js/src/parjs-benchmarks/nbody-seeded.js

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/js/src/parjs-benchmarks/nbody-seeded.js	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,554 @@
     1.4 +//
     1.5 +// NBody adapted from Intel's nbody benchmark.
     1.6 +//
     1.7 +
     1.8 +load(libdir + "util.js");
     1.9 +load(libdir + "seedrandom.js");
    1.10 +
    1.11 +var NBody = {
    1.12 +  Constant: {
    1.13 +    "deltaTime": 1,     // 0.005 in their code.
    1.14 +    "epsSqr": 50,       // softening factor, when they compute, set to 50.
    1.15 +    "initialVelocity": 8 // set to 0 to turn off
    1.16 +  },
    1.17 +
    1.18 +  init: function init(mode, numBodies) {
    1.19 +    var initPos = new Array(numBodies);
    1.20 +    var initVel = new Array(numBodies);
    1.21 +
    1.22 +    // initialization of inputs
    1.23 +    for (var i = 0; i < numBodies; i++) {
    1.24 +      // [x,y,z]
    1.25 +      initPos[i] = [Math.floor((Math.random()) * 40000),
    1.26 +                    Math.floor((Math.random()) * 20000),
    1.27 +                    Math.floor((Math.random() - .25) * 50000)];
    1.28 +
    1.29 +      // [x,y,z,x,y,z]
    1.30 +      initVel[i] = [(Math.random() - 0.5) * NBody.Constant.initialVelocity,
    1.31 +                    (Math.random() - 0.5) * NBody.Constant.initialVelocity,
    1.32 +                    (Math.random()) * NBody.Constant.initialVelocity + 10,
    1.33 +
    1.34 +                    (Math.random() - 0.5) * NBody.Constant.initialVelocity,
    1.35 +                    (Math.random() - 0.5) * NBody.Constant.initialVelocity,
    1.36 +                    (Math.random()) * NBody.Constant.initialVelocity];
    1.37 +    }
    1.38 +
    1.39 +    NBody.private = {};
    1.40 +
    1.41 +    if (mode === "par") {
    1.42 +      NBody.private.pos = new ParallelArray(initPos);
    1.43 +      NBody.private.vel = new ParallelArray(initVel);
    1.44 +    } else {
    1.45 +      NBody.private.pos = initPos;
    1.46 +      NBody.private.vel = initVel;
    1.47 +    }
    1.48 +
    1.49 +    NBody.numBodies = numBodies;
    1.50 +    NBody.time = 0;
    1.51 +  },
    1.52 +
    1.53 +  // Parallel
    1.54 +
    1.55 +  tickPar: function tickPar() {
    1.56 +    NBody.private.vel = new ParallelArray([NBody.numBodies], NBody.velocityPar);
    1.57 +    NBody.private.pos = new ParallelArray([NBody.numBodies], NBody.positionPar);
    1.58 +    NBody.time++;
    1.59 +  },
    1.60 +
    1.61 +  velocityPar: function velocityPar(index) {
    1.62 +    var pos = NBody.private.pos;
    1.63 +    var vel = NBody.private.vel;
    1.64 +
    1.65 +    var deltaTime = NBody.Constant.deltaTime;
    1.66 +    var epsSqr = NBody.Constant.epsSqr;
    1.67 +    var time = NBody.time;
    1.68 +
    1.69 +    var shape = vel.shape[0];
    1.70 +
    1.71 +    var newVel;
    1.72 +    var newX, newY, newZ;
    1.73 +    var newX2, newY2, newZ2;
    1.74 +
    1.75 +    var cX = Math.cos(time / 22) * -4200;
    1.76 +    var cY = Math.sin(time / 14) * 9200;
    1.77 +    var cZ = Math.sin(time / 27) * 6000;
    1.78 +
    1.79 +    // pull to center
    1.80 +    var maxDistance = 3400;
    1.81 +    var pullStrength = .042;
    1.82 +
    1.83 +    var speedLimit = 8;
    1.84 +
    1.85 +    // zones
    1.86 +    var zone = 400;
    1.87 +    var repel = 100;
    1.88 +    var align = 300;
    1.89 +    var attract = 100;
    1.90 +
