// based on: // http://shootout.alioth.debian.org/u32/benchmark.php?test=nbody&lang=java 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] native 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"] } else { args }; let n = int::from_str(args[1]).get(); let bodies: [Body::props] = NBodySystem::MakeNBodySystem(); io::println(#fmt("%f", NBodySystem::energy(bodies))); let mut i: int = 0; while i < n { NBodySystem::advance(bodies, 0.01); i += 1; } io::println(#fmt("%f", NBodySystem::energy(bodies))); } // Body::props is a record of floats, so // vec is a vector of records of floats mod NBodySystem { fn MakeNBodySystem() -> [Body::props] { // these each return a Body::props let bodies: [Body::props] = [Body::sun(), Body::jupiter(), Body::saturn(), Body::uranus(), Body::neptune()]; let mut px: float = 0.0; let mut py: float = 0.0; let mut pz: float = 0.0; let mut i: int = 0; 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; } // side-effecting Body::offsetMomentum(bodies[0], px, py, pz); ret bodies; } fn advance(bodies: [Body::props], dt: float) { let mut i: int = 0; while i < 5 { let mut j: int = i + 1; while j < 5 { advance_one(bodies[i], bodies[j], dt); j += 1; } i += 1; } i = 0; while i < 5 { move(bodies[i], dt); i += 1; } } fn advance_one(bi: Body::props, bj: Body::props, dt: float) unsafe { let dx: float = bi.x - bj.x; let dy: float = bi.y - bj.y; let dz: float = bi.z - bj.z; let dSquared: float = dx * dx + dy * dy + dz * dz; let distance: float = libc::sqrt(dSquared); let mag: float = 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; } 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: float; let mut dy: float; let mut dz: float; let mut distance: float; let mut e: float = 0.0; let mut i: int = 0; 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); let mut j: int = i + 1; while j < 5 { dx = bodies[i].x - bodies[j].x; dy = bodies[i].y - bodies[j].y; dz = bodies[i].z - bodies[j].z; distance = libc::sqrt(dx * dx + dy * dy + dz * dz); e -= bodies[i].mass * bodies[j].mass / distance; j += 1; } i += 1; } ret e; } } mod Body { const PI: float = 3.141592653589793; const SOLAR_MASS: float = 39.478417604357432; // was 4 * PI * PI originally const DAYS_PER_YEAR: float = 365.24; type props = {mut x: float, mut y: float, mut z: float, mut vx: float, mut vy: float, mut vz: float, mass: float}; fn jupiter() -> Body::props { ret {mut x: 4.84143144246472090e+00, 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, mass: 9.54791938424326609e-04 * SOLAR_MASS}; } fn saturn() -> Body::props { ret {mut x: 8.34336671824457987e+00, 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, mass: 2.85885980666130812e-04 * SOLAR_MASS}; } fn uranus() -> Body::props { ret {mut x: 1.28943695621391310e+01, 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, mass: 4.36624404335156298e-05 * SOLAR_MASS}; } fn neptune() -> Body::props { ret {mut x: 1.53796971148509165e+01, 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, mass: 5.15138902046611451e-05 * SOLAR_MASS}; } fn sun() -> Body::props { ret {mut x: 0.0, mut y: 0.0, mut z: 0.0, mut vx: 0.0, mut vy: 0.0, mut vz: 0.0, mass: SOLAR_MASS}; } fn offsetMomentum(props: Body::props, px: float, py: float, pz: float) { props.vx = -px / SOLAR_MASS; props.vy = -py / SOLAR_MASS; props.vz = -pz / SOLAR_MASS; } }