
(FPCore (x y z) :precision binary64 (- (* x x) (* (* y 4.0) z)))
double code(double x, double y, double z) {
return (x * x) - ((y * 4.0) * z);
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (x * x) - ((y * 4.0d0) * z)
end function
public static double code(double x, double y, double z) {
return (x * x) - ((y * 4.0) * z);
}
def code(x, y, z): return (x * x) - ((y * 4.0) * z)
function code(x, y, z) return Float64(Float64(x * x) - Float64(Float64(y * 4.0) * z)) end
function tmp = code(x, y, z) tmp = (x * x) - ((y * 4.0) * z); end
code[x_, y_, z_] := N[(N[(x * x), $MachinePrecision] - N[(N[(y * 4.0), $MachinePrecision] * z), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
\\
x \cdot x - \left(y \cdot 4\right) \cdot z
\end{array}
Sampling outcomes in binary64 precision:
Herbie found 2 alternatives:
| Alternative | Accuracy | Speedup |
|---|
(FPCore (x y z) :precision binary64 (- (* x x) (* (* y 4.0) z)))
double code(double x, double y, double z) {
return (x * x) - ((y * 4.0) * z);
}
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (x * x) - ((y * 4.0d0) * z)
end function
public static double code(double x, double y, double z) {
return (x * x) - ((y * 4.0) * z);
}
def code(x, y, z): return (x * x) - ((y * 4.0) * z)
function code(x, y, z) return Float64(Float64(x * x) - Float64(Float64(y * 4.0) * z)) end
function tmp = code(x, y, z) tmp = (x * x) - ((y * 4.0) * z); end
code[x_, y_, z_] := N[(N[(x * x), $MachinePrecision] - N[(N[(y * 4.0), $MachinePrecision] * z), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
\\
x \cdot x - \left(y \cdot 4\right) \cdot z
\end{array}
NOTE: x, y, and z should be sorted in increasing order before calling this function. (FPCore (x y z) :precision binary64 (fma x x (* (* -4.0 y) z)))
assert(x < y && y < z);
double code(double x, double y, double z) {
return fma(x, x, ((-4.0 * y) * z));
}
x, y, z = sort([x, y, z]) function code(x, y, z) return fma(x, x, Float64(Float64(-4.0 * y) * z)) end
NOTE: x, y, and z should be sorted in increasing order before calling this function. code[x_, y_, z_] := N[(x * x + N[(N[(-4.0 * y), $MachinePrecision] * z), $MachinePrecision]), $MachinePrecision]
\begin{array}{l}
[x, y, z] = \mathsf{sort}([x, y, z])\\
\\
\mathsf{fma}\left(x, x, \left(-4 \cdot y\right) \cdot z\right)
\end{array}
Initial program 98.0%
lift--.f64N/A
lift-*.f64N/A
fp-cancel-sub-sign-invN/A
lift-*.f64N/A
lower-fma.f64N/A
lower-*.f64N/A
lift-*.f64N/A
*-commutativeN/A
distribute-lft-neg-inN/A
lower-*.f64N/A
metadata-eval98.8
Applied rewrites98.8%
NOTE: x, y, and z should be sorted in increasing order before calling this function. (FPCore (x y z) :precision binary64 (* (* z y) -4.0))
assert(x < y && y < z);
double code(double x, double y, double z) {
return (z * y) * -4.0;
}
NOTE: x, y, and z should be sorted in increasing order before calling this function.
real(8) function code(x, y, z)
real(8), intent (in) :: x
real(8), intent (in) :: y
real(8), intent (in) :: z
code = (z * y) * (-4.0d0)
end function
assert x < y && y < z;
public static double code(double x, double y, double z) {
return (z * y) * -4.0;
}
[x, y, z] = sort([x, y, z]) def code(x, y, z): return (z * y) * -4.0
x, y, z = sort([x, y, z]) function code(x, y, z) return Float64(Float64(z * y) * -4.0) end
x, y, z = num2cell(sort([x, y, z])){:}
function tmp = code(x, y, z)
tmp = (z * y) * -4.0;
end
NOTE: x, y, and z should be sorted in increasing order before calling this function. code[x_, y_, z_] := N[(N[(z * y), $MachinePrecision] * -4.0), $MachinePrecision]
\begin{array}{l}
[x, y, z] = \mathsf{sort}([x, y, z])\\
\\
\left(z \cdot y\right) \cdot -4
\end{array}
Initial program 98.0%
Taylor expanded in x around 0
*-commutativeN/A
lower-*.f64N/A
*-commutativeN/A
lower-*.f6451.2
Applied rewrites51.2%
herbie shell --seed 2024326
(FPCore (x y z)
:name "Graphics.Rasterific.QuadraticFormula:discriminant from Rasterific-0.6.1"
:precision binary64
(- (* x x) (* (* y 4.0) z)))