Add some basic correctness tests for benchmarks
authorRobert Sayre <sayrer@gmail.com>
Mon, 08 Sep 2008 21:02:57 -0400
changeset 19080 cc3609a48e1694101b20ebfb5d3611a0904dbede
parent 19079 728cf8bf1648f4ea344e34c71751df9768e63a54
child 19081 9a5066ede34c3c6ceaefec7a5258b1c0d68624e6
push id1930
push usermrbkap@mozilla.com
push dateWed, 10 Sep 2008 06:40:47 +0000
treeherderautoland@ee61af1469cd [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
milestone1.9.1b1pre
Add some basic correctness tests for benchmarks
js/src/correct.sh
js/src/correct/check-3d-morph.js
js/src/correct/check-3d-raytrace.js
js/src/correct/check-access-binary-trees.js
js/src/correct/check-access-fannkuch.js
js/src/correct/check-access-nbody.js
js/src/correct/check-access-nsieve.js
js/src/correct/check-bitops-3bit-bits-in-byte.js
js/src/correct/check-bitops-bits-in-byte.js
js/src/correct/check-bitops-bitwise-and.js
js/src/correct/check-bitops-nsieve-bits.js
new file mode 100755
--- /dev/null
+++ b/js/src/correct.sh
@@ -0,0 +1,23 @@
+#!/bin/bash
+FAILURES="FAILED"
+for i in correct/*.js; do 
+    echo $i;
+    echo -n interp:' '
+    INTERP=`Darwin_OPT.OBJ/js -f $i`
+    echo $INTERP' '
+    echo -n jit:' '
+    JIT=`Darwin_OPT.OBJ/js -j -f $i`
+    echo $JIT' '
+    if [ $INTERP != "true" -o $JIT != "true" ]
+    then
+        FAILURES=${FAILURES}" "${i}
+    fi
+done
+
+echo
+if [[ "FAILED" != "${FAILURES}" ]]
+then
+    echo ${FAILURES}
+else
+    echo "PASSED"
+fi
\ No newline at end of file
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-3d-morph.js
@@ -0,0 +1,55 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+
+var loops = 15
+var nx = 120
+var nz = 120
+
+function morph(a, f) {
+    var PI2nx = Math.PI * 8/nx
+    var sin = Math.sin
+    var f30 = -(50 * sin(f*Math.PI*2))
+    
+    for (var i = 0; i < nz; ++i) {
+        for (var j = 0; j < nx; ++j) {
+            a[3*(i*nx+j)+1]    = sin((j-1) * PI2nx ) * -f30
+        }
+    }
+}
+
+    
+var a = Array()
+for (var i=0; i < nx*nz*3; ++i) 
+    a[i] = 0
+
+for (var i = 0; i < loops; ++i) {
+    morph(a, i/loops)
+}
+
+testOutput = 0;
+for (var i = 0; i < nx; i++)
+    testOutput += a[3*(i*nx+i)+1];
+a = null;
+print(testOutput == 6.394884621840902e-14)
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-3d-raytrace.js
@@ -0,0 +1,445 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+
+function createVector(x,y,z) {
+    return new Array(x,y,z);
+}
+
+function sqrLengthVector(self) {
+    return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
+}
+
+function lengthVector(self) {
+    return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+}
+
+function addVector(self, v) {
+    self[0] += v[0];
+    self[1] += v[1];
+    self[2] += v[2];
+    return self;
+}
+
+function subVector(self, v) {
+    self[0] -= v[0];
+    self[1] -= v[1];
+    self[2] -= v[2];
+    return self;
+}
+
+function scaleVector(self, scale) {
+    self[0] *= scale;
+    self[1] *= scale;
+    self[2] *= scale;
+    return self;
+}
+
+function normaliseVector(self) {
+    var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+    self[0] /= len;
+    self[1] /= len;
+    self[2] /= len;
+    return self;
+}
+
+function add(v1, v2) {
+    return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
+}
+
+function sub(v1, v2) {
+    return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
+}
+
+function scalev(v1, v2) {
+    return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
+}
+
+function dot(v1, v2) {
+    return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
+}
+
+function scale(v, scale) {
+    return [v[0] * scale, v[1] * scale, v[2] * scale];
+}
+
+function cross(v1, v2) {
+    return [v1[1] * v2[2] - v1[2] * v2[1], 
+            v1[2] * v2[0] - v1[0] * v2[2],
+            v1[0] * v2[1] - v1[1] * v2[0]];
+
+}
+
+function normalise(v) {
+    var len = lengthVector(v);
+    return [v[0] / len, v[1] / len, v[2] / len];
+}
+
+function transformMatrix(self, v) {
+    var vals = self;
+    var x  = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
+    var y  = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
