Numerical integrations in celestial mechanics often involve the repeated
computation of a rotation with a constant angle. A direct evaluation of these
rotations yields a linear drift of the distance to the origin. This is due to
roundoff in the representation of the sine s and cosine c of the angle theta.
In a computer, one generally gets c^2 + s^2 1, resulting in a mapping that
is slightly contracting or expanding. In the present paper we present a method
to find pairs of representable real numbers s and c such that c^2 + s^2 is as
close to 1 as possible. We show that this results in a drastic decrease of the
systematic error, making it negligible compared to the random error of other
operations. We also verify that this approach gives good results in a realistic
celestial mechanics integration.Comment: 24 pages, 3 figure