Merge branch 'ahmed' into lbaumberger

This commit is contained in:
lbaumberger
2026-04-25 21:01:42 +02:00
11 changed files with 345 additions and 268 deletions
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ColumnLimit: 1000
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CompileFlags:
Add: [-std=c++23]
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#pragma once
#include "vector2d.hpp"
struct Obstacle {
Vector2d start;
Vector2d end;
Obstacle() : start(0, 0), end(0, 0) {}
Obstacle(Vector2d s, Vector2d e) : start(s), end(e) {}
// Find the point of the obstacle that is nearest to p
// # 15 flops
Vector2d find_nearest_obstacle_point(Vector2d p) {
// # 2 ADDs
Vector2d obstacle_v = end - start;
// # 9 flops = 2 ADDs, 2 MULTs, 1 ADD, 1 DIV, 2 MULTs, 1 ADD
double projection = (p - start).dot(obstacle_v) / obstacle_v.dot(obstacle_v);
if (projection < 0.0)
projection = 0.0;
else if (projection > 1.0)
projection = 1.0;
// # 4 flops = 2 ADDs, 2 MULTs
return start + obstacle_v * projection;
}
};
struct Board {
double length, width;
Obstacle *obstacles; // array of obstacles (represented as lines) that are present on the board
int n_obstacles; // number of obstacles
Board(double l, double w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 4) {
obstacles = new Obstacle[n + 4];
for (int i = 0; i < n; i++) {
obstacles[i] = o[i];
}
// borders of the board: bottom, right, top, left
obstacles[n] = Obstacle(Vector2d(0, 0), Vector2d(l, 0));
obstacles[n + 1] = Obstacle(Vector2d(l, 0), Vector2d(l, w));
obstacles[n + 2] = Obstacle(Vector2d(l, w), Vector2d(0, w));
obstacles[n + 3] = Obstacle(Vector2d(0, w), Vector2d(0, 0));
}
~Board() { delete[] obstacles; }
};
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#include <forces.h>
#include "forces.hpp"
#include <math.h>
// return the direction between curr position and destination
// $\vectorarrow{e}_\alpha(t)$
Vector2d get_desired_direction(Pedestrian &p)
{
Vector2d diff = p.desired_next_node - p.curr_pos;
double length = diff.norm();
return (p.desired_next_node - p.curr_pos) / length;
}
// return the direction between curr position and destination
// $\vectorarrow{e}_\alpha(t)$
Vector2d get_actual_direction(Pedestrian &p)
{
Vector2d diff = p.actual_next_node - p.curr_pos;
double length = diff.norm();
return (p.actual_next_node - p.curr_pos) / length;
}
// double w(Vector2d e, Vector2d f) {
//
// if (e.dot(f) >= f.norm() * PHI_DEG) return 1.0;
// return C;
//
// }
double w(Vector2d e, Vector2d f)
{
// The w() function should check if the angle between the desired direction e and the force f is within the field of view.
// Per equation (7), the condition is:
// e · f ≥ ||f|| * cos(phi)
// where phi = 100° (half of the 200° field of view (PHI_DEG)).
const double phi = (PHI_DEG / 2.0) * M_PI / 180.0; // half-angle in radians
if (e.dot(f) >= f.norm() * cos(phi))
// # 8 flops = 5 MULTs, 2 ADD, 1 SQRT
double w(Vector2d e, Vector2d f) {
if (e.dot(f) >= f.norm() * cos_phi)
return 1.0;
return C;
else
return c;
}
// F_i is the current position resp. direction vector of pedestrian p in time i?