+    var z  = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
+    return [x, y, z];
+}
+
+function invertMatrix(self) {
+    var temp = new Array(16);
+    var tx = -self[3];
+    var ty = -self[7];
+    var tz = -self[11];
+    for (h = 0; h < 3; h++) 
+        for (v = 0; v < 3; v++) 
+            temp[h + v * 4] = self[v + h * 4];
+    for (i = 0; i < 11; i++)
+        self[i] = temp[i];
+    self[3] = tx * self[0] + ty * self[1] + tz * self[2];
+    self[7] = tx * self[4] + ty * self[5] + tz * self[6];
+    self[11] = tx * self[8] + ty * self[9] + tz * self[10];
+    return self;
+}
+
+
+// Triangle intersection using barycentric coord method
+function Triangle(p1, p2, p3) {
+    var edge1 = sub(p3, p1);
+    var edge2 = sub(p2, p1);
+    var normal = cross(edge1, edge2);
+    if (Math.abs(normal[0]) > Math.abs(normal[1]))
+        if (Math.abs(normal[0]) > Math.abs(normal[2]))
+            this.axis = 0; 
+        else 
+            this.axis = 2;
+    else
+        if (Math.abs(normal[1]) > Math.abs(normal[2])) 
+            this.axis = 1;
+        else 
+            this.axis = 2;
+    var u = (this.axis + 1) % 3;
+    var v = (this.axis + 2) % 3;
+    var u1 = edge1[u];
+    var v1 = edge1[v];
+    
+    var u2 = edge2[u];
+    var v2 = edge2[v];
+    this.normal = normalise(normal);
+    this.nu = normal[u] / normal[this.axis];
+    this.nv = normal[v] / normal[this.axis];
+    this.nd = dot(normal, p1) / normal[this.axis];
+    var det = u1 * v2 - v1 * u2;
+    this.eu = p1[u];
+    this.ev = p1[v]; 
+    this.nu1 = u1 / det;
+    this.nv1 = -v1 / det;
+    this.nu2 = v2 / det;
+    this.nv2 = -u2 / det; 
+    this.material = [0.7, 0.7, 0.7];
+}
+
+Triangle.prototype.intersect = function(orig, dir, near, far) {
+    var u = (this.axis + 1) % 3;
+    var v = (this.axis + 2) % 3;
+    var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
+    var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
+    if (t < near || t > far)
+        return null;
+    var Pu = orig[u] + t * dir[u] - this.eu;
+    var Pv = orig[v] + t * dir[v] - this.ev;
+    var a2 = Pv * this.nu1 + Pu * this.nv1;
+    if (a2 < 0) 
+        return null;
+    var a3 = Pu * this.nu2 + Pv * this.nv2;
+    if (a3 < 0) 
+        return null;
+
+    if ((a2 + a3) > 1) 
+        return null;
+    return t;
+}
+
+function Scene(a_triangles) {
+    this.triangles = a_triangles;
+    this.lights = [];
+    this.ambient = [0,0,0];
+    this.background = [0.8,0.8,1];
+}
+var zero = new Array(0,0,0);
+
+Scene.prototype.intersect = function(origin, dir, near, far) {
+    var closest = null;
+    for (i = 0; i < this.triangles.length; i++) {
+        var triangle = this.triangles[i];   
+        var d = triangle.intersect(origin, dir, near, far);
+        if (d == null || d > far || d < near)
+            continue;
+        far = d;
+        closest = triangle;
+    }
+    
+    if (!closest)
+        return [this.background[0],this.background[1],this.background[2]];
+        
+    var normal = closest.normal;
+    var hit = add(origin, scale(dir, far)); 
+    if (dot(dir, normal) > 0)
+        normal = [-normal[0], -normal[1], -normal[2]];
+    
+    var colour = null;
+    if (closest.shader) {
+        colour = closest.shader(closest, hit, dir);
+    } else {
+        colour = closest.material;
+    }
+    
+    // do reflection
+    var reflected = null;
+    if (colour.reflection > 0.001) {
+        var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
+        reflected = this.intersect(hit, reflection, 0.0001, 1000000);
+        if (colour.reflection >= 0.999999)
+            return reflected;
+    }
+    
+    var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
+    for (var i = 0; i < this.lights.length; i++) {
+        var light = this.lights[i];
+        var toLight = sub(light, hit);
+        var distance = lengthVector(toLight);
+        scaleVector(toLight, 1.0/distance);
+        distance -= 0.0001;
+        if (this.blocked(hit, toLight, distance))
+            continue;
+        var nl = dot(normal, toLight);
+        if (nl > 0)
+            addVector(l, scale(light.colour, nl));
