Do-While Loop in C doesn't repeat - while-loop

This code doesn't repeat if I answer a negative number like "-1.01". How can I make it loop so that it will ask again for c?
#include <stdio.h>
main()
{
float c;
do {
printf("O hai! How much change is owed? ");
scanf("%.2f", &c);
} while (c < 0.0);
return(0);
}

The format strings for scanf are subtly different than those for printf. You are only allowed to have (as per C11 7.21.6.2 The fscanf function /3):
an optional assignment-suppressing character *.
an optional decimal integer greater than zero that specifies the maximum field width (in characters).
an optional length modifier that specifies the size of the receiving object.
a conversion specifier character that specifies the type of conversion to be applied.
Hence your format specifier becomes illegal the instant it finds the . character, which is not one of the valid options. As per /13 of that C11 section listed above:
If a conversion specification is invalid, the behaviour is undefined.
For input, you're better off using the most basic format strings so that the format is not too restrictive. A good rule of thumb in I/O is:
Be liberal in what you accept, specific in what you generate.
So, the code is better written as follows, including what a lot of people ignore, the possibility that the scanf itself may fail, resulting in an infinite loop:
#include <stdio.h>
int main (void) {
float c;
do {
printf ("O hai! How much change is owed? ");
if (scanf ("%f", &c) != 1) {
puts ("Error getting a float.");
break;
}
} while (c < 0.0f);
return 0;
}
If you're after a more general purpose input solution, where you want to allow the user to input anything, take care of buffer overflow, handle prompting and so on, every C developer eventually comes up with the idea that the standard ways of getting input all have deficiencies. So they generally go write their own so as to get more control.
For example, here's one that provides all that functionality and more.
Once you have the user's input as a string, you can examine and play with it as much as you like, including doing anything you would have done with scanf, by using sscanf instead (and being able to go back and do it again and again if initial passes over the data are unsuccessful).

scanf("%.2f", &c );
// ^^ <- This seems unnecessary here.
Please stick with the basics.
scanf("%f", &c);
If you want to limit your input to 2 digits,
scanf("%2f", &c);

Related

Solid user input check - Newbie Learning C

So I'm learning C and got this exercise to do with functions. Not gonna ask how to do it.
So I created this function:
int menu(void) {
char user;
do {
printf("Choise: ");
user = getchar();
if (user == '1') {
/* code and no return here */
}
else if (user == '2') {
/* code */
return 2;
}
else if (user == '3') {
/* code */
return 3;
}
} while (user != '3');
Got others controls flows like isdigit(user) and !isdigit(user).
The problem here is that if the user input "fw" (for example), the program prints 2 times "Choise: " or more if there's more input of course.
I tried several others controls flows and changing the variable user to an array and force user[0] == ... && user[1] == '\n' but to no avail.
What I'm trying to do is, if the user don't enter one of the 3 options the program just stop reading after the 1st input and waits for another input.
Already checked several questions at StackOverflow but it doesn't answer to my question :/
I'm all ears to advises! Thank in advance!
The underlying cause here is that getchar() in C gets one single character; it's not like, for example, input() in Python, which gets an entire string of as many characters as you like. The usual technique in C to get a string consisting of more than one character is with pointers: You declare a variable, for instance, as char* a; To obtain user input, you use scanf() and store the input under that pointer address: scanf(&a); Technically, a is the pointer pointing at the memory address of the first character in your string, but the compiler stores the individual characters of the string in a contiguous block of memory until a null character is reached to mark the end of the string.
To avoid the risk of seg faults, you might want to reserve as much memory as you need to hold the longest string you think you'll need: a = malloc((sizeof(char)*n);, with n being the number of characters you want to set memory aside for.
Apologies for not posting in a while, I've been travelling. I thought about the problem again, and I think the root of the problem is that getchar() will return the character cast into an integer, namely, the ASCII value of the character. So if the user keys in "1", you can't run an if statement that tests if (user == '1') (C doesn't natively support direct string comparison). Instead, you should test if (user == 49) - 49 is the ASCII value of the digit "1" ("2" is 50, "3" is 51). If you write your if statements and the loop condition accordingly, that should work.

