How to raise to the power of an exponent? - javascript

How can I calculate 98 raised to the power of exp(13-5) using JavaScript?
Is this the way?
Math.pow(98,Math.exp(8))

When I need to handle large positive numbers that would overflow standard floating point types then I store the numbers as log of the number instead. So instead of calculating 98 to the power of exp(8), I'd calculate exp(8) * log(98) and work with that. I haven't (yet) come across a situation where even that method was inadequate to store the numbers that I needed. However, I have come across several situations where the right answer involves multiplying very very large numbers by very very small numbers, and in that situation using logs as I described has avoided overflows/underflows which would result in the wrong answer.
Update: I suspect this is some kind of homework question relating to how to get round the problem that 98 ^ exp(8) is too big for standard floating point types. In which case, I think my suggestion to use logs comes in handy. For example, to print out the number in C# you could do the following:
double x = Math.Exp(13 - 5) * Math.Log(98); // the number required is exp(x)
int exponent = (int)Math.Floor(x / Math.Log(10));
double absissae = Math.Exp(x - exponent * Math.Log(10));
System.Diagnostics.Trace.WriteLine(absissae.ToString() + " E " + exponent.ToString());
which produces the output
5.77130918514205 E 5935

Related

(Novice Programmer) mod(3^146, 293) among others returning the same incorrect values in Matlab and JS

First note that mod(3^146,293)=292. For some reason, inputting mod(3^146,293) in Matlab returns 275. Inputting Math.pow(3,146) % 293 in JS returns 275. This same error occurs (as far as I can tell) every time. This leads me to believe I am missing something obvious but cannot seem to tell what.
Any help is much appreciated.
As discussed in the answers to this related question, MATLAB uses double-precision floating point numbers by default, which have limits on their resolution (i.e. the floating point relative accuracy, eps). For example:
>> a = 3^146
a =
4.567759074507741e+69
>> eps(a)
ans =
7.662477704329444e+53
In this case, 3146 is on the order of 1069 and the relative accuracy is on the order of 1053. With only 16 digits of precision, a double can't store the exact integer representation of an arbitrary 70 digit integer.
An alternative in MATLAB is to use the Symbolic Toolbox to create symbolic numbers with a greater resolution. This gives you the answer you expect:
>> a = sym('3^146')
a =
4567759074507740406477787437675267212178680251724974985372646979033929
>> mod(a, 293)
ans =
292
Math.pow(3, 146) is is larger than the constant Number.MAX_SAFE_INTEGER in JavaScript which represents the upper limit of numbers that can be represented without losing any accuracy. Therefore JavaScript cannot accurately represent Math.pow(3, 146) within the 64 bit limit.
MatLab also has limits on its integer size but can represent a large number with the Symbolic Math Toolbox.
There are also algorithms that you can implement to accomplish this without overflowing.