+    }
+    l = scalev(l, colour);
+    if (reflected) {
+        l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
+    }
+    return l;
+}
+
+Scene.prototype.blocked = function(O, D, far) {
+    var near = 0.0001;
+    var closest = null;
+    for (i = 0; i < this.triangles.length; i++) {
+        var triangle = this.triangles[i];   
+        var d = triangle.intersect(O, D, near, far);
+        if (d == null || d > far || d < near)
+            continue;
+        return true;
+    }
+    
+    return false;
+}
+
+
+// this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
+// that somewhere is
+function Camera(origin, lookat, up) {
+    var zaxis = normaliseVector(subVector(lookat, origin));
+    var xaxis = normaliseVector(cross(up, zaxis));
+    var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
+    var m = new Array(16);
+    m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
+    m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
+    m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
+    invertMatrix(m);
+    m[3] = 0; m[7] = 0; m[11] = 0;
+    this.origin = origin;
+    this.directions = new Array(4);
+    this.directions[0] = normalise([-0.7,  0.7, 1]);
+    this.directions[1] = normalise([ 0.7,  0.7, 1]);
+    this.directions[2] = normalise([ 0.7, -0.7, 1]);
+    this.directions[3] = normalise([-0.7, -0.7, 1]);
+    this.directions[0] = transformMatrix(m, this.directions[0]);
+    this.directions[1] = transformMatrix(m, this.directions[1]);
+    this.directions[2] = transformMatrix(m, this.directions[2]);
+    this.directions[3] = transformMatrix(m, this.directions[3]);
+}
+
+Camera.prototype.generateRayPair = function(y) {
+    rays = new Array(new Object(), new Object());
+    rays[0].origin = this.origin;
+    rays[1].origin = this.origin;
+    rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
+    rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
+    return rays;
+}
+
+function renderRows(camera, scene, pixels, width, height, starty, stopy) {
+    for (var y = starty; y < stopy; y++) {
+        var rays = camera.generateRayPair(y / height);
+        for (var x = 0; x < width; x++) {
+            var xp = x / width;
+            var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
+            var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
+            var l = scene.intersect(origin, dir);
+            pixels[y][x] = l;
+        }
+    }
+}
+
+Camera.prototype.render = function(scene, pixels, width, height) {
+    var cam = this;
+    var row = 0;
+    renderRows(cam, scene, pixels, width, height, 0, height);
+}
+
+
+
+function raytraceScene()
+{
+    var startDate = new Date().getTime();
+    var numTriangles = 2 * 6;
+    var triangles = new Array();//numTriangles);
+    var tfl = createVector(-10,  10, -10);
+    var tfr = createVector( 10,  10, -10);
+    var tbl = createVector(-10,  10,  10);
+    var tbr = createVector( 10,  10,  10);
+    var bfl = createVector(-10, -10, -10);
+    var bfr = createVector( 10, -10, -10);
+    var bbl = createVector(-10, -10,  10);
+    var bbr = createVector( 10, -10,  10);
+    
+    // cube!!!
+    // front
+    var i = 0;
+    
+    triangles[i++] = new Triangle(tfl, tfr, bfr);
+    triangles[i++] = new Triangle(tfl, bfr, bfl);
+    // back
+    triangles[i++] = new Triangle(tbl, tbr, bbr);
+    triangles[i++] = new Triangle(tbl, bbr, bbl);
+    //        triangles[i-1].material = [0.7,0.2,0.2];
+    //            triangles[i-1].material.reflection = 0.8;
+    // left
+    triangles[i++] = new Triangle(tbl, tfl, bbl);
+    //            triangles[i-1].reflection = 0.6;
+    triangles[i++] = new Triangle(tfl, bfl, bbl);
+    //            triangles[i-1].reflection = 0.6;
+    // right
+    triangles[i++] = new Triangle(tbr, tfr, bbr);
+    triangles[i++] = new Triangle(tfr, bfr, bbr);
+    // top
+    triangles[i++] = new Triangle(tbl, tbr, tfr);
+    triangles[i++] = new Triangle(tbl, tfr, tfl);
+    // bottom
+    triangles[i++] = new Triangle(bbl, bbr, bfr);
+    triangles[i++] = new Triangle(bbl, bfr, bfl);
+    
+    //Floor!!!!
