Chapter 6 -- floating point arithmetic




about FLOATING POINT ARITHMETIC
-------------------------------

arithmetic operations on floating point numbers consist of
 addition, subtraction, multiplication and division

the operations are done with algorithms similar to those used
  on sign magnitude integers (because of the similarity of
  representation) -- example, only add numbers of the same
  sign.  If the numbers are of opposite sign, must do subtraction.


ADDITION

 example on decimal value given in scientific notation:

       3.25 x 10 ** 3
     + 2.63 x 10 ** -1
     -----------------

     first step:  align decimal points
     second step:  add

      
       3.25     x 10 ** 3
     + 0.000263 x 10 ** 3
     --------------------
       3.250263 x 10 ** 3
	(presumes use of infinite precision, without regard for accuracy)

     third step:  normalize the result (already normalized!)



 example on fl pt. value given in binary:

         S    E       F
 .25 =   0 01111101 00000000000000000000000

 100 =   0 10000101 10010000000000000000000


    to add these fl. pt. representations,
    step 1:  align radix points


	 shifting the mantissa LEFT by 1 bit DECREASES THE EXPONENT by 1

	 shifting the mantissa RIGHT by 1 bit INCREASES THE EXPONENT by 1

	 we want to shift the mantissa right, because the bits that
	 fall off the end should come from the least significant end
	 of the mantissa

       -> choose to shift the .25, since we want to increase it's exponent.
       -> shift by  10000101
		   -01111101
		   ---------
		    00001000   (8) places.

       with hidden bit and radix point shown, for clarity:
            0 01111101 1.00000000000000000000000 (original value)
            0 01111110 0.10000000000000000000000 (shifted 1 place)
		       (note that hidden bit is shifted into msb of mantissa)
            0 01111111 0.01000000000000000000000 (shifted 2 places)
            0 10000000 0.00100000000000000000000 (shifted 3 places)
            0 10000001 0.00010000000000000000000 (shifted 4 places)
            0 10000010 0.00001000000000000000000 (shifted 5 places)
            0 10000011 0.00000100000000000000000 (shifted 6 places)
            0 10000100 0.00000010000000000000000 (shifted 7 places)
            0 10000101 0.00000001000000000000000 (shifted 8 places)


    step 2: add (don't forget the hidden bit for the 100)

         0 10000101 1.10010000000000000000000  (100)
      +  0 10000101 0.00000001000000000000000  (.25)
      ---------------------------------------
	 0 10000101 1.10010001000000000000000



    step 3:  normalize the result (get the "hidden bit" to be a 1)

	     it already is for this example.

   result is
	 0 10000101 10010001000000000000000


   suppose that the result of an addition of aligned mantissas
   gives
	 10.11110000000000000000000
   and the exponent to go with this is 10000000.


   We must put the mantissa back in the normalized form.

   Shift the mantissa to the right by one place, and increase the
   exponent by 1.

   The exponent and mantissa become
      10000001   1.01111000000000000000000    0 (1 bit is lost off the least
                                                significant end)



SUBTRACTION

     like addition as far as alignment of radix points

     then the algorithm for subtraction of sign mag. numbers takes over.


     before subtracting,
       compare magnitudes (don't forget the hidden bit!)
       change sign bit if order of operands is changed.

     don't forget to normalize number afterward.

     EXAMPLE:

	 0 10000001 10010001000000000000000 (the representations)
       - 0 10000000 11100000000000000000000
      ---------------------------------------


    step 1:  align radix points
    
         0 10000000 11100000000000000000000
	 becomes
         0 10000001 11110000000000000000000 (notice hidden bit shifted in)


	 0 10000001 1.10010001000000000000000
       - 0 10000001 0.11110000000000000000000
      ---------------------------------------

    step 2:  subtract mantissa

	  1.10010001000000000000000
       -  0.11110000000000000000000
      -------------------------------
          0.10100001000000000000000

    step 3:  put result in normalized form

        Shift mantissa left by 1 place, implying a subtraction of 1 from
	the exponent.

         0 10000000 01000010000000000000000



MULTIPLICATION

 example on decimal values given in scientific notation:

       3.0 x 10 ** 1
     + 0.5 x 10 ** 2
     -----------------

     algorithm:  multiply mantissas (use unsigned multiplication)
		 add exponents

       3.0 x 10 ** 1
     + 0.5 x 10 ** 2
     -----------------
      1.50 x 10 ** 3


 example in binary:    use a mantissa that is only 4 bits as an example


     0 10000100 0100
   x 1 00111100 1100
   -----------------


   The multiplication is unsigned multiplication (NOT two's complement),
   so, make sure that all bits are included in the answer.  Do NOT
   do any sign extension!

   mantissa multiplication:           1.0100
    (don't forget hidden bit)	    x 1.1100
				    ------
				     00000
				    00000
				   10100
				  10100
				 10100
				 ---------
				1000110000
                      becomes   10.00110000



    add exponents:       always add true exponents
			 (otherwise the bias gets added in twice)

     biased:
     10000100
   + 00111100
   ----------


   10000100         01111111  (switch the order of the subtraction,
 - 01111111       - 00111100   so that we can get a negative value)
 ----------       ----------
   00000101         01000011
   true exp         true exp
     is 5.           is -67


     add true exponents      5 + (-67) is -62.

     re-bias exponent:     -62 + 127 is 65.
	  unsigned representation for 65 is  01000001.



     put the result back together (and add sign bit).


