tangent | Source-to-Source Debuggable Derivatives in Pure Python | Machine Learning library
kandi X-RAY | tangent Summary
kandi X-RAY | tangent Summary
Tangent is a new, free, and open-source Python library for automatic differentiation. Existing libraries implement automatic differentiation by tracing a program's execution (at runtime, like PyTorch) or by staging out a dynamic data-flow graph and then differentiating the graph (ahead-of-time, like TensorFlow). In contrast, Tangent performs ahead-of-time autodiff on the Python source code itself, and produces Python source code as its output. Tangent fills a unique location in the space of machine learning tools. As a result, you can finally read your automatic derivative code just like the rest of your program. Tangent is useful to researchers and students who not only want to write their models in Python, but also read and debug automatically-generated derivative code without sacrificing speed and flexibility. Tangent works on a large and growing subset of Python, provides extra autodiff features other Python ML libraries don't have, has reasonable performance, and is compatible with TensorFlow and NumPy. This project is an experimental release, and is under active development. As we continue to build Tangent, and respond to feedback from the community, there might be API changes.
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Top functions reviewed by kandi - BETA
- A chained assignment
- Check if node is active
- Create pop and pop
- Visit the given node
- Visit the call tree
- Bind arguments to args and kwargs
- Bind arguments and keyword arguments
- Visit a call node
- Builds the primal and adjoint for tracing
- Compute the primal and adjoint of the block
- Perform forward - mode function
- Compile a function
- Implementation of Assign
- Implementation of ReverseAd
- Visit a While node
- Returns the set of updated targets
- Visit an Assign node
- Creates a temporary variable from a variable
- Visitor for loops
- Visit the subscript
- Rewrite for loops
- Visit function def
- Visit the function definition
- Visit an assignment statement
- R Compute the gradient of a function
- Visit AST node
tangent Key Features
tangent Examples and Code Snippets
@InProceedings{Eder_2020_CVPR,
author = {Eder, Marc and Shvets, Mykhailo and Lim, John and Frahm, Jan-Michael},
title = {Tangent Images for Mitigating Spherical Distortion},
booktitle = {The IEEE/CVF Conference on Computer Vision and Patt
python UCI.py -max_tot N -max_dep dep -file output_file
import {
BufferAttribute,
ClampToEdgeWrapping,
DoubleSide,
InterpolateDiscrete,
InterpolateLinear,
LinearEncoding,
LinearFilter,
LinearMipmapLinearFilter,
LinearMipmapNearestFilter,
MathUtils,
Matrix4,
MirroredRepeatWrapping,
NearestFilt
import {
BufferAttribute,
BufferGeometry,
Matrix4,
Vector3,
Vector4
} from 'three';
/**
* Tessellates the famous Utah teapot database by Martin Newell into triangles.
*
* Parameters: size = 50, segments = 10, bottom = true, lid = true, body
/**
* Parametric Surfaces Geometry
* based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
*/
import {
BufferGeometry,
Float32BufferAttribute,
Vector3
} from 'three';
class ParametricGeometry exte
#%%
#imports
import sympy as sp
from sympy import Eq
from sympy.physics.mechanics import dynamicsymbols
from sympy.physics.vector import init_vprinting
init_vprinting(use_latex='mathjax', pretty_print=False)
#%%
#Unknows and variables de
# TOLERANCE = 1e-14 or something
def polygon_has_no_self_tangents(S: Polygon) -> Polygon:
for a,b in zip(S.exterior.coords, S.exterior.coords[1:]):
for c in S.exterior.coords:
if c == a or c == b:
from kneed import KneeLocator
kn = KneeLocator(x = out['PRICE'], y = out['OG [%] '], curve='convex', direction='decreasing')
print(kn.knee)
None
y = [7342, 6881, 6531,
6356, 6209, 6094,
5980, 5880, 5779,
5691,
class Circleitem(QGraphicsEllipseItem):
def __init__(self, size, brush):
super().__init__()
radius = size / -2
self.setRect(radius, radius, size, size)
self.setBrush(brush)
self.setFlag(self.Ite
Community Discussions
Trending Discussions on tangent
QUESTION
Problem:
I'm looking for a catch-all function that I can use to calculate the tangent of any polynomial function at x. I'm indifferent to the language used although JavaScript or Python would be prefered! I should be able to pass in any x value and an array of coefficients in the format, a + bx + cx^2 + dx^3 ... and so on.