+    var green = createVector(0.0, 0.4, 0.0);
+    var grey = createVector(0.4, 0.4, 0.4);
+    grey.reflection = 1.0;
+    var floorShader = function(tri, pos, view) {
+        var x = ((pos[0]/32) % 2 + 2) % 2;
+        var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
+        if (x < 1 != z < 1) {
+            //in the real world we use the fresnel term...
+            //    var angle = 1-dot(view, tri.normal);
+            //   angle *= angle;
+            //  angle *= angle;
+            // angle *= angle;
+            //grey.reflection = angle;
+            return grey;
+        } else 
+            return green;
+    }
+    var ffl = createVector(-1000, -30, -1000);
+    var ffr = createVector( 1000, -30, -1000);
+    var fbl = createVector(-1000, -30,  1000);
+    var fbr = createVector( 1000, -30,  1000);
+    triangles[i++] = new Triangle(fbl, fbr, ffr);
+    triangles[i-1].shader = floorShader;
+    triangles[i++] = new Triangle(fbl, ffr, ffl);
+    triangles[i-1].shader = floorShader;
+    
+    var _scene = new Scene(triangles);
+    _scene.lights[0] = createVector(20, 38, -22);
+    _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
+    _scene.lights[1] = createVector(-23, 40, 17);
+    _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
+    _scene.lights[2] = createVector(23, 20, 17);
+    _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
+    _scene.ambient = createVector(0.1, 0.1, 0.1);
+    //  _scene.background = createVector(0.7, 0.7, 1.0);
+    
+    var size = 30;
+    var pixels = new Array();
+    for (var y = 0; y < size; y++) {
+        pixels[y] = new Array();
+        for (var x = 0; x < size; x++) {
+            pixels[y][x] = 0;
+        }
+    }
+
+    var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
+    _camera.render(_scene, pixels, size, size);
+
+    return pixels;
+}
+
+function arrayToCanvasCommands(pixels)
+{
+    var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
+    var size = 30;
+    for (var y = 0; y < size; y++) {
+        s += "[";
+        for (var x = 0; x < size; x++) {
+            s += "[" + pixels[y][x] + "],";
+        }
+        s+= "],";
+    }
+    s += '];\n    var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
+\n\
+\n\
+    var size = 30;\n\
+    canvas.fillStyle = "red";\n\
+    canvas.fillRect(0, 0, size, size);\n\
+    canvas.scale(1, -1);\n\
+    canvas.translate(0, -size);\n\
+\n\
+    if (!canvas.setFillColor)\n\
+        canvas.setFillColor = function(r, g, b, a) {\n\
+            this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
+    }\n\
+\n\
+for (var y = 0; y < size; y++) {\n\
+  for (var x = 0; x < size; x++) {\n\
+    var l = pixels[y][x];\n\
+    canvas.setFillColor(l[0], l[1], l[2], 1);\n\
+    canvas.fillRect(x, y, 1, 1);\n\
+  }\n\
+}</scr' + 'ipt>';
+
+    return s;
+}
+
+testOutput = arrayToCanvasCommands(raytraceScene());
+expected = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><script>\nvar pixels = 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252,0.5166323224598249,0.5166323224598249],[0.9306991201883348,0.5311982918579957,0.5311982918579957],[0.942986803591991,0.5467760342781277,0.5467760342781277],[0,0.3165578521241011,0],[0,0.31548839579667104,0],[0,0.3131368632708015,0],[0.8,0.8,1],[0,0.30500137342777356,0],[0,0.29951030523776406,0],[0,0.29329773299429385,0],[0,0.28653936257609475,0],[0,0.27940222592749825,0],[0.8,0.8,1],[0,0.26457440761040923,0],[0,0.2571216942588568,0],[0,0.24976474642245705,0],],[[0.8,0.8,1],[0,0.20714814874471174,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.23670584867979186,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.2653456430194066,0],[0,0.2698801253354915,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.2797697633705014,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.2652596644585568,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.23044738434960232,