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Chanh Le wrote: >... I also encounter another similar >issue of using %float and %dec > >FLD01 (21,0) value 000000000000033355555 >FLD02 (15,0) value 000000000100000 >FLD03 (30,9) > >FLD03 = %float(FLD01 / FLD02) = 000000000000000000333.555549999 >FLD03 = %dec(FLD01 / FLD02) = 000000000000000000333.555550000 What you're seeing is normal behaviour for floating point numbers. Using float numbers, you have a vast range of possible values, but the numbers are never completely precise. At best, using 8-byte values, you never have better than about 16 digits of precision. And very often, like you see here, inaccuracy in the least significant digit skews the value downwards, resulting in that string of nines. Floating point is ideally suited for modelling physical processes, such as computing satellite orbits. But since physicists deal with measured values, their numbers are never fully precise anyways. Generally, the RPG programmer really shouldn't worry too much about floating point. However, there are a couple of places where you need to understand floating point. For example, the ** operator returns a floating point value. Furthermore, SQRT is done in long float format. If you're dealing with numeric amounts that absolutely must be accurate to the last digit, such as amounts of money, avoid floating point. If your monetary calculation involves using the ** operator (useful for things like calculating interest), put the ** computation in a separate expression, and store the result in a decimal variable. Cheers! Hans Hans Boldt, ILE RPG Development, IBM Toronto Lab, boldt@ca.ibm.com +--- | This is the Midrange System Mailing List! | To submit a new message, send your mail to MIDRANGE-L@midrange.com. | To subscribe to this list send email to MIDRANGE-L-SUB@midrange.com. | To unsubscribe from this list send email to MIDRANGE-L-UNSUB@midrange.com. | Questions should be directed to the list owner/operator: david@midrange.com +---
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