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