Illustrator rounds everything up

Hi everybody,
I'm on the verge of losing my mind, so before i do so, I figured I'd ask a bit of help around.
Here is my problem:
I am working on a design, and at some point i must have changed some settings, and I am now unable to enter any decimal value for my contours, for the width, the length etc.
Everytime I do so, it just rounds everything up:
For example: when I type anything from 0,1 to 0,9 it just rounds up to 1,
When I type 1,2pt, illustrator rounds it off at 1 pt
When I type 1,5, illustrator rounds it off at 2pt
And so forth for ANY decimal number I try to enter.
I looked on the internet, and this is not a problem of full stop or comma, i've tried them both.
The weird thing though is that there are a few boxes I made earlier this evening with a contour of 0,25pt, and those one were not affected by the changement of settings (or whatever I did or happened), and i can modify them as I want, putting in any value such as 1,2; 1,25; etc.
Only the new elements i create seem to be affected.
Other interesting fact, when I create a new document, the problem is the same HOWEVER when i create a document based on one of illustrator's template, there is no problem anymore !
WOuld any of you have an idea to help me ?
I'd be really grateful,
Thank you in advance,
SImon.

Turn off the option "align to pixel grid" (see transform panel (and its panel menu. You have to set this for the file and for existing objects.

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    trace(mc.x); //traces 200.33333740234374 (still rounded, but accurate to 5 decimal places)
    Based on the traced output, it's clear that it is possible to force the DisplayObject to get and set higher precision values for x and y properties, without any modifications to the underlying classes.  However, I'm not happy with that solution for 2 reasons.  First, it activates stage 3D and introduces graphical glitches and unnecessary bitmap caching.  Second, it's still not "Number" precision; it's something less than that.
    Instead, I was able to successfully work around the issue by altering the overrides for properties x, y, scaleX, scaleY, and methods localToGlobal, globalToLocal, and getRect to use privately maintained values.  I was already using privately maintained width and height values in order to decouple the size from the scaling factors.  No need to override getBounds, since it accounts for stroke widths and will be non-exact anyway.
    The consistent, high precision values are vital, and they increased the performance of my layout framework, because it's actually able to prevent unnecessary assignments to x, y, width, and height when the values aren't actually changing.  #beginrant: Such detection is impossible when Flash internally rounds everything, because if you try to keep something at, for example, 1/3 of the screen, it will always think you're trying to assign a high precision value of 200.33333 over a less precise value of 200.3 as I had previously described.  Alternatively, you'd have to pre-round any value you try to assign, which is more work than it's worth.  It's sort of terrible that Flash rounds property values as it does, because the value you assign can never be read back the same.  That's generally not how numerical properties should work when assigning values of the same data type and precision.  #endrant
    In particular, two optimizations were made in the getRect override.  If the target coordinate system is null or "this", then it simply returns new Rectangle( 0, 0, _width, _height ), and more importantly, if the target coordinate system is "parent" (which is the case 99% of the time) and rotation is zero and scale is 1 (also the case 99% of the time for GUI elements), then it simply returns new Rectangle( _x, _y, _width, _height ), which is the internal, high-precision values for x, y, width, and height (resemblance to AS2 properties is purely coincidental; this is AS3 code).  That allows me to skip the following code path 99% of the time, which would otherwise return the orthagonal bounding box of the element at any rotation in any coordinate system:
    //These instance variables are used to accelerate calculations, see comments.
    //Upper left is always an empty point, and these variables store upper right, lower right, and lower left corner points.
    protected var p_UR:Point; //DO NOT ALTER p_UR.y; LEAVE AT ZERO ALWAYS
    protected var p_LR:Point; //Lower right corner: x = width, y = height
    protected var p_LL:Point; //DO NOT ALTER p_LL.x; LEAVE AT ZERO ALWAYS
    //Returns the orthogonal bounding rectangle of the object in the specified target coordinate system
    //based on its own internal height and width (actual contentRect may be larger).
    //getContentRect function was added to replace the original functionality of this method
    override public function getRect( targetCoordinateSpace:DisplayObject ):Rectangle
        switch (_scaleMode) //GUIControl allows decoupling of size and scale
            case SCALE_NOSYNC_SIZE:
                if (targetCoordinateSpace == null || targetCoordinateSpace == this)
                    return new Rectangle( 0, 0, _width, _height );
                //UPDATE: Created this optimization to ensure rounding errors introduced by
                //Flash's tendency to round x and y coordinates to twips are not introduced
                //by localToGlobal/globalToLocal calls, so they are avoided if possible.
                if (targetCoordinateSpace == parent && rotation == 0 && scaleX == 1 && scaleY == 1)
                    return new Rectangle( _x, _y, _width, _height );
                p_UR.x = _width; //note the p_UR.y is always zero
                p_LR.x = _width;
                p_LR.y = _height;
                p_LL.y = _height; //note the p_LL.x is always zero
                break;
            case SCALE_SYNC_SIZE:
                var contentRect:Rectangle = getContentRect( true ); //must use unscaled points when performing local/global transforms, since this object is scaled
                p_UR.x = contentRect.right; //note the p_UR.y is always zero
                p_LR.x = contentRect.right;
                p_LR.y = contentRect.bottom;
                p_LL.y = contentRect.bottom; //note the p_LL.x is always zero
                break;
        return calcOrthogonalBoundingBox(
            targetCoordinateSpace.globalToLocal( localToGlobal( EMPTY_POINT ) ),
            targetCoordinateSpace.globalToLocal( localToGlobal( p_UR ) ),
            targetCoordinateSpace.globalToLocal( localToGlobal( p_LR ) ),
            targetCoordinateSpace.globalToLocal( localToGlobal( p_LL ) )
    protected function calcOrthogonalBoundingBox( p0:Point, p1:Point, p2:Point, p3:Point ):Rectangle
        //Assuming no rotation, points 0 and 3 are most likely to be min_x.  This optimization minimizes the likely number of assignments.
        //Similar optimizations are in place for max_x, min_y, and max_y, all patterns are ordered 0,1,2,3... starting with the two most likely candidates in the sequence.
        var min_x:Number = p3.x;
        if (p0.x < min_x) min_x = p0.x;
        if (p1.x < min_x) min_x = p1.x;
        if (p2.x < min_x) min_x = p2.x;
        var max_x:Number = p1.x;
        if (p2.x > max_x) max_x = p2.x;
        if (p3.x > max_x) max_x = p3.x;
        if (p0.x > max_x) max_x = p0.x;
        var min_y:Number = p0.y;
        if (p1.y < min_y) min_y = p1.y;
        if (p2.y < min_y) min_y = p2.y;
        if (p3.y < min_y) min_y = p3.y;
        var max_y:Number = p2.y;
        if (p3.y > max_y) max_y = p3.y;
        if (p0.y > max_y) max_y = p0.y;
        if (p1.y > max_y) max_y = p1.y;
        return new Rectangle( min_x, min_y, max_x - min_x, max_y - min_y );
    In this framework, particularly in SCALE_NOSYNC_SIZE mode (the default), the width and height are assigned and internally maintained, independently of the scaleX and scaleY values.  The internally maintained values are used for performing layout and drawing operations such as backgrounds and borders.  In the extremely rare occasion where the actual content needs to be measured, I just use getBounds, such as in the constructor when initializing the "original" size of the clip's content, if it has timeline content, or possibly bitmap methods for masked objects.
    These changes have all increased the performance of my framework by an order of magnitude and have virtually eliminated 3rd layout passes, so I'm happy with it.  I still wish the Flash runtime would be updated to simply stop rounding these values.

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