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https://github.com/fluencelabs/assemblyscript
synced 2025-06-12 06:21:29 +00:00
Implement 'this' context parsing and serialization; Other minor improvements
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@ -3,22 +3,24 @@ import "allocator/arena";
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// From The Computer Language Benchmarks Game
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// http://benchmarksgame.alioth.debian.org
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const SOLAR_MASS = 4.0 * Math.PI * Math.PI;
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const DAYS_PER_YEAR = 365.24;
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type float = f64; // interchangeable f32/f64 for testing
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const SOLAR_MASS = <float>(4.0 * Math.PI * Math.PI);
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const DAYS_PER_YEAR: float = 365.24;
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class Body {
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constructor(
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public x: f64,
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public y: f64,
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public z: f64,
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public vx: f64,
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public vy: f64,
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public vz: f64,
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public mass: f64
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public x: float,
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public y: float,
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public z: float,
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public vx: float,
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public vy: float,
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public vz: float,
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public mass: float
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) {}
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offsetMomentum(px: f64, py: f64, pz: f64): this {
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offsetMomentum(px: float, py: float, pz: float): this {
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this.vx = -px / SOLAR_MASS;
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this.vy = -py / SOLAR_MASS;
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this.vz = -pz / SOLAR_MASS;
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@ -85,9 +87,9 @@ class NBodySystem {
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constructor(
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public bodies: Body[]
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) {
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var px = 0.0;
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var py = 0.0;
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var pz = 0.0;
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var px: float = 0.0;
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var py: float = 0.0;
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var pz: float = 0.0;
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var size = bodies.length;
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for (let i = 0; i < size; i++) {
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let b = unchecked(bodies[i]);
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@ -99,7 +101,7 @@ class NBodySystem {
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bodies[0].offsetMomentum(px, py, pz);
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}
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advance(dt: f64): void {
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advance(dt: float): void {
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var bodies = this.bodies;
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var size: u32 = bodies.length;
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// var buffer = changetype<usize>(bodies.buffer_);
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@ -126,7 +128,7 @@ class NBodySystem {
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let dz = iz - bodyj.z;
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let distanceSq = dx * dx + dy * dy + dz * dz;
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let distance = Math.sqrt(distanceSq);
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let distance = <float>Math.sqrt(distanceSq);
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let mag = dt / (distanceSq * distance);
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let bim = bodyim * mag;
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@ -151,8 +153,8 @@ class NBodySystem {
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}
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}
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energy(): f64 {
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var e = 0.0;
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energy(): float {
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var e: float = 0.0;
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var bodies = this.bodies;
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for (let i: u32 = 0, size: u32 = bodies.length; i < size; ++i) {
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@ -171,11 +173,11 @@ class NBodySystem {
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e += 0.5 * bim * (vx * vx + vy * vy + vz * vz);
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for (let j: u32 = i + 1; j < size; ++j) {
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let bodyj = bodies[j];
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let bodyj = unchecked(bodies[j]);
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let dx = ix - bodyj.x;
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let dy = iy - bodyj.y;
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let dz = iz - bodyj.z;
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let distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
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let distance = <float>Math.sqrt(dx * dx + dy * dy + dz * dz);
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e -= bim * bodyj.mass / distance;
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}
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}
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@ -200,7 +202,7 @@ export function getBody(index: i32): Body | null {
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return <u32>index < <u32>bodies.length ? bodies[index] : null;
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}
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export function step(): f64 {
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export function step(): float {
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system.advance(0.01);
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return system.energy();
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}
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@ -17,7 +17,7 @@ function asmFunc(global, env, buffer) {
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var Math_floor = global.Math.floor;
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var Math_ceil = global.Math.ceil;
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var Math_sqrt = global.Math.sqrt;
