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#include "DataFormats/GeometryVector/interface/Basic3DVector.h"
#include "DataFormats/GeometryVector/interface/Basic2DVector.h"
#include <vector>
#include <iostream>
// this is a test,
// using namespace mathSSE;
void addScaleddiff(Basic3DVectorF& res, float s, Basic3DVectorF const& a, Basic3DVectorF const& b) {
res += s * (a - b);
}
void addScaleddiff2(Basic3DVectorF& res, float s, Basic3DVectorF const& a, Basic3DVectorF const& b) {
res = res + s * (a - b);
}
void addScaleddiff(Basic3DVectorD& res, float s, Basic3DVectorD const& a, Basic3DVectorD const& b) {
res += s * (a - b);
}
void multiSum(Basic3DVectorF& res, float s, Basic3DVectorF const& a, Basic3DVectorF const& b) {
res = s * (a - b) + s * (a + b);
}
void multiSum(Basic3DVectorD& res, float s, Basic3DVectorD const& a, Basic3DVectorD const& b) {
res = s * (a - b) + s * (a + b);
}
void multiSum(Basic3DVectorLD& res, float s, Basic3DVectorLD const& a, Basic3DVectorLD const& b) {
res = s * (a - b) + s * (a + b);
}
template <typename T, typename U>
typename PreciseFloatType<T, U>::Type dotV(Basic3DVector<T> const& a, Basic3DVector<U> const& b) {
return a * b;
}
template <typename T>
T norm(Basic3DVector<T> const& a) {
return std::sqrt(a * a);
}
template <typename T>
T normV(Basic3DVector<T> const& a) {
return a.mag();
}
template <typename T, typename U>
typename PreciseFloatType<T, U>::Type dotV(Basic2DVector<T> const& a, Basic2DVector<U> const& b) {
return a * b;
}
template <typename T>
T norm(Basic2DVector<T> const& a) {
return std::sqrt(a * a);
}
template <typename T>
T normV(Basic2DVector<T> const& a) {
return a.mag();
}
long aligned(void* p) { return long(p) & 0xf; }
volatile int* vi = 0;
template <typename T>
void verifyAlign() {
int sum = 0;
int nota = 0;
for (int i = 0; i != 100; ++i) {
auto p = new int(3);
sum += (*p);
auto t = new T;
if (aligned(t) != 0)
++nota;
else
sum += (*t)[0];
delete p;
delete t;
t = new T;
sum += (*t)[0];
if (aligned(t) != 0)
++nota;
else
sum += (*t)[0];
delete t;
vi = new int[3];
auto vt = new T[3];
if (aligned(vt) != 0)
++nota;
else
sum += vt[1][1];
delete[] vi;
delete[] vt;
}
std::cout << "sum " << sum << std::endl;
std::cout << "not aligned " << nota << std::endl;
}
int main() {
#if defined(__GNUC__)
std::cout << "gcc " << __GNUC__ << "." << __GNUC_MINOR__ << std::endl;
#endif
#ifdef USE_SSEVECT
std::cout << "sse vector enabled in cmssw" << std::endl;
#endif
#ifdef USE_EXTVECT
std::cout << "extended vector notation enabled in cmssw" << std::endl;
#endif
#ifdef __clang__
struct MxAling {
} __attribute__((__aligned__));
std::cout << "biggest alignment " << alignof(MxAling) << std::endl;
#else
std::cout << "biggest alignment " << __BIGGEST_ALIGNMENT__ << std::endl;
#endif
std::cout << sizeof(Basic2DVectorF) << ' ' << alignof(Basic2DVectorF) << std::endl;
std::cout << sizeof(Basic2DVectorD) << ' ' << alignof(Basic2DVectorD) << std::endl;
std::cout << sizeof(Basic3DVectorF) << ' ' << alignof(Basic3DVectorF) << std::endl;
std::cout << sizeof(Basic3DVectorD) << ' ' << alignof(Basic3DVectorD) << std::endl;
std::cout << sizeof(Basic3DVectorLD) << ' ' << alignof(Basic3DVectorLD) << std::endl;
verifyAlign<Basic3DVectorF>();
// verifyAlign<Basic3DVectorD>(); // crashes for AVX