Conversion from float to int looks weird

I am having difficulty understanding why the following code is giving me the numbers below. Can anyone explain this conversion from float to int? (pCLocation is a CGPoint)
counter = 0;
pathCells[counter][0].x = pCLocation.x;
pathCells[counter][0].y = pCLocation.y;
cellCount[counter]++;
NSLog(#"%#",[NSString stringWithFormat:#"pCLocation at:
%f,%f",pCLocation.x,pCLocation.y]);
NSLog(#"%#",[NSString stringWithFormat:#"path cell 0: %i,%i",
pathCells[counter][cellCount[counter-1]].x,pathCells[counter][cellCount[counter]].y]);
2012-03-09 01:17:37.165 50LevelsBeta1[1704:207] pCLocation at: 47.000000,16.000000
2012-03-09 01:17:37.172 50LevelsBeta1[1704:207] path cell 0: 0,1078427648
Assuming your code is otherwise correct:
I think it would help you to understand how NSLog and other printf-style functions work. When you call NSLog(#"%c %f", a_char, a_float), your code pushes the format string and values onto the stack, then jumps to the start of that function's code. Since NSLog accepts a variable number of arguments, it doesn't know how much to pop off the stack yet. It knows at least there is a format string, so it pops that off and begins to scan it. When it finds a format specifier %c, it knows to pop one byte off the stack and print that value. Then it finds %f, so now it knows to pop another 32 bits and print that as a floating point value. Then it reaches the end of the format string, so it's done.
Now here's the kicker: if you lie to NSLog and tell it you are providing a int but actually provide a float, it has no way to know you are lying. It simply assumes you are telling the truth and prints whatever bits it finds in memory however you asked it to be printed.
That's why you are seeing weird values: you are printing a floating point value as though it were an int. If you really want an int value, you should either:
Apply a cast: NSLog(#"cell.x: %i", (int)cell.x);
Leave it a float but use the format string to hide the decimals: NSLog(#"cell.x: %.0f", cell.x);
(Alternate theory, still potentially useful.)
You might be printing out the contents of uninitialized memory.
In the code you've given, counter = 0 and is never changed. So you assign values to:
pathCells[0][0].x = pCLocation.x;
pathCells[0][0].y = pCLocation.y;
cellCount[0]++;
Then you print:
pathCells[0][cellCount[-1]].x
pathCells[0][cellCount[0]].y
I'm pretty sure that cellCount[-1] isn't what you want. C allows this because even though you think of it as working with an array of a specific size, foo[bar] really just means grab the value at memory address foo plus offset bar. So an index of -1 just means take one step back. That's why you don't get a warning or error, just junk data.
You should clarify what pathCells, cellCount, and counter are and how they relate to each other. I think you have a bug in how you are combining these things.

How to 'checksum' an array of noisy floating point numbers?