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var abort = env.abort;
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var $lib_env_abort = env.abort;
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var $lib_allocator_arena_startOffset = 0;
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var $lib_allocator_arena_offset = 0;
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var assembly_index_system = 0;
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@ -165,7 +165,7 @@ function asmFunc(global, env, buffer) {
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$1 = $1 | 0;
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var $2 = 0, $3 = 0, $4 = 0;
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if ($1 >>> 0 > 268435454 >>> 0) {
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abort(0 | 0, 8 | 0, 23 | 0, 39 | 0);
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$lib_env_abort(0 | 0, 8 | 0, 23 | 0, 39 | 0);
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abort();
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}
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$3 = $1 << 2 | 0;
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@ -189,18 +189,19 @@ function asmFunc(global, env, buffer) {
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$1 = $1 | 0;
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var $2 = 0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $72 = 0, $8 = 0, $50 = 0;
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$8 = HEAP32[($1 + 4 | 0) >> 2] | 0;
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continue_0 : do {
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if (($2 | 0) < ($8 | 0)) {
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break_0 : {
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repeat_0 : do {
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if (($2 | 0) >= ($8 | 0)) break break_0;
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$3 = HEAPU32[(((HEAPU32[$1 >> 2] | 0) + ($2 << 2 | 0) | 0) + 8 | 0) >> 2] | 0;
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$4 = +HEAPF64[($3 + 48 | 0) >> 3];
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$5 = $5 + +HEAPF64[($3 + 24 | 0) >> 3] * $4;
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$6 = $6 + +HEAPF64[($3 + 32 | 0) >> 3] * $4;
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$7 = $7 + +HEAPF64[($3 + 40 | 0) >> 3] * $4;
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$2 = $2 + 1 | 0;
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continue continue_0;
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}
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break continue_0;
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} while (1);
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continue repeat_0;
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break repeat_0;
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} while (1);
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};
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$2 = HEAPU32[$1 >> 2] | 0;
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if (0 >>> 0 < ((HEAP32[$2 >> 2] | 0) >>> 2 | 0) >>> 0) $50 = HEAPU32[($2 + 8 | 0) >> 2] | 0; else abort();
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$2 = $50;
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@ -250,8 +251,9 @@ function asmFunc(global, env, buffer) {
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var $2 = 0, $3 = 0.0, $9 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0, $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0, $14 = 0, $15 = 0.0, $16 = 0.0, $17 = 0.0, $18 = 0.0;
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$13 = HEAPU32[$0 >> 2] | 0;
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$14 = HEAP32[($13 + 4 | 0) >> 2] | 0;
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continue_0 : do {
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if ($4 >>> 0 < $14 >>> 0) {
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break_0 : {
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repeat_0 : do {
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if ($4 >>> 0 >= $14 >>> 0) break break_0;
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$0 = HEAPU32[(((HEAPU32[$13 >> 2] | 0) + ($4 << 2 | 0) | 0) + 8 | 0) >> 2] | 0;
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$15 = +HEAPF64[$0 >> 3];
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$16 = +HEAPF64[($0 + 8 | 0) >> 3];
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@ -260,9 +262,10 @@ function asmFunc(global, env, buffer) {
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$6 = +HEAPF64[($0 + 32 | 0) >> 3];
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$7 = +HEAPF64[($0 + 40 | 0) >> 3];
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$18 = +HEAPF64[($0 + 48 | 0) >> 3];
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$8 = $4 + 1 | 0;
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continue_1 : do {
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if ($8 >>> 0 < $14 >>> 0) {
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break_1 : {
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$8 = $4 + 1 | 0;
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repeat_1 : do {
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if ($8 >>> 0 >= $14 >>> 0) break break_1;
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$2 = HEAPU32[(((HEAPU32[$13 >> 2] | 0) + ($8 << 2 | 0) | 0) + 8 | 0) >> 2] | 0;
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$10 = $15 - +HEAPF64[$2 >> 3];
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$11 = $16 - +HEAPF64[($2 + 8 | 0) >> 3];
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@ -278,10 +281,10 @@ function asmFunc(global, env, buffer) {
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HEAPF64[($2 + 32 | 0) >> 3] = +HEAPF64[($2 + 32 | 0) >> 3] + $11 * $3;
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HEAPF64[($2 + 40 | 0) >> 3] = +HEAPF64[($2 + 40 | 0) >> 3] + $12 * $3;
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$8 = $8 + 1 | 0;
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continue continue_1;
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}
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break continue_1;
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} while (1);
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continue repeat_1;
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break repeat_1;
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} while (1);
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};
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HEAPF64[($0 + 24 | 0) >> 3] = $5;
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HEAPF64[($0 + 32 | 0) >> 3] = $6;
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HEAPF64[($0 + 40 | 0) >> 3] = $7;
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@ -289,20 +292,21 @@ function asmFunc(global, env, buffer) {
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HEAPF64[($0 + 8 | 0) >> 3] = +HEAPF64[($0 + 8 | 0) >> 3] + $1 * $6;
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HEAPF64[($0 + 16 | 0) >> 3] = +HEAPF64[($0 + 16 | 0) >> 3] + $1 * $7;
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$4 = $4 + 1 | 0;
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continue continue_0;
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}
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break continue_0;
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} while (1);
