rust/src/test/bench/shootout-nbody.rs

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// based on:
// http://shootout.alioth.debian.org/u32/benchmark.php?test=nbody&lang=java
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use std;
// Using sqrt from the standard library is way slower than using libc
// directly even though std just calls libc, I guess it must be
// because the the indirection through another dynamic linker
// stub. Kind of shocking. Might be able to make it faster still with
// an llvm intrinsic.
#[nolink]
extern mod libc {
fn sqrt(n: float) -> float;
}
fn main(args: ~[~str]) {
let args = if os::getenv(~"RUST_BENCH").is_some() {
~[~"", ~"4000000"]
} else if args.len() <= 1u {
~[~"", ~"100000"]
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} else {
args
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};
let n = int::from_str(args[1]).get();
let bodies: ~[Body::props] = NBodySystem::make();
io::println(fmt!{"%f", NBodySystem::energy(bodies)});
let mut i = 0;
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while i < n { NBodySystem::advance(bodies, 0.01); i += 1; }
io::println(fmt!{"%f", NBodySystem::energy(bodies)});
}
mod NBodySystem {
fn make() -> ~[Body::props] {
let bodies: ~[Body::props] =
~[Body::sun(), Body::jupiter(), Body::saturn(), Body::uranus(),
Body::neptune()];
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let mut px = 0.0;
let mut py = 0.0;
let mut pz = 0.0;
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let mut i = 0;
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while i < 5 {
px += bodies[i].vx * bodies[i].mass;
py += bodies[i].vy * bodies[i].mass;
pz += bodies[i].vz * bodies[i].mass;
i += 1;
}
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// side-effecting
Body::offset_momentum(bodies[0], px, py, pz);
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return bodies;
}
fn advance(bodies: ~[Body::props], dt: float) {
let mut i = 0;
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while i < 5 {
let mut j = i + 1;
while j < 5 { advance_one(bodies[i], bodies[j], dt); j += 1; }
i += 1;
}
i = 0;
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while i < 5 { move_(bodies[i], dt); i += 1; }
}
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fn advance_one(bi: Body::props, bj: Body::props, dt: float) unsafe {
let dx = bi.x - bj.x;
let dy = bi.y - bj.y;
let dz = bi.z - bj.z;
let dSquared = dx * dx + dy * dy + dz * dz;
let distance = libc::sqrt(dSquared);
let mag = dt / (dSquared * distance);
bi.vx -= dx * bj.mass * mag;
bi.vy -= dy * bj.mass * mag;
bi.vz -= dz * bj.mass * mag;
bj.vx += dx * bi.mass * mag;
bj.vy += dy * bi.mass * mag;
bj.vz += dz * bi.mass * mag;
}
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fn move_(b: Body::props, dt: float) {
b.x += dt * b.vx;
b.y += dt * b.vy;
b.z += dt * b.vz;
}
fn energy(bodies: ~[Body::props]) -> float unsafe {
let mut dx;
let mut dy;
let mut dz;
let mut distance;
let mut e = 0.0;
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let mut i = 0;
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while i < 5 {
e +=
0.5 * bodies[i].mass *
(bodies[i].vx * bodies[i].vx + bodies[i].vy * bodies[i].vy
+ bodies[i].vz * bodies[i].vz);
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let mut j = i + 1;
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while j < 5 {
dx = bodies[i].x - bodies[j].x;
dy = bodies[i].y - bodies[j].y;
dz = bodies[i].z - bodies[j].z;
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distance = libc::sqrt(dx * dx + dy * dy + dz * dz);
e -= bodies[i].mass * bodies[j].mass / distance;
j += 1;
}
i += 1;
}
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return e;
}
}
mod Body {
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const PI: float = 3.141592653589793;
const SOLAR_MASS: float = 39.478417604357432;
// was 4 * PI * PI originally
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const DAYS_PER_YEAR: float = 365.24;
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type props =
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{mut x: float,
mut y: float,
mut z: float,
mut vx: float,
mut vy: float,
mut vz: float,
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mass: float};
fn jupiter() -> Body::props {
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return {mut x: 4.84143144246472090e+00,
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mut y: -1.16032004402742839e+00,
mut z: -1.03622044471123109e-01,
mut vx: 1.66007664274403694e-03 * DAYS_PER_YEAR,
mut vy: 7.69901118419740425e-03 * DAYS_PER_YEAR,
mut vz: -6.90460016972063023e-05 * DAYS_PER_YEAR,
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mass: 9.54791938424326609e-04 * SOLAR_MASS};
}
fn saturn() -> Body::props {
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return {mut x: 8.34336671824457987e+00,
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mut y: 4.12479856412430479e+00,
mut z: -4.03523417114321381e-01,
mut vx: -2.76742510726862411e-03 * DAYS_PER_YEAR,
mut vy: 4.99852801234917238e-03 * DAYS_PER_YEAR,
mut vz: 2.30417297573763929e-05 * DAYS_PER_YEAR,
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mass: 2.85885980666130812e-04 * SOLAR_MASS};
}
fn uranus() -> Body::props {
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return {mut x: 1.28943695621391310e+01,
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mut y: -1.51111514016986312e+01,
mut z: -2.23307578892655734e-01,
mut vx: 2.96460137564761618e-03 * DAYS_PER_YEAR,
mut vy: 2.37847173959480950e-03 * DAYS_PER_YEAR,
mut vz: -2.96589568540237556e-05 * DAYS_PER_YEAR,
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mass: 4.36624404335156298e-05 * SOLAR_MASS};
}
fn neptune() -> Body::props {
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return {mut x: 1.53796971148509165e+01,
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mut y: -2.59193146099879641e+01,
mut z: 1.79258772950371181e-01,
mut vx: 2.68067772490389322e-03 * DAYS_PER_YEAR,
mut vy: 1.62824170038242295e-03 * DAYS_PER_YEAR,
mut vz: -9.51592254519715870e-05 * DAYS_PER_YEAR,
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mass: 5.15138902046611451e-05 * SOLAR_MASS};
}
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fn sun() -> Body::props {
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return {mut x: 0.0,
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mut y: 0.0,
mut z: 0.0,
mut vx: 0.0,
mut vy: 0.0,
mut vz: 0.0,
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mass: SOLAR_MASS};
}
fn offset_momentum(props: Body::props, px: float, py: float, pz: float) {
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props.vx = -px / SOLAR_MASS;
props.vy = -py / SOLAR_MASS;
props.vz = -pz / SOLAR_MASS;
}
}