Diffie-Hellman implementation doesn't work for bigger numbers

Context
I was looking at this video DHE explained
It talks about how two people can exchange a key without eyedroppers to know much.
The implementation according to the video
// INITIALIZERS (video's values)-------------------------
var prefx = 3
var modulo = 17
// SECRET NUMBERS ---------------------------------------
var alice_secret_number = 19 // replaced 54 since there is a precision loss with it.
var bob_secret_number = 24
// PUBLIC KEYS ------------------------------------------
var public_alice = Math.pow(prefx , alice_secret_number)
var public_bob = Math.pow(prefx , bob_secret_number)
// Check potential overflow -----------------------------
console.log(public_alice , public_bob)
// Apply the modulo -------------------------------------
public_alice %= modulo
public_bob %= modulo
// Check the value again --------------------------------
console.log( public_alice , public_bob )
// Calculate the good number ------------------------------------------
var final_alice = Math.pow( public_bob , alice_secret_number ) % modulo
var final_bob = Math.pow( public_alice , bob_secret_number ) % modulo
console.log( final_alice , final_bob )
Problem
That doesn't always work. First, javascript, for example, loses precision.
So you can try with small numbers only. The speaker talks about big modulos. Even small one won't make it.
I gave you the code, which is not tailored toward performance but readability.
Could someone give me his/her opinion on what I am doing wrong?
All numbers in JavaScript are floats (actually doubles). The corresponding specification is IEEE 754. To represent an integer without loss of precision it must fit into the mantissa which is 53 bit big for 64 bit floats. You can check the maximum integer with Number.MAX_SAFE_INTEGER which is 9007199254740991. Everything beyond that loses precision.
Why is this a problem? (Most of) cryptography must be exact otherwise the secret cannot be learned. What you try to do is exponentiate and then apply the modulus, but since you do this separately, you get a very big number after exponentiation before it can be reduced through the modulus operation.
The solution is to use some kind of BigNumber library (like BigInteger) which handles all those big numbers for you. Note that there is specifically a modPow(exp, mod) function which combines those two steps and calculates the result efficiently.
Note that user secrets should be smaller than the modulus.

JS floating point causing incorrect rounding

I have what may be an edge case scenario. When trying to round the value 4.015 to 2 decimal places, I always end up with 4.01 instead of the expected 4.02. This happens consistently for all numbers with .015 as the decimal portion.
I round using a fairly common method in JS:
val = Math.round(val * 100) / 100;
I think the problem starts when multiplying by 100. The floating point inaccuracy causes this value to be rounded down rather than up.
var a = 4.015, // 4.015
mult = a * 100, // 401.49999999999994 (the issue)
round = Math.round(mult), // 401
result = round / 100; // 4.01 (expected 4.02)
Fiddle: http://jsfiddle.net/eVXRL/
This problem does not happen if I try to round 4.025. The expected value of 4.03 does return; it's only an issue with .015 (so far).
Is there a way to elegantly resolve this? There is of course the hack of just looking for .015 and handling that case one-off, but that just seems wrong!
I ended up using math.js to do mathematical operations and that solved all my floating point issues.
The advantage of this lib was that there was no need to instantiate any sort of Big Decimal object (even though the lib does support BigDecimal). It was just as simple as replacing Math with math and passing the precision.
Floating point numbers are not real numbers, they are floating point numbers.
There are infinite number of real numbers, but only finite number of bits to represent them, thus sometimes, there must be some rounding error if the exact number you want cannot be represented in the floating point system.
Thus, when dealing with floating point numbers, you must take into consideration, that you won't have the exact same number you had in mind.
If you need an exact number, you should use a library that gives you better precision, usually it will be using a fixed point, and/or symblic representation
More information can be found in the wikipedia page, and in this (a bit complex, but important) article: What Every Computer Scientist Should Know About Floating-Point Arithmetic
If you are going to work with numbers as decimals, then use a decimal library, like big.js.
Floating point values in most languages (including javascript) are stored in a binary representation. Mostly, that does what you expect. In circumstances like this, your 4.015 is converted to a binary string, and happens to get encoded as the 4.014999999... value you saw, which is the closest binary representation available in a double precision (8-byte) IEEE754 value.
If you are doing financial math, or math for human consumption (i.e. as decimals), then you will want 4.015 to round to 4.02, and you need a decimal library.
There are plans to include decimal representation of floating point values in javascript (e.g. here), since the new IEEE754-2008 standard includes decimal32 etc as decimal floating point value representations. For more read here: http://speleotrove.com/decimal/
Finally, if you are doing accounting maths in javascript (i.e. financial calculations which should not accidentally create or disappear money), then please do all calculations in whole cents/pence.
You can use a regexp to extract and replace the digits to get what you want :
val = (val + "").replace(/^([0-9]+\.[0-9])([0-9])([0-9]).*$/, function(whole, head, lastdigit, followup) {
if(followup >= 5) {
return head + ("" + (parseInt(lastdigit) + 1));
}else return head + lastdigit;
});
Otherwise you can use val = val.toFixed(2) but the value specific 4.015 gives 4.01 (4.0151 gives 4.02 as "expected").