0],[0.8,0.8,1],],[[0.8,0.8,1],[0,0.1874620478256095,0],[0,0.19215316230371715,0],[0,0.19696169224108015,0],[0,0.20186087426658073,0],[0,0.20681514030842463,0],[0,0.2117788084075138,0],[0,0.21669500719585458,0],[0,0.22149508562026893,0],[0,0.22609882383824634,0],[0,0.23041578943560334,0],[0,0.23434813805418903,0],[0,0.23779500435424242,0],[0,0.240658357082728,0],[0.8,0.8,1],[0,0.24429776275232565,0],[0,0.24495325891611666,0],[0,0.24479455500778916,0],[0,0.24382873003864916,0],[0.8,0.8,1],[0,0.23963973129383997,0],[0,0.23655408649128906,0],[0,0.23292473874860314,0],[0,0.2288489260033022,0],[0.8,0.8,1],[0,0.21974417921637143,0],[0,0.21489400490094954,0],[0,0.20994923454342304,0],[0,0.20497430079270745,0],[0.8,0.8,1],],[[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.1797204574749079,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.19516287408734248,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.2074862652007326,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.20573701126457444,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.19259287153244908,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.17697513874785395,0],],[[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.1614935034375082,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.17936757268974335,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.17026872079690972,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],],[[0,0.12879641411423945,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.1358377385211167,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.1546643297719027,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.1559650385862031,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.14211514071040432,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.13513052327523242,0],],[[0,0.11212384156112787,0],[0.8,0.8,1],[0,0.11564325792725064,0],[0,0.1174011949544484,0],[0.8,0.8,1],[0,0.12084571295779206,0],[0,0.12249918688067803,0],[0,0.1240816293005488,0],[0,0.12557222890553357,0],[0.8,0.8,1],[0,0.12819024296879525,0],[0,0.12927368617900967,0],[0.8,0.8,1],[0,0.13088813449481448,0],[0,0.13138603838942955,0],[0.8,0.8,1],[0,0.13170953912018962,0],[0.8,0.8,1],[0,0.13112114069722186,0],[0,0.13049815823500216,0],[0.8,0.8,1],[0,0.12866048872503766,0],[0,0.1274822855623644,0],[0.8,0.8,1],[0,0.1247126669400825,0],[0,0.12316534788101306,0],[0,0.12153830315457151,0],[0,0.11985151859147432,0],[0.8,0.8,1],[0,0.11637011656642021,0],],[[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.104782462250846,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.1094376687357348,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],],[[0.8,0.8,1],[0.8,0.8,1],[0,0.0830756783895465,0],[0.8,0.8,1],[0,0.08474229354589341,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.08702004690763979,0],[0.8,0.8,1],[0,0.08829471061229066,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.0896722795161435,0],[0.8,0.8,1],[0,0.0901512080809384,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.09012955842093213,0],[0.8,0.8,1],[0,0.08962319641070081,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.08821080590025861,0],[0.8,0.8,1],[0,0.08691857775431859,0],[0.8,0.8,1],[0.8,0.8,1],[0,0.08462346811430875,0],[0.8,0.8,1],[0,0.08295071578903558,0],],[[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.06935458357760912,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.07223735845162484,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0,0.07191875490542338,0],[0,0.07163456254931609,0],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],],[[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],[0.8,0.8,1],],];\n    var canvas = document.getElementById("renderCanvas").getContext("2d");\n\n\n    var size = 30;\n    canvas.fillStyle = "red";\n    canvas.fillRect(0, 0, size, size);\n    canvas.scale(1, -1);\n    canvas.translate(0, -size);\n\n    if (!canvas.setFillColor)\n        canvas.setFillColor = function(r, g, b, a) {\n            this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n    }\n\nfor (var y = 0; y < size; y++) {\n  for (var x = 0; x < size; x++) {\n    var l = pixels[y][x];\n    canvas.setFillColor(l[0], l[1], l[2], 1);\n    canvas.fillRect(x, y, 1, 1);\n  }\n}</script>';
