kandi X-RAY | GLM Summary
kandi X-RAY | GLM Summary
GLM is a General Language Model pretrained with an autoregressive blank-filling objective and can be finetuned on various natural language understanding and generation tasks.
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Top functions reviewed by kandi - BETA
- Finetune training
- Prepare the tokenizer
- Create a tokenizer
- Save a checkpoint
- Load checkpoint
- Make data loader
- Encode an example
- Build decoder input
- Append the given tokenization tokens
- Extends a list of tokens
- Create example examples
- Return a list of integers
- Provides a function that returns the metrics function
- Forward logits
- Encodes the given example
- This is the main function that runs the model
- Tokenize text
- Encode input example
- Create examples for the given split
- Save checkpoint at given iteration
- Load weights from a TensorFlow checkpoint file
- Parse arguments
- Generate examples
- Compute the attention matrix
- Create a model from a pretrained model
- Construct blocks from the given samples
- Perform the forward computation
- Load a checkpoint
GLM Key Features
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:
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