Preserving the floating point & addition of a bitwise operation in javascript

I am trying to understand the way to add, subtract, divide, and multiply by operating on the bits.
It is necessary to do some optimizing in my JavaScript program due to many calculations running after an event has happened.
By using the code below for a reference I am able to understand that the carry holds the &ing value. Then by doing the XOr that sets the sum var to the bits that do not match in each n1 / n2 variable.
Here is my question.;) What does shifting the (n1 & n2)<<1 by 1 do? What is the goal by doing this? As with the XOr it is obvious that there is no need to do anything else with those bits because their decimal values are ok as they are in the sum var. I can't picture in my head what is being accomplished by the & shift operation.
function add(n1,n2)
{
var carry, sum;
// Find out which bits will result in a carry.
// Those bits will affect the bits directly to
// the left, so we shall shift one bit.
carry = (n1 & n2) << 1;
// In digital electronics, an XOR gate is also known
// as a quarter adder. Basically an addition is performed
// on each individual bit, and the carry is discarded.
//
// All I'm doing here is applying the same concept.
sum = n1 ^ n2;
// If any bits match in position, then perform the
// addition on the current sum and the results of
// the carry.
if (sum & carry)
{
return add(sum, carry);
}
// Return the sum.
else
{
return sum ^ carry;
};
};
The code above works as expected but it does not return the floating point values. I've got to have the total to be returned along with the floating point value.
Does anyone have a function that I can use with the above that will help me with floating point values? Are a website with a clear explanation of what I am looking for? I've tried searching for the last day are so and cannot find anything to go look over.
I got the code above from this resource.
http://www.dreamincode.net/code/snippet3015.htm
Thanks ahead of time!
After thinking about it doing a left shift to the 1 position is a multiplication by 2.
By &ing like this : carry = (n1 & n2) << 1; the carry var will hold a string of binaries compiled of the matched positions in n1 and n2. So, if n1 is 4 and n2 is 4 they both hold the same value. Therefore, by combing the two and right shifting to the 1 index will multiply 4 x 2 = 8; so carry would now equal 8.
1.) var carry = 00001000 =8
&
00001000 =8
2.) carry = now holds the single value of 00001000 =8
A left shift will multiply 8 x 2 =16, or 8 + 8 = 16
3.)carry = carry <<1 , shift all bits over one position
4.) carry now holds a single value of 00010000 = 16
I still cannot find anything on working with floating point values. If anyone has anything do post a link.
It doesn't work because the code assumes that the floating point numbers are represented as integer numbers, which they aren't. Floating point numbers are represented using the IEEE 754 standard, which breaks the numbers in three parts: a sign bit, a group of bits representing an exponent, and another group representing a number between 1 (inclusive) and 2 (exclusive), the mantissa, and the value is calculated as
(sign is set ? 1 : -1) * (mantissa ^ (exponent - bias))
Where the bias depends on the precision of the floating point number. So the algorithm you use for adding two numbers assumes that the bits represent an integer which is not the case for floating point numbers. Operations such as bitwise-AND and bitwise-OR also don't give the results that you'd expect in an integer world.
Some examples, in double precision, the number 2.3 is represented as (in hex) 4002666666666666, while the number 5.3 is represented as 4015333333333333. OR-ing those two numbers will give you 4017777777777777, which represents (roughly) 5.866666.
There are some good pointers on this format, I found the links at http://www.psc.edu/general/software/packages/ieee/ieee.php, http://babbage.cs.qc.edu/IEEE-754/ and http://www.binaryconvert.com/convert_double.html fairly good for understanding it.
Now, if you still want to implement the bitwise addition for those numbers, you can. But you'll have to break the number down in its parts, then normalize the numbers in the same exponent (otherwise you won't be able to add them), perform the addition on the mantissa, and finally normalize it back to the IEEE754 format. But, as #LukeGT said, you'll likely not get a better performance than the JS engine you're running. And some JS implementations don't even support bitwise operations on floating point numbers, so what usually ends up happening is that they first cast the numbers to integers, then perform the operation, which will make your results incorrect as well.
Floating point values have a complicated bit structure, which is very difficult to manipulate with bit operations. As a result, I doubt you could do any better than the Javascript engine at computing them. Floating point calculations are inherently slow, so you should try to avoid them if you're worried about speed.
Try using integers to represent a decimal number to x amount of digits instead. For example if you were working with currency, you could store things in terms of whole cents as opposed to dollars with fractional values.
Hope that helps.

