234 lines
8.3 KiB
C
234 lines
8.3 KiB
C
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// The Computer Language Benchmarks Game
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// https://salsa.debian.org/benchmarksgame-team/benchmarksgame/
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//
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// Contributed by Mark C. Lewis.
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// Modified slightly by Chad Whipkey.
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// Converted from Java to C++ and added SSE support by Branimir Maksimovic.
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// Converted from C++ to C by Alexey Medvedchikov.
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// Modified by Jeremy Zerfas.
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#include <stdint.h>
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#include <stdalign.h>
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#include <immintrin.h>
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#include <math.h>
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#include <stdio.h>
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// intptr_t should be the native integer type on most sane systems.
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typedef intptr_t intnative_t;
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typedef struct{
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double position[3], velocity[3], mass;
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} body;
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#define SOLAR_MASS (4*M_PI*M_PI)
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#define DAYS_PER_YEAR 365.24
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#define BODIES_COUNT 5
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static body solar_Bodies[]={
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{ // Sun
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.mass=SOLAR_MASS
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},
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{ // Jupiter
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{
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4.84143144246472090e+00,
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-1.16032004402742839e+00,
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-1.03622044471123109e-01
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},
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{
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1.66007664274403694e-03 * DAYS_PER_YEAR,
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7.69901118419740425e-03 * DAYS_PER_YEAR,
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-6.90460016972063023e-05 * DAYS_PER_YEAR
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},
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9.54791938424326609e-04 * SOLAR_MASS
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},
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{ // Saturn
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{
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8.34336671824457987e+00,
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4.12479856412430479e+00,
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-4.03523417114321381e-01
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},
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{
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-2.76742510726862411e-03 * DAYS_PER_YEAR,
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4.99852801234917238e-03 * DAYS_PER_YEAR,
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2.30417297573763929e-05 * DAYS_PER_YEAR
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},
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2.85885980666130812e-04 * SOLAR_MASS
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},
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{ // Uranus
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{
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1.28943695621391310e+01,
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-1.51111514016986312e+01,
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-2.23307578892655734e-01
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},
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{
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2.96460137564761618e-03 * DAYS_PER_YEAR,
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2.37847173959480950e-03 * DAYS_PER_YEAR,
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-2.96589568540237556e-05 * DAYS_PER_YEAR
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},
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4.36624404335156298e-05 * SOLAR_MASS
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},
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{ // Neptune
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{
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1.53796971148509165e+01,
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-2.59193146099879641e+01,
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1.79258772950371181e-01
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},
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{
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2.68067772490389322e-03 * DAYS_PER_YEAR,
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1.62824170038242295e-03 * DAYS_PER_YEAR,
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-9.51592254519715870e-05 * DAYS_PER_YEAR
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},
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5.15138902046611451e-05 * SOLAR_MASS
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}
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};
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// Advance all the bodies in the system by one timestep. Calculate the
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// interactions between all the bodies, update each body's velocity based on
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// those interactions, and update each body's position by the distance it
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// travels in a timestep at it's updated velocity.
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static void advance(body bodies[]){
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// Figure out how many total different interactions there are between each
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// body and every other body. Some of the calculations for these
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// interactions will be calculated two at a time by using x86 SSE
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// instructions and because of that it will also be useful to have a
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// ROUNDED_INTERACTIONS_COUNT that is equal to the next highest even number
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// which is equal to or greater than INTERACTIONS_COUNT.
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#define INTERACTIONS_COUNT (BODIES_COUNT*(BODIES_COUNT-1)/2)
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#define ROUNDED_INTERACTIONS_COUNT (INTERACTIONS_COUNT+INTERACTIONS_COUNT%2)
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// It's useful to have two arrays to keep track of the position_Deltas
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// and magnitudes of force between the bodies for each interaction. For the
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// position_Deltas array, instead of using a one dimensional array of
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// structures that each contain the X, Y, and Z components for a position
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// delta, a two dimensional array is used instead which consists of three
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// arrays that each contain all of the X, Y, and Z components for all of the
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// position_Deltas. This allows for more efficient loading of this data into
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// SSE registers. Both of these arrays are also set to contain
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// ROUNDED_INTERACTIONS_COUNT elements to simplify one of the following
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// loops and to also keep the second and third arrays in position_Deltas
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// aligned properly.
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static alignas(__m128d) double
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position_Deltas[3][ROUNDED_INTERACTIONS_COUNT],
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magnitudes[ROUNDED_INTERACTIONS_COUNT];
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// Calculate the position_Deltas between the bodies for each interaction.
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for(intnative_t i=0, k=0; i<BODIES_COUNT-1; ++i)
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for(intnative_t j=i+1; j<BODIES_COUNT; ++j, ++k)
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for(intnative_t m=0; m<3; ++m)
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position_Deltas[m][k]=
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bodies[i].position[m]-bodies[j].position[m];
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// Calculate the magnitudes of force between the bodies for each
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// interaction. This loop processes two interactions at a time which is why
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// ROUNDED_INTERACTIONS_COUNT/2 iterations are done.
