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aafea36235
Previous benchmark require fix wasn't actually working correctly for the old style require (or running in Lua).
123 lines
No EOL
3.1 KiB
Lua
123 lines
No EOL
3.1 KiB
Lua
local function prequire(name) local success, result = pcall(require, name); return if success then result else nil end
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local bench = script and require(script.Parent.bench_support) or prequire("bench_support") or require("../bench_support")
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function test()
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-- life.lua
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-- original by Dave Bollinger <DBollinger@compuserve.com> posted to lua-l
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-- modified to use ANSI terminal escape sequences
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-- modified to use for instead of while
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-- local write=io.write
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ALIVE="O" DEAD="-"
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--function delay() -- NOTE: SYSTEM-DEPENDENT, adjust as necessary
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-- for i=1,10000 do end
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-- local i=os.clock()+1 while(os.clock()<i) do end
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--end
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function ARRAY2D(w,h)
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local t = {w=w,h=h}
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for y=1,h do
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t[y] = {}
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for x=1,w do
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t[y][x]=0
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end
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end
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return t
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end
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_CELLS = {}
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-- give birth to a "shape" within the cell array
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function _CELLS:spawn(shape,left,top)
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for y=0,shape.h-1 do
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for x=0,shape.w-1 do
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self[top+y][left+x] = shape[y*shape.w+x+1]
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end
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end
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end
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-- run the CA and produce the next generation
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function _CELLS:evolve(next)
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local ym1,y,yp1,yi=self.h-1,self.h,1,self.h
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while yi > 0 do
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local xm1,x,xp1,xi=self.w-1,self.w,1,self.w
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while xi > 0 do
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local sum = self[ym1][xm1] + self[ym1][x] + self[ym1][xp1] +
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self[y][xm1] + self[y][xp1] +
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self[yp1][xm1] + self[yp1][x] + self[yp1][xp1]
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next[y][x] = ((sum==2) and self[y][x]) or ((sum==3) and 1) or 0
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xm1,x,xp1,xi = x,xp1,xp1+1,xi-1
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end
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ym1,y,yp1,yi = y,yp1,yp1+1,yi-1
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end
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end
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-- output the array to screen
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--function _CELLS:draw()
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-- local out="" -- accumulate to reduce flicker
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-- for y=1,self.h do
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-- for x=1,self.w do
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-- out=out..(((self[y][x]>0) and ALIVE) or DEAD)
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-- end
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-- out=out.."\n"
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-- end
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-- write(out)
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--end
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-- constructor
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function CELLS(w,h)
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local c = ARRAY2D(w,h)
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c.spawn = _CELLS.spawn
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c.evolve = _CELLS.evolve
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c.draw = _CELLS.draw
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return c
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end
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--
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-- shapes suitable for use with spawn() above
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--
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HEART = { 1,0,1,1,0,1,1,1,1; w=3,h=3 }
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GLIDER = { 0,0,1,1,0,1,0,1,1; w=3,h=3 }
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EXPLODE = { 0,1,0,1,1,1,1,0,1,0,1,0; w=3,h=4 }
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FISH = { 0,1,1,1,1,1,0,0,0,1,0,0,0,0,1,1,0,0,1,0; w=5,h=4 }
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BUTTERFLY = { 1,0,0,0,1,0,1,1,1,0,1,0,0,0,1,1,0,1,0,1,1,0,0,0,1; w=5,h=5 }
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-- the main routine
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function LIFE(w,h)
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-- create two arrays
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local thisgen = CELLS(w,h)
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local nextgen = CELLS(w,h)
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-- create some life
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-- about 1000 generations of fun, then a glider steady-state
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thisgen:spawn(GLIDER,5,4)
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thisgen:spawn(EXPLODE,25,10)
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thisgen:spawn(FISH,4,12)
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-- run until break
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local gen=1
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-- write("\027[2J") -- ANSI clear screen
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while 1 do
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thisgen:evolve(nextgen)
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thisgen,nextgen = nextgen,thisgen
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--write("\027[H") -- ANSI home cursor
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--thisgen:draw()
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--write("Life - generation ",gen,"\n")
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gen=gen+1
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if gen>1000 then break end
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--delay() -- no delay
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end
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end
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local ts0 = os.clock()
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LIFE(40,20)
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local ts1 = os.clock()
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return ts1 - ts0
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end
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bench.runCode(test, "life") |