What is a quick and easy way to 'checksum' an array of floating point numbers, while allowing for a specified small amount of inaccuracy?
e.g. I have two algorithms which should (in theory, with infinite precision) output the same array. But they work differently, and so floating point errors will accumulate differently, though the array lengths should be exactly the same. I'd like a quick and easy way to test if the arrays seem to be the same. I could of course compare the numbers pairwise, and report the maximum error; but one algorithm is in C++ and the other is in Mathematica and I don't want the bother of writing out the numbers to a file or pasting them from one system to another. That's why I want a simple checksum.
I could simply add up all the numbers in the array. If the array length is N, and I can tolerate an error of 0.0001 in each number, then I would check if abs(sum1-sum2)<0.0001*N. But this simplistic 'checksum' is not robust, e.g. to an error of +10 in one entry and -10 in another. (And anyway, probability theory says that the error probably grows like sqrt(N), not like N.) Of course, any checksum is a low-dimensional summary of a chunk of data so it will miss some errors, if not most... but simple checksums are nonetheless useful for finding non-malicious bug-type errors.
Or I could create a two-dimensional checksum, [sum(x[n]), sum(abs(x[n]))]. But is the best I can do, i.e. is there a different function I might use that would be "more orthogonal" to the sum(x[n])? And if I used some arbitrary functions, e.g. [sum(f1(x[n])), sum(f2(x[n]))], then how should my 'raw error tolerance' translate into 'checksum error tolerance'?
I'm programming in C++, but I'm happy to see answers in any language.
i have a feeling that what you want may be possible via something like gray codes. if you could translate your values into gray codes and use some kind of checksum that was able to correct n bits you could detect whether or not the two arrays were the same except for n-1 bits of error, right? (each bit of error means a number is "off by one", where the mapping would be such that this was a variation in the least significant digit).
but the exact details are beyond me - particularly for floating point values.
i don't know if it helps, but what gray codes solve is the problem of pathological rounding. rounding sounds like it will solve the problem - a naive solution might round and then checksum. but simple rounding always has pathological cases - for example, if we use floor, then 0.9999999 and 1 are distinct. a gray code approach seems to address that, since neighbouring values are always single bit away, so a bit-based checksum will accurately reflect "distance".
[update:] more exactly, what you want is a checksum that gives an estimate of the hamming distance between your gray-encoded sequences (and the gray encoded part is easy if you just care about 0.0001 since you can multiple everything by 10000 and use integers).
and it seems like such checksums do exist: Any error-correcting code can be used for error detection. A code with minimum Hamming distance, d, can detect up to d − 1 errors in a code word. Using minimum-distance-based error-correcting codes for error detection can be suitable if a strict limit on the minimum number of errors to be detected is desired.
so, just in case it's not clear:
multiple by minimum error to get integers
convert to gray code equivalent
use an error detecting code with a minimum hamming distance larger than the error you can tolerate.
but i am still not sure that's right. you still get the pathological rounding in the conversion from float to integer. so it seems like you need a minimum hamming distance that is 1 + len(data) (worst case, with a rounding error on each value). is that feasible? probably not for large arrays.
maybe ask again with better tags/description now that a general direction is possible? or just add tags now? we need someone who does this for a living. [i added a couple of tags]
I've spent a while looking for a deterministic answer, and been unable to find one. If there is a good answer, it's likely to require heavy-duty mathematical skills (functional analysis).
I'm pretty sure there is no solution based on "discretize in some cunning way, then apply a discrete checksum", e.g. "discretize into strings of 0/1/?, where ? means wildcard". Any discretization will have the property that two floating-point numbers very close to each other can end up with different discrete codes, and then the discrete checksum won't tell us what we want to know.
However, a very simple randomized scheme should work fine. Generate a pseudorandom string S from the alphabet {+1,-1}, and compute csx=sum(X_i*S_i) and csy=sum(Y_i*S_i), where X and Y are my original arrays of floating point numbers. If we model the errors as independent Normal random variables with mean 0, then it's easy to compute the distribution of csx-csy. We could do this for several strings S, and then do a hypothesis test that the mean error is 0. The number of strings S needed for the test is fixed, it doesn't grow linearly in the size of the arrays, so it satisfies my need for a "low-dimensional summary". This method also gives an estimate of the standard deviation of the error, which may be handy.
Try this:
#include <complex>
#include <cmath>
#include <iostream>
// PARAMETERS
const size_t no_freqs = 3;
const double freqs[no_freqs] = {0.05, 0.16, 0.39}; // (for example)
int main() {
std::complex<double> spectral_amplitude[no_freqs];
for (size_t i = 0; i < no_freqs; ++i) spectral_amplitude[i] = 0.0;
size_t n_data = 0;
{
std::complex<double> datum;
while (std::cin >> datum) {
for (size_t i = 0; i < no_freqs; ++i) {
spectral_amplitude[i] += datum * std::exp(
std::complex<double>(0.0, 1.0) * freqs[i] * double(n_data)
);
}
++n_data;
}
}
std::cout << "Fuzzy checksum:\n";
for (size_t i = 0; i < no_freqs; ++i) {
std::cout << real(spectral_amplitude[i]) << "\n";
std::cout << imag(spectral_amplitude[i]) << "\n";
}
std::cout << "\n";
return 0;
}
It returns just a few, arbitrary points of a Fourier transform of the entire data set. These make a fuzzy checksum, so to speak.
How about computing a standard integer checksum on the data obtained by zeroing the least significant digits of the data, the ones that you don't care about?

