Floating point conversation

Dear all,
    In a particular filed i entered value as 60.800 kg. But when i try to pick the value   i found that the value is stored in floating pont format ie 6.080000000000e+00 . Actually i need it in integer format .Is any function module available to convert floating point to integer.
Regards
Mahesh V

Why use a function module?
DATA: l_val_int type i,
      l_val_flt type f,
      l_val_pck type p decimals 2.
l_val_flt = '6.080000000000e+00'.
l_val_int = l_val_flt.
l_val_pck = l_val_pck.
matt

Similar Messages

  • Reg floating point conversion

    Dear all
    I have mistakenly posted in this MM Forum
    Edited by: karthikeyan palaniayya on Aug 13, 2008 8:33 AM

    HI
    Pass the Float values to any PACK DECIMAL variables
    check this snippet
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    Pavan

  • Float point conversion

    Hello all,
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  • Precision loss - conversions between exact values and floating point values

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  • Floating point format conversions

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  • Conversion of a floating point type field

    Hi,
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    hi,
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  • Floating Point arithmetic conversion

    Hi Everyone,
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    thanks,
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    Hi,
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  • Floating point to Date conversion

    Do any Function module is available for converting the floating point value into Date.

    hi,
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  • Floating point to binary conversion

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    Now if I convert that decimal number to bits(in
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  • Floating point to time conversion

    Hi all,
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    Hai,
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  • Check Floating Point Number

