// xfail-boot // based on: // http://shootout.alioth.debian.org/u32/benchmark.php?test=nbody&lang=java native "llvm" mod llvm { fn sqrt(float n) -> float = "sqrt.f64"; } fn main() { let vec[int] inputs = vec( 50000, 500000 // // Leave these commented out to // finish in a reasonable time // during 'make check' under valgrind // 5000000 // 50000000 ); let vec[Body::props] bodies = NBodySystem::MakeNBodySystem(); for (int n in inputs) { log NBodySystem::energy(bodies); let int i = 0; while (i < n) { NBodySystem::advance(bodies, 0.01); i += 1; } log NBodySystem::energy(bodies); } } // 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] { 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; let int i = 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(vec[Body::props] bodies, float dt) -> () { let int i = 0; while (i < 5) { let int j = 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(&Body::props bi, &Body::props bj, float dt) { let float dx = bi.x - bj.x; let float dy = bi.y - bj.y; let float dz = bi.z - bj.z; let float dSquared = dx * dx + dy * dy + dz * dz; let float distance = llvm::sqrt(dSquared); let float 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; } fn move(&Body::props b, float dt) { b.x += dt * b.vx; b.y += dt * b.vy; b.z += dt * b.vz; } fn energy(vec[Body::props] bodies) -> float { let float dx; let float dy; let float dz; let float distance; let float e = 0.0; let int i = 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 int j = 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 = llvm::sqrt(dx*dx + dy*dy + dz*dz); e -= (bodies.(i).mass * bodies.(j).mass) / distance; j += 1; } i += 1; } ret e; } } mod Body { const float PI = 3.141592653589793; const float SOLAR_MASS = 39.478417604357432; // was 4 * PI * PI originally const float DAYS_PER_YEAR = 365.24; type props = rec(mutable float x, mutable float y, mutable float z, mutable float vx, mutable float vy, mutable float vz, float mass); fn jupiter() -> Body::props { ret rec( mutable x = 4.84143144246472090e+00, mutable y = -1.16032004402742839e+00, mutable z = -1.03622044471123109e-01, mutable vx = 1.66007664274403694e-03 * DAYS_PER_YEAR, mutable vy = 7.69901118419740425e-03 * DAYS_PER_YEAR, mutable vz = -6.90460016972063023e-05 * DAYS_PER_YEAR, mass = 9.54791938424326609e-04 * SOLAR_MASS ); } fn saturn() -> Body::props { ret rec( mutable x = 8.34336671824457987e+00, mutable y = 4.12479856412430479e+00, mutable z = -4.03523417114321381e-01, mutable vx = -2.76742510726862411e-03 * DAYS_PER_YEAR, mutable vy = 4.99852801234917238e-03 * DAYS_PER_YEAR, mutable vz = 2.30417297573763929e-05 * DAYS_PER_YEAR, mass = 2.85885980666130812e-04 * SOLAR_MASS ); } fn uranus() -> Body::props { ret rec( mutable x = 1.28943695621391310e+01, mutable y = -1.51111514016986312e+01, mutable z = -2.23307578892655734e-01, mutable vx = 2.96460137564761618e-03 * DAYS_PER_YEAR, mutable vy = 2.37847173959480950e-03 * DAYS_PER_YEAR, mutable vz = -2.96589568540237556e-05 * DAYS_PER_YEAR, mass = 4.36624404335156298e-05 * SOLAR_MASS ); } fn neptune() -> Body::props { ret rec( mutable x = 1.53796971148509165e+01, mutable y = -2.59193146099879641e+01, mutable z = 1.79258772950371181e-01, mutable vx = 2.68067772490389322e-03 * DAYS_PER_YEAR, mutable vy = 1.62824170038242295e-03 * DAYS_PER_YEAR, mutable vz = -9.51592254519715870e-05 * DAYS_PER_YEAR, mass = 5.15138902046611451e-05 * SOLAR_MASS ); } fn sun() -> Body::props { ret rec( mutable x = 0.0, mutable y = 0.0, mutable z = 0.0, mutable vx = 0.0, mutable vy = 0.0, mutable vz = 0.0, mass = SOLAR_MASS ); } fn offsetMomentum(&Body::props props, float px, float py, float pz) -> () { props.vx = -px / SOLAR_MASS; props.vy = -py / SOLAR_MASS; props.vz = -pz / SOLAR_MASS; } }