Add FluidMotion example
diff --git a/example/FluidMotion.dart b/example/FluidMotion.dart new file mode 100644 index 0000000..b4e887b --- /dev/null +++ b/example/FluidMotion.dart
@@ -0,0 +1,442 @@ +/** + * Copyright 2013 the V8 project authors. All rights reserved. + * Copyright 2009 Oliver Hunt <http://nerget.com> + * + * Permission is hereby granted, free of charge, to any person + * obtaining a copy of this software and associated documentation + * files (the "Software"), to deal in the Software without + * restriction, including without limitation the rights to use, + * copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following + * conditions: + * + * The above copyright notice and this permission notice shall be + * included in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES + * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +// Ported from the v8 benchmark suite by Google 2013. +// Uses Float64List for data. + +import 'dart:math'; +import 'dart:typed_data'; + +import 'package:benchmark_harness/benchmark_harness.dart'; + +main() { + new FluidMotion().report(); +} + +class FluidMotion extends BenchmarkBase { + static FluidField solver; + static int framesTillAddingPoints = 0; + static int framesBetweenAddingPoints = 5; + + const FluidMotion() : super('FluidMotion'); + + static void setupFluidMotion() { + framesTillAddingPoints = 0; + framesBetweenAddingPoints = 5; + solver = new FluidField.create(null, 128, 128, 20); + solver.setDisplayFunction((a){}); + solver.setUICallback(prepareFrame); + } + + static void runFluidMotion() { + setupFluidMotion(); + for (int i = 0; i < 10; i++) { + solver.update(); + } + solver.validate(758.9012130174812, -352.56376676179076, -357.3690235879736); + } + + static void main() { + runFluidMotion(); + } + + static void addPoints(Field field) { + var n = 64; + for (var i = 1; i <= n; i++) { + field.setVelocity(i, i, n.toDouble(), n.toDouble()); + field.setDensity(i, i, 5.0); + field.setVelocity(i, n - i, -n.toDouble(), -n.toDouble()); + field.setDensity(i, n - i, 20.0); + field.setVelocity(128 - i, n + i, -n.toDouble(), -n.toDouble()); + field.setDensity(128 - i, n + i, 30.0); + } + } + + static void prepareFrame(Field field) { + if (framesTillAddingPoints == 0) { + addPoints(field); + framesTillAddingPoints = framesBetweenAddingPoints; + framesBetweenAddingPoints++; + } else { + framesTillAddingPoints--; + } + } + + // Overrides of BenchmarkBase. + + void warmup() { + runFluidMotion(); + } + + void exercise() { + runFluidMotion(); + } +} + + +// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here. + +class FluidField { + final canvas; + final int iterations; + final double dt = 0.1; + final int size; + Float64List dens, dens_prev; + Float64List u, u_prev; + Float64List v, v_prev; + final int width, height; + final int rowSize; + var displayFunc; + + static FluidField _lastCreated; + + static bool approxEquals(double a, double b) => (a - b).abs() < 0.000001; + + validate(expectedDens, expectedU, expectedV) { + var sumDens = 0.0; + var sumU = 0.0; + var sumV = 0.0; + for (int i = 0; i < dens.length; i++) { + sumDens += dens[i]; + sumU += u[i]; + sumV += v[i]; + } + + if (!approxEquals(sumDens, expectedDens) || + !approxEquals(sumU, expectedU) || + !approxEquals(sumV, expectedV)) { + throw "Incorrect result"; + } + } + + + // Allocates a new FluidField or return previously allocated field if the + // size is too large. + factory FluidField.create(canvas, int hRes, int wRes, int iterations) { + final res = wRes * hRes; + if ((res > 0) && (res < 1000000)) { + _lastCreated = new FluidField(canvas, hRes, wRes, iterations); + } else if (_lastCreated == null) { + _lastCreated = new FluidField(canvas, 64, 64, iterations); + } + assert((canvas == _lastCreated.canvas) && + (iterations == _lastCreated.iterations)); + return _lastCreated; + } + + + FluidField(this.canvas, int hRes, int wRes, this.iterations) : + width = wRes, + height = hRes, + rowSize = (wRes + 2), + size = (wRes + 2) * (hRes + 2) { + reset(); + } + + void reset() { + // All Float64List elements are initialized to 0.0. + dens = new Float64List(size); + dens_prev = new Float64List(size); + u = new Float64List(size); + u_prev = new Float64List(size); + v = new Float64List(size); + v_prev = new Float64List(size); + } + + void addFields(Float64List x, Float64List s, double dt) { + for (var i=0; i< size ; i++) x[i] += dt*s[i]; + } + + void set_bnd(int b, Float64List x) { + if (b==1) { + var i = 1; + for (; i <= width; i++) { + x[i] = x[i + rowSize]; + x[i + (height+1) *rowSize] = x[i + height * rowSize]; + } + + for (var j = 1; j <= height; j++) { + x[j * rowSize] = -x[1 + j * rowSize]; + x[(width + 1) + j * rowSize] = -x[width + j * rowSize]; + } + } else if (b == 2) { + for (var i = 1; i <= width; i++) { + x[i] = -x[i + rowSize]; + x[i + (height + 1) * rowSize] = -x[i + height * rowSize]; + } + + for (var j = 1; j <= height; j++) { + x[j * rowSize] = x[1 + j * rowSize]; + x[(width + 1) + j * rowSize] = x[width + j * rowSize]; + } + } else { + for (var i = 1; i <= width; i++) { + x[i] = x[i + rowSize]; + x[i + (height + 1) * rowSize] = x[i + height * rowSize]; + } + + for (var j = 1; j <= height; j++) { + x[j * rowSize] = x[1 + j * rowSize]; + x[(width + 1) + j * rowSize] = x[width + j * rowSize]; + } + } + var maxEdge = (height + 1) * rowSize; + x[0] = 0.5 * (x[1] + x[rowSize]); + x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[height * rowSize]); + x[(width+1)] = 0.5 * (x[width] + x[(width + 1) + rowSize]); + x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + + height * rowSize]); + } + + void lin_solve(int b, Float64List x, Float64List x0, int a, int c) { + if (a == 0 && c == 1) { + for (var j=1 ; j<=height; j++) { + var currentRow = j * rowSize; + ++currentRow; + for (var i = 0; i < width; i++) { + x[currentRow] = x0[currentRow]; + ++currentRow; + } + } + set_bnd(b, x); + } else { + var invC = 1 / c; + for (var k=0 ; k<iterations; k++) { + for (var j=1 ; j<=height; j++) { + var lastRow = (j - 1) * rowSize; + var currentRow = j * rowSize; + var nextRow = (j + 1) * rowSize; + var lastX = x[currentRow]; + ++currentRow; + for (var i=1; i<=width; i++) + lastX = x[currentRow] = (x0[currentRow] + + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC; + } + set_bnd(b, x); + } + } + } + + void diffuse(int b, Float64List x, Float64List x0, double dt) { + var a = 0; + lin_solve(b, x, x0, a, 1 + 4*a); + } + + void lin_solve2(Float64List x, Float64List x0, + Float64List y, Float64List y0, int a, int c) { + if (a == 0 && c == 1) { + for (var j=1 ; j <= height; j++) { + var currentRow = j * rowSize; + ++currentRow; + for (var i = 0; i < width; i++) { + x[currentRow] = x0[currentRow]; + y[currentRow] = y0[currentRow]; + ++currentRow; + } + } + set_bnd(1, x); + set_bnd(2, y); + } else { + var invC = 1/c; + for (var k=0 ; k<iterations; k++) { + for (var j=1 ; j <= height; j++) { + var lastRow = (j - 1) * rowSize; + var currentRow = j * rowSize; + var nextRow = (j + 1) * rowSize; + var lastX = x[currentRow]; + var lastY = y[currentRow]; + ++currentRow; + for (var i = 1; i <= width; i++) { + lastX = x[currentRow] = (x0[currentRow] + a * + (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC; + lastY = y[currentRow] = (y0[currentRow] + a * + (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC; + } + } + set_bnd(1, x); + set_bnd(2, y); + } + } + } + + void diffuse2(Float64List x, Float64List x0, y, + Float64List y0, double dt) { + var a = 0; + lin_solve2(x, x0, y, y0, a, 1 + 4 * a); + } + + void advect(int b, Float64List d, Float64List d0, + Float64List u, Float64List v, double dt) { + var Wdt0 = dt * width; + var Hdt0 = dt * height; + var Wp5 = width + 