+print(testOutput == expected)
+//print(testOutput)
+//print(expected)
\ No newline at end of file
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-access-binary-trees.js
@@ -0,0 +1,52 @@
+/* The Great Computer Language Shootout
+   http://shootout.alioth.debian.org/
+   contributed by Isaac Gouy */
+
+function TreeNode(left,right,item){
+   this.left = left;
+   this.right = right;
+   this.item = item;
+}
+
+TreeNode.prototype.itemCheck = function(){
+   if (this.left==null) return this.item;
+   else return this.item + this.left.itemCheck() - this.right.itemCheck();
+}
+
+function bottomUpTree(item,depth){
+   if (depth>0){
+      return new TreeNode(
+          bottomUpTree(2*item-1, depth-1)
+         ,bottomUpTree(2*item, depth-1)
+         ,item
+      );
+   }
+   else {
+      return new TreeNode(null,null,item);
+   }
+}
+
+var ret;
+
+for ( var n = 4; n <= 7; n += 1 ) {
+    var minDepth = 4;
+    var maxDepth = Math.max(minDepth + 2, n);
+    var stretchDepth = maxDepth + 1;
+    
+    var check = bottomUpTree(0,stretchDepth).itemCheck();
+    
+    var longLivedTree = bottomUpTree(0,maxDepth);
+    for (var depth=minDepth; depth<=maxDepth; depth+=2){
+        var iterations = 1 << (maxDepth - depth + minDepth);
+
+        check = 0;
+        for (var i=1; i<=iterations; i++){
+            check += bottomUpTree(i,depth).itemCheck();
+            check += bottomUpTree(-i,depth).itemCheck();
+        }
+    }
+
+    ret = longLivedTree.itemCheck();
+}
+
+print(ret == -1)
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-access-fannkuch.js
@@ -0,0 +1,66 @@
+/* The Great Computer Language Shootout
+   http://shootout.alioth.debian.org/
+   contributed by Isaac Gouy */
+
+function fannkuch(n) {
+   var check = 0;
+   var perm = Array(n);
+   var perm1 = Array(n);
+   var count = Array(n);
+   var maxPerm = Array(n);
+   var maxFlipsCount = 0;
+   var m = n - 1;
+
+   for (var i = 0; i < n; i++) perm1[i] = i;
+   var r = n;
+
+   while (true) {
+      // write-out the first 30 permutations
+      if (check < 30){
+         var s = "";
+         for(var i=0; i<n; i++) s += (perm1[i]+1).toString();
+         check++;
+      }
+
+      while (r != 1) { count[r - 1] = r; r--; }
+      if (!(perm1[0] == 0 || perm1[m] == m)) {
+         for (var i = 0; i < n; i++) perm[i] = perm1[i];
+
+         var flipsCount = 0;
+         var k;
+
+         while (!((k = perm[0]) == 0)) {
+            var k2 = (k + 1) >> 1;
+            for (var i = 0; i < k2; i++) {
+               var temp = perm[i]; perm[i] = perm[k - i]; perm[k - i] = temp;
+            }
+            flipsCount++;
+         }
+
+         if (flipsCount > maxFlipsCount) {
+            maxFlipsCount = flipsCount;
+            for (var i = 0; i < n; i++) maxPerm[i] = perm1[i];
+         }
+      }
+
+      while (true) {
+         if (r == n) return maxFlipsCount;
+         var perm0 = perm1[0];
+         var i = 0;
+         while (i < r) {
+            var j = i + 1;
+            perm1[i] = perm1[j];
+            i = j;
+         }
+         perm1[r] = perm0;
+
+         count[r] = count[r] - 1;
+         if (count[r] > 0) break;
+         r++;
+      }
+   }
+}
+
+var n = 8;
+var ret = fannkuch(n);
+print(ret == 22)
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-access-nbody.js
@@ -0,0 +1,171 @@
+/* The Great Computer Language Shootout
+   http://shootout.alioth.debian.org/
+   contributed by Isaac Gouy */
+
+var PI = 3.141592653589793;
+var SOLAR_MASS = 4 * PI * PI;
+var DAYS_PER_YEAR = 365.24;
+
+function Body(x,y,z,vx,vy,vz,mass){
+   this.x = x;
