为什么在 MSVC 中默认将浮点值(例如 3.14)视为双精度值?

Why floating point value such as 3.14 are considered as double by default in MSVC?(为什么在 MSVC 中默认将浮点值(例如 3.14)视为双精度值?)
本文介绍了为什么在 MSVC 中默认将浮点值(例如 3.14)视为双精度值?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

为什么我需要使用 3.14f 而不是 3.14 来禁用所有这些警告?这有一个连贯的原因吗?

Why do I need to put 3.14f instead of 3.14 to disable all those warnings ? Is there a coherent reason reason for this ?

推荐答案

这就是 C++(和 C)标准所决定的.浮点字面量是 double 类型,如果您需要它们是浮点数,可以在它们后面加上 f.似乎没有任何明确说明的原因,但我猜这是 a) 与 C 的兼容性,以及 b) 精度和存储之间的权衡.

That's what the C++ (and C) standard decided. Floating point literals are of type double, and if you need them to be floats, you suffix them with a f. There doesn't appear to be any specifically stated reason as to why, but I'd guess it's a) For compatibility with C, and b) A trade-off between precision and storage.

2.13.3 浮动文字 类型浮点字面量是双精度的,除非由后缀明确指定.这后缀 f 和 F 指定 float,后缀 l 和 L 指定 long double.如果缩放值不在范围其类型的可表示值,则程序格式错误.

2.13.3 Floating literals The type of a floating literal is double unless explicitly specified by a suffix. The suffixes f and F specify float, the suffixes l and L specify long double. If the scaled value is not in the range of representable values for its type, the program is ill-formed.

这篇关于为什么在 MSVC 中默认将浮点值(例如 3.14)视为双精度值?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持编程学习网!

本站部分内容来源互联网,如果有图片或者内容侵犯您的权益请联系我们删除!

相关文档推荐

Rising edge interrupt triggering multiple times on STM32 Nucleo(在STM32 Nucleo上多次触发上升沿中断)
How to use va_list correctly in a sequence of wrapper functions calls?(如何在一系列包装函数调用中正确使用 va_list?)
OpenGL Perspective Projection Clipping Polygon with Vertex Outside Frustum = Wrong texture mapping?(OpenGL透视投影裁剪多边形,顶点在视锥外=错误的纹理映射?)
How does one properly deserialize a byte array back into an object in C++?(如何正确地将字节数组反序列化回 C++ 中的对象?)
What free tiniest flash file system could you advice for embedded system?(您可以为嵌入式系统推荐什么免费的最小闪存文件系统?)
Volatile member variables vs. volatile object?(易失性成员变量与易失性对象?)