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path: root/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

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;
   }

}