Example function format:
...ANSWER
Answered 2021-Jan-30 at 00:21Okay so after a day of struggling with it I think I have got the solution in both JavaScript and Python!
QUESTION
I have created an SVG as shown in the below image.
Here, I require to give color to the path only to a certain point. It is to represent the progress of a user in his journey.
- I searched for any SVG properties that could achieve this functionality like
stroke-dashoffset
, andstroke-dasharray
. But, they didn't work. - I tried with stroke animations, but it didn't work.
Next, I thought of achieving this by drawing another path to the required point on the existing path and give stroke
to that. This would solve my problem.
But, the problem I am facing is that if the required point is on the curved portion of the path shown in the image, I cannot draw the new path exactly overlapping the previous path.
I have drawn the previous curve using this
d="M 0 130L 820 130M 820 130C 1140 130 1140 466 820 466"
To draw the new path, I was able to draw only up to M 0 130L 820 130M 820 130C x1 y1 x2 y2 1049 350
I could not draw the curve exactly because I don't know how to get the control points x1, y1, x2, and y2. I am thinking of using ellipse equation, tangents and other mathematical stuff, but I don't know how feasible it would be in this case.
Is there any straight approach for giving stroke to the first path up to the required point?
If not, how can I get the control points?
...ANSWER
Answered 2021-Jun-09 at 11:09You can do it with stroke-dasharray
:
QUESTION
hope you're all fine.
That's my first question, so I'm sorry if something's not right about it.
I'm studying numerical stability and chaoticity of some dynamical systems, more specifically, about the Circular Restricted Three Body Problem (CR3BP), defined by the set of 3 second order differential equations. After transforming those three second order differential equations in six first order differential equations as seen here i can finally finally work with them numerically using scipy's ODEINT. Here's an example of an orbit integrated for T = 2^10 with n = 2^18 points (np.linspace(1, 2^10, 2^18)) and here's a bit of my code for this, the main function to be integrated:
...ANSWER
Answered 2021-May-28 at 07:13This is probably due to the step size control being also influenced by the rapidly growing v
vector. Either by regulating step sizes rapidly down due to stiffness, or more likely, due to increasing the step size to match the dominant components, thus becoming unsuitable for an exact integration of the original trajectory. This rapid growth is the reason that Lyapunov exponents were introduced, as they capture this growth in nicely bounded numbers.
What you can do is to split up the integration into smaller chunks and normalize the v
vector at the start of each chunk. One would have to experiment on how long it takes until the v
component unduly dominates the step size control. As the coupling is purely multiplicative, the dynamic theoretically is linear. So it could also help if you scale the initial v
to have norm 1e-100
.
First however check what error tolerances you use. Setting them narrower also tends to stabilize the computation. You might also get some progress be setting the maximal step size hmax
to half or so of the external step.
Or you could do the Lyapunov exponent computation like I explored in https://scicomp.stackexchange.com/questions/36013/numerical-computation-of-lyapunov-exponent. This approach however increases a system of dimension n
by the n x n
matrix of eigen/singular vectors and the n
products of exponents times time.
QUESTION
I have an SQLite table containing some metadata about some files, which has a UNIQUE
column on the file's hash. The client I'm writing can, to a limited extent, populate this database on its own just by parsing the files in question. However, since the database is primarily used for metadata about files the client may want to download, and more importantly, since the authors of many of these files did not include metadata in them, in which case the relevant database row must be populated by humans, it also queries several user-defined servers, each of which have their own possibly-incomplete copy of the database. Each server may have some blank (NULL
) fields in each row which another server may have populated. Every column of the database has a single canonical "correct" value for any given row, so if two different copies of the same database populate the same field with different values, then one of them is corrupt.