2.9999999999999999 >> .5?

I heard that you could right-shift a number by .5 instead of using Math.floor(). I decided to check its limits to make sure that it was a suitable replacement, so I checked the following values and got the following results in Google Chrome:
2.5 >> .5 == 2;
2.9999 >> .5 == 2;
2.999999999999999 >> .5 == 2; // 15 9s
2.9999999999999999 >> .5 == 3; // 16 9s
After some fiddling, I found out that the highest possible value of two which, when right-shifted by .5, would yield 2 is 2.9999999999999997779553950749686919152736663818359374999999¯ (with the 9 repeating) in Chrome and Firefox. The number is 2.9999999999999997779¯ in IE.
My question is: what is the significance of the number .0000000000000007779553950749686919152736663818359374? It's a very strange number and it really piqued my curiosity.
I've been trying to find an answer or at least some kind of pattern, but I think my problem lies in the fact that I really don't understand the bitwise operation. I understand the idea in principle, but shifting a bit sequence by .5 doesn't make any sense at all to me. Any help is appreciated.
For the record, the weird digit sequence changes with 2^x. The highest possible values of the following numbers that still truncate properly:
for 0: 0.9999999999999999444888487687421729788184165954589843749¯
for 1: 1.9999999999999999888977697537484345957636833190917968749¯
for 2-3: x+.99999999999999977795539507496869191527366638183593749¯
for 4-7: x+.9999999999999995559107901499373838305473327636718749¯
for 8-15: x+.999999999999999111821580299874767661094665527343749¯
...and so forth
Actually, you're simply ending up doing a floor() on the first operand, without any floating point operations going on. Since the left shift and right shift bitwise operations only make sense with integer operands, the JavaScript engine is converting the two operands to integers first:
2.999999 >> 0.5
Becomes:
Math.floor(2.999999) >> Math.floor(0.5)
Which in turn is:
2 >> 0
Shifting by 0 bits means "don't do a shift" and therefore you end up with the first operand, simply truncated to an integer.
The SpiderMonkey source code has:
switch (op) {
case JSOP_LSH:
case JSOP_RSH:
if (!js_DoubleToECMAInt32(cx, d, &i)) // Same as Math.floor()
return JS_FALSE;
if (!js_DoubleToECMAInt32(cx, d2, &j)) // Same as Math.floor()
return JS_FALSE;
j &= 31;
d = (op == JSOP_LSH) ? i << j : i >> j;
break;
Your seeing a "rounding up" with certain numbers is due to the fact the JavaScript engine can't handle decimal digits beyond a certain precision and therefore your number ends up getting rounded up to the next integer. Try this in your browser:
alert(2.999999999999999);
You'll get 2.999999999999999. Now try adding one more 9:
alert(2.9999999999999999);
You'll get a 3.
This is possibly the single worst idea I have ever seen. Its only possible purpose for existing is for winning an obfusticated code contest. There's no significance to the long numbers you posted -- they're an artifact of the underlying floating-point implementation, filtered through god-knows how many intermediate layers. Bit-shifting by a fractional number of bytes is insane and I'm surprised it doesn't raise an exception -- but that's Javascript, always willing to redefine "insane".
If I were you, I'd avoid ever using this "feature". Its only value is as a possible root cause for an unusual error condition. Use Math.floor() and take pity on the next programmer who will maintain the code.
Confirming a couple suspicions I had when reading the question:
Right-shifting any fractional number x by any fractional number y will simply truncate x, giving the same result as Math.floor() while thoroughly confusing the reader.
2.999999999999999777955395074968691915... is simply the largest number that can be differentiated from "3". Try evaluating it by itself -- if you add anything to it, it will evaluate to 3. This is an artifact of the browser and local system's floating-point implementation.
