*On 26/02/2004 at 04:05, xxxxxxxx wrote:*

User Information:

Cinema 4D Version: 8.2

Platform:

Language(s) : C++ ;

---------

Hi

I'm trying to determine a percentage value by using the following code

```
LONG a = 10;
LONG b = 50;
Real rperc = a/b*100;
LONG lperc = a/b*100;
float fa = 10;
float fb = 50;
float fperc = fa/fb*100;
GePrint("Real: " + RealToString(rperc));
GePrint("Long: " + LongToString(lperc));
GePrint("Float: " + RealToString(fperc));
```

Real always returns 0

Long always returns 0

float returns the correct answer of 20

So whats the difference between Real and float? Is it ok to use float instead of Real?

I don't know anything about a Mac, but Iv'e always assumed Real was there to use so everything is platform independant, because I thought a float wasn't?

This has confused me, because I realy need to return a percentage of a number and use it for StatusSetBar(), but how can I do this if LONG and Real datatypes don't return the correct results

*On 26/02/2004 at 04:05, xxxxxxxx wrote:*

User Information:

Cinema 4D Version: 8.2

Platform:

Language(s) : C++ ;

---------

Hi

I'm trying to determine a percentage value by using the following code

```
LONG a = 10;
LONG b = 50;
Real rperc = a/b*100;
LONG lperc = a/b*100;
float fa = 10;
float fb = 50;
float fperc = fa/fb*100;
GePrint("Real: " + RealToString(rperc));
GePrint("Long: " + LongToString(lperc));
GePrint("Float: " + RealToString(fperc));
```

Real always returns 0

Long always returns 0

float returns the correct answer of 20

So whats the difference between Real and float? Is it ok to use float instead of Real?

I don't know anything about a Mac, but Iv'e always assumed Real was there to use so everything is platform independant, because I thought a float wasn't?

This has confused me, because I realy need to return a percentage of a number and use it for StatusSetBar(), but how can I do this if LONG and Real datatypes don't return the correct results

*On 26/02/2004 at 06:04, xxxxxxxx wrote:*

Hi Geespot,

I don't think that there's a diffrence between Real and float but there's a difference in your calculation:

try this and you will always get 20:

```
Real a = 10; //instead of LONG a = 10;
Real b = 50; //instead of LONG b = 50;
Real rperc = a/b*100;
LONG lperc = a/b*100;
float fa = 10;
float fb = 50;
float fperc = fa/fb*100;
GePrint("Real: " + RealToString(rperc));
GePrint("Long: " + LongToString(lperc));
GePrint("Float: " + RealToString(fperc));
```

Dividing a LONG value through another LONG value causes a rounding. In your example 10/50 == 0.

]]>*On 26/02/2004 at 14:43, xxxxxxxx wrote:*

Hi iwaitz,

The a and b variables were just examples, and my a and b variables I use in my plugin are in LONG and I can't change that because they are returned by certain functions within the SDK.

But I found out why, it was because the LONG a,b variables were rounding the result to 0, just like you said. A simply cast did the trick

```
Real rperc = (Real)a/(Real)b*100;
```

I also found in the ge_win_math.h header this:

```
typedef float Real;
```

so Real's and float are exactly the same. I suppose MAXON used Real to keep it friendly with the C4D interface.

I must say, it was the first time I looked at that header file, it's an interesting file because it explains the datatypes, ie

```
#define pi 3.1415926535897932384626433832795
```

I guess MAXON wanted to have PI really precise :)

]]>*On 26/02/2004 at 15:18, xxxxxxxx wrote:*

That´s not really precise as PI has endless numbers after the decimal place ;)

]]>