BitPack | practical tool to efficiently save | Compression library

 by   Zhen-Dong Python Version: Current License: MIT

kandi X-RAY | BitPack Summary

kandi X-RAY | BitPack Summary

BitPack is a Python library typically used in Utilities, Compression, Deep Learning, Pytorch applications. BitPack has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However BitPack build file is not available. You can download it from GitHub.

BitPack is a practical tool that can efficiently save quantized neural network models with mixed bitwidth.
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            kandi-support Support

              BitPack has a low active ecosystem.
              It has 38 star(s) with 8 fork(s). There are 10 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              BitPack has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of BitPack is current.

            kandi-Quality Quality

              BitPack has no bugs reported.

            kandi-Security Security

              BitPack has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              BitPack is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              BitPack releases are not available. You will need to build from source code and install.
              BitPack has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed BitPack and discovered the below as its top functions. This is intended to give you an instant insight into BitPack implemented functionality, and help decide if they suit your requirements.
            • Save quantized state dictionary
            • Pack a tensor into binary tensor
            • Finds the index of the compressed compression
            • Return the maximum bitwidth of a tensor
            • Get the offset of a tensor
            • Load quantized state dictionary
            • Unpack a packed tensor
            • Test for compression
            Get all kandi verified functions for this library.

            BitPack Key Features

            No Key Features are available at this moment for BitPack.

            BitPack Examples and Code Snippets

            No Code Snippets are available at this moment for BitPack.

            Community Discussions

            QUESTION

            Performance difference between bitpacking bytes into a u32 vs storing them in a vec?
            Asked 2021-Jun-02 at 04:47
            Intro:

            I'm curious about the performance difference (both cpu and memory usage) of storing small numbers as bitpacked unsigned integers versus vectors of bytes

            Example

            I'll use the example of storing RGBA values. They're 4 Bytes so it is very tempting to store them as a u32.
            However, it would be more readable to store them as a vector of type u8.


            As a more detailed example, say I want to store and retrieve the color rgba(255,0,0,255)

            This is how I would go about doing the two methods:

            ...

            ANSWER

            Answered 2021-Jun-02 at 04:21

            Using a Vec will be more expensive; as you mentioned, it will need to perform heap allocations, and access will be bounds-checked as well.

            That said, if you use an array [u8; 4] instead, the performance compared with a bitpacked u32 representation should be almost identical.

            In fact, consider the following simple example:

            Source https://stackoverflow.com/questions/67798702

            QUESTION

            Need a way to handle the 2/3 byte VEX in C# assembler
            Asked 2021-Feb-16 at 03:12

            Hello there I have fully ported the x86 assembler (and auto assembler) from cheat engine to c#.

            Everything works fine for the most part however the "VEX" prefix instructions are currently broken.

            There is 2 sections of code I wasn't able to convert just yet so I wonder if anybody can provide a solution to it.

            Commented out sections are the ones that I'm not sure how to deal with.

            2 byte vex

            ...

            ANSWER

            Answered 2021-Feb-16 at 03:12

            Finding this on github

            Source https://stackoverflow.com/questions/66140596

            QUESTION

            Serialization of objects to files - is dumping char* back-and-forth safe?
            Asked 2020-Jun-14 at 08:41

            I would like to write an object to a file, and later be able to read it from the file. It should work on different machines.

            One simple option is the following:

            ...

            ANSWER

            Answered 2020-Jun-14 at 08:41

            This approach is generally safe only if all of the following are true:

            • The type contains only "inline" data. This means only fundamental types (no pointers or references) and arrays thereof.
              • Nested objects that also meet these criteria are also OK.
            • All of the types have the same representation on all systems/compilers where the program will run.
              • The endian-ness of the system must match.
              • The size of each type must match.
              • Any padding is in the same location and of the same size.

            However, there are still some drawbacks. One of the most severe is that you are locking yourself in to exactly this structure, without some kind of version mechanism. Other data interchange formats (XML, JSON, etc.), while more verbose, self-document their structure and are significantly more future-proof.

            Source https://stackoverflow.com/questions/62370172

            QUESTION

            Unity3D- BlendOp LogicalOr
            Asked 2019-Jan-16 at 12:57

            Long story short, I have a shader which absolutely has to work with logical OR blending. I am bitpacking data in one shader, where pixels overlap, combining this data into an output RenderTexture, and then unpacking it in another shader.

            This needs to be crossplatform. I want to support DX11/12 (where it works fine), OpenGL (standard, core, and ES), and ideally Vulkan and Metal.

            Here's the thing.

            Unity claims that it can only use logical OR blending in a specific subset of DX11. It actually seems to work fine on all versions of DX11.1+ and DX12. It does not, however, work on any other platform.

            OpenGL lists support for logical OR blending in their spec. It seems that this should work with all versions of OpenGL above 2 (including ES, unless I missed something).

            How, in Unity, can I have this shader crosscompile to GLSL, and enable this blend op? I assume it might be possible by P/Invoking the library for glEnable and related functions, but I'd like to know if there is a way to write on Cg shader and have this crosscompile properly. Metal/Vulkan isn't a dealbreaker, it would be nice to extend support, but I'm more than happy to settle for only supporting DX11+ and OpenGL 2+.

            ...

            ANSWER

            Answered 2019-Jan-16 at 12:57

            So, ultimately what I wanted to do is impossible on most mobile systems. It was mostly a hope to expand my potential customer base, but I've decided that the extra complication isn't worth it, and I've dropped mobile support for now.

            However, it is possible to get this setup working across DX11.1+, DX12, OpenGL 3.0+, OpenGL Core, and Vulkan. You need to create a native plugin for Unity, and bind all of your rendering resources manually. I couldn't get the P/Invoke approach working,because there's no exposed way to synchronise them with the rendering context. I did want to do this to remove Unity's mesh interop cost anyhow, so it's probably a good thing to be forced into. Anyhow, I wanted to post back here for anyone trying something similar in future and say that it seems the only way to do this is with a native plugin.

            Source https://stackoverflow.com/questions/54169261

            QUESTION

            Allowing implicit conversion for a single value
            Asked 2017-Jun-14 at 19:49

            I have a Flags class that behaves similarly to std::bitset that is replacing bitpacked integers in an older codebase. To enforce compliance with the newer class, I want to disallow implicit conversion from int types.

            ...

            ANSWER

            Answered 2017-Jun-14 at 19:49

            One approach:

            Add a constructor which takes void*.

            Since literal 0 is implicitly convertible to a void* null pointer, and literal 1 isn`t, this will give the desired behavior indicated. For safety you can assert that the pointer is null in the ctor.

            A drawback is that now your class is constructible from anything implicitly convertible to void *. Some unexpected things are so convertible -- for instance prior to C++11, std::stringstream was convertible to void*, basically as a hack because explicit operator bool did not exist yet.

            But, this may work out fine in your project as long as you are aware of the potential pitfalls.

            Edit:

            Actually, I remembered a way to make this safer. Instead of void* use a pointer to a private type.

            It might look like this:

            Source https://stackoverflow.com/questions/44511003

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install BitPack

            PyTorch version >= 1.4.0
            Python version >= 3.5
            To install Bitpack simply run:
            BitPack is handy to use on various quantization frameworks. Here we show a demo that applying BitPack to save mixed-precision model generated by HAWQ. To get a better sense of how BitPack works, we provide a simple test that compares the original tensor, the packed tensor, and the unpacked tensor in details.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/Zhen-Dong/BitPack.git

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            gh repo clone Zhen-Dong/BitPack

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            git@github.com:Zhen-Dong/BitPack.git

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