 1)
{
f = nextafterf(f, 2);
n = n + 1;
}
printf("%ld\n", n);
return 0;
} long start = System.currentTimeMillis();
int count = 1;
for (int intBits = Float.floatToIntBits(0.0f); Float.intBitsToFloat(intBits) <= 1.0f; intBits ++) {
count++;
}
System.out.println(count);
System.out.println((System.currentTimeMillis() - start) + "ms"); long start = System.currentTimeMillis();
long count = IntStream.rangeClosed(Float.floatToIntBits(0.0f), Float.floatToIntBits(1.0f)).count();
System.out.println(count);
System.out.println((System.currentTimeMillis() - start) + "ms");
1065353217
0msReally cool trick!
I can't tell that'd be possible - I see the arguments could be evaluated at compile time, but knowing IntStream.rangeClosed will be evaluated at compile time is a leap, to me.
Did you know before you wrote the code that'd happen? Is it like C? You cross your fingers and hope the compiler unrolls?
So there's actually no reason to even invoke the streams API there.
While technically correct, in practice it is not the case.
First of all (and this relates to flerchin's comment), it's not actually done at "compile time" in the traditional sense (i.e. when you invoke `javac`). Rather, it is done at runtime when the method is compiled by the JIT.
As for this comment, the call to `IntStream.rangeClosed` will not simply be reduced to `(b - a) + 1` as you suggest (and one reason for this is that streams are far more complex internally than regular iterators). In reality, it will just be (potentially) inlined and then further optimized alongside the rest of the method's code.
Edit: the mentioned previous comment was from flerchin, not meese
Edit 2: I might have misunderstood what you were getting at there. You are sort of correct in that the `count` operation on this stream is optimized, but it is still technically going through the streams API.
How is this done?
The implementation of a `Spliterator` that is used internally by `IntStream.rangeClosed` overrides the `estimateSize` method to return `((long) upTo) - from + last`, and the `characteristics` method to return, among others, the `Spliterator.SIZED` characteristic. That characteristic indicates that `estimateSize` can be trusted to be exact, and when present, `estimateSize` will be used as a shortcut in the implementation of `Stream.count`, which can be seen in `ReduceOps.makeRefCounting`.
int count = 1;
int limit = Float.floatToIntBits(1.0f);
for (int intBits = Float.floatToIntBits(0.0f); intBits <= limit; intBits++) {
count++;
}
it will start out with the same performance as your previous one, and then after a few tries the JVM will optimize it into a constant. 1065353218, 0.91
1065353218, 0.69
1065353218, 0.00
1065353218, 0.64
1065353218, 0.64
1065353218, 0.63
1065353218, 0.66
1065353218, 0.63
1065353218, 0.63
1065353218, 0.00
1065353218, 0.00
1065353218, 0.00
...
1065353218, 0.00
Process finished with exit code 0 ((long) upTo) - from + last;
I would think it just takes less than 1 ms on first execution.https://github.com/openjdk/jdk/blob/caa841d9a52352a975394e55...
Also, in the case of your test, it's not even letting the JIT kick in, but rather using a shortcut to calculate the length of the range.
Curious to know the total compile + run time under different compiler optimizations. For code you only need to run once, I don't see how having the compiler unroll the loops actually saves you any time.
The compiler can unroll loops like that to `for (i=0; i < n; i+=8) { acc += 8; }` (ignoring the remainder of n/8), which does 8x fewer compare+conditional jump instructions. It has nothing to do with how many times you’ll be running the code; this kind of optimisation reduces the runtime of any single execution.
I had thought that in cases like this (where the output can already be determined at compile time) the compiler could just run the loop to get the answer, therefore avoiding running it every time the code runs, which was what I was picturing when I wrote my earlier comment.
Annotated https://gist.github.com/cormacrelf/4b2b37d1d870377d548b3a32a... and full Godbolt https://rust.godbolt.org/z/aKK4TEs3x. You may be interested to see the LLVM Opt Pipeline, any of the green passes (non-zero diffs) that are called LoopUnrollPass or LoopVectorizePass.
You can see that it does a couple of LoopUnrollPasses and LoopVectorizePasses. In the end it results in a transformation from something like this:
for (uint32_t i = 0; i <= 0xffff; i++) {
if (in range) acc += 1;
}
to u32x4 v1 = [1,2,3,4];
u32x4 v0 = [0,0,0,0], v5 = [0,0,0,0];
u32x4 v6, v7;
uint32_t w8 = 0xfff8;
do {
v6 = v1 + [4,4,4,4];
v7 = v1 >= 0 && v1 <= 1;
v6 = v6 >= 0 && v6 <= 1;
v0 -= v7; // add 1 to each lane if lane was true in v7
v5 -= v6; // add 1 to each lane if lane was true in v6
v1 += [8,8,8,8];
w8 -= 8;
} while (w8);
return element_sum(v0 + v5);
That is basically unrolled x8, and then the loop body is grouped into two groups of four vector ops. You also save a lot of time by vectorising the sum operation over 8 lanes. The only non-vector operations in the loop body are on the w8 counter. The ratio of real work to "increment checking" is 8x better, and because we unrolled multiple ops into the loop body, we were able to vectorise it and run it in parallel.Re "how does it know when it's finished?": it counts like normal, as you can see there, it uses a register to count iteration. Unrolling does not mean "completely eliminate the termination check" unless your heuristic/supplied unroll threshold is larger than the (known) number of iterations. It generally just does the termination check fewer times by taking bigger strides. It's like walking up stairs two at a time.