    1.91 +    if (time < 500) {
    1.92 +      speedLimit = 2000;
    1.93 +      var attractPower = 100.9;
    1.94 +    } else {
    1.95 +      speedLimit = .2;
    1.96 +      attractPower = 20.9;
    1.97 +    }
    1.98 +
    1.99 +    var zoneSqrd = zone * zone + zone * zone + zone * zone;
   1.100 +
   1.101 +    var accX = 0, accY = 0, accZ = 0;
   1.102 +    var accX2 = 0, accY2 = 0, accZ2 = 0;
   1.103 +    var i;
   1.104 +
   1.105 +    // define particle 1 center distance
   1.106 +    var dirToCenterX = cX - pos.get(index)[0];
   1.107 +    var dirToCenterY = cY - pos.get(index)[1];
   1.108 +    var dirToCenterZ = cZ - pos.get(index)[2];
   1.109 +
   1.110 +    var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
   1.111 +    var distToCenter = Math.sqrt(distanceSquaredTo);
   1.112 +
   1.113 +    // orient to center
   1.114 +    if (distToCenter > maxDistance) {
   1.115 +      var velc = (distToCenter - maxDistance) * pullStrength;
   1.116 +      if (time < 200)
   1.117 +        velc = .2;
   1.118 +      else velc = (distToCenter - maxDistance) * pullStrength;
   1.119 +
   1.120 +      accX += (dirToCenterX / distToCenter) * velc;
   1.121 +      accY += (dirToCenterY / distToCenter) * velc;
   1.122 +      accZ += (dirToCenterZ / distToCenter) * velc;
   1.123 +    }
   1.124 +
   1.125 +    for (i = 0; i < shape; i = i + 1) {
   1.126 +      var rx = pos.get(i)[0] - pos.get(index)[0];
   1.127 +      var ry = pos.get(i)[1] - pos.get(index)[1];
   1.128 +      var rz = pos.get(i)[2] - pos.get(index)[2];
   1.129 +
   1.130 +      // make sure we are not testing the particle against its own position
   1.131 +      var areSame = 0;
   1.132 +      if (pos.get(i)[0] == pos.get(index)[0] && pos.get(i)[1] == pos.get(index)[1] && pos.get(i)[2] == pos.get(index)[2])
   1.133 +        areSame += 1;
   1.134 +
   1.135 +      var distSqrd = rx * rx + ry * ry + rz * rz;
   1.136 +
   1.137 +      // cant use eqals to test, only <= or >= WTF
   1.138 +      if (distSqrd < zoneSqrd && areSame <= 0) {
   1.139 +        var length = Math.sqrt(distSqrd);
   1.140 +        var percent = distSqrd / zoneSqrd;
   1.141 +
   1.142 +        if (distSqrd < repel) {
   1.143 +          var F = (repel / percent - 1) * .025;
   1.144 +
   1.145 +          var normalRx = (rx / length) * F;
   1.146 +          var normalRy = (ry / length) * F;
   1.147 +          var normalRz = (rz / length) * F;
   1.148 +
   1.149 +          accX = accX + normalRx;
   1.150 +          accY = accY + normalRy;
   1.151 +          accZ = accZ + normalRz;
   1.152 +
   1.153 +          accX2 = accX2 - normalRx;
   1.154 +          accY2 = accY2 - normalRy;
   1.155 +          accZ2 = accZ2 - normalRz;
   1.156 +        } else if (distSqrd < align) { //align
   1.157 +          var threshDelta = align - repel;
   1.158 +          var adjustedPercent = (percent - repel) / threshDelta;
   1.159 +          var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100.9;
   1.160 +
   1.161 +          // get velocity 2
   1.162 +          var velX2 = vel.get(i)[4];
   1.163 +          var velY2 = vel.get(i)[5];
   1.164 +          var velZ2 = vel.get(i)[6];
   1.165 +
   1.166 +          var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
   1.167 +
   1.168 +          // normalize vel2 and multiply by factor
   1.169 +          velX2 = (velX2 / velLength2) * Q;
   1.170 +          velY2 = (velY2 / velLength2) * Q;
