In C#, the result of Math.Round(2.5)
is 2.
It is supposed to be 3, isn\'t it? Why is it 2 instead in C#?
This is ugly as all hell, but always produces correct arithmetic rounding.
public double ArithRound(double number,int places){
string numberFormat = "###.";
numberFormat = numberFormat.PadRight(numberFormat.Length + places, '#');
return double.Parse(number.ToString(numberFormat));
}
Silverlight doesn't support the MidpointRounding option. Here's an extension method for Silverlight that adds the MidpointRounding enum:
public enum MidpointRounding
{
ToEven,
AwayFromZero
}
public static class DecimalExtensions
{
public static decimal Round(this decimal d, MidpointRounding mode)
{
return d.Round(0, mode);
}
/// <summary>
/// Rounds using arithmetic (5 rounds up) symmetrical (up is away from zero) rounding
/// </summary>
/// <param name="d">A Decimal number to be rounded.</param>
/// <param name="decimals">The number of significant fractional digits (precision) in the return value.</param>
/// <returns>The number nearest d with precision equal to decimals. If d is halfway between two numbers, then the nearest whole number away from zero is returned.</returns>
public static decimal Round(this decimal d, int decimals, MidpointRounding mode)
{
if ( mode == MidpointRounding.ToEven )
{
return decimal.Round(d, decimals);
}
else
{
decimal factor = Convert.ToDecimal(Math.Pow(10, decimals));
int sign = Math.Sign(d);
return Decimal.Truncate(d * factor + 0.5m * sign) / factor;
}
}
}
Source: http://anderly.com/2009/08/08/silverlight-midpoint-rounding-solution/
Since Silverlight doesn't support the MidpointRounding option you have to write your own. Something like:
public double RoundCorrect(double d, int decimals)
{
double multiplier = Math.Pow(10, decimals);
if (d < 0)
multiplier *= -1;
return Math.Floor((d * multiplier) + 0.5) / multiplier;
}
For the examples including how to use this as an extension see the post: .NET and Silverlight Rounding
I had this problem where my SQL server rounds up 0.5 to 1 while my C# application didn't. So you would see two different results.
Here's an implementation with int/long. This is how Java rounds.
int roundedNumber = (int)Math.Floor(d + 0.5);
It's probably the most efficient method you could think of as well.
If you want to keep it a double and use decimal precision , then it's really just a matter of using exponents of 10 based on how many decimal places.
public double getRounding(double number, int decimalPoints)
{
double decimalPowerOfTen = Math.Pow(10, decimalPoints);
return Math.Floor(number * decimalPowerOfTen + 0.5)/ decimalPowerOfTen;
}
You can input a negative decimal for decimal points and it's word fine as well.
getRounding(239, -2) = 200
You should check MSDN for Math.Round:
The behavior of this method follows IEEE Standard 754, section 4. This kind of rounding is sometimes called rounding to nearest, or banker's rounding.
You can specify the behavior of Math.Round
using an overload:
Math.Round(2.5, 0, MidpointRounding.AwayFromZero); // gives 3
Math.Round(2.5, 0, MidpointRounding.ToEven); // gives 2
Consider the task of rounding a number that contains a fraction to, say, a whole number. The process of rounding in this circumstance is to determine which whole number best represents the number you are rounding.
In common, or 'arithmetic' rounding, it is clear that 2.1, 2.2, 2.3 and 2.4 round to 2.0; and 2.6, 2.7, 2.8 and 2.9 to 3.0.
That leaves 2.5, which is no nearer to 2.0 than it is to 3.0. It is up to you to choose between 2.0 and 3.0, either would be equally valid.
For minus numbers, -2.1, -2.2, -2.3 and -2.4, would become -2.0; and -2.6, 2.7, 2.8 and 2.9 would become -3.0 under arithmetic rounding.
For -2.5 a choice is needed between -2.0 and -3.0.
Other forms of rounding
'Rounding up' takes any number with decimal places and makes it the next 'whole' number. Thus not only do 2.5 and 2.6 round to 3.0, but so do 2.1 and 2.2.
Rounding up moves both positive and negative numbers away from zero. Eg. 2.5 to 3.0 and -2.5 to -3.0.
'Rounding down' truncates numbers by chopping off unwanted digits. This has the effect of moving numbers towards zero. Eg. 2.5 to 2.0 and -2.5 to -2.0
In "banker's rounding" - in its most common form - the .5 to be rounded is rounded either up or down so that the result of the rounding is always an even number. Thus 2.5 rounds to 2.0, 3.5 to 4.0, 4.5 to 4.0, 5.5 to 6.0, and so on.
'Alternate rounding' alternates the process for any .5 between rounding down and rounding up.
'Random rounding' rounds a .5 up or down on an entirely random basis.
Symmetry and asymmetry
A rounding function is said to be 'symmetric' if it either rounds all numbers away from zero or rounds all numbers towards zero.
A function is 'asymmetric' if rounds positive numbers towards zero and negative numbers away from zero.. Eg. 2.5 to 2.0; and -2.5 to -3.0.
Also asymmetric is a function that rounds positive numbers away from zero and negative numbers towards zero. Eg. 2.5 to 3.0; and -2.5 to -2.0.
Most of time people think of symmetric rounding, where -2.5 will be rounded towards -3.0 and 3.5 will be rounded towards 4.0. (in C# Round(AwayFromZero)
)