The Metric System with Rounding is Garbage

First off, let me say you are brilliant! I love your arguments. Your understanding of the problem is now clear. For the sake of position, I must pick at your arguments a little. On the following statement "However, the error of rounding can be decreased to the extent where rounding in the metric system is not flawed" The first part, that indeed the error of rounding can be decreased is true. However, your statement clearly indicates an understanding that this is indeed "error" and well, an error is a flaw isn't it? Your following explanation of rounding errors was ourstanding!!! You kick my butt on delivery. Your explanation of gaurd digits I found facinating. You have provided on of the more complex mechanisms for fixing rounding errors. You would make a fine programmer. But, your explanation itself includes the acknowledgment of the error I describe as well as provides a suitable mechanism for "fixing" it. If Work must be done to fix the result, is not the result wrong prior to the fix? Does it not follow then that the system is flawed? Remember, the argument is not about if we need it, but if it is indeed flawed. Your next point about the rounding error being in the computer is, I'm sorry to say, misinformed. The rounding error we debate is the result of mathematical rounding and all methods of rounding are subject to this. The rounding error in computers (OMG!!! you didn't go there) is further proof of the flaw we discuss. EVERY platform out there rounds different. Each has it's own "epsilon" or "very tiny" margin of error and they are different accross hardware platforms. Divide 1/3 then mulitply by 3 and your answers will NOT be the same. Even different CPU models yield different results. I can load a float on one platform with .09 and on the playstation it is .09. HOWEVER, if i load the same number on an x86 platform, i get .089999999999999999999999999 DO NOT count on floating point/decimal arithmatic doing what you think it will do on any CPU without a LOT of work. Your keyframe animations will be an abomination if you don't, I learned from experience Functions dependent on normal rounding, will have VASTLY different results on different processors. In Game Design, there are whole papers written on just how to write algorithms that work "cross platform" so the games you play look the same if you play on a playstation or xbox. The following article will explain the floating point specification much better than I ever could http://en.wikipedia.org... We don't have enough room here for cross platform rounding as it's a BIG problem. You said "But the REAL problem was not with inaccuracy, but with inconsistency" Both are problems, and there we are again...problem, error,.... flaw? Regardless of how small we make the error, it does not REMOVE the error. Is this, regardless of the scale or magnitude of the error, not a flaw? Flaw: - defect: an imperfection in an object or machine - "A crack or breach, a gap or fissure; a defect of continuity or cohesion; A defect, fault, or imperfection, especially one that is hidden" Every point you have made acknowledges the existence of the error. This error, no matter how small is still error. If you accept the definition of flaw as error, then you must concede that the decimal/metric system with rounding is indeed... Flawed and imperfect.