   1.171 +          velZ2 = (velZ2 / velLength2) * Q;
   1.172 +
   1.173 +          // get own velocity
   1.174 +          var velX = vel.get(i)[0];
   1.175 +          var velY = vel.get(i)[1];
   1.176 +          var velZ = vel.get(i)[2];
   1.177 +
   1.178 +          var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
   1.179 +
   1.180 +          // normalize own velocity
   1.181 +          velX = (velX / velLength) * Q;
   1.182 +          velY = (velY / velLength) * Q;
   1.183 +          velZ = (velZ / velLength) * Q;
   1.184 +
   1.185 +          accX += velX2;
   1.186 +          accY += velY2;
   1.187 +          accZ += velZ2;
   1.188 +
   1.189 +          accX2 += velX;
   1.190 +          accY2 += velY;
   1.191 +          accZ2 += velZ;
   1.192 +        }
   1.193 +
   1.194 +        if (distSqrd > attract) { // attract
   1.195 +          var threshDelta2 = 1 - attract;
   1.196 +          var adjustedPercent2 = (percent - attract) / threshDelta2;
   1.197 +          var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
   1.198 +
   1.199 +          // normalize the distance vector
   1.200 +          var dx = (rx / (length)) * C;
   1.201 +          var dy = (ry / (length)) * C;
   1.202 +          var dz = (rz / (length)) * C;
   1.203 +
   1.204 +          accX += dx;
   1.205 +          accY += dy;
   1.206 +          accZ += dz;
   1.207 +
   1.208 +          accX2 -= dx;
   1.209 +          accY2 -= dy;
   1.210 +          accZ2 -= dz;
   1.211 +        }
   1.212 +      }
   1.213 +    }
   1.214 +
   1.215 +    // Speed limits
   1.216 +    if (time > 500) {
   1.217 +      var accSquared = accX * accX + accY * accY + accZ * accZ;
   1.218 +      if (accSquared > speedLimit) {
   1.219 +        accX = accX * .015;
   1.220 +        accY = accY * .015;
   1.221 +        accZ = accZ * .015;
   1.222 +      }
   1.223 +
   1.224 +      var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
   1.225 +      if (accSquared2 > speedLimit) {
   1.226 +        accX2 = accX2 * .015;
   1.227 +        accY2 = accY2 * .015;
   1.228 +        accZ2 = accZ2 * .015;
   1.229 +      }
   1.230 +    }
   1.231 +
   1.232 +    // Caclulate new velocity
   1.233 +    newX = (vel.get(index)[0]) + accX;
   1.234 +    newY = (vel.get(index)[1]) + accY;
   1.235 +    newZ = (vel.get(index)[2]) + accZ;
   1.236 +
   1.237 +    newX2 = (vel.get(index)[3]) + accX2;
   1.238 +    newY2 = (vel.get(index)[4]) + accY2;
   1.239 +    newZ2 = (vel.get(index)[5]) + accZ2;
   1.240 +
   1.241 +    if (time < 500) {
   1.242 +      var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2;
   1.243 +      if (acs > speedLimit) {
   1.244 +        newX2 = newX2 * .15;
   1.245 +        newY2 = newY2 * .15;
   1.246 +        newZ2 = newZ2 * .15;
   1.247 +      }
   1.248 +
   1.249 +      var acs2 = newX * newX + newY * newY + newZ * newZ;
   1.250 +      if (acs2 > speedLimit) {
   1.251 +        newX = newX * .15;
   1.252 +        newY = newY * .15;
   1.253 +        newZ = newZ * .15;
   1.254 +      }
   1.255 +    }
   1.256 +
   1.257 +    return [newX, newY, newZ, newX2, newY2, newZ2];
   1.258 +  },
   1.259 +
   1.260 +  positionPar: function positionPar(index) {
   1.261 +    var vel = NBody.private.vel;
   1.262 +    var pos = NBody.private.pos;
   1.263 +
   1.264 +    var x = 0;
   1.265 +    var y = 0;
   1.266 +    var z = 0;
   1.267 +
   1.268 +    var velX = vel.get(index)[0];
   1.269 +    var velY = vel.get(index)[1];
