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Precision.cs
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Precision.cs
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using System;
using System.Diagnostics.Contracts;
using System.Globalization;
using System.Diagnostics.CodeAnalysis;
namespace Open.Numeric.Precision;
[System.Diagnostics.CodeAnalysis.SuppressMessage("Globalization", "CA1305:Specify IFormatProvider")]
public static class PrecisionExtensions
{
/// <summary>
/// Accurate way to convert float to decimal by converting to string first. Avoids tolerance issues.
/// </summary>
public static decimal ToDecimal(this float value)
=> decimal.Parse(value.ToString(CultureInfo.InvariantCulture));
/// <summary>
/// Shortcut for validating a if a floating point value is considered zero (within epsilon tolerance).
/// </summary>
public static bool IsZero(this float value) => IsPreciseEqual(value, 0f);
/// <summary>
/// Shortcut for validating a if a double tolerance floating point value is considered zero (within epsilon tolerance).
/// </summary>
public static bool IsZero(this double value) => IsPreciseEqual(value, 0d);
/// <summary>
/// Shortcut for validating a if a double tolerance floating point value is considered zero (within provided tolerance).
/// </summary>
public static bool IsNearZero(this double value, double precision = 0.001)
=> IsNearEqual(value, 0d, precision);
/// <summary>
/// Shortcut for returning true zero if a double tolerance floating point value is considered zero (within epsilon tolerance).
/// </summary>
public static double FixZero(this double value)
=> !value.Equals(0) && value.IsZero() ? 0 : value;
static double ReturnZeroIfFinite(this float value)
=> float.IsNegativeInfinity(value)
? double.NegativeInfinity
: float.IsPositiveInfinity(value)
? double.PositiveInfinity
: float.IsNaN(value) ? double.NaN : 0D;
/// <summary>
/// Returns the number of decimal places before last zero digit.
/// </summary>
#pragma warning disable IDE0079 // Remove unnecessary suppression
[SuppressMessage("Globalization", "CA1307:Specify StringComparison for clarity")]
#pragma warning restore IDE0079 // Remove unnecessary suppression
public static int DecimalPlaces(this double source)
{
if (source.IsNaN())
return 0;
var valueString = source.ToString(CultureInfo.InvariantCulture); // To
int index = valueString.IndexOf('.');
return index == -1 ? 0 : valueString.Length - index - 1;
}
/// <summary>
/// Shortcut for validating a if a floating point value is close enough to another addValue using the given tolerance.
/// </summary>
public static bool IsNearEqual(this float a, float b, float tolerance)
=> a.Equals(b)
|| float.IsNaN(a) && float.IsNaN(b)
|| Math.Abs(a - b) < tolerance;
/// <summary>
/// Shortcut for validating a if a double precision floating point value is close enough to another addValue using the given tolerance.
/// </summary>
public static bool IsNearEqual(this double a, double b, double tolerance)
=> a.Equals(b)
|| double.IsNaN(a) && double.IsNaN(b)
|| Math.Abs(a - b) < tolerance;
/// <summary>
/// Shortcut for validating a if a decimal addValue is close enough to another addValue using the given tolerance.
/// </summary>
public static bool IsNearEqual(this decimal a, decimal b, decimal tolerance)
=> a.Equals(b)
|| Math.Abs(a - b) < tolerance;
/// <summary>
/// Shortcut for validating a if a decimal addValue is close enough to another addValue using the given tolerance.
/// </summary>
public static bool IsRelativeNearEqual(this double a, double b, uint minDecimalPlaces)
{
var tolerance = 1 / Math.Pow(10, minDecimalPlaces);
if (a.IsNearEqual(b, tolerance)) return true;
if (double.IsNaN(a) || double.IsNaN(b)) return false;
var d = Math.Min(a.DecimalPlaces(), b.DecimalPlaces());
var divisor = Math.Pow(10, minDecimalPlaces - d);
a /= divisor;
b /= divisor;
return a.IsNearEqual(b, tolerance);
}
/// <summary>
/// Validates if values are equal within epsilon tolerance.
/// </summary>
public static bool IsPreciseEqual(this double a, double b, bool stringValidate = false)
=> IsNearEqual(a, b, double.Epsilon)
|| stringValidate && !double.IsNaN(a) && !double.IsNaN(b)
&& a.ToString(CultureInfo.InvariantCulture) == b.ToString(CultureInfo.InvariantCulture);
/// <summary>
/// Validates if values are equal within epsilon tolerance.
