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[Freeciv-Dev] Re: server/settlers.c cleanup 3
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[Freeciv-Dev] Re: server/settlers.c cleanup 3

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To: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: server/settlers.c cleanup 3
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 14 Apr 2002 16:38:46 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sun, Apr 14, 2002 at 04:13:59PM +0200, Per I. Mathisen wrote:
> > On Sun, Apr 14, 2002 at 01:12:29AM -0400, Ross W. Wetmore wrote:
> > > Wait until your program dies consistently storing its float value back 
> > > into
> > > an int. Mixing the two properly is very hard to do, moreso when most
> > > programmers never really used floating point and don't understand it.
> > >
> > > Amortize, and some of those screwball overflow functions will probably
> > > get most freeciv games this way somewhere in the endgame play.
> 
> Thanks for pointing this out. I didn't know. But the solution seems
> simple: cap input values at reasonable values.
> 
> On Sun, 14 Apr 2002, Raimar Falke wrote:
> > I agree with Ross. We don't want to open another can of worms.
> >
> > I have no problem if you write the float version of amortize into a
> > comment.
> 
> No, Raimar. You miss the entire point of the rewrite. It is not to get
> readable code, but to be able to dynamically change MORT. This is the AI's
> patience, and at present is has constant patience no matter which
> situation it is in. The current amortize will only work if MORT is 24.
> This is wrong.
> 
> Will it be ok if I cap the input values and test this function with
> respect to all possible combinations of input values? That way there
> cannot be an error in this part of the code. I will do similar
> statistical testing for dynamic mort, when I get around to that.

So you want to add a mort parameter or a global mort variable?!

Why is FLT_EPSILON needed?

BTW: In another project we came to the result that double was faster
than float.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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