0.5; + var Hp5 = height + 0.5; + for (var j = 1; j<= height; j++) { + var pos = j * rowSize; + for (var i = 1; i <= width; i++) { + var x = i - Wdt0 * u[++pos]; + var y = j - Hdt0 * v[pos]; + if (x < 0.5) + x = 0.5; + else if (x > Wp5) + x = Wp5; + var i0 = x.toInt(); + var i1 = i0 + 1; + if (y < 0.5) + y = 0.5; + else if (y > Hp5) + y = Hp5; + var j0 = y.toInt(); + var j1 = j0 + 1; + var s1 = x - i0; + var s0 = 1 - s1; + var t1 = y - j0; + var t0 = 1 - t1; + var row1 = j0 * rowSize; + var row2 = j1 * rowSize; + d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]); + } + } + set_bnd(b, d); + } + + void project(Float64List u, Float64List v, + Float64List p, Float64List div) { + var h = -0.5 / sqrt(width * height); + for (var j = 1 ; j <= height; j++ ) { + var row = j * rowSize; + var previousRow = (j - 1) * rowSize; + var prevValue = row - 1; + var currentRow = row; + var nextValue = row + 1; + var nextRow = (j + 1) * rowSize; + for (var i = 1; i <= width; i++ ) { + div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + + v[++nextRow] - v[++previousRow]); + p[currentRow] = 0.0; + } + } + set_bnd(0, div); + set_bnd(0, p); + + lin_solve(0, p, div, 1, 4 ); + var wScale = 0.5 * width; + var hScale = 0.5 * height; + for (var j = 1; j<= height; j++ ) { + var prevPos = j * rowSize - 1; + var currentPos = j * rowSize; + var nextPos = j * rowSize + 1; + var prevRow = (j - 1) * rowSize; + var currentRow = j * rowSize; + var nextRow = (j + 1) * rowSize; + + for (var i = 1; i<= width; i++) { + u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]); + v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]); + } + } + set_bnd(1, u); + set_bnd(2, v); + } + + void dens_step(Float64List x, Float64List x0, + Float64List u, Float64List v, double dt) { + addFields(x, x0, dt); + diffuse(0, x0, x, dt ); + advect(0, x, x0, u, v, dt ); + } + + void vel_step(Float64List u, Float64List v, + Float64List u0, Float64List v0, double dt) { + addFields(u, u0, dt ); + addFields(v, v0, dt ); + var temp = u0; u0 = u; u = temp; + temp = v0; v0 = v; v = temp; + diffuse2(u,u0,v,v0, dt); + project(u, v, u0, v0); + temp = u0; u0 = u; u = temp; + temp = v0; v0 = v; v = temp; + advect(1, u, u0, u0, v0, dt); + advect(2, v, v0, u0, v0, dt); + project(u, v, u0, v0 ); + } + + var uiCallback; + + + void setDisplayFunction(func) { + displayFunc = func; + } + + void setUICallback(callback) { + uiCallback = callback; + } + + void queryUI(Float64List d, Float64List u, Float64List v) { + for (var i = 0; i < size; i++) { + u[i] = v[i] = d[i] = 0.0; + } + uiCallback(new Field(d, u, v, rowSize)); + } + + void update() { + queryUI(dens_prev, u_prev, v_prev); + vel_step(u, v, u_prev, v_prev, dt); + dens_step(dens, dens_prev, u, v, dt); + displayFunc(new Field(dens, u, v, rowSize)); + } +} + +// Difference from JS version: Field takes an argument rowSize, but this +// used for display purpose only. +class Field { + final Float64List dens, u, v; + final int rowSize; + + Field(this.dens, this.u, this.v, this.rowSize); + + void setDensity(int x, int y, double d) { + dens[(x + 1) + (y + 1) * rowSize] = d; + } + + double getDensity(int x, int y) { + return dens[(x + 1) + (y + 1) * rowSize]; // rowSize from FluidField? + } + + void setVelocity(int x, int y, double xv, double yv) { + u[(x + 1) + (y + 1) * rowSize] = xv; + v[(x + 1) + (y + 1) * rowSize] = yv; + } + + double getXVelocity(int x, int y) { + return u[(x + 1) + (y + 1) * rowSize]; + } + + double getYVelocity(int x, int y) { + return v[(x + 1) + (y + 1) * rowSize]; + } +}
diff --git a/pubspec.yaml b/pubspec.yaml index 0071458..f8d6c21 100644 --- a/pubspec.yaml +++ b/pubspec.yaml
@@ -1,5 +1,5 @@ name: benchmark_harness -version: 1.0.2 +version: 1.0.3 author: Dart Project <johnmccutchan@google.com> description: The official Dart project benchmark harness. homepage: http://www.dartlang.org