
(FPCore (x y z) :precision binary64 (/ (- x y) (- z y)))
double code(double x, double y, double z) {
return (x - y) / (z - y);
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (x - y) / (z - y)
end function
public static double code(double x, double y, double z) {
return (x - y) / (z - y);
}
def code(x, y, z): return (x - y) / (z - y)
function code(x, y, z) return Float64(Float64(x - y) / Float64(z - y)) end
function tmp = code(x, y, z) tmp = (x - y) / (z - y); end
code[x_, y_, z_] := N[(N[(x - y), $MachinePrecision] / N[(z - y), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
\\
\frac{x - y}{z - y}
\end{array}
Sampling outcomes in binary64 precision:
Herbie found 2 alternatives:
| Alternative | Accuracy | Speedup |
|---|
(FPCore (x y z) :precision binary64 (/ (- x y) (- z y)))
double code(double x, double y, double z) {
return (x - y) / (z - y);
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (x - y) / (z - y)
end function
public static double code(double x, double y, double z) {
return (x - y) / (z - y);
}
def code(x, y, z): return (x - y) / (z - y)
function code(x, y, z) return Float64(Float64(x - y) / Float64(z - y)) end
function tmp = code(x, y, z) tmp = (x - y) / (z - y); end
code[x_, y_, z_] := N[(N[(x - y), $MachinePrecision] / N[(z - y), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
\\
\frac{x - y}{z - y}
\end{array}
(FPCore (x y z) :precision binary64 (/ (- x y) (- z y)))
double code(double x, double y, double z) {
return (x - y) / (z - y);
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (x - y) / (z - y)
end function
public static double code(double x, double y, double z) {
return (x - y) / (z - y);
}
def code(x, y, z): return (x - y) / (z - y)
function code(x, y, z) return Float64(Float64(x - y) / Float64(z - y)) end
function tmp = code(x, y, z) tmp = (x - y) / (z - y); end
code[x_, y_, z_] := N[(N[(x - y), $MachinePrecision] / N[(z - y), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
\\
\frac{x - y}{z - y}
\end{array}
Initial program 100.0%
(FPCore (x y z) :precision binary64 (- x y))
double code(double x, double y, double z) {
return x - y;
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = x - y
end function
public static double code(double x, double y, double z) {
return x - y;
}
def code(x, y, z): return x - y
function code(x, y, z) return Float64(x - y) end
function tmp = code(x, y, z) tmp = x - y; end
code[x_, y_, z_] := N[(x - y), $MachinePrecision]
\begin{array}{l}
\\
x - y
\end{array}
Initial program 100.0%
Taylor expanded in x around 0
Applied rewrites3.6%
(FPCore (x y z) :precision binary64 (- (/ x (- z y)) (/ y (- z y))))
double code(double x, double y, double z) {
return (x / (z - y)) - (y / (z - y));
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (x / (z - y)) - (y / (z - y))
end function
public static double code(double x, double y, double z) {
return (x / (z - y)) - (y / (z - y));
}
def code(x, y, z): return (x / (z - y)) - (y / (z - y))
function code(x, y, z) return Float64(Float64(x / Float64(z - y)) - Float64(y / Float64(z - y))) end
function tmp = code(x, y, z) tmp = (x / (z - y)) - (y / (z - y)); end
code[x_, y_, z_] := N[(N[(x / N[(z - y), $MachinePrecision]), $MachinePrecision] - N[(y / N[(z - y), $MachinePrecision]), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
\\
\frac{x}{z - y} - \frac{y}{z - y}
\end{array}
herbie shell --seed 2024321
(FPCore (x y z)
:name "Graphics.Rasterific.Shading:$sgradientColorAt from Rasterific-0.6.1"
:precision binary64
:pre (TRUE)
:alt
(! :herbie-platform default (- (/ x (- z y)) (/ y (- z y))))
(/ (- x y) (- z y)))