     1 01000001  10.00110000


     normalize the result:
	 (moving the radix point one place to the left increases
	  the exponent by 1. Can also think of this as a logical
	  right shift.)

     1 01000001  10.00110000
       becomes
     1 01000010  1.000110000


     this is the value stored (not the hidden bit!):
     1 01000010  000110000



DIVISION

   similar to multiplication.

   true division:
   do unsigned division on the mantissas (don't forget the hidden bit)
   subtract TRUE exponents


   The IEEE standard is very specific about how all this is done.
   Unfortunately, the hardware to do all this is pretty slow.

   Some comparisons of approximate times:
       2's complement integer add      1 time unit
       fl. pt add                      4 time units
       fl. pt multiply                 6 time units
       fl. pt. divide                 13 time units

   There is a faster way to do division.  Its called 
   division by reciprocal approximation.  It takes about the same
   time as a fl. pt. multiply.  Unfortunately, the results are
   not always correct.

   Division by reciprocal approximation:


      instead of doing     a / b

      they do   a x  1/b.

      figure out a reciprocal for b, and then use the fl. pt.
      multiplication hardware.


  example of a result that isn't the same as with true division.

       true division:     3/3 = 1  (exactly)


       reciprocal approx:   1/3 = .33333333
	    
			  3 x .33333333 =  .99999999, not 1

    It is not always possible to get a perfectly accurate reciprocal.



Current fastest (and correct) division algorithm is called SRT

    Sweeney, Robertson, and Tocher

    Uses redundant quotient representation
    E.g., base 4 usually has digits {0,1,2,3}
    SRT's redundant base 4 has digits  {-2,-1,0,+1,+2}

    Allows division algorithm to guess digits approximately
    with a table lookup.
    
    Approximations are fixed up when less-sigificant digits
    are calculated

    Final result in completely-accurate binary.

    In 1994, Intel got a few corner cases of the table wrong
    Maximum error less than one part in 10,000
    Nevertheless, Intel took a $300M write-off to replace chip

    Compare with software bugs that give the wrong answer
    and the customer pays for the upgrade




ISSUES in floating point
  note: this discussion only touches the surface of some issues that
  people deal with.  Entire courses are taught on floating point
  arithmetic.



use of standards
----------------
--> allows all machines following the standard to exchange data
    and to calculate the exact same results.

--> IEEE fl. pt. standard sets
	parameters of data representation (# bits for mantissa vs. exponent)

--> MIPS architecture follows the standard
    (All architectures follow the standard now.)


overflow and underflow
----------------------
Just as with integer arithmetic, floating point arithmetic operations
can cause overflow.  Detection of overflow in fl. pt. comes by checking
exponents before/during normalization.

Once overflow has occurred, an infinity value can be represented and
propagated through a calculation.



Underflow occurs in fl. pt. representations when a number is
to small (close to 0) to be represented.  (show number line!)

if a fl. pt. value cannot be normalized
    (getting a 1 just to the left of the radix point would cause
     the exponent field to be all 0's)
    then underflow occurs.

Underflow may result in the representation of denormalized values.
These are ones in which the hidden bit is a 0.  The exponent field
will also be all 0s in this case.  Note that there would be a
reduced precision for representing the mantissa (less than 23 bits
to the right of the radix point).

Defining the results of certain operations
------------------------------------------
Many operations result in values that cannot be represented.
Other operations have undefined results.  Here is a list
of some operations and their results as defined in the standard.

1/0 = infinity
any positive value / 0 = positive infinity
any negative value / 0 = negative infinity
infinity * x = infinity
1/infinity = 0

0/0 = NaN
0 * infinity = NaN
infinity * infinity = NaN
infinity - infinity = NaN
infinity/infinity = NaN

x + NaN = NaN
NaN + x = NaN
x - NaN = NaN
NaN - x = NaN
sqrt(negative value) = NaN
NaN * x = NaN
NaN * 0 = NaN
1/NaN = NaN
                    (Any operation on a NaN produces a NaN.)



HW vs. SW computing
-------------------
floating point operations can be done by hardware (circuitry)
or by software (program code).

-> a programmer won't know which is occuring, without prior knowledge
   of the HW.

-> SW is much slower than HW.  by approx. 1000 times.

A difficult (but good) exercize for students would be to design
a SW algorithm for doing fl. pt. addition using only integer
operations.

SW to do fl. pt. operations is tedious.  It takes lots of shifting
and masking to get the data in the right form to use integer arithmetic
operations to get a result -- and then more shifting and masking to put
the number back into fl. pt. format.

A common thing for manufacturers to do is to offer 2 versions of the
same architecture, one with HW, and the other with SW fl. pt. ops.

Copyright © Karen Miller, 2006