sprintf fails spontaneously depending on what printf and NSLog calls there are

Hello I have a bizarre problem with sprintf. Here's my code:
void draw_number(int number,int height,int xpos,int ypos){
char string_buffer[5]; //5000 is the maximum score, hence 4 characters plus null character equals 5
printf("Number - %i\n",number);
sprintf(string_buffer,"%i",number); //Get string
printf("String - %s\n",string_buffer);
int y_down = ypos + height;
for (int x = 0; x < 5; x++) {
char character = string_buffer[x];
if(character == NULL){ //Blank characters occur at the end of the number from spintf. Testing with NULL works
break;
}
int x_left = xpos+height*x;
int x_right = x_left+height;
GLfloat vertices[] = {x_left,ypos,x_right,ypos,x_left,y_down,x_right,y_down};
rectangle2d(vertices, number_textures[atoi(strcat(&character,"\0"))], full_texture_texcoords);
}
}
With the printf calls there, the numbers are printed successfully and the numbers are drawn as expected. When I take them away, I can't view the output and compare it, of-course, but the numbers aren't rendering correctly. I assume sprintf breaks somehow.
This also happens with NSLog. Adding NSLog's anywhere in the program can either break or fix the function.
What on earth is going on?
This is using Objective-C with the iOS 4 SDK.
Thank you for any answer.
Well this bit of code is definately odd
char character = string_buffer[x];
...
... strcat(&character,"\0") ...
Originally I was thinking that depending on when there happens to be a NUL terminator on the stack this will clober some peice of memory, and could be causing your problems. However, since you're appending the empty string I don't think it will have any effect.
Perhaps the contents of the stack actually contain numbers that atoi is interpretting?Either way I suggest you fix that and see if it solves your issue.
As to how to fix it Georg Fritzsche beat me to it.
With strcat(&character,"\0") you are trying to use a single character as a character array. This will probably result in atoi() returning completely different values from what you're expecting (as you have no null-termination) or simply crash.
To fix the original approach, you could use proper a zero-terminated string:
char number[] = { string_buffer[x], '\0' };
// ...
... number_textures[atoi(number)] ...
But even easier would be to simply use the following:
... number_textures[character - '0'] ...
Don't use NULL to compare against a character, use '\0' since it's a character you're looking for. Also, your code comment sounds surprised, of course a '\0' will occur at the end of the string, that is how C terminates strings.
If your number is ever larger than 9999, you will have a buffer overflow which can cause unpredicable effects.
When you have that kind of problem, instantly think stack or heap corruption. You should dynamically allocate your buffer with enough size- having it as a fixed size is BEGGING for this kind of trouble. Because you don't check that the number is within the max- if you ever had another bug that caused it to be above the max, you'd get this problem here.

