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I like numerical methods like this because they sit neatly in the space between high level algorithmic ideas and low level implementation details.

The library CGAL has many clever algorithms with floating point numbers. Its strength lies in the mixture of numerical approximation and exact computation it does to solve problems.

Any specific algorithms in CGAL you found particularly clever?
Floats are evil.

Here's some more fun you can have:

int main() { float a = 0x7FFFFFFF; printf("%f %f %f\n", a, a - 64, a - 65); return 0; }

Float may be evil, but if so they are often a necessary evil.
I dispute "often". I honestly can't think of cases other than certain scientific calculations where they are more appropriate than fixed-point numbers.

The fact that scientists had so much input on the early design of hardware and programming languages means that floats are often a performance hack that exchanges semantics for speed. But that's hardly necessary in most applications.

And if hardware and language support was better for fixed point numbers, floats would be seen as the bizarre special case that's only appropriate in rare cases.

How big improvements do you feel improved hardware fixed point support could yield, and what form might the improvements take? Imagining for example that Intel decided to make a instruction set extension in their next CPU.
I don't know the answer to your question. But if you can get access to a machine with a POWER CPU you could test it, since those CPUs contain hardware fixed-point arithmetic units.
Modern CPUs are already so complex and so fast that I can't imagine the potential speedup would be significant as compared to modern optimized fixed point libraries.

Language support is a much bigger issue. Programmers are fundamentally lazy, and will always do the thing that takes the least work (for them, right now). So for fixed point numbers to really be used, that means that they need to be fully first class in the language. Literals need to exist, and with syntax no more complex than it is for other numerical literals. And of course, all operators must use the same syntax for both.

This is hard to retrofit into a language. Java and C can't retrofit either in. C++, Python, and Ruby can do operators, but not literals. You have to get into pretty uncommon languages before support for additional numerical types becomes good. Haskell and Scala, for instance, can meet both of the requirements.

Given that, I'd say any kind of widespread use of fixed point numbers in the cases where they're more appropriate than floats is at least 30 years away. Maybe 50.

You should give some more concrete examples of domains where you think fixed point is more appropriate than floating point, but floats are currently used.

As it is, your comment can’t really be discussed or disputed, because it’s just an abstract complaint with no substantive evidence/analysis presented.

Here are some areas where I think floats are more appropriate than fixed point, given the availability of CPUs and GPUs with native floating point support: computer game physics, any kind of 3d rendering, 2d vector graphics including e.g. map rendering, high dynamic range image/video editing, most types of statistical analysis, ...

I’m having trouble thinking of any applications where I think fixed point numbers seem more appropriate than floats or integers, except code running on embedded devices without native floating point. Audio maybe? Image/video decoding for immediate playback?

Floating point is actually a significant source of bugs in 3D graphics and games. And a complex thing you have to constantly keep in mind, taking cognitive resources from other more useful stuff. And a thing you have to code around, increasing the codebase complexity, making changes harder and taking time from programming/debugging/testing useful code.

CPUs and GPUs do have support for fixed point (aka integer) data formats, it's been a DX/OpenGL requirement for a while. Though I don't know what API issues you run into if you try to avoid FP altogether.

Floating point arithmetic is a significant source of bugs. And if you transition to fixed point arithmetic, you will still have a significant source of same-same-but-different bugs (maybe unless you really only need to add things and not never scale or multiply them).
What kind of bugs do you have in mind for fixed point?

While there no doubt would be some, I have a feeling they are a significantly lesser drag (in frequency and debugging complexity) than floating point bugs. Assuming the language supports fixed point.

Of course you can imagine error-prone fixed point too. Writing shaders with plain integers while trying to manually keep track heterogenous fixed point scales would be a nightmare for example...

Unums could be interesting, more of a GPU answer than a CPU answer though

https://github.com/tbreloff/Unums.jl/wiki/Unum-Summary-(in-p...

But how do you make them efficient? If assignment to any variable can grow or shrink its size requirements, I don't see how you can avoid introducing an indirection that will eat your cache locality, or waste storage by making every variable of maximum size "just in case", in which case you are back to using quad floats throughout.
This is probably fair - selection bias on my side as I mostly do numerical algorithms.
> I dispute "often". I honestly can't think of cases other than certain scientific calculations where they are more appropriate than fixed-point numbers.

But fixed point numbers have many similar issues, require more thought to find a reasonable significand, and are useful over a far narrower range of values.

Floats are evil.

Here's a program:

  int main(int argc, char* argv[]) {
    double x = 0.75;
    double t1 = 0.50000025;
    int i, j;
    int n8 = 93 * 100;
    for (i = 0;; i++) {
      for (j = 0; j<n8; j++)
        x = sqrt(exp(log(x) / t1));
      printf("%d %f\n", i, x);
    }
  }
Watch what happens to the performance as i passes 4632.

The full saga is here; AFAICT it's a pathological edge case in glibc. https://plus.google.com/118274112180368285367/posts/ZPL5LTK9...

This doesn't work if the output of the function you're checking is a noisy black box. For example, if fn() creates a finite element model, analyses it with an external software package, and post-processes the results to get an output value, you're gonna need a pretty high tolerance for your stopping condition.
Well, he did say if the function is smooth and you have a reasonably small interval to start from.
If your function isn't a mathematical function (i.e. its output is not completely determined by its arguments), then it's a little confusing to figure out what isolating a root would mean. But even in that case, bisect_root terminates, because it always halves the interval at each step, even if your input procedure is returning nonsense. Witness

    julia> bisect_root((x) -> rand() - 1/2, 1.0, 2.0)
    (1.1980511149266218,1.198051114926622)

    julia> bisect_root((x) -> rand() - 1/2, 1.0, 2.0)
    (1.595600613503659,1.5956006135036591)
"...it's a little confusing to figure out what isolating a root would mean. "

Well, to take an example from some of my past work as a structural engineer, say you wanted to find out how much wind load a structure could sustain until it buckled under its own weight. So you create a finite element model of the structure that applies the wind load and then ramps up the gravity until the structure fails. The input is the magnitude of the wind pressure. The output is the total gravity at failure (in units of g). subtract 1 from the output, and you have a function where the root is the level of wind load you're looking for.

You're point about it always terminating when you use the bisection method is well taken, however. I was using a hybrid that included some Newton's method iterations to reduce the total number of steps, since each "function evaluation" took a lot of computer time.

Good! Instead of (x1 + x2)/2, it is better to do x1 + (x2 - x1)/2 [source:kdbuo]
Great post!

It may interest you that William Kahan has written quite extensively on the pitfalls of iterative algorithms on floating point numbers; his discussion of Muller's pathological recurrence on pp. 14+ of this paper seems particularly relevant.

http://www.cs.berkeley.edu/~wkahan/Mindless.pdf