+   this.y = y;
+   this.z = z;
+   this.vx = vx;
+   this.vy = vy;
+   this.vz = vz;
+   this.mass = mass;
+}
+
+Body.prototype.offsetMomentum = function(px,py,pz) {
+   this.vx = -px / SOLAR_MASS;
+   this.vy = -py / SOLAR_MASS;
+   this.vz = -pz / SOLAR_MASS;
+   return this;
+}
+
+function Jupiter(){
+   return new Body(
+      4.84143144246472090e+00,
+      -1.16032004402742839e+00,
+      -1.03622044471123109e-01,
+      1.66007664274403694e-03 * DAYS_PER_YEAR,
+      7.69901118419740425e-03 * DAYS_PER_YEAR,
+      -6.90460016972063023e-05 * DAYS_PER_YEAR,
+      9.54791938424326609e-04 * SOLAR_MASS
+   );
+}
+
+function Saturn(){
+   return new Body(
+      8.34336671824457987e+00,
+      4.12479856412430479e+00,
+      -4.03523417114321381e-01,
+      -2.76742510726862411e-03 * DAYS_PER_YEAR,
+      4.99852801234917238e-03 * DAYS_PER_YEAR,
+      2.30417297573763929e-05 * DAYS_PER_YEAR,
+      2.85885980666130812e-04 * SOLAR_MASS
+   );
+}
+
+function Uranus(){
+   return new Body(
+      1.28943695621391310e+01,
+      -1.51111514016986312e+01,
+      -2.23307578892655734e-01,
+      2.96460137564761618e-03 * DAYS_PER_YEAR,
+      2.37847173959480950e-03 * DAYS_PER_YEAR,
+      -2.96589568540237556e-05 * DAYS_PER_YEAR,
+      4.36624404335156298e-05 * SOLAR_MASS
+   );
+}
+
+function Neptune(){
+   return new Body(
+      1.53796971148509165e+01,
+      -2.59193146099879641e+01,
+      1.79258772950371181e-01,
+      2.68067772490389322e-03 * DAYS_PER_YEAR,
+      1.62824170038242295e-03 * DAYS_PER_YEAR,
+      -9.51592254519715870e-05 * DAYS_PER_YEAR,
+      5.15138902046611451e-05 * SOLAR_MASS
+   );
+}
+
+function Sun(){
+   return new Body(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, SOLAR_MASS);
+}
+
+
+function NBodySystem(bodies){
+   this.bodies = bodies;
+   var px = 0.0;
+   var py = 0.0;
+   var pz = 0.0;
+   var size = this.bodies.length;
+   for (var i=0; i<size; i++){
+      var b = this.bodies[i];
+      var m = b.mass;
+      px += b.vx * m;
+      py += b.vy * m;
+      pz += b.vz * m;
+   }
+   this.bodies[0].offsetMomentum(px,py,pz);
+}
+
+NBodySystem.prototype.advance = function(dt){
+   var dx, dy, dz, distance, mag;
+   var size = this.bodies.length;
+
+   for (var i=0; i<size; i++) {
+      var bodyi = this.bodies[i];
+      for (var j=i+1; j<size; j++) {
+         var bodyj = this.bodies[j];
+         dx = bodyi.x - bodyj.x;
+         dy = bodyi.y - bodyj.y;
+         dz = bodyi.z - bodyj.z;
+
+         distance = Math.sqrt(dx*dx + dy*dy + dz*dz);
+         mag = dt / (distance * distance * distance);
+
+         bodyi.vx -= dx * bodyj.mass * mag;
+         bodyi.vy -= dy * bodyj.mass * mag;
+         bodyi.vz -= dz * bodyj.mass * mag;
+
+         bodyj.vx += dx * bodyi.mass * mag;
+         bodyj.vy += dy * bodyi.mass * mag;
+         bodyj.vz += dz * bodyi.mass * mag;
+      }
+   }
+
+   for (var i=0; i<size; i++) {
+      var body = this.bodies[i];
+      body.x += dt * body.vx;
+      body.y += dt * body.vy;
+      body.z += dt * body.vz;
+   }
+}
+
+NBodySystem.prototype.energy = function(){
+   var dx, dy, dz, distance;
+   var e = 0.0;
+   var size = this.bodies.length;
+
+   for (var i=0; i<size; i++) {
+      var bodyi = this.bodies[i];
+
+      e += 0.5 * bodyi.mass *
+         ( bodyi.vx * bodyi.vx
+         + bodyi.vy * bodyi.vy
+         + bodyi.vz * bodyi.vz );
+
+      for (var j=i+1; j<size; j++) {
+         var bodyj = this.bodies[j];
+         dx = bodyi.x - bodyj.x;
+         dy = bodyi.y - bodyj.y;
+         dz = bodyi.z - bodyj.z;
+
+         distance = Math.sqrt(dx*dx + dy*dy + dz*dz);
+         e -= (bodyi.mass * bodyj.mass) / distance;
+      }
+   }
+   return e;
+}
+
+var ret;
+
+for ( var n = 3; n <= 24; n *= 2 ) {
+    (function(){
+        var bodies = new NBodySystem( Array(
+           Sun(),Jupiter(),Saturn(),Uranus(),Neptune()
+        ));
+        var max = n * 100;
+        