I download a copy of the remote database, which is supplied to me as a CSV file, and load it into my database (which I already have figured out -- this is Python, so it's really as simple as
...ANSWER
Answered 2021-May-24 at 11:27You can merge the values by joining the old and the new temporary table on the file hash and using coalesce
.
The coalesce() function returns a copy of its first non-NULL argument, or NULL if all arguments are NULL. Coalesce() must have at least 2 arguments.
Because you'd need old rows that are not in the new rows and vice versa, you'd need a FULL OUTER JOIN
which is SQLite doesn't support. But you can emulate it with UNION
of LEFT OUTER JOIN
s (explained in this article).
Then you can create a new table out of the result set drop the old one.
QUESTION
i am trying to achieve per vertex lighting with texture mapping in opengl using QOpenGLWindow. But the rendered object has black color. if i do same texture mapping in fragment shader, it works fine.
...ANSWER
Answered 2021-May-08 at 07:38The vertex shader is just executed per vertex. Therefore, the texture is only looked up for the vertices (corners) of the primitives. The output of the vertex shader is interpolated along the fragments. You cannot do this algorithm in the vertex shader. You need to do it per fragment, in the fragment shader.
"Per Vertex Lighting" only makes sense for a constant diffuse light. In the case of specular highlights and texture maps, the light distribution is not linear and cannot be calculated with linear interpolation. Per-vertex lighting is only used for very simple light models and is generally not used these days.
QUESTION
A math question relating to the "hanging cable problem" in which a cable hangs from two poles in the form of a catenary. There are solutions for the sag and distance between poles given the length of the cable but my problem is different; given known equal height poles and known distance between them, with the cable tangent to the ground: I'd like to solve for the scaling factor a in the catenary equation?
Apparently this can only be solved numerically - can it be done in R?
...ANSWER
Answered 2021-May-07 at 12:22The uniroot function finds where a function has a root, so you can use this on the function cat.fit
which calculates the difference between the value of the function at x=5, and the target (1).
QUESTION
I am finding it very difficult to follow fortune's algorithm, I have gone through all the resources available on the net and fairly understood the theory behind it. But when I am implementing it on my own the little details which were left out in the sources have been a real pain for me. The intersection points, which I understood are the center of a circle with two given points on it and a horizontal tangent with equation y = c but working through the equations I am unable to get the co-ordinates of the center(the intersection point). Can someone please help me on how to find the co-ordinates of the intersection points.
...ANSWER
Answered 2021-May-04 at 13:30Is this what you are asking about?
QUESTION
Busy putting together a bit of an abstract dataset by my recent standards and I've hit a bit of a snag.
...ANSWER
Answered 2021-Apr-30 at 12:19Does case
do what you want?
QUESTION
I'm trying to setup view, and projection matrices to work with my intended world coordinates and handedness. I'm going for a left handed coordinate system, +X to your right, +Y above you and +Z before you.
Y coordinates are working fine but objects placed in front of the camera (+Z) are showing up behind it, so I have to turn the camera 180 degrees to see them, this was an easy fix as flipping the view matrices' Z did it, but now object are flipped X wise (text is seen as in a mirror). I tried negating each objects Z for their model matrix and that works fine, but I feel there should be another cleaner solution.
My issue is similar to this: Inverted X axis in OpenGL, but I couldn't find a proper solution.
This is the projection matrix code.
...ANSWER
Answered 2021-Apr-20 at 18:24Vulkan, like non-legacy OpenGL and DX 11+ are all independent of any chosen "handdedness", that's an artefact of the math library you're using (if any).
As to your actual question, the matrix you're building is right handed because you assign -1
to matrix[3][2]
. The left handed version is the same except it has 1
for that location.
QUESTION
ANSWER
Answered 2021-Apr-13 at 12:55You are missing a call to beginPath() before you draw the arc. This is causing the arc to become part of the path that was started on the first onPaint in the subsequent calls to onPaint.
So, just add right above ctx.arc(...)
:
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