Basic calculation of movement yields inaccurate outcome

I am encountering an issue with this specific function implementation.

    Calculations.add(this, //CONTEXT
        function () { //CALUCATE
            this.position.x += (this.movementSpeed.x / 10);
        }, 
        function () { //HAVE CALCULATED
            return (this.position.x === (tempX + this.movementSpeed.x));
        }
    );

The problem arises when running the result as sometimes it produces incorrect outcomes. I expect that after 10 calculations, the HAVE CALCULATED condition should be true.

However, there are instances where this is not the case and it negatively impacts my application functionality.

For example, if the expected result is 138, sometimes the calculation yields 138.000000000006 which causes the HAVE CALCULATED check to fail.

I am struggling to find a solution to ensure accurate results. Using rounding functions is not an option as the output needs to reflect decimal values accurately.

Your assistance in solving this problem would be greatly appreciated.

Answer №1

When performing floating point comparisons, it is recommended to use the following method:

Math.abs( a - b ) < 1e-6

Choose an arbitrary error threshold, such as 1e-6, before comparing the values

Answer №2

It's important to avoid comparing floating point values in this manner. (For further information, refer to the link provided by Waleed Khan in the comments)

A better approach is to use the following method to determine if a and b are equal:

if (a < b + 0.0001 && a > b - 0.0001) {
  // The values are considered "equal"
}

Answer №3

If you're looking to round a number to a specific decimal place, you can use the following method as suggested in this solution on Stack Overflow:

function customRound(num, decimals) {
  var factor = Math.pow(10, decimals);
  return Math.round(num * factor) / factor;
}

This approach eliminates the need for complex comparisons and provides an efficient way to round numbers.

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