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for(intnative_t i=0; i<ROUNDED_INTERACTIONS_COUNT/2; ++i){
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// Load position_Deltas of two bodies into position_Delta.
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__m128d position_Delta[3];
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for(intnative_t m=0; m<3; ++m)
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position_Delta[m]=((__m128d *)position_Deltas[m])[i];
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const __m128d distance_Squared=
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position_Delta[0]*position_Delta[0]+
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position_Delta[1]*position_Delta[1]+
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position_Delta[2]*position_Delta[2];
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// Doing square roots normally using double precision floating point
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// math can be quite time consuming so SSE's much faster single
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// precision reciprocal square root approximation instruction is used as
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// a starting point instead. The precision isn't quite sufficient to get
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// acceptable results so two iterations of the Newton–Raphson method are
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// done to improve precision further.
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__m128d distance_Reciprocal=
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_mm_cvtps_pd(_mm_rsqrt_ps(_mm_cvtpd_ps(distance_Squared)));
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for(intnative_t j=0; j<2; ++j)
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// Normally the last four multiplications in this equation would
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// have to be done sequentially but by placing the last
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// multiplication in parentheses, a compiler can then schedule that
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// multiplication earlier.
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distance_Reciprocal=distance_Reciprocal*1.5-
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0.5*distance_Squared*distance_Reciprocal*
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(distance_Reciprocal*distance_Reciprocal);
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// Calculate the magnitudes of force between the bodies. Typically this
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// calculation would probably be done by using a division by the cube of
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// the distance (or similarly a multiplication by the cube of its
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// reciprocal) but for better performance on modern computers it often
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// will make sense to do part of the calculation using a division by the
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// distance_Squared which was already calculated earlier. Additionally
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// this method is probably a little more accurate due to less rounding
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// as well.
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((__m128d *)magnitudes)[i]=0.01/distance_Squared*distance_Reciprocal;
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}
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// Use the calculated magnitudes of force to update the velocities for all
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// of the bodies.
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for(intnative_t i=0, k=0; i<BODIES_COUNT-1; ++i)
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for(intnative_t j=i+1; j<BODIES_COUNT; ++j, ++k){
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// Precompute the products of the mass and magnitude since it can be
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// reused a couple times.
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const double
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i_mass_magnitude=bodies[i].mass*magnitudes[k],
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j_mass_magnitude=bodies[j].mass*magnitudes[k];
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for(intnative_t m=0; m<3; ++m){
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bodies[i].velocity[m]-=position_Deltas[m][k]*j_mass_magnitude;
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bodies[j].velocity[m]+=position_Deltas[m][k]*i_mass_magnitude;
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}
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}
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// Use the updated velocities to update the positions for all of the bodies.
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for(intnative_t i=0; i<BODIES_COUNT; ++i)
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for(intnative_t m=0; m<3; ++m)
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bodies[i].position[m]+=0.01*bodies[i].velocity[m];
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}
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// Calculate the momentum of each body and conserve momentum of the system by
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// adding to the Sun's velocity the appropriate opposite velocity needed in
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// order to offset that body's momentum.
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static void offset_Momentum(body bodies[]){
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for(intnative_t i=0; i<BODIES_COUNT; ++i)
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for(intnative_t m=0; m<3; ++m)
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bodies[0].velocity[m]-=
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bodies[i].velocity[m]*bodies[i].mass/SOLAR_MASS;
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}
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// Output the total energy of the system.
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static void output_Energy(body bodies[]){
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double energy=0;
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for(intnative_t i=0; i<BODIES_COUNT; ++i){
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// Add the kinetic energy for each body.
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energy+=0.5*bodies[i].mass*(
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bodies[i].velocity[0]*bodies[i].velocity[0]+
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bodies[i].velocity[1]*bodies[i].velocity[1]+
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bodies[i].velocity[2]*bodies[i].velocity[2]);
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// Add the potential energy between this body and every other body.
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for(intnative_t j=i+1; j<BODIES_COUNT; ++j){
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double position_Delta[3];
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for(intnative_t m=0; m<3; ++m)
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position_Delta[m]=bodies[i].position[m]-bodies[j].position[m];
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energy-=bodies[i].mass*bodies[j].mass/sqrt(
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position_Delta[0]*position_Delta[0]+
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position_Delta[1]*position_Delta[1]+
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position_Delta[2]*position_Delta[2]);
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}
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}
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// Output the total energy of the system.
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printf("%.9f\n", energy);
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}
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int main(int argc, char *argv[]){
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offset_Momentum(solar_Bodies);
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output_Energy(solar_Bodies);
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for(intnative_t n=atoi(argv[1]); n--; advance(solar_Bodies));
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output_Energy(solar_Bodies);
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}
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