+        ret = bodies.energy();
+        for (var i=0; i<max; i++){
+            bodies.advance(0.01);
+        }
+        ret = bodies.energy();
+    })();
+}
+
+print(ret == -0.16906933525822856)
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-access-nsieve.js
@@ -0,0 +1,40 @@
+// The Great Computer Language Shootout
+// http://shootout.alioth.debian.org/
+//
+// modified by Isaac Gouy
+
+function pad(number,width){
+   var s = number.toString();
+   var prefixWidth = width - s.length;
+   if (prefixWidth>0){
+      for (var i=1; i<=prefixWidth; i++) s = " " + s;
+   }
+   return s;
+}
+
+function nsieve(m, isPrime){
+   var i, k, count;
+
+   for (i=2; i<=m; i++) { isPrime[i] = true; }
+   count = 0;
+
+   for (i=2; i<=m; i++){
+      if (isPrime[i]) {
+         for (k=i+i; k<=m; k+=i) isPrime[k] = false;
+         count++;
+      }
+   }
+   return count;
+}
+
+var ret = 0;
+function sieve() {
+    for (var i = 1; i <= 3; i++ ) {
+        var m = (1<<i)*10000;
+        var flags = Array(m+1);
+        ret += nsieve(m, flags);
+    }
+}
+
+sieve();
+print(ret == 14302)
\ No newline at end of file
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-bitops-3bit-bits-in-byte.js
@@ -0,0 +1,35 @@
+// Copyright (c) 2004 by Arthur Langereis (arthur_ext at domain xfinitegames, tld com
+
+// 1 op = 6 ANDs, 3 SHRs, 3 SHLs, 4 assigns, 2 ADDs
+// O(1)
+function fast3bitlookup(b) {
+var c, bi3b = 0xE994; // 0b1110 1001 1001 0100; // 3 2 2 1  2 1 1 0
+c  = 3 & (bi3b >> ((b << 1) & 14));
+c += 3 & (bi3b >> ((b >> 2) & 14));
+c += 3 & (bi3b >> ((b >> 5) & 6));
+return c;
+
+/*
+lir4,0xE994; 9 instructions, no memory access, minimal register dependence, 6 shifts, 2 adds, 1 inline assign
+rlwinmr5,r3,1,28,30
+rlwinmr6,r3,30,28,30
+rlwinmr7,r3,27,29,30
+rlwnmr8,r4,r5,30,31
+rlwnmr9,r4,r6,30,31
+rlwnmr10,r4,r7,30,31
+addr3,r8,r9
+addr3,r3,r10
+*/
+}
+
+var ret = 0;
+function TimeFunc(func) {
+  var x, y, t;
+  for(var x=0; x<500; x++)
+  for(var y=0; y<256; y++) {
+    ret += func(y);
+  }
+}
+
+TimeFunc(fast3bitlookup);
+print(ret == 512000)
\ No newline at end of file
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-bitops-bits-in-byte.js
@@ -0,0 +1,24 @@
+// Copyright (c) 2004 by Arthur Langereis (arthur_ext at domain xfinitegames, tld com)
+
+
+// 1 op = 2 assigns, 16 compare/branches, 8 ANDs, (0-8) ADDs, 8 SHLs
+// O(n)
+function bitsinbyte(b) {
+var m = 1, c = 0;
+while(m<0x100) {
+if(b & m) c++;
+m <<= 1;
+}
+return c;
+}
+
+var ret = 0;
+function TimeFunc(func) {
+var x, y, t;
+for(var x=0; x<350; x++)
+for(var y=0; y<256; y++) 
+  ret += func(y);
+}
+
+TimeFunc(bitsinbyte);
+print(ret == 358400)
\ No newline at end of file
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-bitops-bitwise-and.js
@@ -0,0 +1,29 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+
+bitwiseAndValue = 4294967296;
+for (var i = 0; i < 60; i++)
+    bitwiseAndValue = bitwiseAndValue & i;
+print(bitwiseAndValue == 0)
\ No newline at end of file
new file mode 100644
--- /dev/null
+++ b/js/src/correct/check-bitops-nsieve-bits.js
@@ -0,0 +1,40 @@
+// The Great Computer Language Shootout
+//  http://shootout.alioth.debian.org
+//
+//  Contributed by Ian Osgood
+
+var result = [];
+
+function pad(n,width) {
+  var s = n.toString();
+  while (s.length < width) s = ' ' + s;
+  return s;
+}
+
+function primes(isPrime, n) {
+  var i, count = 0, m = 10000<<n, size = m+31>>5;
+
+  for (i=0; i<size; i++) isPrime[i] = 0xffffffff;
+
+  for (i=2; i<m; i++)
+    if (isPrime[i>>5] & 1<<(i&31)) {
+      for (var j=i+i; j<m; j+=i)
+        result.push(isPrime[j>>5] &= ~(1<<(j&31)));
+      count++;
+    }
+}
+
+function sieve() {
+    for (var i = 4; i <= 4; i++) {
+        var isPrime = new Array((10000<<i)+31>>5);
+        primes(isPrime, i);
+    }
+}
+
+sieve();
+
+var ret = 0;
+for (var i = 0; i < result.length; ++i)
+  ret += result[i];
+
+print(ret == -211235557404919)
\ No newline at end of file