Comparing IEEE floats and doubles for equality

What is the best method for comparing IEEE floats and doubles for equality? I have heard of several methods, but I wanted to see what the community thought.
The best approach I think is to compare ULPs.
bool is_nan(float f)
{
return (*reinterpret_cast<unsigned __int32*>(&f) & 0x7f800000) == 0x7f800000 && (*reinterpret_cast<unsigned __int32*>(&f) & 0x007fffff) != 0;
}
bool is_finite(float f)
{
return (*reinterpret_cast<unsigned __int32*>(&f) & 0x7f800000) != 0x7f800000;
}
// if this symbol is defined, NaNs are never equal to anything (as is normal in IEEE floating point)
// if this symbol is not defined, NaNs are hugely different from regular numbers, but might be equal to each other
#define UNEQUAL_NANS 1
// if this symbol is defined, infinites are never equal to finite numbers (as they're unimaginably greater)
// if this symbol is not defined, infinities are 1 ULP away from +/- FLT_MAX
#define INFINITE_INFINITIES 1
// test whether two IEEE floats are within a specified number of representable values of each other
// This depends on the fact that IEEE floats are properly ordered when treated as signed magnitude integers
bool equal_float(float lhs, float rhs, unsigned __int32 max_ulp_difference)
{
#ifdef UNEQUAL_NANS
if(is_nan(lhs) || is_nan(rhs))
{
return false;
}
#endif
#ifdef INFINITE_INFINITIES
if((is_finite(lhs) && !is_finite(rhs)) || (!is_finite(lhs) && is_finite(rhs)))
{
return false;
}
#endif
signed __int32 left(*reinterpret_cast<signed __int32*>(&lhs));
// transform signed magnitude ints into 2s complement signed ints
if(left < 0)
{
left = 0x80000000 - left;
}
signed __int32 right(*reinterpret_cast<signed __int32*>(&rhs));
// transform signed magnitude ints into 2s complement signed ints
if(right < 0)
{
right = 0x80000000 - right;
}
if(static_cast<unsigned __int32>(std::abs(left - right)) <= max_ulp_difference)
{
return true;
}
return false;
}
A similar technique can be used for doubles. The trick is to convert the floats so that they're ordered (as if integers) and then just see how different they are.
I have no idea why this damn thing is screwing up my underscores. Edit: Oh, perhaps that is just an artefact of the preview. That's OK then.
The current version I am using is this
bool is_equals(float A, float B,
float maxRelativeError, float maxAbsoluteError)
{
if (fabs(A - B) < maxAbsoluteError)
return true;
float relativeError;
if (fabs(B) > fabs(A))
relativeError = fabs((A - B) / B);
else
relativeError = fabs((A - B) / A);
if (relativeError <= maxRelativeError)
return true;
return false;
}
This seems to take care of most problems by combining relative and absolute error tolerance. Is the ULP approach better? If so, why?
#DrPizza: I am no performance guru but I would expect fixed point operations to be quicker than floating point operations (in most cases).
It rather depends on what you are doing with them. A fixed-point type with the same range as an IEEE float would be many many times slower (and many times larger).
Things suitable for floats:
3D graphics, physics/engineering, simulation, climate simulation....
In numerical software you often want to test whether two floating point numbers are exactly equal. LAPACK is full of examples for such cases. Sure, the most common case is where you want to test whether a floating point number equals "Zero", "One", "Two", "Half". If anyone is interested I can pick some algorithms and go more into detail.
Also in BLAS you often want to check whether a floating point number is exactly Zero or One. For example, the routine dgemv can compute operations of the form
y = beta*y + alpha*A*x
y = beta*y + alpha*A^T*x
y = beta*y + alpha*A^H*x
So if beta equals One you have an "plus assignment" and for beta equals Zero a "simple assignment". So you certainly can cut the computational cost if you give these (common) cases a special treatment.
Sure, you could design the BLAS routines in such a way that you can avoid exact comparisons (e.g. using some flags). However, the LAPACK is full of examples where it is not possible.
P.S.:
There are certainly many cases where you don't want check for "is exactly equal". For many people this even might be the only case they ever have to deal with. All I want to point out is that there are other cases too.
Although LAPACK is written in Fortran the logic is the same if you are using other programming languages for numerical software.
Oh dear lord please don't interpret the float bits as ints unless you're running on a P6 or earlier.
Even if it causes it to copy from vector registers to integer registers via memory, and even if it stalls the pipeline, it's the best way to do it that I've come across, insofar as it provides the most robust comparisons even in the face of floating point errors.
i.e. it is a price worth paying.
This seems to take care of most problems by combining relative and absolute error tolerance. Is the ULP approach better? If so, why?