//
// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$
//
void compute_acceleration_term(Pedestrian *p)
{
Vector2d desired_velocity = get_desired_direction(*p) * p->desired_v0;
// TODO: How to get this number
// Probably needs to lookup the map and see if the desired position is reachable
Vector2d actual_velocity = get_actual_direction(*p) * p->actual_v0;
double tau_inv = 1 / TAU;
p->F_i += (desired_velocity - actual_velocity) * tau_inv;
}
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N)
{
double delta_t = 0.5; // assuming 0.5 seconds steps
for (int i = 0; i < N; i++)
{
// TODO: add check for $\vectorarrow{e} * \vectorarrow{f} >= \Arrowvert \vectorarrow{f} \Arrowvert \cos(\phi) $
// only consider close pedestrians
if (P + i == p)
continue;
if ((P[i].curr_pos - p->curr_pos).norm() < DISTANCE)
{
//
// $2b = \sqrt{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
//
// $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$
Vector2d r_ab = p->curr_pos - P[i].curr_pos;
double r_ab_norm = (p->curr_pos - P[i].curr_pos).norm();
// $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$
Vector2d e_beta = get_actual_direction(P[i]);
Vector2d r_ab_something = p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t));
double r_ab_something_norm = (p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t))).norm();
// $v_\beta \Delta t$
double v_beta_delta_t = P[i].actual_v0 * delta_t;
double b = sqrt((r_ab_norm + r_ab_something_norm) * (r_ab_norm + r_ab_something_norm) - (v_beta_delta_t) * (v_beta_delta_t)) / 2;
//
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$
//
// TODO: what is $V^0_{\alpha \beta}$ probably some number?
//
//
// $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$
//
Vector2d delta_r_alpha_beta = (((r_ab / r_ab_norm) + (r_ab_something / r_ab_something_norm)) * (r_ab_norm + r_ab_something_norm)) / (4 * b);
// $\vectorarrow{f}_{\alpha \beta}$
Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((V0_AB / SIGMA) * (exp(-b / SIGMA)));
p->F_i += f_alpha_beta_r_alpha_beta * w(get_desired_direction(*p), f_alpha_beta_r_alpha_beta * -1);
}
// # 2 DIVs
double g(double v_max_alpha, double w_alpha_norm) {
if (w_alpha_norm <= v_max_alpha) {
return 1;
}
return v_max_alpha / w_alpha_norm;
}
// TODO: missing
void compute_repulsive_effects_from_borders(Sidewalk &S, Pedestrian *p)
{
// # 8 flops
void compute_acceleration_term(Pedestrian *p) {
// # 2 flops
Vector2d desired_velocity = p->e * p->desired_v0;
Vector2d actual_velocity = p->curr_vel;
// # 6 flops = 4 ADDs, 2 DIVs
p->f_i += (desired_velocity - actual_velocity) / tau_alpha;
}
Vector2d *obstacles = S.obstacles;
int n_obs = S.n_obstacles;
// # 55(N - 1) = 55N - 55 flops
void compute_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) {
for (int i = 0; i < n_obs; i++)
{
Vector2d obstacle = obstacles[i];
// TODO: find out the variables and parameters
//
// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
//
// double e = 2.718;
// we could just use exp
for (int i = 0; i < N; i++) {
// $\vectorarrow{r}_{\alpha B}$
Vector2d r_ab = p->curr_pos - obstacle;
