bench: a new bench/ directory for language benchmarks

This commit is contained in:
Alexander Medvednikov 2023-09-04 17:41:19 +03:00
parent e6b7eb3a29
commit 78659f48c5
4 changed files with 384 additions and 0 deletions

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### Vectors
```bash
Benchmark 1: ./boids_test/bin/Release/net7.0/linux-x64/publish/boids_test
Time (mean ± σ): 262.2 ms ± 5.7 ms [User: 231.6 ms, System: 14.1 ms]
Range (min … max): 255.4 ms … 275.3 ms 11 runs
Benchmark 2: ./vinted_report_generator/main
Time (mean ± σ): 208.3 ms ± 1.9 ms [User: 205.4 ms, System: 1.6 ms]
Range (min … max): 204.9 ms … 210.6 ms 14 runs
Summary
./vinted_report_generator/main ran
1.26 ± 0.03 times faster than ./boids_test/bin/Release/net7.0/linux-x64/publish/boids_test
```

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```bash
Benchmark 1: ./boids_test/bin/Release/net7.0/linux-x64/publish/boids_test
Time (mean ± σ): 262.2 ms ± 5.7 ms [User: 231.6 ms, System: 14.1 ms]
Range (min … max): 255.4 ms … 275.3 ms 11 runs
Benchmark 2: ./vinted_report_generator/main
Time (mean ± σ): 208.3 ms ± 1.9 ms [User: 205.4 ms, System: 1.6 ms]
Range (min … max): 204.9 ms … 210.6 ms 14 runs
Summary
./vinted_report_generator/main ran
1.26 ± 0.03 times faster than ./boids_test/bin/Release/net7.0/linux-x64/publish/boids_test
```

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

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module main
import rand
import math
struct Vector {
x f64
y f64
z f64
}
const (
boids_count = 10000
max_coordinate = 10000.0
cohesion_distance = 10.0
separation_distance = 5.0
)
[direct_array_access]
fn main() {
mut positions := [boids_count]Vector{}
mut velocities := [boids_count]Vector{}
for position_index in 0 .. positions.len {
positions[position_index] = Vector{
x: rand.f64() * max_coordinate
y: rand.f64() * max_coordinate
z: rand.f64() * max_coordinate
}
}
for boid_index in 0 .. positions.len {
position := positions[boid_index]
mut close_boids_ids := []int{}
for other_boid_index in 0 .. positions.len {
if boid_index == other_boid_index {
continue
}
other_position := positions[other_boid_index]
difference_x := position.x - other_position.x
difference_y := position.y - other_position.y
difference_z := position.z - other_position.z
distance := math.sqrt(difference_x * difference_x +
difference_y * difference_y +
difference_z * difference_z)
if distance <= cohesion_distance {
close_boids_ids << other_boid_index
}
}
if close_boids_ids.len == 0 {
continue
}
mut cohesion := Vector{}
mut separation := Vector{}
mut separation_count := 0
mut alignment := Vector{}
for close_boid_id in close_boids_ids {
close_boid_position := positions[close_boid_id]
cohesion = Vector{
x: cohesion.x + close_boid_position.x
y: cohesion.y + close_boid_position.y
z: cohesion.z + close_boid_position.z
}
difference_from_closest := Vector{
x: position.x - close_boid_position.x
y: position.y - close_boid_position.y
z: position.z - close_boid_position.z
}
difference_magnitude := math.sqrt(difference_from_closest.x * difference_from_closest.x +
difference_from_closest.y * difference_from_closest.y + difference_from_closest.z * difference_from_closest.z)
if difference_magnitude <= separation_distance {
separation = Vector{
x: separation.x + difference_from_closest.x / difference_magnitude
y: separation.y + difference_from_closest.y / difference_magnitude
z: separation.z + difference_from_closest.z / difference_magnitude
}
separation_count += 1
}
close_boid_velocity := velocities[close_boid_id]
alignment = Vector{
x: alignment.x + close_boid_velocity.x
y: alignment.y + close_boid_velocity.y
z: alignment.z + close_boid_velocity.z
}
}
cohesion = Vector{
x: cohesion.x / close_boids_ids.len
y: cohesion.y / close_boids_ids.len
z: cohesion.z / close_boids_ids.len
}
cohesion_force := Vector{
x: cohesion.x - position.x
y: cohesion.y - position.y
z: cohesion.z - position.z
}
if separation_count > 0 {
separation = Vector{
x: separation.x / separation_count
y: separation.y / separation_count
z: separation.z / separation_count
}
}
alignment = Vector{
x: alignment.x / close_boids_ids.len
y: alignment.y / close_boids_ids.len
z: alignment.z / close_boids_ids.len
}
current_velocity := velocities[boid_index]
velocities[boid_index] = Vector{
x: current_velocity.x + cohesion_force.x + separation.x + alignment.x
y: current_velocity.y + cohesion_force.y + separation.y + alignment.y
z: current_velocity.z + cohesion_force.z + separation.z + alignment.z
}
}
mut position_sum := Vector{}
mut velocity_sum := Vector{}
for boid_index in 0 .. positions.len {
position := positions[boid_index]
velocity := velocities[boid_index]
positions[boid_index] = Vector{
x: position.x + velocity.x
y: position.y + velocity.y
z: position.z + velocity.z
}
position_sum = Vector{
x: position_sum.x + position.x
y: position_sum.y + position.y
z: position_sum.z + position.z
}
velocity_sum = Vector{
x: velocity_sum.x + velocity.x
y: velocity_sum.y + velocity.y
z: velocity_sum.z + velocity.z
}
}
println('${position_sum.x} - ${position_sum.y} - ${position_sum.z}')
println('${velocity_sum.x} - ${velocity_sum.y} - ${velocity_sum.z}')
}