In Java, when you type a decimal number as 3.6, its interpreted as a double. double is a 64-bit precision IEEE 754 floating point, while floatis a 32-bit precision IEEE 754 floating point. As a float is less precise than a double, the conversion cannot be performed implicitly.
If you want to create a float, you should end your number with f (i.e.: 3.6f).
For more explanation, see the primitive data types definition of the Java tutorial.
Answer from Nicolas on Stack OverflowIn Java, when you type a decimal number as 3.6, its interpreted as a double. double is a 64-bit precision IEEE 754 floating point, while floatis a 32-bit precision IEEE 754 floating point. As a float is less precise than a double, the conversion cannot be performed implicitly.
If you want to create a float, you should end your number with f (i.e.: 3.6f).
For more explanation, see the primitive data types definition of the Java tutorial.
Make it
float b= 3.6f;
A floating-point literal is of type float if it is suffixed with an ASCII letter F or f; otherwise its type is double and it can optionally be suffixed with an ASCII letter D or d
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I am learning Java, and am confuse on when to choose double or float for my real numbers or int. It feels like, it doesn’t matter because from my limited experience (with Java) both of them deliver the same results, but I don’t want to go further down the learning curve with Java and have a bad habit of using either messing up my code, and not having a clue as to why. So, when should you use float and double?
I'm in the throws of trying to learn Java and am very much a beginner. So, I apologise if this is a daft question. tbh it would probably help if you could explain like I'm a five year old who is very slow on the uptake.
LibGDX is a framework mostly used for game development.
In game development you usually have to do a whole lot of number crunching in real-time and any performance you can get matters. That's why game developers usually use float whenever float precision is good enough.
The size of the FPU registers in the CPU is not the only thing you need to consider in this case. In fact most of the heavy number crunching in game development is done by the GPU, and GPUs are usually optimized for floats, not doubles.
And then there is also:
- memory bus bandwidth (how fast you can shovel data between RAM, CPU and GPU)
- CPU cache (which makes the previous less necessary)
- RAM
- VRAM
which are all precious resources of which you get twice as much when you use 32bit float instead of 64bit double.
Floats use half as much memory as doubles.
They may have less precision than doubles, but many applications don't require precision. They have a larger range than any similarly-sized fixed point format. Therefore, they fill a niche that needs wide ranges of numbers but does not need high precision, and where memory usage is important. I've used them for large neural network systems in the past, for example.
Moving outside of Java, they're also widely used in 3D graphics, because many GPUs use them as their primary format - outside of very expensive NVIDIA Tesla / AMD FirePro devices, double-precision floating point is very slow on GPUs.