Unfortunately the answer is dependent on your implementation and the way it is configured. C and C++ don't demand any specific floating point representation or behavior. Most implementations use the IEEE 754 representations, but they don't always precisely implement IEEE 754 arithmetic behaviour.
To understand the answer to this question we must first understand how floating point numbers work.
A naive floating point representation would have an exponent, a sign and a mantissa. It's value would be
(-1)s2(e – e0)(m/2M)
Where:
- s is the sign bit, with a value of 0 or 1.
- e is the exponent field
- e0 is the exponent bias. It essentially sets the overall range of the floating point number.
- M is the number of mantissa bits.
- m is the mantissa with a value between 0 and 2M-1
This is similar in concept to the scientific notation you were taught in school.
However this format has many different representations of the same number, nearly a whole bit's worth of encoding space is wasted. To fix this we can add an "implicit 1" to the mantissa.
(-1)s2(e – e0)(1+(m/2M))
This format has exactly one representation of each number. However there is a problem with it, it can't represent zero or numbers close to zero.
To fix this IEEE floating point reserves a couple of exponent values for special cases. An exponent value of zero is reserved for representing small numbers known as subnormals. The highest possible exponent value is reserved for NaNs and infinities (which I will ignore in this post since they aren't relevant here). So the definition now becomes.
(-1)s2(1 – e0)(m/2M) when e = 0
(-1)s2(e – e0)(1+(m/2M)) when e >0 and e < 2E-1
With this representation smaller numbers always have a step size that is less than or equal to that for larger ones. So provided the result of the subtraction is smaller in magnitude than both operands it can be represented exactly. In particular results close to but not exactly zero can be represented exactly.
This does not apply if the result is larger in magnitude than one or both of the operands, for example subtracting a small value from a large value or subtracting two values of opposite signs. In those cases the result may be imprecise but it clearly can't be zero.
Unfortunately FPU designers cut corners. Rather than including the logic to handle subnormal numbers quickly and correctly they either did not support (non-zero) subnormals at all or provided slow support for subnormals and then gave the user the option to turn it on and off. If support for proper subnormal calculations is not present or is disabled and the number is too small to represent in normalized form then it will be "flushed to zero".
So in the real world under some systems and configurations subtracting two different very-small floating point numbers can result in a zero answer.