/// </summary>
public static bool IsPreciseEqual(this float a, float b, bool stringValidate = false)
=> IsNearEqual(a, b, float.Epsilon)
|| stringValidate && !float.IsNaN(a) && !float.IsNaN(b)
&& a.ToString(CultureInfo.InvariantCulture) == b.ToString(CultureInfo.InvariantCulture);
/// <summary>
/// Validates if values are equal within epsilon tolerance.
/// </summary>
public static bool IsPreciseEqual(this double? a, double? b, bool stringValidate = false)
=> !a.HasValue && !b.HasValue
|| a.HasValue && b.HasValue && a.Value.IsPreciseEqual(b.Value, stringValidate);
/// <summary>
/// Validates if values are equal within epsilon tolerance.
/// </summary>
public static bool IsPreciseEqual(this float? a, float? b, bool stringValidate = false)
=> !a.HasValue && !b.HasValue
|| a.HasValue && b.HasValue && a.Value.IsPreciseEqual(b.Value, stringValidate);
/// <summary>
/// Shortcut for validating a if a potential floating point value is close enough to another addValue using the given tolerance.
/// </summary>
public static bool IsNearEqual(this IComparable a, IComparable b, IComparable tolerance)
{
if (a is null)
throw new ArgumentNullException(nameof(a));
if (b is null)
throw new ArgumentNullException(nameof(b));
Contract.EndContractBlock();
return a.Equals(b) || a switch
{
float f => IsNearEqual(f, (float)b, (float)tolerance),
double d => IsNearEqual(d, (double)b, (double)tolerance),
decimal @decimal => IsNearEqual(@decimal, (decimal)b, (decimal)tolerance),
_ => throw new InvalidCastException(),
};
}
/// <summary>
/// Accurate way to convert float to double by rounding finite values to a decimal point tolerance level.
/// </summary>
public static double ToDouble(this float value, int precision)
{
if (precision is < 0 or > 15)
throw new ArgumentOutOfRangeException(nameof(precision), precision, "Must be between 0 and 15.");
Contract.EndContractBlock();
var result = value.ReturnZeroIfFinite();
// ReSharper disable RedundantCast
return result.IsZero() ? Math.Round(value, precision) : result;
// ReSharper restore RedundantCast
}
/// <summary>
/// Accurate way to convert float to double by converting to string first. Avoids tolerance issues.
/// </summary>
public static double ToDouble(this float value)
{
var result = value.ReturnZeroIfFinite();
return result.IsZero() ? double.Parse(value.ToString(CultureInfo.InvariantCulture)) : result;
}
/// <summary>
/// Accurate way to convert possible float to double by converting to string first. Avoids tolerance issues.
/// </summary>
public static double ToDouble(this float? value)
=> value?.ToDouble() ?? double.NaN;
/// <summary>
/// Accurate way to convert a possible float to double by rounding finite values to a decimal point tolerance level.
/// </summary>
public static double ToDouble(this float? value, int precision)
{
if (precision is < 0 or > 15)
throw new ArgumentOutOfRangeException(nameof(precision), precision, "Must be between 0 and 15.");
Contract.EndContractBlock();
return value?.ToDouble(precision) ?? double.NaN;
}
/// <summary>
/// Ensures addition tolerance by trimming off unexpected imprecision.
/// </summary>
public static double SumAccurate(this double source, double value)
{
var result = source + value;
var vp = source.DecimalPlaces();
if (vp > 15)
return result;
var ap = value.DecimalPlaces();
if (ap > 15)
return result;
var digits = Math.Max(vp, ap);
return Math.Round(result, digits);
}
/// <summary>
/// Ensures addition tolerance by trimming off unexpected imprecision.
/// </summary>
public static double ProductAccurate(this double source, double value)
{
var result = source * value;
var vp = source.DecimalPlaces();
if (vp > 15)
return result;
var ap = value.DecimalPlaces();
if (ap > 15)
return result;
var digits = Math.Max(vp, ap);
return Math.Round(result, digits);
}
/// <summary>
/// Ensures addition tolerance by using integer math.
/// </summary>
public static double SumUsingIntegers(this double source, double value)
{
var x = Math.Pow(10, Math.Max(source.DecimalPlaces(), value.DecimalPlaces()));
var v = (long)(source * x);
var a = (long)(value * x);
var result = v + a;
return result / x;
}
}