The "easy" way, but with a catch:
You could use roundf
, like this:
float z = 1.0f;
if (roundf(z) == z) {
printf("integer\n");
} else {
printf("fraction\n");
}
The problem with this and other similar techniques (such as ceilf
) is that, while they work great for whole number constants, they will fail if the number is a result of a calculation that was subject to floating-point round-off error. For example:
float z = powf(powf(3.0f, 0.05f), 20.0f);
if (roundf(z) == z) {
printf("integer\n");
} else {
printf("fraction\n");
}
Prints "fraction", even though (31/20)20 should equal 3, because the actual calculation result ended up being 2.9999992847442626953125.
So how do we deal with this?
Any similar method, be it fmodf
or whatever, is subject to this. In applications that perform complex or rounding-prone calculations, usually what you want to do is define some "tolerance" value for what constitutes a "whole number" (this goes for floating-point equality comparisons in general). We often call this tolerance epsilon. For example, lets say that we'll forgive the computer for up to +/- 0.00001 rounding error. Then, if we are testing z
, we can choose an epsilon of 0.00001 and do:
if (fabsf(roundf(z) - z) <= 0.00001f) {
printf("integer\n");
} else {
printf("fraction\n");
}
You don't really want to use ceilf
here because e.g. ceilf(1.0000001)
is 2 not 1, and ceilf(-1.99999999)
is -1 not -2.
Choose a tolerance value that is appropriate for your application. For more information, check out this article on comparing floating-point numbers.