   1.270 +    var velZ = vel.get(index)[2];
   1.271 +
   1.272 +    var velX2 = vel.get(index)[3];
   1.273 +    var velY2 = vel.get(index)[4];
   1.274 +    var velZ2 = vel.get(index)[5];
   1.275 +
   1.276 +    var netVelX = (velX - velX2);
   1.277 +    var netVelY = (velY - velY2);
   1.278 +    var netVelZ = (velZ - velZ2);
   1.279 +
   1.280 +    x = pos.get(index)[0] + (netVelX);
   1.281 +    y = pos.get(index)[1] + (netVelY);
   1.282 +    z = pos.get(index)[2] + (netVelZ);
   1.283 +
   1.284 +    return [x, y, z];
   1.285 +  },
   1.286 +
   1.287 +  // Sequential
   1.288 +
   1.289 +  tickSeq: function tickSeq() {
   1.290 +    var numBodies = NBody.numBodies;
   1.291 +    var newVel = new Array(numBodies);
   1.292 +    var newPos = new Array(numBodies);
   1.293 +
   1.294 +    for (var i = 0; i < numBodies; i++)
   1.295 +      newVel[i] = NBody.velocitySeq(i);
   1.296 +
   1.297 +    for (var i = 0; i < numBodies; i++)
   1.298 +      newPos[i] = NBody.positionSeq(i);
   1.299 +
   1.300 +    NBody.private.vel = newVel;
   1.301 +    NBody.private.pos = newPos;
   1.302 +
   1.303 +    NBody.time++;
   1.304 +  },
   1.305 +
   1.306 +  velocitySeq: function velocitySeq(index) {
   1.307 +    var vel = NBody.private.vel;
   1.308 +    var pos = NBody.private.pos;
   1.309 +
   1.310 +    var deltaTime = NBody.Constant.deltaTime;
   1.311 +    var epsSqr = NBody.Constant.epsSqr;
   1.312 +    var time = NBody.time;
   1.313 +
   1.314 +    var shape = pos.length;
   1.315 +
   1.316 +    var newVel;
   1.317 +    var newX, newY, newZ;
   1.318 +    var newX2, newY2, newZ2;
   1.319 +
   1.320 +    var cX = Math.cos(time / 22) * -4200;
   1.321 +    var cY = Math.sin(time / 14) * 9200;
   1.322 +    var cZ = Math.sin(time / 27) * 6000;
   1.323 +
   1.324 +    // pull to center
   1.325 +    var maxDistance = 3400;
   1.326 +    var pullStrength = .042;
   1.327 +
   1.328 +    var speedLimit = 8;
   1.329 +
   1.330 +    // zones
   1.331 +    var zone = 400;
   1.332 +    var repel = 100;
   1.333 +    var align = 300;
   1.334 +    var attract = 100;
   1.335 +
   1.336 +
   1.337 +    if (time < 500) {
   1.338 +      speedLimit = 2000;
   1.339 +      var attractPower = 100.9;
   1.340 +    } else {
   1.341 +      speedLimit = .2;
   1.342 +      attractPower = 20.9;
   1.343 +    }
   1.344 +
   1.345 +    var zoneSqrd = zone * zone + zone * zone + zone * zone;
   1.346 +
   1.347 +    var accX = 0, accY = 0, accZ = 0;
   1.348 +    var accX2 = 0, accY2 = 0, accZ2 = 0;
   1.349 +    var i;
   1.350 +
   1.351 +    // define particle 1 center distance
   1.352 +    var dirToCenterX = cX - pos[index][0];
   1.353 +    var dirToCenterY = cY - pos[index][1];
   1.354 +    var dirToCenterZ = cZ - pos[index][2];
   1.355 +
   1.356 +    var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
   1.357 +    var distToCenter = Math.sqrt(distanceSquaredTo);
   1.358 +
   1.359 +    // orient to center
   1.360 +    if (distToCenter > maxDistance) {
   1.361 +      var velc = (distToCenter - maxDistance) * pullStrength;
   1.362 +      if (time < 200)
   1.363 +        velc = .2;
   1.364 +      else velc = (distToCenter - maxDistance) * pullStrength;
   1.365 +
   1.366 +      accX += (dirToCenterX / distToCenter) * velc;
   1.367 +      accY += (dirToCenterY / distToCenter) * velc;
   1.368 +      accZ += (dirToCenterZ / distToCenter) * velc;
   1.369 +    }
   1.370 +
