In certain situations, it even disallows making assumptions about equality and ordering between floats.
I'm guessing it does this when you define both floats in the same location with constant values.
The correct way to compare floats whose values you don't know ahead of time is to compare the absolute of their delta against a threshold.
i.e.
abs(a - b) <= 0.00001
The idea being that you can't really compare floats due to how they work. By subtracting them, you can make sure the values are "close enough" and avoid issues with precision not actually mattering all that much past the given threshold. If you define 2 constant values, though, the compiler can probably simplify it for you and just say "Yeah, these two should be the same value at runtime".
With Rust's language design¹, one could easily forbid ever comparing two floats via the normal operators (not just for literals), but they decided to allow that nonetheless. I'm guessing, because it would just be too annoying for generic implementations, if you'd always need special treatment for floats.
Rather, what I was referring to, is that they've split partial ordering and partial equality from their total variants. And integers are marked that they can do total equality and total ordering, whereas floats are not.
Honestly, it doesn't come up a lot, but I know for example, if you want to use something as a key in a HashMap, it needs to have total equality.
And in a BTreeMap (basically a binary tree, i.e. keys are inserted in a sorted manner), total ordering is required for the keys.
¹) Basically, comparison is typed and each type needs to opt into comparison with any type it wants to be compared to. So, if you define a new data type, then by default you cannot ask it whether it's equal to or less/more than anything else.
Rust has a warning (has it been promoted to error? I think it was supposed to be) about comparing floats. Nothing to do with same being const. You basically don't have an equality operator for them
Not sure, what blog post you're talking about, but there's only really three things you can be doing wrong:
Tons of cloning.
Running your application from a debug build rather than release build.
All the usual things one can be doing wrong in any programming language. Like, I imagine real-world raytracing is done on the GPU and uses highly optimized algorithms. I doubt a blog post would dive into those depths. And well, any kind of graphics programming is extremely slow, if you don't issue the exact right incantations that the GPU manufacturer optimized for.
Do we have a js type situation here
Probably more like the old precision problem. It ecists in C/C++ too and it's just how fliats and ints work.
I dont think comparisons should be doing type conversion if i compare a float to an int i want it to say false cos types are different.
Way too late for that. Every language I know makes some kind of auto conversion for numeric comparisons... and sometimes for strings as well.
I know of Rust, which is pedantic enough to not allow comparing integers to floats directly.
In certain situations, it even disallows making assumptions about equality and ordering between floats.
I'm guessing it does this when you define both floats in the same location with constant values.
The correct way to compare floats whose values you don't know ahead of time is to compare the absolute of their delta against a threshold.
i.e.
abs(a - b) <= 0.00001
The idea being that you can't really compare floats due to how they work. By subtracting them, you can make sure the values are "close enough" and avoid issues with precision not actually mattering all that much past the given threshold. If you define 2 constant values, though, the compiler can probably simplify it for you and just say "Yeah, these two should be the same value at runtime".
Unfortunately, that's not what it's about.
With Rust's language design¹, one could easily forbid ever comparing two floats via the normal operators (not just for literals), but they decided to allow that nonetheless. I'm guessing, because it would just be too annoying for generic implementations, if you'd always need special treatment for floats.
Rather, what I was referring to, is that they've split partial ordering and partial equality from their total variants. And integers are marked that they can do total equality and total ordering, whereas floats are not.
Honestly, it doesn't come up a lot, but I know for example, if you want to use something as a key in a HashMap, it needs to have total equality.
And in a BTreeMap (basically a binary tree, i.e. keys are inserted in a sorted manner), total ordering is required for the keys.
¹) Basically, comparison is typed and each type needs to opt into comparison with any type it wants to be compared to. So, if you define a new data type, then by default you cannot ask it whether it's equal to or less/more than anything else.
Rust has a warning (has it been promoted to error? I think it was supposed to be) about comparing floats. Nothing to do with same being const. You basically don't have an equality operator for them
I still cant properly manage my head around the rust object borrowing. My ray tracer implementation from that blog on ray tracing was slow as shiiiit.
Not sure, what blog post you're talking about, but there's only really three things you can be doing wrong: