6 October
Exams
Division Example
Floating Point
Exam
Division Hardware
Division Example
|
Iteration |
Step |
Quotient |
Divisor |
Remainder |
|
0 |
Initial values |
0000 |
0010 0000 |
0000 0111 |
|
1 |
Negative |
0000 |
0001 0000 |
0000 0111 |
|
2 |
Negative |
0000 |
0000 1000 |
0000 0111 |
|
3 |
Negative |
0000 |
0000 0100 |
0000 0111 |
|
4 |
Positive |
0001 |
0000 0010 |
0000 0011 |
|
5 |
Positive |
0011 |
0000 0001 |
0000 0001 |
Floating Point
Many numeric applications require numbers over a VERY large range. (e.g. nanoseconds to centuries)
Most scientific applications require fractions (e.g. )
But so far we only have integers.
We *COULD* implement the fractions explicitly (e.g. ½, 1023/102934)
We *COULD* use bigger integers
Floating point is a better answer for most applications.
Floating Point
Just Scientific Notation for computers (e.g. -1.345*1012)
Representation in IEEE 754 floating point standard
value = (1-2*sign) * significand * 2exponent
more bits for significand gives more precision
more bits for exponent increases range
Normalization
In Scientific Notation: 1234000 = 1234 x 103 = 1.234 x 106
Likewise in Floating Point: 1011000 = 1011 x 23 = 1.011 x 26
The standard says we should always keep them normalized so that the first digit is 1 and the binary point comes immediately after.
But wait! There’s more! If we know the first bit is 1 why store it?
IEEE 754 floating-point standard
Leading “1” bit of significand is implicit
We want both positive and negative exponents for big and small numbers.
Exponent is “biased” to make comparison easier
all 0s is smallest exponent all 1s is largest
bias of 127 for single precision and 1023 for double precision
summary: (1-2*sign) * (1+significand) * 2exponent – bias
Example
decimal: -.75 = -3/4 = -3/22
binary: -.11 = -1.1 x 2-1
floating point: exponent = 126 = 01111110
IEEE single precision: 10111111010000000000000000000000
What about zero?
Arithmetic in Floating Point
In Scientific Notation we learned that to add to numbers you must first get a common exponent:
1.23 x 103 + 4.56 x 106 ==
0.00123 x 106 + 4.56 x 106 ==
4.56123 x 106
In Scientific Notation, we can multiply numbers by multiplying the significands and adding the exponents
1.23 x 103 x 4.56 x 106 ==
(1.23 x 4.56) x 103+6 ==
5.609 x 109
We use exactly these same rules in Floating point PLUS we add a step at the end to keep the result normalized.
Floating point AIN’T NATURAL
It is CRUCIAL for computer scientists to know that Floating Point arithmetic is NOT the arithmetic you learned since childhood
1.0 is NOT EQUAL to 10*0.1 (Why?)
1.0 * 10.0 == 10.0
0.1 * 10.0 != 1.0
0.1 decimal == 1/16 + 1/32 + 1/256 + 1/512 + 1/4096 + … ==
0.0 0011 0011 0011 0011 0011 …
In decimal 1/3 is a repeating fraction 0.333333…
If you quit at some fixed number of digits, then 3 * 1/3 != 1
Floating Point arithmetic IS NOT associative
x + (y + z) is not necessarily equal to (x + y) + z
Addition may not even result in a change
(x + 1) MAY == x
Floating Point Complexities
In addition to overflow we can have “underflow”
Accuracy can be a big problem
IEEE 754 keeps two extra bits, guard and round
four rounding modes
Non-zero divided by zero yields “infinity” INF
Zero divided by zero yields “not a number” NAN
Implementing the standard can be tricky
Not using the standard can be worse
MIPS floating point
Floating point “Co-processor”
32 Floating point registers separate from 32 general purpose registers
32 bits wide each.
use an even-odd pair for double precision
add.d fd, fs, ft # fd = fs + ft in double precision
add.s fd, fs, ft # fd = fs + ft in single precision
sub.d, sub.s, mul.d, mul.s, div.d, div.s, abs.d, abs.s
l.d fd, address # load a double from address
l.s, s.d, s.s
Conversion instructions
Compare instructions
Branch (bc1t, bc1f)
Chapter 3 Summary
Computer arithmetic is constrained by limited precision
Bit patterns have no inherent meaning but standards do exist
two’s complement
IEEE 754 floating point
Computer instructions determine “meaning” of the bit patterns
Performance and accuracy are important so there are many complexities in real machines (i.e., algorithms and implementation).
Accurate numerical computing requires methods quite different from those of the math you learned in grade school.
Cultural Highlight
Go to the State Fair!