// $\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert$
if (pedestrians + i == p)
continue;
// # Optional: Do not consider far away pedestrians from current pedestrian
// # Might get better speed up, remove if not
// if ((pedestrians[i].curr_pos - p->curr_pos).norm() > DISTANCE) {
// continue;
// }
// # 2 ADDs
Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos;
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
double r_ab_norm = r_ab.norm();
if (r_ab_norm < 1e-6)
continue;
// repulsive force vector (Direction * Magnitude) (Edquation 6)
Vector2d f_ab = (r_ab / r_ab_norm) * (U0_AB / R) * exp(-r_ab_norm / R);
p->F_i += f_ab * w(get_desired_direction(*p), f_ab * -1);
Vector2d e_b = pedestrians[i].e;
// # 2 MULTs
double s_b = pedestrians[i].desired_v0 * delta_t;
// # 4 flops = 2 ADDs, 2 MULTs
Vector2d r_ab2 = r_ab - (e_b * s_b);
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
double r_ab2_norm = r_ab2.norm();
// # 7 flops = 1 SQRT, 3 ADDs, 2 MULTs, 1 DIV
double b = sqrt((r_ab_norm + r_ab2_norm) * (r_ab_norm + r_ab2_norm) - s_b * s_b) / 2;
// # 12 flops = 6 DIVs, 3 ADDs, 3 MULTs
Vector2d b_grad = (r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * (r_ab_norm + r_ab2_norm) / (4 * b);
// # 6 flops = 3 MULTs, 2 DIVs, 1 EXP
Vector2d f_ped = b_grad * ((V0_AB / SIGMA) * (exp(-b / SIGMA)));
// # 14 flops: 9 MULTs, 4 ADDs, 1 SQRT
p->f_i += f_ped * w(p->e, f_ped * -1);
}
}
// # Assume that the four borders are also 4 obstacles
// # 36 n_obstacles flops = 144 flops
void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
Obstacle *obstacles = board.obstacles;
int n_borders = board.n_obstacles;
for (int i = 0; i < n_borders; i++) {
Obstacle obstacle = obstacles[i];
// # 17 flops
Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos);
// # 17 flops = 2 DIVs, 1 SQRT, 2 MULTs, 1 ADD, 2 MULTs, 1 DIV, 2 MULTs, 1 EXP, 1 SQRT, 2 MULTs, 1 ADD, 1 DIV
Vector2d f_obst = (r_aB / r_aB.norm()) * (U0_AB / R) * std::exp(-r_aB.norm() / R);
// # 2 ADDs
p->f_i += f_obst;
}
}
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#pragma once
#include "board.hpp"
#include "pedestrian.hpp"
#include <cmath>
const double tau_alpha = 0.5;
const double V0_AB = 2.1;
const double SIGMA = 0.3;
const double U0_AB = 10.0;
const double R = 0.2;
const double c = 0.5;
const double phi = 100.0 / 180.0 * M_PI;
const double cos_phi = cos(phi);
const double delta_t = 2;
const double dt = 0.01;
// # Optional (forces.cpp: compute_repulsive_effects_from_pedestrians)
// const double DISTANCE = 2.0;
double w(Vector2d e, Vector2d f);
double g(double v_max_alpha, double w_alpha_norm);
void compute_acceleration_term(Pedestrian *p);
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
void compute_repulsive_effects_from_borders(Board &B, Pedestrian *p);
Executable
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#include <cfloat>
#include "board.hpp"
#include "forces.hpp"
#include "math.h"
#include "pedestrian.hpp"
#include "tsc_x86.h"
#include "vector2d.hpp"
#include <iostream>
#include <math.h>
#include <vector2d.h>
#include <pedestrian.h>
#include <sidewalk.h>
#include <forces.h>