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continue repeat_0;
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break repeat_0;
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} while (1);
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};
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}
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function assembly_index_NBodySystem_energy($0) {
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$0 = $0 | 0;
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var $1 = 0.0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $10 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, $30 = 0.0, $39 = 0.0, $45 = 0.0, $59 = 0.0, $72 = 0, $77 = 0.0, $92 = 0.0;
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$4 = HEAPU32[$0 >> 2] | 0;
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$5 = HEAP32[($4 + 4 | 0) >> 2] | 0;
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continue_0 : do {
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if ($3 >>> 0 < $5 >>> 0) {
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$0 = HEAPU32[(((HEAPU32[$4 >> 2] | 0) + ($3 << 2 | 0) | 0) + 8 | 0) >> 2] | 0;
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var $1 = 0.0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $10 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, $30 = 0.0, $39 = 0.0, $45 = 0.0, $69 = 0.0, $84 = 0.0;
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break_0 : {
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$4 = HEAPU32[$0 >> 2] | 0;
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$5 = HEAP32[($4 + 4 | 0) >> 2] | 0;
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repeat_0 : do {
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if ($2 >>> 0 >= $5 >>> 0) break break_0;
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$0 = HEAPU32[(((HEAPU32[$4 >> 2] | 0) + ($2 << 2 | 0) | 0) + 8 | 0) >> 2] | 0;
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$7 = +HEAPF64[$0 >> 3];
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$8 = +HEAPF64[($0 + 8 | 0) >> 3];
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$9 = +HEAPF64[($0 + 16 | 0) >> 3];
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@ -314,29 +318,27 @@ function asmFunc(global, env, buffer) {
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$45 = $39 + $1 * $1;
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$1 = +HEAPF64[($0 + 40 | 0) >> 3];
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$1 = $30 + .5 * $10 * ($45 + $1 * $1);
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$0 = $3 + 1 | 0;
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continue_1 : do {
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if ($0 >>> 0 < $5 >>> 0) {
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$59 = $7;
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$2 = HEAPU32[$4 >> 2] | 0;
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if ($0 >>> 0 < ((HEAP32[$2 >> 2] | 0) >>> 2 | 0) >>> 0) $72 = HEAPU32[(($2 + ($0 << 2 | 0) | 0) + 8 | 0) >> 2] | 0; else abort();
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$2 = $72;
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$6 = $59 - +HEAPF64[$2 >> 3];
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$77 = $1;
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$1 = $8 - +HEAPF64[($2 + 8 | 0) >> 3];
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$92 = $6 * $6 + $1 * $1;
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$1 = $9 - +HEAPF64[($2 + 16 | 0) >> 3];
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$1 = $77 - $10 * +HEAPF64[($2 + 48 | 0) >> 3] / Math_sqrt($92 + $1 * $1);
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break_1 : {
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$0 = $2 + 1 | 0;
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repeat_1 : do {
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if ($0 >>> 0 >= $5 >>> 0) break break_1;
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$3 = HEAPU32[(((HEAPU32[$4 >> 2] | 0) + ($0 << 2 | 0) | 0) + 8 | 0) >> 2] | 0;
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$6 = $7 - +HEAPF64[$3 >> 3];
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$69 = $1;
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$1 = $8 - +HEAPF64[($3 + 8 | 0) >> 3];
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$84 = $6 * $6 + $1 * $1;
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$1 = $9 - +HEAPF64[($3 + 16 | 0) >> 3];
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$1 = $69 - $10 * +HEAPF64[($3 + 48 | 0) >> 3] / Math_sqrt($84 + $1 * $1);
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$0 = $0 + 1 | 0;
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continue continue_1;
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}
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break continue_1;
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} while (1);
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$3 = $3 + 1 | 0;
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continue continue_0;
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}
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break continue_0;
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} while (1);
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continue repeat_1;
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break repeat_1;
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} while (1);
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};
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$2 = $2 + 1 | 0;
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continue repeat_0;
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break repeat_0;
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} while (1);
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};
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return +$1;
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}
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@ -348,14 +350,15 @@ function asmFunc(global, env, buffer) {
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function assembly_index_bench($0) {
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$0 = $0 | 0;
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var $1 = 0;
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continue_0 : do {
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if ($1 >>> 0 < $0 >>> 0) {
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break_0 : {
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repeat_0 : do {
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if ($1 >>> 0 >= $0 >>> 0) break break_0;
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assembly_index_NBodySystem_advance(assembly_index_system | 0, +(.01));
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$1 = $1 + 1 | 0;
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continue continue_0;
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}
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break continue_0;
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} while (1);
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continue repeat_0;
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break repeat_0;
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} while (1);
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};
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}
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function start() {
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