   1.371 +    for (i = 0; i < shape; i = i + 1) {
   1.372 +      var rx = pos[i][0] - pos[index][0];
   1.373 +      var ry = pos[i][1] - pos[index][1];
   1.374 +      var rz = pos[i][2] - pos[index][2];
   1.375 +
   1.376 +      var areSame = 0;
   1.377 +      if (pos[i][0] == pos[index][0] && pos[i][1] == pos[index][1] && pos[i][2] == pos[index][2])
   1.378 +        areSame += 1;
   1.379 +
   1.380 +      var distSqrd = rx * rx + ry * ry + rz * rz;
   1.381 +
   1.382 +      // cant use eqals to test, only <= or >= WTF
   1.383 +      if (distSqrd < zoneSqrd && areSame <= 0) {
   1.384 +        var length = Math.sqrt(distSqrd);
   1.385 +        var percent = distSqrd / zoneSqrd;
   1.386 +
   1.387 +
   1.388 +        if (distSqrd < repel) {
   1.389 +          var F = (repel / percent - 1) * .025;
   1.390 +
   1.391 +          var normalRx = (rx / length) * F;
   1.392 +          var normalRy = (ry / length) * F;
   1.393 +          var normalRz = (rz / length) * F;
   1.394 +
   1.395 +          accX = accX + normalRx;
   1.396 +          accY = accY + normalRy;
   1.397 +          accZ = accZ + normalRz;
   1.398 +
   1.399 +          accX2 = accX2 - normalRx;
   1.400 +          accY2 = accY2 - normalRy;
   1.401 +          accZ2 = accZ2 - normalRz;
   1.402 +        } else if (distSqrd < align) { //align
   1.403 +          var threshDelta = align - repel;
   1.404 +          var adjustedPercent = (percent - repel) / threshDelta;
   1.405 +          var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100;
   1.406 +
   1.407 +          // get velocity 2
   1.408 +          var velX2 = vel[i][3];
   1.409 +          var velY2 = vel[i][4];
   1.410 +          var velZ2 = vel[i][5];
   1.411 +
   1.412 +          var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
   1.413 +
   1.414 +          // normalize vel2 and multiply by factor
   1.415 +          velX2 = (velX2 / velLength2) * Q;
   1.416 +          velY2 = (velY2 / velLength2) * Q;
   1.417 +          velZ2 = (velZ2 / velLength2) * Q;
   1.418 +
   1.419 +          // get own velocity
   1.420 +          var velX = vel[i][0];
   1.421 +          var velY = vel[i][1];
   1.422 +          var velZ = vel[i][2];
   1.423 +
   1.424 +          var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
   1.425 +
   1.426 +          // normalize own velocity
   1.427 +          velX = (velX / velLength) * Q;
   1.428 +          velY = (velY / velLength) * Q;
   1.429 +          velZ = (velZ / velLength) * Q;
   1.430 +
   1.431 +          accX += velX2;
   1.432 +          accY += velY2;
   1.433 +          accZ += velZ2;
   1.434 +
   1.435 +          accX2 += velX;
   1.436 +          accY2 += velY;
   1.437 +          accZ2 += velZ;
   1.438 +        }
   1.439 +
   1.440 +        if (distSqrd > attract) {        //attract
   1.441 +          var threshDelta2 = 1 - align;
   1.442 +          var adjustedPercent2 = (percent - align) / threshDelta2;
   1.443 +          var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
   1.444 +
   1.445 +          // normalize the distance vector
   1.446 +          var dx = (rx / (length)) * C;
   1.447 +          var dy = (ry / (length)) * C;
   1.448 +          var dz = (rz / (length)) * C;
   1.449 +
   1.450 +          debug = 1.1;
   1.451 +
   1.452 +          accX += dx;
   1.453 +          accY += dy;
   1.454 +          accZ += dz;
   1.455 +
   1.456 +          accX2 -= dx;