#define BOARD_WIDTH 10.0
#define BOARD_LENGTH 50.0
using namespace std;
// Numer of pedestrians
// $n_p$
const int n_p = 100;
// const int n_p = 100;
// Number of iterations
// $n_{iter}$
const int n_iter = 100;
// const int n_iter = 100;
Pedestrian *init_pedestrians()
{
Pedestrian *init_pedestrians(int n_p) {
Pedestrian *P = new Pedestrian[n_p];
for (int i = 0; i < n_p; i++)
{
P[i] = Pedestrian();
std::random_device rd; // use for truly random simulation
std::mt19937 gen(rd()); // use rd instead of 42 as seed for real randomness
std::normal_distribution<double> velocity_gen(1.34, 0.26); // 1.34 and 0.26 are the mean and stdrd deviation used in paper
std::uniform_real_distribution<double> x_gen(2, BOARD_LENGTH - 2);
std::uniform_real_distribution<double> y_gen(2, BOARD_WIDTH - 2);
for (int i = 0; i < n_p / 2; i++) {
Vector2d start_pos = Vector2d(1, y_gen(gen));
Vector2d destination = Vector2d(BOARD_LENGTH - 1, y_gen(gen));
double desired_v0 = velocity_gen(gen);
double v_max = 1.3 * desired_v0;
P[i] = Pedestrian(WHITE, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d());
}
for (int i = n_p / 2; i < n_p; i++) {
Vector2d start_pos = Vector2d(BOARD_LENGTH - 1, y_gen(gen));
Vector2d destination = Vector2d(1, y_gen(gen));
double desired_v0 = velocity_gen(gen);
double v_max = 1.3 * desired_v0;
P[i] = Pedestrian(BLACK, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d(0, 0));
}
return P;
}
Sidewalk init_sidewalk(int width, int length)
{
int main(int argc, const char *argv[]) {
Vector2d obs[] = {Vector2d(2.0, 1.0), Vector2d(4.0, 1.0), Vector2d(6.0, 2.0), Vector2d(6.0, 4.0)};
return Sidewalk(width, length, 4, obs);
}
Obstacle obs[] = {};
Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs);
int main()
{
int n_p = atoi(argv[1]);
int n_iter = atoi(argv[2]);
Pedestrian *pedestrians = init_pedestrians(n_p);
// ! DONT TOUCH
// # Start here or right after function signature
uint64_t start = start_tsc();
// $\vec{v}^0_i$
// Velocity at iteration $t$ for pedestrian $i$
double v[n_iter][n_p];
// # (8 + 55N - 55 + 144 + 4 + 8 + 4 + 10)*n_p*n_iter
for (int t = 0; t < n_iter; t++) {
// Pass1: conmpute all forces from the current state
for (int i = 0; i < n_p; i++) {
// $\vec{r}^0_i$
// Intended destination at iteration $t$ for pedestrian $i$
Vector2d r[n_iter][n_p];
Pedestrian &p = pedestrians[i];
// $\vec{e}_i$
// Desired direction to the next way point at iteration $t$ for pedestrian $i$
Vector2d e[n_iter][n_p];
p.f_i.reset();
// $v_i^{max}$
// Maximum allowed speed for pedestrian $i$
double v_max[n_p];
// $v_i^{0}$
// Desired speed for pedestrian $i$
double v_0[n_p];
// $\vec{F}_i$
// Total social force for pedestrian $i$
Vector2d F[n_p][n_p];
// $\vec{r}_0$
// Desired destination of pedestrian $n_p$
Vector2d r_0[n_p];
// create sidewalk
Sidewalk S = init_sidewalk(10, 15);
// store Array of Structs, store all pedestrians
Pedestrian *P = init_pedestrians();
// Our time unit (how long a timestep goes)
double dt = 1;
// for each time frame
for (int t = 0; t < n_iter; t++)
{
// for each pedestrian
for (int i = 0; i < n_p; i++)
{
// update...
