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Don't represent simulation time as floating point #535

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whitequark opened this issue Nov 7, 2020 · 0 comments · Fixed by #651
Closed

Don't represent simulation time as floating point #535

whitequark opened this issue Nov 7, 2020 · 0 comments · Fixed by #651

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@whitequark
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whitequark commented Nov 7, 2020

There's really no excuse for implementing it that way in the first place, and we should just fix it. /cc @mwkmwkmwk

Lunaphied added a commit to Lunaphied/amaranth that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 100ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes amaranth-lang#535.
Lunaphied added a commit to Lunaphied/amaranth that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 100ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes amaranth-lang#535.
Lunaphied added a commit to Lunaphied/amaranth that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 100ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes amaranth-lang#535.
Lunaphied added a commit to Lunaphied/amaranth that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 100ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes amaranth-lang#535.
Lunaphied added a commit to Lunaphied/amaranth that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 100ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes amaranth-lang#535.
Lunaphied added a commit to Lunaphied/amaranth that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 1ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes amaranth-lang#535.
whitequark pushed a commit that referenced this issue Dec 13, 2021
Using floats to represent simulation time internally isn't ideal
instead use 1ps internal units while continuing to use a floating
point based interface for compatibility.

Fixes #535.
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