If you wanna go deeper, read "What Every Computer Scientist Should Know About Floating-Point Arithmetic": https://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html
Try this javascript out:
alert(parseFloat("2.9999999999999997779553950749686919152736663818359374999999"));
Then try this:
alert(parseFloat("2.9999999999999997779553950749686919152736663818359375"));
What you are seeing is simple floating point inaccuracy. For more information about that, see this for example: http://en.wikipedia.org/wiki/Floating_point#Accuracy_problems.
The basic issue is that the closest that a floating point value can get to representing the second number is greater than or equal to 3, whereas the closes that the a float can get to the first number is strictly less than three.
As for why right shifting by 0.5 does anything sane at all, it seems that 0.5 is just itself getting converted to an int (0) beforehand. Then the original float (2.999...) is getting converted to an int by truncation, as usual.
I don't think your right shift is relevant. You are simply beyond the resolution of a double precision floating point constant.
In Chrome:
var x = 2.999999999999999777955395074968691915273666381835937499999;
var y = 2.9999999999999997779553950749686919152736663818359375;
document.write("x=" + x);
document.write(" y=" + y);
Prints out: x = 2.9999999999999996 y=3
The shift right operator only operates on integers (both sides). So, shifting right by .5 bits should be exactly equivalent to shifting right by 0 bits. And, the left hand side is converted to an integer before the shift operation, which does the same thing as Math.floor().
I suspect that converting 2.9999999999999997779553950749686919152736663818359374999999
to it's binary representation would be enlightening. It's probably only 1 bit different
from true 3.
Good guess, but no cigar.
As the double precision FP number has 53 bits, the last FP number before 3 is actually
(exact): 2.999999999999999555910790149937383830547332763671875
But why it is
2.9999999999999997779553950749686919152736663818359375
(and this is exact, not 49999... !)
which is higher than the last displayable unit ? Rounding. The conversion routine (String to number) simply is correctly programmed to round the input the the next floating point number.
2.999999999999999555910790149937383830547332763671875
.......(values between, increasing) -> round down
2.9999999999999997779553950749686919152736663818359375
....... (values between, increasing) -> round up to 3
3
The conversion input must use full precision. If the number is exactly the half between
those two fp numbers (which is 2.9999999999999997779553950749686919152736663818359375)
the rounding depends on the setted flags. The default rounding is round to even, meaning that the number will be rounded to the next even number.
Now
3 = 11. (binary)
2.999... = 10.11111111111...... (binary)
All bits are set, the number is always odd. That means that the exact half number will be rounded up, so you are getting the strange .....49999 period because it must be smaller than the exact half to be distinguishable from 3.
I suspect that converting 2.9999999999999997779553950749686919152736663818359374999999 to its binary representation would be enlightening. It's probably only 1 bit different from true 3.
And to add to John's answer, the odds of this being more performant than Math.floor are vanishingly small.
I don't know if JavaScript uses floating-point numbers or some kind of infinite-precision library, but either way, you're going to get rounding errors on an operation like this -- even if it's pretty well defined.
It should be noted that the number ".0000000000000007779553950749686919152736663818359374" is quite possibly the Epsilon, defined as "the smallest number E such that (1+E) > 1."

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