Pedestrian &p = P[i];
// reset total social force
p.F_i.reset();
//
// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$
//
// # 8 flops
compute_acceleration_term(&p);
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
compute_repulsive_effects_from_pedestrians(P, &p, n_p);
// # 55N - 55 flops
compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
// TODO: finalize this method
//
// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
//
compute_repulsive_effects_from_borders(S, &p);
// TODO: Update $\vec{w}_i$
// $\vectorarrow{w}_i += \vectorarrow{v}_i + \vectorarrow{F}_idt$
// Intermediate velocity: current_velocity + force impulse (Force * time) (Equation1)
Vector2d w_i = p.curr_vel + p.F_i * dt;
// TODO: Update $\vec{v}_i^{t+1}$
//
// $\vec{v}_i^{t+1} += \vectorarrow{w}_ig(\frac{v^{max}_i}{\Arrowvert \vectorarrow{w}_i \Arrowvert}) $
// Limit velocity to vMax
double w_norm = w_i.norm();
double g = (w_norm < 1e-6) ? 1.0 : fmin(1.0, p.vMax / w_norm);
p.next_vel = w_i * g;
// TODO: Update $\vec{r}_i^{t+1}$
// $\vec{r}_i^{t+1} += \vectorarrow{r}^t_i + v^t_idt$
p.next_pos = p.curr_pos + p.curr_vel * dt;
// # 144 flops
compute_repulsive_effects_from_borders(board, &p);
}
// Pass2: integrate the forces and update the current state
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
// # 4 flops = 2 ADDs, 2 MULTs
Vector2d w_alpha = p.curr_vel + p.f_i * dt;
for (int i = 0; i < n_p; i++)
{
// move each pedestrian to their next position
P[i].update();
// # 8 flops = 2 MULTs, 2 DIVs, 1 SQRT, 2 MULTs, 1 ADD
p.curr_vel = w_alpha * g(p.v_max, w_alpha.norm());
// # 4 flops = 2 ADDs, 2 MULTs
p.curr_pos = p.curr_pos + p.curr_vel * dt;
// # 10 flops = 5 ADDs, 2 DIVs, 1 SQRT, 2 MULTs
p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm();
}
}
int W = (8 + 55 * n_p - 55 + 144 + 4 + 8 + 4 + 10) * n_p * n_iter;
std::cout << "W(n): ";
std::cout << W;
std::cout << " flops\n";
double T = stop_tsc(start);
std::cout << "T(n): ";
std::cout << T;
std::cout << " cycles\n";
double P = W / T;
std::cout << "P(n): ";
std::cout << P;
std::cout << " flops/cycle\n";
delete[] pedestrians;
return 0;
}
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#pragma once
#include "random"
#include "vector2d.hpp"
// For visual simulation
enum Color { BLACK, WHITE };
struct Pedestrian {
Color color;
Vector2d curr_vel;
Vector2d curr_pos;
Vector2d e;
double v_max;
double desired_v0;
Vector2d destination;
Vector2d f_i;
Pedestrian() : color(WHITE), curr_vel(0.0, 0.0), curr_pos(0.0, 0.0), e(0.0, 0.0), v_max(0.0), desired_v0(0.0), destination(0.0, 0.0), f_i(0.0, 0.0) {}
Pedestrian(Color clr, Vector2d c_v, Vector2d c_p, Vector2d e, double v_max, double desired_v0, Vector2d d, Vector2d f) : color(clr), curr_vel(c_v), curr_pos(c_p), e(e), v_max(v_max), desired_v0(desired_v0), destination(d), f_i(f) {}
};
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- [ ] SQRT == 1 flop? EXP == 1 flop?
- [ ] Where to start measurements, do we include measurements?
- [ ] Can Vector2d be reused?
- [ ] How precise do we have to be? How do we define "correctness"?
- [ ] Do borders count as obstacles?
- [ ] Do we use a fixed machine, frequency scaling, etc.
+41 -52
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@@ -1,24 +1,24 @@
/* ==================== GNU C and possibly other UNIX compilers ===================== */
#ifndef _WIN32
#ifndef _WIN32
#if defined(__GNUC__) || defined(__linux__)
#define VOLATILE __volatile__
#define ASM __asm__
#else
/* if we're neither compiling with gcc or under linux, we can hope
* the following lines work, they probably won't */
#define ASM asm
#define VOLATILE
#endif
#if defined(__GNUC__) || defined(__linux__)
#define VOLATILE __volatile__
#define ASM __asm__
#else
/* if we're neither compiling with gcc or under linux, we can hope
* the following lines work, they probably won't */
#define ASM asm
#define VOLATILE
#endif
#define myInt64 unsigned long long
#define INT32 unsigned int
#define myInt64 unsigned long long
#define INT32 unsigned int
/* ======================== WIN32 ======================= */
#else
#define myInt64 signed __int64
#define INT32 unsigned __int32
#define myInt64 signed __int64
#define INT32 unsigned __int32
#endif
@@ -27,68 +27,57 @@
* Time Stamp Counter. The Intel manuals contain more information.
