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

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// xfail-boot
// based on:
// http://shootout.alioth.debian.org/u32/benchmark.php?test=nbody&lang=java
fn main() {
let vec[int] inputs = vec(
50000
//these segfault :(
//500000,
//5000000,
//50000000
);
let vec[Body.props] bodies = NBodySystem.MakeNBodySystem();
for (int n in inputs) {
// TODO: make #fmt handle floats?
log NBodySystem.energy(bodies);
let int i = 0;
while (i < n) {
bodies = NBodySystem.advance(bodies, 0.01);
i = i+1;
}
log NBodySystem.energy(bodies);
}
}
// making a native call to sqrt
native "rust" mod rustrt {
fn squareroot(&float input, &mutable float output);
}
// Body.props is a record of floats, so
// vec[Body.props] is a vector of records of floats
mod NBodySystem {
fn MakeNBodySystem() -> vec[Body.props] {
// can't iterate over a record? how about a vector, then?
let vec[Body.props] bodies = vec(
// these each return a Body.props
Body.sun(),
Body.jupiter(),
Body.saturn(),
Body.uranus(),
Body.neptune());
let float px = 0.0;
let float py = 0.0;
let float pz = 0.0;
for (Body.props body in bodies) {
px += body.vx * body.mass;
py += body.vy * body.mass;
pz += body.vz * body.mass;
}
bodies.(0) = Body.offsetMomentum(bodies.(0), px, py, pz);
ret bodies;
}
fn advance(vec[Body.props] bodies, float dt) -> vec[Body.props] {
for (Body.props ibody in bodies) {
let Body.props iBody = ibody;
for (Body.props jbody in bodies) {
let float dx = iBody.x - jbody.x;
let float dy = iBody.y - jbody.y;
let float dz = iBody.z - jbody.z;
let float dSquared = dx * dx + dy * dy + dz * dz;
let float distance;
rustrt.squareroot(dSquared, distance);
let float mag = dt / (dSquared * distance);
}
}
for (Body.props body in bodies) {
body.x += dt * body.vx;
body.y += dt * body.vy;
body.z += dt * body.vz;
}
ret bodies;
}
fn energy(vec[Body.props] bodies) -> float {
let float dx;
let float dy;
let float dz;
let float distance;
let float e = 0.0;
for (Body.props ibody in bodies) {
// do we need this?
let Body.props iBody = ibody;
e += 0.5 * iBody.mass *
( iBody.vx * iBody.vx
+ iBody.vy * iBody.vy
+ iBody.vz * iBody.vz );
for (Body.props jbody in bodies) {
// do we need this?
let Body.props jBody = jbody;
dx = iBody.x - jBody.x;
dy = iBody.y - jBody.y;
dz = iBody.z - jBody.z;
rustrt.squareroot(dx*dx + dy*dy + dz*dz, distance);
e -= (iBody.mass * jBody.mass) / distance;
}
}
ret e;
}
}
mod Body {
const float PI = 3.141592;
const float SOLAR_MASS = 39.478417; // was 4 * PI * PI originally
const float DAYS_PER_YEAR = 365.24;
type props = rec(float x,
float y,
float z,
float vx,
float vy,
float vz,
float mass);
fn jupiter() -> Body.props {
// current limitation of the float lexer: decimal part has to
// fit into a 32-bit int.
let Body.props p;
p.x = 4.841431e+00;
p.y = -1.160320e+00;
p.z = -1.036220e-01;
p.vx = 1.660076e-03 * DAYS_PER_YEAR;
p.vy = 7.699011e-03 * DAYS_PER_YEAR;
p.vz = -6.904600e-05 * DAYS_PER_YEAR;
p.mass = 9.547919e-04 * SOLAR_MASS;
ret p;
}
fn saturn() -> Body.props {
let Body.props p;
p.x = 8.343366e+00;
p.y = 4.124798e+00;
p.z = -4.035234e-01;
p.vx = -2.767425e-03 * DAYS_PER_YEAR;
p.vy = 4.998528e-03 * DAYS_PER_YEAR;
p.vz = 2.304172e-05 * DAYS_PER_YEAR;
p.mass = 2.858859e-04 * SOLAR_MASS;
ret p;
}
fn uranus() -> Body.props {
let Body.props p;
p.x = 1.289436e+01;
p.y = -1.511115e+01;
p.z = -2.233075e-01;
p.vx = 2.964601e-03 * DAYS_PER_YEAR;
p.vy = 2.378471e-03 * DAYS_PER_YEAR;
p.vz = -2.965895e-05 * DAYS_PER_YEAR;
p.mass = 4.366244e-05 * SOLAR_MASS;
ret p;
}
fn neptune() -> Body.props {
let Body.props p;
p.x = 1.537969e+01;
p.y = -2.591931e+01;
p.z = 1.792587e-01;
p.vx = 2.680677e-03 * DAYS_PER_YEAR;
p.vy = 1.628241e-03 * DAYS_PER_YEAR;
p.vz = -9.515922e-05 * DAYS_PER_YEAR;
p.mass = 5.151389e-05 * SOLAR_MASS;
ret p;
}
fn sun() -> Body.props {
let Body.props p;
p.mass = SOLAR_MASS;
ret p;
}
fn offsetMomentum(Body.props props,
float px,
float py,
float pz) -> Body.props {
// TODO: should we create a new one or mutate the original?
let Body.props p = props;
p.vx = -px / SOLAR_MASS;
p.vy = -py / SOLAR_MASS;
p.vz = -pz / SOLAR_MASS;
ret p;
}
}