gLM | A GPU language model , based on btree backed tries | GPU library
kandi X-RAY | gLM Summary
kandi X-RAY | gLM Summary
gLM the GPU based Language Model is an ngram language model implementation that takes in an arpa file as an input, binarizes it and queries it in batch. More details about the design and implementation can be found in this paper, published at ACL 2016.
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gLM Examples and Code Snippets
Community Discussions
Trending Discussions on gLM
QUESTION
How do you calculate the model accuracy in RStudio for logistic regression. The dataset is from Kaggle.
...ANSWER
Answered 2021-Jun-15 at 21:39use the package ML metrics
QUESTION
If have the following code which simulates a ball to Ball collision. My problem is, that the balls bounce against each other. I want to have the balls stick together like snow particles. Does anyone know how to do that?
...ANSWER
Answered 2021-Jun-11 at 12:47void resolveCollision(Particle& particle, Particle& otherParticle) {
float xVelocityDiff = particle.speed.x - otherParticle.speed.x;
float yVelocityDiff = particle.speed.y - otherParticle.speed.y;
float xDist = otherParticle.pos.x - particle.pos.x;
float yDist = otherParticle.pos.y - particle.pos.y;
// Prevent accidental overlap of particles
if (xVelocityDiff * xDist + yVelocityDiff * yDist >= 0) {
// Grab angle between the two colliding particles
float angle = -std::atan2(otherParticle.pos.y - particle.pos.y, otherParticle.pos.x - particle.pos.x);
// Store mass in var for better readability in collision equation
float m1 = particle.mass;
float m2 = otherParticle.mass;
// Velocity before equation
glm::vec3 u1 = rotateVel(particle.speed, angle);
glm::vec3 u2 = rotateVel(otherParticle.speed, angle);
// Velocity after 1d collision equation
glm::vec3 v1(u1.x * (m1 - m2) / (m1 + m2) + u2.x * 2 * m2 / (m1 + m2),
u1.y,
0.0);
glm::vec3 v2(u2.x * (m1 - m2) / (m1 + m2) + u1.x * 2 * m2 / (m1 + m2),
u2.y,
0.0);
// Final velocity after rotating axis back to original location
glm::vec3 vFinal1 = rotateVel(v1, -angle);
glm::vec3 vFinal2 = rotateVel(v2, -angle);
// Swap particle velocities for realistic bounce effect
particle.speed.x = vFinal1.x;
particle.speed.y = vFinal1.y;
otherParticle.speed.x = vFinal1.x;
otherParticle.speed.y = vFinal1.y;
}
}
QUESTION
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
...ANSWER
Answered 2021-Jun-10 at 03:17Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
QUESTION
I have been trying to pass a mat4 into VS. I am activating the shader program before passing the data:
...ANSWER
Answered 2021-Jun-07 at 06:49The interface variabel Position
is not used in the fragment shader. So the uniform variable u_ModelViewMatrix
is not required. This uniform is "optimized out" by the linker and does not become an active program resource. Therefor you'll not get a uniform location for "u_ModelViewMatrix"
.
QUESTION
I have a predictor variable called "Group", this group has 3 categories (ALTO, MEDIO, BAJO). In my glm for binomial family, the summary shows the intercept + BAJO and MEDIO, but I need to see in my tab_model only ALTO and MEDIO and let BAJO as intercept. Is there any way to change this setting?
...ANSWER
Answered 2021-Jun-09 at 12:29You can use the relevel()
function to specify which level of the factor is the reference level. Assuming the variable Grupo is already a factor, this should work:
QUESTION
This is my code for a Logistic regression:
...ANSWER
Answered 2021-Jun-08 at 06:22When you use predict
you have to use newdata
and not data
for using a new data set.
QUESTION
I bring this question over from tex exchange because it didn't get much attention there The answer I got doesn't apply to tables longer than 3 rows. Please see how I could change my code. Thanks for your attention. https://tex.stackexchange.com/questions/594324/how-to-replace-all-with-or-x-in-an-anova-table
...ANSWER
Answered 2021-Jun-07 at 19:12Note the order of the arguments to gsub()
has x =
as the third argument, not the first. So your piping wouldn't work.
Solution:
QUESTION
I have a dataset demos_mn
of demographics and an outcome variable. There are 5 variables of interest, so that my glm and null models looks like this:
ANSWER
Answered 2021-Jun-04 at 00:55Perhaps you forgot test="Chisq"
? From ?anova.glm
:
test: a character string, (partially) matching one of ‘"Chisq"’, ‘"LRT"’, ‘"Rao"’, ‘"F"’ or ‘"Cp"’. See ‘stat.anova’.
QUESTION
This question relates to Emmeans continuous independant variable
I want to calculate EMM for at least three values of diameter
, i.e., min, mean, and max, with a one-liner. Specifying cov.reduce = range
gives the estimates using min and max diameter
only, removing cov.reduce = range
gives the estimates using the mean diameter
.
ANSWER
Answered 2021-Jun-03 at 23:49This is easily done, since you can specify any function. So try
QUESTION
My diffuse lighting doesn't seem to be working properly.
Fragment Shader:
...ANSWER
Answered 2021-Jun-03 at 06:53this:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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No vulnerabilities reported
Install gLM
-DBUILDTYPE=debug builds with -O0 and -g
-DCOMPUTE_VER set the compute version of the hardware. Default is 52. IT WILL NOT PRODUCE CORRECT SCORES IF IT IS COMPILED WITH A WRONG COMPUTE VERSION!!! CHECK YOUR GPU'S COMPUTE VERSION HERE. If make test doesn't fail any of the GPU tests, it means your compute version is correct.
-DBAD_HOST this should help building on older Ubuntu systems such as 12.04 and 14.04. Don't use it unless you have trouble building.
-DPYTHON_INCLUDE_DIR defines the path to the python library such as /usr/include/python2.7/pyconfig.h or /usr/include/python3.6m/pyconfig and enables building the python components.
-DPYTHON_VER is set to default to 2.7 If you want to build the python components with a different version, set it to your desired version. It would have no effect unless -DPYTHON_INCLUDE_DIR is set.
--DYAMLCPP_DIR should be se if your yaml-cpp is in a non standard location (standard is /usr/incude).
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