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These are the user uploaded subtitles that are being translated: 1 00:00:05,730 --> 00:00:10,470 Before we go too much further into the course let's quickly talk about rounding and how to avoid some 2 00:00:10,470 --> 00:00:12,060 rounding errors. 3 00:00:12,060 --> 00:00:16,770 We've got a combat scene here where damage is being taken damage is being dealt and you can see that 4 00:00:16,770 --> 00:00:18,480 the values are being rounded. 5 00:00:18,480 --> 00:00:23,970 However you may also notice the values aren't being rounded quite the way you might expect. 6 00:00:24,150 --> 00:00:28,830 So we're probably already familiar with the traditional way that we round a number where say we have 7 00:00:28,830 --> 00:00:32,150 a number two point seventy three for example. 8 00:00:32,250 --> 00:00:34,440 And we want around that to one decimal place. 9 00:00:34,440 --> 00:00:40,710 Well we look at the next number after our cutoff and we say that if that number is greater than or equal 10 00:00:40,710 --> 00:00:44,620 to 5 then the number before it is increased by 1. 11 00:00:44,730 --> 00:00:48,060 And if it's less than five then we just leave that number as is. 12 00:00:48,060 --> 00:00:52,020 So two point seventy three would be rounded to two point seven. 13 00:00:52,020 --> 00:00:57,320 Or if we were going to the nearest whole number then the seven is greater than five. 14 00:00:57,330 --> 00:01:01,810 So the two point seven would round to three nice and simple. 15 00:01:01,920 --> 00:01:05,850 One thing to watch out for is when the number that needs to change is a nine. 16 00:01:05,850 --> 00:01:11,700 Let's take an extreme example of nine point nine nine and try rounding that to one decimal place. 17 00:01:11,700 --> 00:01:14,790 Well this would cause this nine here to equal 10. 18 00:01:14,820 --> 00:01:18,160 Now if we can't just put 10 in that column. 19 00:01:18,240 --> 00:01:21,350 So we need to put in a zero and carry the one. 20 00:01:21,540 --> 00:01:24,900 We then move over to the next number on the add that one we carried. 21 00:01:24,900 --> 00:01:27,690 And that would give us 10 again. 22 00:01:27,720 --> 00:01:31,960 And so in this example nine point nine nine would round to ten point zero. 23 00:01:32,720 --> 00:01:37,080 It's important to note that whenever you need to give an answer to a certain level of precision in this 24 00:01:37,080 --> 00:01:43,800 case one decimal place you need to keep those extra digits in there even if they are just zeros. 25 00:01:43,800 --> 00:01:48,300 So in this case the answer is ten point zero not just 10. 26 00:01:48,300 --> 00:01:52,550 It seems quite pedantic but it can become important in certain circumstances. 27 00:01:52,560 --> 00:01:58,730 So it's worth remembering another option would be to take something called the floor of a number. 28 00:01:58,800 --> 00:02:03,570 And what this essentially does is always rounds the number down to the nearest whole integer. 29 00:02:03,810 --> 00:02:08,940 So regardless of what decimal places we have we essentially ignore them and round down there in our 30 00:02:08,940 --> 00:02:11,600 example of two point seven three over here. 31 00:02:11,700 --> 00:02:18,970 The floor would be to the opposite of this would be something called the ceiling of a number. 32 00:02:18,970 --> 00:02:26,650 And what this does is always rounds the number up so again with our example of two point seven three 33 00:02:26,800 --> 00:02:29,810 this would round up to three like it would normally. 34 00:02:29,970 --> 00:02:37,410 But if we have another number say three point two this would round up to four and for the eagle eyed 35 00:02:37,410 --> 00:02:41,490 among you you may know that that was what was actually happening in that combat clip at the start of 36 00:02:41,490 --> 00:02:45,280 the video so why do we care about all of this. 37 00:02:45,280 --> 00:02:47,380 Why don't we just round normally and be done with it. 38 00:02:47,830 --> 00:02:51,320 Well let's say we have an enemy who is attacking our player. 39 00:02:51,430 --> 00:02:57,340 This enemy is very weak compared to our player and only manages to inflict zero point six to points 40 00:02:57,340 --> 00:03:01,090 of damage after some other modifiers have been added to it. 41 00:03:01,480 --> 00:03:06,700 If we choose to round normally then this would do one point of damage but if it were any weaker then 42 00:03:06,760 --> 00:03:12,430 it would probably do none at all or we could choose to be generous to our player and take the floor 43 00:03:12,430 --> 00:03:13,600 of the number. 