    Hello All,
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    Dear Bernd,
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      __asm__("%0 sin(%1)\n" : "=r"(result) : "r"(x));
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      __asm__("%0 log10(%1)\n" : "=r"(result) : "r"(x));
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    #include "types.h"
    #include "macros.h"
    #include "m68k.h"
    #include "z80.h"
    #include "genesis.h"
    #include "vdp.h"
    #include "render.h"
    #include "mem68k.h"
    #include "memz80.h"
    #include "membnk.h"
    #include "memvdp.h"
    #include "system.h"
    #include "loadrom.h"
    #include "input.h"
    #include "io.h"
    #include "sound.h"
    #include "fm.h"
    #include "sn76496.h" 
    #endif /* _SHARED_H_ */ 
    It still behave the same way as if nothing was changed (works incorrectly - displays jerk which does not move, whereby the image is supposed to move)
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    #include "AS3.h"
    #define FRAMEBUFFER_LENGTH    (320*240*4)
    static uint8* framebuffer;
    static uint32  audioSamples;
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        int size, offset, i;
        uint8 hardware;
        uint8 country;
        uint8 header[0x200];
        uint8 *ptr;
        AS3_Val length;
        AS3_Val ba;
        AS3_ArrayValue(args, "AS3ValType", &ba);
        country = 0;
        offset = 0;
        length = AS3_GetS(ba, "length");
        size = AS3_IntValue(length);
        ptr = (uint8*)malloc(size);
        AS3_SetS(ba, "position", AS3_Int(0));
        AS3_ByteArray_readBytes(ptr, ba, size);
        //FILE* f = fopen("boris_dump.bin", "wb");
        //fwrite(ptr, size, 1, f);
        //fclose(f);
        if((size / 512) & 1)
            size -= 512;
            offset += 512;
            memcpy(header, ptr, 512);
            for(i = 0; i < (size / 0x4000); i += 1)
                deinterleave_block(ptr + offset + (i * 0x4000));
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        if(size > 0x400000) size = 0x400000;
        memcpy(cart_rom, ptr + offset, size);
        /* Free allocated file data */
        free(ptr);
        hardware = 0;
        for (i = 0x1f0; i < 0x1ff; i++)
            switch (cart_rom[i]) {
         case 'U':
             hardware |= 4;
             break;
         case 'J':
             hardware |= 1;
             break;
         case 'E':
             hardware |= 8;
             break;
        if (cart_rom[0x1f0] >= '1' && cart_rom[0x1f0] <= '9') {
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            hw=0x80; // USA
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            vdp_rate = 50;
            lines_per_frame = 312;
        } else {
            vdp_rate = 60;
            lines_per_frame = 262;
        /*SRAM*/   
        if(cart_rom[0x1b1] == 'A' && cart_rom[0x1b0] == 'R')
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                cart_rom[0x1b6] << 8  | cart_rom[0x1b7] << 0;
            save_len = cart_rom[0x1b8] << 24 | cart_rom[0x1b9] << 16 |
                cart_rom[0x1ba] << 8  | cart_rom[0x1bb] << 0;
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            // A ROM that I came across had the start and end bytes of
            // the save ram the same and wouldn't work.  Fix this as seen
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                // a few games can't manage to properly switch it on/off.
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                    save_active = 1;
            else
                save_start = save_len = 0;
                saveram = NULL;
        else
            save_start = save_len = 0;
            saveram = NULL;
        return AS3_Int(0);
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        system_init();
        audioSamples = (44100 / vdp_rate)*2;
        framebuffer = (uint8*)malloc(FRAMEBUFFER_LENGTH);
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        system_reset();
        return AS3_Int(0);
    AS3_Val sega_frame(void* self, AS3_Val args)
        uint32 width;
        uint32 height;
        uint32 x, y;
        uint32 di, si, r;
        uint16 p;
        AS3_Val fb_ba;
        AS3_ArrayValue(args, "AS3ValType", &fb_ba);
        system_frame(0);
        AS3_SetS(fb_ba, "position", AS3_Int(0));
        width = (reg[12] & 1) ? 320 : 256;
        height = (reg[1] & 8) ? 240 : 224;
        for(y=0;y<240;y++)
            for(x=0;x<320;x++)
                di = 1280*y + x<<2;
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                framebuffer[di + 3] = (uint8)((p & 0x1f) << 3);
                framebuffer[di + 2] = (uint8)(((p >> 5) & 0x1f) << 3);
                framebuffer[di + 1] = (uint8)(((p >> 10) & 0x1f) << 3);
        AS3_ByteArray_writeBytes(fb_ba, framebuffer, FRAMEBUFFER_LENGTH);
        AS3_SetS(fb_ba, "position", AS3_Int(0));
        r = (width << 16) | height;
        return AS3_Int(r);
    AS3_Val sega_audio(void* self, AS3_Val args)
        AS3_Val ab_ba;
        AS3_ArrayValue(args, "AS3ValType", &ab_ba);
        AS3_SetS(ab_ba, "position", AS3_Int(0));
        AS3_ByteArray_writeBytes(ab_ba, snd.buffer, audioSamples*sizeof(int16));
        AS3_SetS(ab_ba, "position", AS3_Int(0));
        return AS3_Int(0);
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        AS3_Val romMethod = AS3_Function(NULL, sega_rom);
        AS3_Val initMethod = AS3_Function(NULL, sega_init);
        AS3_Val resetMethod = AS3_Function(NULL, sega_reset);
        AS3_Val frameMethod = AS3_Function(NULL, sega_frame);
        AS3_Val audioMethod = AS3_Function(NULL, sega_audio);
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        AS3_Val result = AS3_Object("sega_rom: AS3ValType, sega_init: AS3ValType, sega_reset: AS3ValType, sega_frame: AS3ValType, sega_audio: AS3ValType",
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        AS3_Release(romMethod);
        AS3_Release(initMethod);
        AS3_Release(resetMethod);
        AS3_Release(frameMethod);
        AS3_Release(audioMethod);
        // notify that we initialized -- THIS DOES NOT RETURN!
        AS3_LibInit(result);
        // should never get here!
        return 0;

  • How does Java store floating point numbers?

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    EXT-exponent: 0x100000000111110b
    EXT-fraction: 0x1111111111111111111111111111111111111111111111111111000000000000b
    --> Decimal: 18446744073709549568
    The above EXT value converts exactly to U64 using the To Unsigned Quad Integer "bullet". But then let's try to flip the blue bit from 0 to 1 in the fraction part of the EXT, making this value:
    EXT-exponent: 0x100000000111110b
    EXT-fraction: 0x1111111111111111111111111111111111111111111111111111100000000000b
    --> Decimal: 18446744073709550592
    The above EXT value is still within U64 range, but the To Unsigned Quad Integer "bullet" converts it to U64_max which is 18446744073709551615. Unless I've missed something this must be a genuine conversion error from EXT to U64?
    /Steen
    CLA, CTA, CLED & LabVIEW Champion

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    Message Edited by Ravens Fan on 10-02-2007 08:50 PM
    Attachments:
    Example_BD.png ‏3 KB

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