Brunobkr/llama.cpp_AlgMor24_github
ΩFFFΣLLIa • llama.cpp • AlgMor24 ██████╗ ███████╗███████╗███████╗██╗ ██╗ ██╗ █████╗ ██╔═══██╗██╔════╝██╔════╝██╔════╝██║ ██║ ██║██╔══██╗ ██║ ██║█████╗ █████╗ █████╗ ██║ ██║ ██║███████║ ██║ ██║██╔══╝ ██╔══╝ ██╔══╝ ██║ ██║ ██║██╔══██║ ╚██████╔╝██║ ██║ ███████╗███████╗███████╗██║██║ ██║ ╚═════╝ ╚═╝ ╚═╝ ╚══════╝╚══════╝╚══════╝╚═╝╚═╝ ╚═╝ High-Performance LLM / VLM Inference & Autonomous Agentic Ecosystem… See the full description on the dataset page: https://huggingface.co/datasets/Brunobkr/llama.cpp_AlgMor24_github.
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1// https://d3js.org/d3-force/ v3.0.0 Copyright 2010-2021 Mike Bostock2(function (global, factory) {3typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('d3-quadtree'), require('d3-dispatch'), require('d3-timer')) :4typeof define === 'function' && define.amd ? define(['exports', 'd3-quadtree', 'd3-dispatch', 'd3-timer'], factory) :5(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.d3 = global.d3 || {}, global.d3, global.d3, global.d3));6}(this, (function (exports, d3Quadtree, d3Dispatch, d3Timer) { 'use strict';7 8function center(x, y) {9 var nodes, strength = 1;10 11 if (x == null) x = 0;12 if (y == null) y = 0;13 14 function force() {15 var i,16 n = nodes.length,17 node,18 sx = 0,19 sy = 0;20 21 for (i = 0; i < n; ++i) {22 node = nodes[i], sx += node.x, sy += node.y;23 }24 25 for (sx = (sx / n - x) * strength, sy = (sy / n - y) * strength, i = 0; i < n; ++i) {26 node = nodes[i], node.x -= sx, node.y -= sy;27 }28 }29 30 force.initialize = function(_) {31 nodes = _;32 };33 34 force.x = function(_) {35 return arguments.length ? (x = +_, force) : x;36 };37 38 force.y = function(_) {39 return arguments.length ? (y = +_, force) : y;40 };41 42 force.strength = function(_) {43 return arguments.length ? (strength = +_, force) : strength;44 };45 46 return force;47}48 49function constant(x) {50 return function() {51 return x;52 };53}54 55function jiggle(random) {56 return (random() - 0.5) * 1e-6;57}58 59function x$2(d) {60 return d.x + d.vx;61}62 63function y$2(d) {64 return d.y + d.vy;65}66 67function collide(radius) {68 var nodes,69 radii,70 random,71 strength = 1,72 iterations = 1;73 74 if (typeof radius !== "function") radius = constant(radius == null ? 1 : +radius);75 76 function force() {77 var i, n = nodes.length,78 tree,79 node,80 xi,81 yi,82 ri,83 ri2;84 85 for (var k = 0; k < iterations; ++k) {86 tree = d3Quadtree.quadtree(nodes, x$2, y$2).visitAfter(prepare);87 for (i = 0; i < n; ++i) {88 node = nodes[i];89 ri = radii[node.index], ri2 = ri * ri;90 xi = node.x + node.vx;91 yi = node.y + node.vy;92 tree.visit(apply);93 }94 }95 96 function apply(quad, x0, y0, x1, y1) {97 var data = quad.data, rj = quad.r, r = ri + rj;98 if (data) {99 if (data.index > node.index) {100 var x = xi - data.x - data.vx,101 y = yi - data.y - data.vy,102 l = x * x + y * y;103 if (l < r * r) {104 if (x === 0) x = jiggle(random), l += x * x;105 if (y === 0) y = jiggle(random), l += y * y;106 l = (r - (l = Math.sqrt(l))) / l * strength;107 node.vx += (x *= l) * (r = (rj *= rj) / (ri2 + rj));108 node.vy += (y *= l) * r;109 data.vx -= x * (r = 1 - r);110 data.vy -= y * r;111 }112 }113 return;114 }115 return x0 > xi + r || x1 < xi - r || y0 > yi + r || y1 < yi - r;116 }117 }118 119 function prepare(quad) {120 if (quad.data) return quad.r = radii[quad.data.index];121 for (var i = quad.r = 0; i < 4; ++i) {122 if (quad[i] && quad[i].r > quad.r) {123 quad.r = quad[i].r;124 }125 }126 }127 128 function initialize() {129 if (!nodes) return;130 var i, n = nodes.length, node;131 radii = new Array(n);132 for (i = 0; i < n; ++i) node = nodes[i], radii[node.index] = +radius(node, i, nodes);133 }134 135 force.initialize = function(_nodes, _random) {136 nodes = _nodes;137 random = _random;138 