Basic3DVectorF x(2.0f, 4.0f, 5.0f);
Basic3DVectorF y(-3.0f, 2.0f, -5.0f);
Basic3DVectorD xd(2.0, 4.0, 5.0);
Basic3DVectorD yd = y;
Basic3DVectorLD xld(2.0, 4.0, 5.0);
Basic3DVectorLD yld = y;
Basic2DVectorF x2(2.0f, 4.0f);
Basic2DVectorF y2 = y.xy();
Basic2DVectorD xd2(2.0, 4.0);
Basic2DVectorD yd2 = yd.xy();
{
std::cout << dotV(x, y) << std::endl;
std::cout << normV(x) << std::endl;
std::cout << norm(x) << std::endl;
// std::cout << std::min(x.mathVector(),y.mathVector()) << std::endl;
// std::cout << std::max(x.mathVector(),y.mathVector()) << std::endl;
std::cout << dotV(x, yd) << std::endl;
std::cout << dotV(xd, y) << std::endl;
std::cout << dotV(xd, yd) << std::endl;
std::cout << normV(xd) << std::endl;
std::cout << norm(xd) << std::endl;
std::cout << dotV(xld, yld) << std::endl;
std::cout << normV(xld) << std::endl;
std::cout << norm(xld) << std::endl;
Basic3DVectorF z = x.cross(y);
std::cout << z << std::endl;
std::cout << -z << std::endl;
Basic3DVectorD zd = x.cross(yd);
std::cout << zd << std::endl;
std::cout << -zd << std::endl;
std::cout << xd.cross(y) << std::endl;
std::cout << xd.cross(yd) << std::endl;
Basic3DVectorLD zld = x.cross(yld);
std::cout << zld << std::endl;
std::cout << -zld << std::endl;
std::cout << xld.cross(y) << std::endl;
std::cout << xld.cross(yld) << std::endl;
std::cout << z.eta() << " " << (-z).eta() << std::endl;
std::cout << zd.eta() << " " << (-zd).eta() << std::endl;
std::cout << zld.eta() << " " << (-zld).eta() << std::endl;
auto s = x + xd - 3.1 * z;
std::cout << s << std::endl;
auto s2 = x + xld - 3.1 * zd;
std::cout << s2 << std::endl;
}
{
std::cout << dotV(x2, y2) << std::endl;
std::cout << normV(x2) << std::endl;
std::cout << norm(x2) << std::endl;
// std::cout << std::min(x2.mathVector(),y2.mathVector()) << std::endl;
// std::cout << std::max(x2.mathVector(),y2.mathVector()) << std::endl;
std::cout << dotV(x2, yd2) << std::endl;
std::cout << dotV(xd2, y2) << std::endl;
std::cout << dotV(xd2, yd2) << std::endl;
std::cout << normV(xd2) << std::endl;
std::cout << norm(xd2) << std::endl;
Basic2DVectorF z2(x2);
z2 -= y2;
std::cout << z2 << std::endl;
std::cout << -z2 << std::endl;
Basic2DVectorD zd2 = x2 - yd2;
std::cout << zd2 << std::endl;
std::cout << -zd2 << std::endl;
std::cout << x2.cross(y2) << std::endl;
std::cout << x2.cross(yd2) << std::endl;
std::cout << xd2.cross(y2) << std::endl;
std::cout << xd2.cross(yd2) << std::endl;
auto s2 = x2 + xd2 - 3.1 * z2;
std::cout << s2 << std::endl;
}
{
std::cout << "f" << std::endl;
Basic3DVectorF vx(2.0f, 4.0f, 5.0f);
Basic3DVectorF vy(-3.0f, 2.0f, -5.0f);
vx += vy;
std::cout << vx << std::endl;
Basic3DVectorF vz(1.f, 1.f, 1.f);
addScaleddiff(vz, 0.1f, vx, vy);
std::cout << vz << std::endl;
}
{
std::cout << "d" << std::endl;
Basic3DVectorD vx(2.0, 4.0, 5.0);
Basic3DVectorD vy(-3.0, 2.0, -5.0);
vx += vy;
std::cout << vx << std::endl;
Basic3DVectorD vz(1., 1., 1);
addScaleddiff(vz, 0.1, vx, vy);
std::cout << vz << std::endl;
}
std::cout << "std::vector" << std::endl;
std::vector<Basic3DVectorF> vec1;
vec1.reserve(50);
std::vector<float> vecf(21);
std::vector<Basic3DVectorF> vec2(51);
std::vector<Basic3DVectorF> vec3;
vec3.reserve(23456);
}
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