44 00:03:13,600 --> 00:03:17,370 In essence we're saying the damage is always rounded in the player's favor. 45 00:03:17,650 --> 00:03:20,090 And in this case it would do no damage at all. 46 00:03:20,970 --> 00:03:26,730 Or we could do the opposite and be a little more harsh and always round the damage up by taking the 47 00:03:26,730 --> 00:03:31,740 ceiling of the number an enemy would always be able to inflict some small amount of damage no matter 48 00:03:31,770 --> 00:03:34,710 how weak it is in comparison to our player. 49 00:03:34,810 --> 00:03:39,510 And this means that even the lowest level monster can kill our hero if they're on their absolute last 50 00:03:39,510 --> 00:03:45,330 legs with all that said one thing to note at this point is that whenever you're doing a calculation 51 00:03:45,330 --> 00:03:49,480 of any kind you should always perform the rounding last. 52 00:03:49,500 --> 00:03:54,180 Otherwise you can start to introduce small errors and may compound over time. 53 00:03:54,210 --> 00:04:04,100 For example let's take 5.1 times four point seven and then add 2.5 to that if we do that sum then it 54 00:04:04,100 --> 00:04:06,920 gives us twenty six point four seven. 55 00:04:07,040 --> 00:04:10,000 And if we round that then we get 26. 56 00:04:10,010 --> 00:04:16,700 However if we round those numbers first say some function is returning a rounded version of the calculation 57 00:04:17,270 --> 00:04:22,250 we get five times five plus three and that equals twenty eight. 58 00:04:23,150 --> 00:04:26,390 And as you can see the end results are quite different. 59 00:04:27,320 --> 00:04:32,300 So be very cautious when you're doing these sorts of thing to make sure these errors don't stack up 60 00:04:32,300 --> 00:04:37,790 over time because this can lead to all sorts of weird and wonderful and unexpected behaviors in your 61 00:04:37,790 --> 00:04:40,730 game with all of that out the way. 62 00:04:40,730 --> 00:04:44,330 Let's look at how we might implement this in code. 63 00:04:44,330 --> 00:04:50,780 Most modern languages have some sort of math library that you can access and the syntax is fairly similar 64 00:04:50,780 --> 00:04:51,810 between each one. 65 00:04:52,850 --> 00:04:56,330 So for rounding we can use math dot round. 66 00:04:56,510 --> 00:05:02,540 And then in the parentheses you'd include the number you want to round and the level of precision that 67 00:05:02,540 --> 00:05:04,070 you're looking for. 68 00:05:04,070 --> 00:05:12,990 So this would be say 1 for one decimal place or five for five decimal places etc. the floor and the 69 00:05:12,990 --> 00:05:18,840 ceiling are very similar to this except we don't need to specify any level of precision since we're 70 00:05:18,840 --> 00:05:27,190 always just rounding to the nearest whole number so we have math dot floor passing in our number and 71 00:05:27,190 --> 00:05:31,200 we have math dot seal passing in our number. 72 00:05:31,270 --> 00:05:38,050 Notice though that the method for sealing has been abbreviated to seal here CEI L and that's usually 73 00:05:38,050 --> 00:05:39,280 the case across the board. 74 00:05:39,310 --> 00:05:41,570 So it's worth keeping in mind. 75 00:05:41,710 --> 00:05:42,060 Okay. 76 00:05:42,070 --> 00:05:46,900 So hopefully that clears up how rounding works and how to avoid some of the common pitfalls you might 77 00:05:46,900 --> 00:05:48,190 come across. 78 00:05:48,280 --> 00:05:53,620 We haven't covered rounding with significant figures yet but we'll cover that when we get on to scientific 79 00:05:53,620 --> 00:05:56,900 notation finally. 80 00:05:56,920 --> 00:05:58,650 It's time for your challenge. 81 00:05:58,720 --> 00:06:04,900 So I'd like you to take the number six point two eight three and I'd like you to find the flaw of this 82 00:06:04,900 --> 00:06:05,940 number. 83 00:06:05,950 --> 00:06:13,390 I'd also like you'd find the ceiling of the number and I'd like you to find the number two 1 and 2 decimal 84 00:06:13,390 --> 00:06:14,170 places. 85 00:06:14,170 --> 00:06:19,140 So once you've got your answer pop it in the community forum and I'll see you in the next lecture. 9131

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