Race condition resolved mit mutex lock
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@@ -1,12 +1,13 @@
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package main
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import (
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"sync"
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"time"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const MAXPOINTS = 100
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const MAXPOINTS = 100000
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func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particleColumnCount int, particleRowCount int, particleList *[MAXPOINTS]rl.Vector2) {
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var particleLeftCornerPos rl.Vector2 = rl.Vector2{500, 300}
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@@ -19,31 +20,35 @@ func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particl
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}
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}
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func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int) {
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func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex) {
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var particleSpeed rl.Vector2 = rl.Vector2{0, -300} //pixel pro Sekunde
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var timeIncrement float32 = 0.001
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var timeIncrement float64 = 0.0001
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var gravity rl.Vector2 = rl.Vector2{0, 150}
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for j := float32(0); j < 5; {
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for j := float64(0); j < 5; {
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var startTime time.Time = time.Now()
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particleListKey.Lock()
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for i := 0; i < particleCount; i++ {
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particleList[i] =
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rl.Vector2Add(
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particleList[i],
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rl.Vector2Scale(particleSpeed, timeIncrement))
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rl.Vector2Scale(particleSpeed, float32(timeIncrement)))
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}
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particleListKey.Unlock()
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//fmt.Println(particleList)
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particleSpeed =
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rl.Vector2Add(
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particleSpeed,
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rl.Vector2Scale(gravity, timeIncrement))
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rl.Vector2Scale(gravity, float32(timeIncrement)))
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j += timeIncrement
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var endTime time.Time = time.Now()
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var elapsed time.Duration = endTime.Sub(startTime)
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var waitTime float64 = float64(timeIncrement) - elapsed.Seconds()
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println(waitTime)
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var waitTime float64 = timeIncrement - elapsed.Seconds()
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rl.WaitTime(waitTime)
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println((waitTime / timeIncrement))
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rl.ClearBackground(rl.RayWhite)
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}
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}
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@@ -61,26 +66,34 @@ func main() {
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rl.EndDrawing()
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var particleWidth float32 = 200
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var particleWidth float32 = 300
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var particleHeight float32 = 200
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var particleColumnCount int = 10
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var particleRowCount int = 10
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var particleColumnCount int = 20
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var particleRowCount int = 20
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var particleCount int = particleRowCount * particleColumnCount
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var particleRadius float32 = 5
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var particleColor rl.Color = rl.Black
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var particleListKey sync.Mutex
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//var stepSize float32 = 10
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var particleList = [MAXPOINTS]rl.Vector2{}
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spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
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go physics(&particleList, particleCount)
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go physics(&particleList, particleCount, &particleListKey)
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for !rl.WindowShouldClose() {
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rl.ClearBackground(rl.RayWhite)
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particleListKey.Lock()
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rl.BeginDrawing()
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for i := 0; i < particleCount; i++ {
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rl.DrawCircleV(particleList[i], particleRadius, particleColor)
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}
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particleListKey.Unlock()
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rl.EndDrawing()
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}
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