pragma solidity ^0.5.16; // Libraries import "openzeppelin-solidity-2.3.0/contracts/math/SafeMath.sol"; // https://docs.oikos.cash/contracts/SafeDecimalMath library SafeDecimalMath { using SafeMath for uint; /* Number of decimal places in the representations. */ uint8 public constant decimals = 18; uint8 public constant highPrecisionDecimals = 27; /* The number representing 1.0. */ uint public constant UNIT = 10**uint(decimals); /* The number representing 1.0 for higher fidelity numbers. */ uint public constant PRECISE_UNIT = 10**uint(highPrecisionDecimals); uint private constant UNIT_TO_HIGH_PRECISION_CONVERSION_FACTOR = 10**uint(highPrecisionDecimals - decimals); /** * @return Provides an interface to UNIT. */ function unit() external pure returns (uint) { return UNIT; } /** * @return Provides an interface to PRECISE_UNIT. */ function preciseUnit() external pure returns (uint) { return PRECISE_UNIT; } /** * @return The result of multiplying x and y, interpreting the operands as fixed-point * decimals. * * @dev A unit factor is divided out after the product of x and y is evaluated, * so that product must be less than 2**256. As this is an integer division, * the internal division always rounds down. This helps save on gas. Rounding * is more expensive on gas. */ function multiplyDecimal(uint x, uint y) internal pure returns (uint) { /* Divide by UNIT to remove the extra factor introduced by the product. */ return x.mul(y) / UNIT; } /** * @return The result of safely multiplying x and y, interpreting the operands * as fixed-point decimals of the specified precision unit. * * @dev The operands should be in the form of a the specified unit factor which will be * divided out after the product of x and y is evaluated, so that product must be * less than 2**256. * * Unlike multiplyDecimal, this function rounds the result to the nearest increment. * Rounding is useful when you need to retain fidelity for small decimal numbers * (eg. small fractions or percentages). */ function _multiplyDecimalRound( uint x, uint y, uint precisionUnit ) private pure returns (uint) { /* Divide by UNIT to remove the extra factor introduced by the product. */ uint quotientTimesTen = x.mul(y) / (precisionUnit / 10); if (quotientTimesTen % 10 >= 5) { quotientTimesTen += 10; } return quotientTimesTen / 10; } /** * @return The result of safely multiplying x and y, interpreting the operands * as fixed-point decimals of a precise unit. * * @dev The operands should be in the precise unit factor which will be * divided out after the product of x and y is evaluated, so that product must be * less than 2**256. * * Unlike multiplyDecimal, this function rounds the result to the nearest increment. * Rounding is useful when you need to retain fidelity for small decimal numbers * (eg. small fractions or percentages). */ function multiplyDecimalRoundPrecise(uint x, uint y) internal pure returns (uint) { return _multiplyDecimalRound(x, y, PRECISE_UNIT); } /** * @return The result of safely multiplying x and y, interpreting the operands * as fixed-point decimals of a standard unit. * * @dev The operands should be in the standard unit factor which will be * divided out after the product of x and y is evaluated, so that product must be * less than 2**256. * * Unlike multiplyDecimal, this function rounds the result to the nearest increment. * Rounding is useful when you need to retain fidelity for small decimal numbers * (eg. small fractions or percentages). */ function multiplyDecimalRound(uint x, uint y) internal pure returns (uint) { return _multiplyDecimalRound(x, y, UNIT); } /** * @return The result of safely dividing x and y. The return value is a high * precision decimal. * * @dev y is divided after the product of x and the standard precision unit * is evaluated, so the product of x and UNIT must be less than 2**256. As * this is an integer division, the result is always rounded down. * This helps save on gas. Rounding is more expensive on gas. */ function divideDecimal(uint x, uint y) internal pure returns (uint) { /* Reintroduce the UNIT factor that will be divided out by y. */ return x.mul(UNIT).div(y); } /** * @return The result of safely dividing x and y. The return value is as a rounded * decimal in the precision unit specified in the parameter. * * @dev y is divided after the product of x and the specified precision unit * is evaluated, so the product of x and the specified precision unit must * be less than 2**256. The result is rounded to the nearest increment. */ function _divideDecimalRound( uint x, uint y, uint precisionUnit ) private pure returns (uint) { uint resultTimesTen = x.mul(precisionUnit * 10).div(y); if (resultTimesTen % 10 >= 5) { resultTimesTen += 10; } return resultTimesTen / 10; } /** * @return The result of safely dividing x and y. The return value is as a rounded * standard precision decimal. * * @dev y is divided after the product of x and the standard precision unit * is evaluated, so the product of x and the standard precision unit must * be less than 2**256. The result is rounded to the nearest increment. */ function divideDecimalRound(uint x, uint y) internal pure returns (uint) { return _divideDecimalRound(x, y, UNIT); } /** * @return The result of safely dividing x and y. The return value is as a rounded * high precision decimal. * * @dev y is divided after the product of x and the high precision unit * is evaluated, so the product of x and the high precision unit must * be less than 2**256. The result is rounded to the nearest increment. */ function divideDecimalRoundPrecise(uint x, uint y) internal pure returns (uint) { return _divideDecimalRound(x, y, PRECISE_UNIT); } /** * @dev Convert a standard decimal representation to a high precision one. */ function decimalToPreciseDecimal(uint i) internal pure returns (uint) { return i.mul(UNIT_TO_HIGH_PRECISION_CONVERSION_FACTOR); } /** * @dev Convert a high precision decimal to a standard decimal representation. */ function preciseDecimalToDecimal(uint i) internal pure returns (uint) { uint quotientTimesTen = i / (UNIT_TO_HIGH_PRECISION_CONVERSION_FACTOR / 10); if (quotientTimesTen % 10 >= 5) { quotientTimesTen += 10; } return quotientTimesTen / 10; } /* * Absolute value of the input, returned as a signed number. */ function signedAbs(int x) internal pure returns (int) { return x < 0 ? -x : x; } /* * Absolute value of the input, returned as an unsigned number. */ function abs(int x) internal pure returns (uint) { return uint(signedAbs(x)); } }