ULPs are a direct measure of the "distance" between two floating point numbers. This means that they don't require you to conjure up the relative and absolute error values, nor do you have to make sure to get those values "about right". With ULPs, you can express directly how close you want the numbers to be, and the same threshold works just as well for small values as for large ones.
If you have floating point errors you have even more problems than this. Although I guess that is up to personal perspective.
Even if we do the numeric analysis to minimize accumulation of error, we can't eliminate it and we can be left with results that ought to be identical (if we were calculating with reals) but differ (because we cannot calculate with reals).
If you are looking for two floats to be equal, then they should be identically equal in my opinion. If you are facing a floating point rounding problem, perhaps a fixed point representation would suit your problem better.
If you are looking for two floats to be equal, then they should be identically equal in my opinion. If you are facing a floating point rounding problem, perhaps a fixed point representation would suit your problem better.
Perhaps we cannot afford the loss of range or performance that such an approach would inflict.
#DrPizza: I am no performance guru but I would expect fixed point operations to be quicker than floating point operations (in most cases).
#Craig H: Sure. I'm totally okay with it printing that. If a or b store money then they should be represented in fixed point. I'm struggling to think of a real world example where such logic ought to be allied to floats. Things suitable for floats:
weights
ranks
distances
real world values (like from a ADC)
For all these things, either you much then numbers and simply present the results to the user for human interpretation, or you make a comparative statement (even if such a statement is, "this thing is within 0.001 of this other thing"). A comparative statement like mine is only useful in the context of the algorithm: the "within 0.001" part depends on what physical question you're asking. That my 0.02. Or should I say 2/100ths?
It rather depends on what you are
doing with them. A fixed-point type
with the same range as an IEEE float
would be many many times slower (and
many times larger).
Okay, but if I want a infinitesimally small bit-resolution then it's back to my original point: == and != have no meaning in the context of such a problem.
An int lets me express ~10^9 values (regardless of the range) which seems like enough for any situation where I would care about two of them being equal. And if that's not enough, use a 64-bit OS and you've got about 10^19 distinct values.
I can express values a range of 0 to 10^200 (for example) in an int, it is just the bit-resolution that suffers (resolution would be greater than 1, but, again, no application has that sort of range as well as that sort of resolution).
To summarize, I think in all cases one either is representing a continuum of values, in which case != and == are irrelevant, or one is representing a fixed set of values, which can be mapped to an int (or a another fixed-precision type).
An int lets me express ~10^9 values
(regardless of the range) which seems
like enough for any situation where I
would care about two of them being
equal. And if that's not enough, use a
64-bit OS and you've got about 10^19
distinct values.
I have actually hit that limit... I was trying to juggle times in ps and time in clock cycles in a simulation where you easily hit 10^10 cycles. No matter what I did I very quickly overflowed the puny range of 64-bit integers... 10^19 is not as much as you think it is, gimme 128 bits computing now!
Floats allowed me to get a solution to the mathematical issues, as the values overflowed with lots zeros at the low end. So you basically had a decimal point floating aronud in the number with no loss of precision (I could like with the more limited distinct number of values allowed in the mantissa of a float compared to a 64-bit int, but desperately needed th range!).
And then things converted back to integers to compare etc.
Annoying, and in the end I scrapped the entire attempt and just relied on floats and < and > to get the work done. Not perfect, but works for the use case envisioned.
If you are looking for two floats to be equal, then they should be identically equal in my opinion. If you are facing a floating point rounding problem, perhaps a fixed point representation would suit your problem better.
Perhaps I should explain the problem better. In C++, the following code:
#include <iostream>
using namespace std;
int main()
{
float a = 1.0;
float b = 0.0;
for(int i=0;i<10;++i)
{
b+=0.1;
}
if(a != b)
{
cout << "Something is wrong" << endl;
}
return 1;
}
prints the phrase "Something is wrong". Are you saying that it should?
Oh dear lord please don't interpret the float bits as ints unless you're running on a P6 or earlier.
it's the best way to do it that I've come across, insofar as it provides the most robust comparisons even in the face of floating point errors.
If you have floating point errors you have even more problems than this. Although I guess that is up to personal perspective.