*/
#define COUNTER_LO(a) ((a).int32.lo)
#define COUNTER_HI(a) ((a).int32.hi)
#define COUNTER_VAL(a) ((a).int64)
#define COUNTER(a) \
((unsigned long long)COUNTER_VAL(a))
#define COUNTER(a) ((unsigned long long)COUNTER_VAL(a))
#define COUNTER_DIFF(a,b) \
(COUNTER(a)-COUNTER(b))
#define COUNTER_DIFF(a, b) (COUNTER(a) - COUNTER(b))
/* ==================== GNU C and possibly other UNIX compilers ===================== */
#ifndef _WIN32
typedef union
{ myInt64 int64;
struct {INT32 lo, hi;} int32;
} tsc_counter;
typedef union {
myInt64 int64;
struct {
INT32 lo, hi;
} int32;
} tsc_counter;
#define RDTSC(cpu_c) \
ASM VOLATILE ("rdtsc" : "=a" ((cpu_c).int32.lo), "=d"((cpu_c).int32.hi))
#define CPUID() \
ASM VOLATILE ("cpuid" : : "a" (0) : "bx", "cx", "dx" )
#define RDTSC(cpu_c) ASM VOLATILE("rdtsc" : "=a"((cpu_c).int32.lo), "=d"((cpu_c).int32.hi))
#define CPUID() ASM VOLATILE("cpuid" : : "a"(0) : "bx", "cx", "dx")
/* ======================== WIN32 ======================= */
#else
typedef union
{ myInt64 int64;
struct {INT32 lo, hi;} int32;
} tsc_counter;
typedef union {
myInt64 int64;
struct {
INT32 lo, hi;
} int32;
} tsc_counter;
#define RDTSC(cpu_c) \
{ __asm rdtsc \
__asm mov (cpu_c).int32.lo,eax \
__asm mov (cpu_c).int32.hi,edx \
}
#define RDTSC(cpu_c) {__asm rdtsc __asm mov(cpu_c).int32.lo, eax __asm mov(cpu_c).int32.hi, edx}
#define CPUID() \
{ \
__asm mov eax, 0 \
__asm cpuid \
}
#define CPUID() {__asm mov eax, 0 __asm cpuid}
#endif
static void init_tsc() {
; // no need to initialize anything for x86
; // no need to initialize anything for x86
}
static myInt64 start_tsc(void) {
tsc_counter start;
CPUID();
RDTSC(start);
return COUNTER_VAL(start);
tsc_counter start;
CPUID();
RDTSC(start);
return COUNTER_VAL(start);
}
static myInt64 stop_tsc(myInt64 start) {
tsc_counter end;
RDTSC(end);
CPUID();
return COUNTER_VAL(end) - start;
tsc_counter end;
RDTSC(end);
CPUID();
return COUNTER_VAL(end) - start;
}
+26
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@@ -0,0 +1,26 @@
#pragma once
#include <math.h>
struct Vector2d {
double x, y;
Vector2d(double a, double b) : x(a), y(b) {}
Vector2d() : x(.0), y(.0) {}
Vector2d operator+(Vector2d v) const { return Vector2d(v.x + x, v.y + y); }
Vector2d operator-(Vector2d v) const { return Vector2d(x - v.x, y - v.y); }
Vector2d operator-(double a) const { return Vector2d(x - a, y - a); }
Vector2d operator+(double a) const { return Vector2d(x + a, y + a); }
Vector2d operator/(double a) const { return Vector2d(x / a, y / a); }
Vector2d operator*(double a) const { return Vector2d(x * a, y * a); }
Vector2d operator+=(const Vector2d &v) {
*this = *this + v;
return *this;
}
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
double norm() { return sqrt(x * x + y * y); }
// # 3 flops = 2 MULTs, 1 ADD
double dot(Vector2d v) { return x * v.x + y * v.y; }
void reset() {
x = 0;
y = 0;
}
};