diff --git a/src/test/bench/shootout-nbody.rs b/src/test/bench/shootout-nbody.rs index 775cbe1977f..aa9d411f2b6 100644 --- a/src/test/bench/shootout-nbody.rs +++ b/src/test/bench/shootout-nbody.rs @@ -22,29 +22,25 @@ fn main(args: ~[str]) { args }; let n = int::from_str(args[1]).get(); - let bodies: ~[Body::props] = NBodySystem::MakeNBodySystem(); + let bodies: ~[Body::props] = NBodySystem::make(); io::println(#fmt("%f", NBodySystem::energy(bodies))); - let mut i: int = 0; + let mut i = 0; while i < n { NBodySystem::advance(bodies, 0.01); i += 1; } io::println(#fmt("%f", NBodySystem::energy(bodies))); } -// Body::props is a record of floats, so -// vec is a vector of records of floats - mod NBodySystem { - fn MakeNBodySystem() -> ~[Body::props] { - // these each return a Body::props + fn make() -> ~[Body::props] { let bodies: ~[Body::props] = ~[Body::sun(), Body::jupiter(), Body::saturn(), Body::uranus(), - Body::neptune()]; + Body::neptune()]; - let mut px: float = 0.0; - let mut py: float = 0.0; - let mut pz: float = 0.0; + let mut px = 0.0; + let mut py = 0.0; + let mut pz = 0.0; - let mut i: int = 0; + let mut i = 0; while i < 5 { px += bodies[i].vx * bodies[i].mass; py += bodies[i].vy * bodies[i].mass; @@ -54,16 +50,16 @@ mod NBodySystem { } // side-effecting - Body::offsetMomentum(bodies[0], px, py, pz); + Body::offset_momentum(bodies[0], px, py, pz); ret bodies; } fn advance(bodies: ~[Body::props], dt: float) { - let mut i: int = 0; + let mut i = 0; while i < 5 { - let mut j: int = i + 1; + let mut j = i + 1; while j < 5 { advance_one(bodies[i], bodies[j], dt); j += 1; } i += 1; @@ -74,14 +70,14 @@ mod NBodySystem { } fn advance_one(bi: Body::props, bj: Body::props, dt: float) unsafe { - let dx: float = bi.x - bj.x; - let dy: float = bi.y - bj.y; - let dz: float = bi.z - bj.z; + let dx = bi.x - bj.x; + let dy = bi.y - bj.y; + let dz = bi.z - bj.z; - let dSquared: float = dx * dx + dy * dy + dz * dz; + let dSquared = dx * dx + dy * dy + dz * dz; - let distance: float = libc::sqrt(dSquared); - let mag: float = dt / (dSquared * distance); + let distance = libc::sqrt(dSquared); + let mag = dt / (dSquared * distance); bi.vx -= dx * bj.mass * mag; bi.vy -= dy * bj.mass * mag; @@ -99,20 +95,20 @@ mod NBodySystem { } fn energy(bodies: ~[Body::props]) -> float unsafe { - let mut dx: float; - let mut dy: float; - let mut dz: float; - let mut distance: float; - let mut e: float = 0.0; + let mut dx; + let mut dy; + let mut dz; + let mut distance; + let mut e = 0.0; - let mut i: int = 0; + let mut 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); + (bodies[i].vx * bodies[i].vx + bodies[i].vy * bodies[i].vy + + bodies[i].vz * bodies[i].vz); - let mut j: int = i + 1; + let mut j = i + 1; while j < 5 { dx = bodies[i].x - bodies[j].x; dy = bodies[i].y - bodies[j].y; @@ -197,7 +193,7 @@ mod Body { mass: SOLAR_MASS}; } - fn offsetMomentum(props: Body::props, px: float, py: float, pz: float) { + fn offset_momentum(props: Body::props, px: float, py: float, pz: float) { props.vx = -px / SOLAR_MASS; props.vy = -py / SOLAR_MASS; props.vz = -pz / SOLAR_MASS;