The answer re compile-time-full-evaluation: compilers use heuristics and pattern matching, they don't automatically try compile time evaluation for things they don't recognise. Nobody would have bothered to write a heuristic to detect "count floating point values in range" and eval it. There is no compiler pass to arbitrarily try to execute eveything in your program at compile time that's remotely possible.
const NaN = $FF shl 23;
var x, t: longint;
f: single absolute x;
begin
t := 0;
x := 0;
repeat
inc(t, ord((x and NaN <> NaN) and (0<=f) and (f<=1)));
inc(x);
until x = 0;
WriteLn('total: ', t);
end.
total: 1065353218 (in ca. 40 seconds) SELECT sum(reinterpretAsFloat32(number) BETWEEN 0.0 AND 1.0) FROM numbers_mt(0x100000000)
1 row in set. Elapsed: 0.170 sec. Processed 2.39 billion rows, 19.08 GB (14.02 billion rows/s., 112.13 GB/s.)At least when solving physics problems, you'll frequently scale the equations so the actual values in the problem are around -1..1. Thus having extra precision around -1..1 when solving such problems would be beneficial.
For example, if you're trying to solve the motion of a mass on a spring that gets an initial kick, rather than representing the spring length in meters, you divide by some characteristic length[1] and get a non-dimensional length of order 1. If you want the actual length, you just multiply the non-dimensional length by the characteristic length.
[1]: https://hplgit.github.io/scaling-book/doc/pub/book/html/._sc...
It is indeed, and one of the first things you learn in scientific computing is to make your values fit mostly within [-1, 1].
Floating point numbers have the same precision (relative precision) everywhere.
So between [-1, 1] you can represent a number like 0.1234567 and then 0.1234568 for a min delta of 0.000001.
But around a billion, you can only represent 1,234,567,000 and then 1,234,568,000 for a min delta of 1000.
These are not exactly right numbers, just rough estimates to get the idea, but the point is if you are trying to do something like add 1 centimeter to a position that is 10,000 kilometers from an origin, you're adding 0, no matter how many times you do it, it will never increment.
Thus, since you know a lot of problems will have values around order 1 it makes sense to design the encoding such that you get extra absolute precision for order 1 numbers.
https://mumble.net/~campbell/2014/04/28/uniform-random-float
and there's working C code too:
[0] https://github.com/camel-cdr/cauldron/blob/main/cauldron/ran...
The generated exponent starts of at the max exponent of a and b, and is logarithmically decremented (I'm not sure if this is the correct word for it, but decremented until a coin flip hits tails, would be a better way to explain it).
So the exponent and the fraction range can't ever get really small, since there is always at least one exponent that accepts the full range of fractions.
Edit: Actually, looking at it again, the second special case doesn't apply to subnormals, so while generating in the range
float x = 2.3509886E-38f; // exp=00000001,frac=11111111111111111111111
float min = nextafterf(nextafterf(x, 0), 0);
float max = nextafterf(nextafterf(x, 1), 1);
works almost instantly (on average 4 iterations), the current code does indeed have a bottle neck for: float x = 1.1754942E-38f; // exp=00000000,frac=11111111111111111111111
float min = nextafterf(nextafterf(x, 0), 0);
float max = nextafterf(nextafterf(x, 1), 1);
It's not insanely-minutes-long-stall-bad, but takes about 0.02 seconds to generate one number in the above range with a good prng (opposed to 2e-08 seconds for the first case)I'll look into fixing this.
Edit 2: I've added a commited a comment about this for now. I wonder why my test suite didn't catch this.
"<=" does not depend on where x came from or what it would have been had something else happened that didn't happen. There's no "maybe."
I'm pretty sure that your definition of an interval is correct even when the set doesn't have a total order, but if we're talking about floats whose values are in [0, 1] in the space of real numbers, that may not include -0.0f, since floating point numbers usually represent one number in a range of real values, and -0.0f represents -epsilon where epsilon is between 0 and the real value of the smallest denorm.
Yes, and in the usual ordering on floats that's actually implemented by hardware, 0.0f == -0.0f, so -0.0f is in [-0.0f, 0.0f].
> since floating point numbers usually represent one number in a range of real values, and -0.0f represents -epsilon where epsilon is between 0 and the real value of the smallest denorm.
That's a valid interpretation but apparently the standard ordering wasn't specified from that perspective.
const hash = crypto
.createHmac('SHA256', serverSeed)
.update(`${ clientSeed }:${ nonce }`)
.digest('hex');
const significant = hash.substring(0, 52 / 4);
const integer = parseInt(significant, 16);
const float = integer / (2 * 52);
return { float, hash, };How many floating-point numbers are in the interval [0,1]? - https://news.ycombinator.com/item?id=13759458 - Feb 2017 (153 comments)
or is it 1,065,353,218 (comments) and why the difference?
The commenters counted also subnormals.
Not a graph, but gets much closer to answering this.
https://www.researchgate.net/figure/The-distribution-of-repr...
So you chose to just decide I was being "glib" and slander me before understanding the context? Have a weekend. I think you unironically need to touch grass.
I really hate this website sometimes.