e--00x numbers?

Blitz3D Forums/Blitz3D Programming/e--00x numbers?

*(Posted 2004) [#1]
Anyone know what these numbers are (im not a mathmatician ;)), what im trying to do load save vertex coordinates to a seperate file for reading later into another program. What I get tho is stuff like:
Data 0.023532e-004, 0.0345424e-002 etc

what im after is what they are and how to 'convert' them back to the proper values. Anyone have any ideas as its driving me nutts? :)


RGR(Posted 2004) [#2]
;-


-Rick-(Posted 2004) [#3]
If you'd like to convert them to actual numbers then just the number after the 'e' tells you how far to move the decimal to the left.

2.3432e-004 would convert to .00023432

No math wiz here either. Someone smack me with a fish if I remembered that incorrectly.


WolRon(Posted 2004) [#4]
e stands for exponent
the number after the e is the exponent to apply to 10

e-004 = 10^-4

10^-4 = .0001
10^-3 = .001
10^-2 = .01
10^-1 = .1
10^0 = 1
10^1 = 10
10^2 = 100
10^3 = 1000

something like that...

exponential notation


Damien Sturdy(Posted 2004) [#5]
why does blitzeven revert to that????


podperson(Posted 2004) [#6]
Well in large part I suspect it is because that is the way floating point numbers are represented logically (a fixed precision number with an exponent).

It's also a darn useful thing.

100000000001 is not obviously a different, larger, or smaller number than 1000000000001, whereas:

1.0000e+11 is clearly smaller (oops!) than 1.0000e+12

It may not be the way you're used to writing down numbers, but that doesn't make it inferior.


Damien Sturdy(Posted 2004) [#7]
Not saying its inferior, and you have a valid point. We should prolly all learn this as it would be mighty useful during debuging time...


*(Posted 2004) [#8]
how I long for double floats (*hint hint*) ;)