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bench: a new bench/ directory for language benchmarks
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191
bench/vectors/vectors.cs
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191
bench/vectors/vectors.cs
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internal readonly struct Vector
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{
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public readonly double X;
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public readonly double Y;
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public readonly double Z;
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public Vector(double x, double y, double z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public override string ToString()
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{
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return $"({X}, {Y}, {Z})";
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}
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}
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internal static class Program
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{
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public static void Main()
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{
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const int boidsCount = 10000;
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var positions = new Vector[boidsCount];
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var velocities = new Vector[boidsCount];
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const double maxCoordinate = 10000.0;
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var random = new Random();
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for (var positionIndex = 0; positionIndex < positions.Length; positionIndex++)
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{
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positions[positionIndex] = new Vector(
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x: random.NextDouble() * maxCoordinate,
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y: random.NextDouble() * maxCoordinate,
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z: random.NextDouble() * maxCoordinate
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);
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}
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const double cohesionDistance = 10.0;
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const double separationDistance = 5.0;
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var closeBoids = new List<int>();
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for (var boidIndex = 0; boidIndex < positions.Length; boidIndex++)
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{
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var position = positions[boidIndex];
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closeBoids.Clear();
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for (var otherBoidIndex = 0; otherBoidIndex < positions.Length; otherBoidIndex++)
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{
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if (boidIndex == otherBoidIndex)
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{
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continue;
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}
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var otherPosition = positions[otherBoidIndex];
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var differenceX = position.X - otherPosition.X;
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var differenceY = position.Y - otherPosition.Y;
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var differenceZ = position.Z - otherPosition.Z;
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var distance = Math.Sqrt(
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differenceX * differenceX +
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differenceY * differenceY +
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differenceZ * differenceZ
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);
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if (distance <= cohesionDistance)
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{
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closeBoids.Add(otherBoidIndex);
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}
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}
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if (closeBoids.Count == 0)
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{
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continue;
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}
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var cohesion = new Vector(0.0, 0.0, 0.0);
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var separation = new Vector(0.0, 0.0, 0.0);
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var separationCount = 0;
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var alignment = new Vector(0.0, 0.0, 0.0);
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foreach (var closeBoidIndex in closeBoids)
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{
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var closeBoidPosition = positions[closeBoidIndex];
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cohesion = new Vector(
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cohesion.X + closeBoidPosition.X,
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cohesion.Y + closeBoidPosition.Y,
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cohesion.Z + closeBoidPosition.Z
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);
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var differenceFromClosest = new Vector(
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position.X - closeBoidPosition.X,
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position.Y - closeBoidPosition.Y,
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position.Z - closeBoidPosition.Z
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);
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var differenceMagnitude = Math.Sqrt(differenceFromClosest.X * differenceFromClosest.X + differenceFromClosest.Y * differenceFromClosest.Y + differenceFromClosest.Z * differenceFromClosest.Z);
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if (differenceMagnitude <= separationDistance)
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{
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separation = new Vector(
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separation.X + differenceFromClosest.X / differenceMagnitude,
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separation.Y + differenceFromClosest.Y / differenceMagnitude,
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separation.Z + differenceFromClosest.Z / differenceMagnitude
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);
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separationCount++;
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}
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var closeBoidVelocity = velocities[closeBoidIndex];
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alignment = new Vector(
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alignment.X + closeBoidVelocity.X,
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alignment.Y + closeBoidVelocity.Y,
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alignment.Z + closeBoidVelocity.Z
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);
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}
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cohesion = new Vector(
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cohesion.X / closeBoids.Count,
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cohesion.Y / closeBoids.Count,
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cohesion.Z / closeBoids.Count
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);
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var cohesionForce = new Vector(
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cohesion.X - position.X,
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cohesion.Y - position.Y,
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cohesion.Z - position.Z
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);
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if (separationCount > 0)
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{
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separation = new Vector(
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separation.X / separationCount,
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separation.Y / separationCount,
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separation.Z / separationCount
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);
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}
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alignment = new Vector(
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alignment.X / closeBoids.Count,
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alignment.Y / closeBoids.Count,
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alignment.Z / closeBoids.Count
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);
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var currentVelocity = velocities[boidIndex];
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velocities[boidIndex] = new Vector(
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currentVelocity.X + cohesionForce.X + separation.X + alignment.X,
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currentVelocity.Y + cohesionForce.Y + separation.Y + alignment.Y,
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currentVelocity.Z + cohesionForce.Z + separation.Z + alignment.Z
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);
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}
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var positionSum = new Vector(0.0, 0.0, 0.0);
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var velocitySum = new Vector(0.0, 0.0, 0.0);
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for (var boidIndex = 0; boidIndex < positions.Length; boidIndex++)
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{
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var position = positions[boidIndex];
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var velocity = velocities[boidIndex];
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positions[boidIndex] = new Vector(
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position.X + velocity.X,
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position.Y + velocity.Y,
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position.Z + velocity.Z
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);
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positionSum = new Vector(
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positionSum.X + position.X,
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positionSum.Y + position.Y,
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positionSum.Z + position.Z
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);
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velocitySum = new Vector(
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velocitySum.X + velocity.X,
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velocitySum.Y + velocity.Y,
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velocitySum.Z + velocity.Z
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);
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}
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Console.WriteLine(positionSum.ToString());
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Console.WriteLine(velocitySum.ToString());
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}
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}
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