   1.457 +          accY2 -= dy;
   1.458 +          accZ2 -= dz;
   1.459 +        }
   1.460 +      }
   1.461 +    }
   1.462 +
   1.463 +    // enforce speed limits
   1.464 +    if (time > 500) {
   1.465 +      var accSquared = accX * accX + accY * accY + accZ * accZ;
   1.466 +      if (accSquared > speedLimit) {
   1.467 +        accX = accX * .015;
   1.468 +        accY = accY * .015;
   1.469 +        accZ = accZ * .015;
   1.470 +      }
   1.471 +
   1.472 +      var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
   1.473 +      if (accSquared2 > speedLimit) {
   1.474 +        accX2 = accX2 * .015;
   1.475 +        accY2 = accY2 * .015;
   1.476 +        accZ2 = accZ2 * .015;
   1.477 +      }
   1.478 +    }
   1.479 +
   1.480 +    // Caclulate new velocity
   1.481 +    newX = vel[index][0] + accX;
   1.482 +    newY = vel[index][1] + accY;
   1.483 +    newZ = vel[index][2] + accZ;
   1.484 +
   1.485 +    newX2 = vel[index][3] + accX2;
   1.486 +    newY2 = vel[index][4] + accY2;
   1.487 +    newZ2 = vel[index][5] + accZ2;
   1.488 +
   1.489 +    if (time < 500) {
   1.490 +      var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2;
   1.491 +      if (acs > speedLimit) {
   1.492 +        newX2 = newX2 * .15;
   1.493 +        newY2 = newY2 * .15;
   1.494 +        newZ2 = newZ2 * .15;
   1.495 +      }
   1.496 +
   1.497 +      var acs2 = newX * newX + newY * newY + newZ * newZ;
   1.498 +      if (acs2 > speedLimit) {
   1.499 +        newX = newX * .15;
   1.500 +        newY = newY * .15;
   1.501 +        newZ = newZ * .15;
   1.502 +      }
   1.503 +    }
   1.504 +
   1.505 +    return [newX, newY, newZ, newX2, newY2, newZ2];
   1.506 +  },
   1.507 +
   1.508 +  positionSeq: function positionSeq(index) {
   1.509 +    var vel = NBody.private.vel;
   1.510 +    var pos = NBody.private.pos;
   1.511 +
   1.512 +    var x = 0;
   1.513 +    var y = 0;
   1.514 +    var z = 0;
   1.515 +
   1.516 +    var velX = vel[index][0];
   1.517 +    var velY = vel[index][1];
   1.518 +    var velZ = vel[index][2];
   1.519 +
   1.520 +    var velX2 = vel[index][3];
   1.521 +    var velY2 = vel[index][4];
   1.522 +    var velZ2 = vel[index][5];
   1.523 +
   1.524 +    var netX = (velX - velX2);
   1.525 +    var netY = (velY - velY2);
   1.526 +    var netZ = (velZ - velZ2);
   1.527 +
   1.528 +    x = pos[index][0] + netX;
   1.529 +    y = pos[index][1] + netY;
   1.530 +    z = pos[index][2] + netZ;
   1.531 +
   1.532 +    return [x, y, z];
   1.533 +  }
   1.534 +};
   1.535 +
   1.536 +function emulateNBody(mode, numBodies, ticks) {
   1.537 +  NBody.init(mode, numBodies);
   1.538 +  for (var i = 0; i < ticks; i++) {
   1.539 +    var start = Date.now();
   1.540 +    if (mode === "par")
   1.541 +      NBody.tickPar();
   1.542 +    else
   1.543 +      NBody.tickSeq();
   1.544 +    //print(NBody.private.pos);
   1.545 +    print(mode + " bodies=" + numBodies + " tick=" + (i+1) + "/" + ticks + ": " + (Date.now() - start) + " ms");
   1.546 +  }
   1.547 +}
   1.548 +
   1.549 +// Using 4000 bodies going off Rick's comment as 4000 being a typical workload.
   1.550 +const NUMBODIES = 4000;
   1.551 +const TICKS = 10;
   1.552 +
   1.553 +Math.seedrandom("seed");
   1.554 +
   1.555 +benchmark("NBODY", 1, DEFAULT_MEASURE,
   1.556 +          function () { emulateNBody("seq", NUMBODIES, TICKS); },
   1.557 +          function () { emulateNBody("par", NUMBODIES, TICKS); });

mercurial