initialize();139 };140 141 force.iterations = function(_) {142 return arguments.length ? (iterations = +_, force) : iterations;143 };144 145 force.strength = function(_) {146 return arguments.length ? (strength = +_, force) : strength;147 };148 149 force.radius = function(_) {150 return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius;151 };152 153 return force;154}155 156function index(d) {157 return d.index;158}159 160function find(nodeById, nodeId) {161 var node = nodeById.get(nodeId);162 if (!node) throw new Error("node not found: " + nodeId);163 return node;164}165 166function link(links) {167 var id = index,168 strength = defaultStrength,169 strengths,170 distance = constant(30),171 distances,172 nodes,173 count,174 bias,175 random,176 iterations = 1;177 178 if (links == null) links = [];179 180 function defaultStrength(link) {181 return 1 / Math.min(count[link.source.index], count[link.target.index]);182 }183 184 function force(alpha) {185 for (var k = 0, n = links.length; k < iterations; ++k) {186 for (var i = 0, link, source, target, x, y, l, b; i < n; ++i) {187 link = links[i], source = link.source, target = link.target;188 x = target.x + target.vx - source.x - source.vx || jiggle(random);189 y = target.y + target.vy - source.y - source.vy || jiggle(random);190 l = Math.sqrt(x * x + y * y);191 l = (l - distances[i]) / l * alpha * strengths[i];192 x *= l, y *= l;193 target.vx -= x * (b = bias[i]);194 target.vy -= y * b;195 source.vx += x * (b = 1 - b);196 source.vy += y * b;197 }198 }199 }200 201 function initialize() {202 if (!nodes) return;203 204 var i,205 n = nodes.length,206 m = links.length,207 nodeById = new Map(nodes.map((d, i) => [id(d, i, nodes), d])),208 link;209 210 for (i = 0, count = new Array(n); i < m; ++i) {211 link = links[i], link.index = i;212 if (typeof link.source !== "object") link.source = find(nodeById, link.source);213 if (typeof link.target !== "object") link.target = find(nodeById, link.target);214 count[link.source.index] = (count[link.source.index] || 0) + 1;215 count[link.target.index] = (count[link.target.index] || 0) + 1;216 }217 218 for (i = 0, bias = new Array(m); i < m; ++i) {219 link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);220 }221 222 strengths = new Array(m), initializeStrength();223 distances = new Array(m), initializeDistance();224 }225 226 function initializeStrength() {227 if (!nodes) return;228 229 for (var i = 0, n = links.length; i < n; ++i) {230 strengths[i] = +strength(links[i], i, links);231 }232 }233 234 function initializeDistance() {235 if (!nodes) return;236 237 for (var i = 0, n = links.length; i < n; ++i) {238 distances[i] = +distance(links[i], i, links);239 }240 }241 242 force.initialize = function(_nodes, _random) {243 nodes = _nodes;244 random = _random;245 initialize();246 };247 248 force.links = function(_) {249 return arguments.length ? (links = _, initialize(), force) : links;250 };251 252 force.id = function(_) {253 return arguments.length ? (id = _, force) : id;254 };255 256 force.iterations = function(_) {257 return arguments.length ? (iterations = +_, force) : iterations;258 };259 260 force.strength = function(_) {261 return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initializeStrength(), force) : strength;262 };263 264 force.distance = function(_) {265 return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance;266 };267 268 return force;269}270 271// https://en.wikipedia.org/wiki/Linear_congruential_generator#Parameters_in_common_use272const a = 1664525;273const c = 1013904223;274const m = 4294967296; // 2^32275 276function lcg() {277 let s = 1;278 return () => (s = (a * s + c) % m) / m;279}280 281function x$1(d) {282 return d.x;283}284 285function y$1(d) {286 return d.y;287}288 289var initialRadius = 10,290 initialAngle = Math.PI * (3 - Math.sqrt(5));291 292function simulation(nodes) {293 var simulation,294 alpha = 1,295 alphaMin = 0.001,296 alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),297 alphaTarget = 0,298 velocityDecay = 0.6,299 forces = new Map(),300 stepper = d3Timer.timer(step),301 event = d3Dispatch.dispatch("tick", "end"),302 random = lcg();303 304 if (nodes == null) nodes = [];305 306 function step() {307 tick();308 event.call("tick", simulation);309 if (alpha < alphaMin) {310 stepper.stop();311 event.call("end", simulation);312 }313 }314 315 function tick(iterations) {316 var i, n = nodes.length, node;317 318 if (iterations === undefined) iterations = 1;319 320 for (var k = 0; k < iterations; ++k) {321 alpha += (alphaTarget - alpha) * alphaDecay;322 323 forces.forEach(function(force) {324 force(alpha);325 });326 327 for (i = 0; i < n; ++i) {328 node = nodes[i];329 if (node.fx == null) node.x += node.vx *= velocityDecay;330 else node.x = node.fx, node.vx = 0;331 if (node.fy == null) node.y += node.vy *= velocityDecay;332 else node.y = node.fy, node.vy = 0;333 }334 }335 336 return simulation;337 }338 339 function initializeNodes() {340 for (var i = 0, n = nodes.length, node; i < n; ++i) {341 node = nodes[i], node.index = i;342 if (node.fx != null) node.x = node.fx;343 if (node.fy != null) node.y = node.fy;344 if (isNaN(node.x) || isNaN(node.y)) {345 var radius = initialRadius * Math.sqrt(0.5 + i), angle = i * initialAngle;346 node.x = radius * Math.cos(angle);347 node.y = radius * Math.sin(angle);348 }349 if (isNaN(node.vx) || isNaN(node.vy)) {350 node.vx = node.vy = 0;351 }352 }353 }354 355 function initializeForce(force) {356 if (force.initialize) force.initialize(nodes, random);357 return force;358 }359 360 initializeNodes();361 362 return simulation = {363 tick: tick,364 365 restart: function() {366 return stepper.restart(step), simulation;367 },368 369 stop: function() {370 return stepper.stop(), simulation;371 },372 373 nodes: function(_) {374 return arguments.length ? (nodes = _, initializeNodes(), forces.forEach(initializeForce), simulation) : nodes;375 },376 377 alpha: function(_) {378 return arguments.length ? (alpha = +_, simulation) : alpha;379 },380 381 alphaMin: function(_) {382 return arguments.length ? (alphaMin = +_, simulation) : alphaMin;383 },384 385 alphaDecay: function(_) {386 return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;387 },388 389 alphaTarget: function(_) {390 return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;391 },392 393 velocityDecay: function(_) {394 return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;395 },396 397 randomSource: function(_) {398 return arguments.length ? (random = _, forces.forEach(initializeForce), simulation) : random;399 },400 401 force: function(name, _) {402 return arguments.length > 1 ? ((_ == null ? forces.delete(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);403 },404 405 find: function(x, y, radius) {406 var i = 0,407 n = nodes.length,408 dx,409 dy,410 d2,411 node,412 closest;413 414 if (radius == null) radius = Infinity;415 else radius *= radius;416 417 for (i = 0; i < n; ++i) {418 node = nodes[i];419 dx = x - node.x;420 dy = y - node.y;421 d2 = dx * dx + dy * dy;422 if (d2 < radius) closest = node, radius = d2;423 }424 425 return closest;426 },427 428 on: function(name, _) {429 return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);430 }431 };432}433 434function manyBody() {435 var nodes,436 node,437 random,438 alpha,439 strength = constant(-30),440 strengths,441 distanceMin2 = 1,442 distanceMax2 = Infinity,443 theta2 = 0.81;444 445 function force(_) {446 var i, n = nodes.length, tree = d3Quadtree.quadtree(nodes, x$1, y$1).visitAfter(accumulate);447 for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);448 }449 450 function initialize() {451 if (!nodes) return;452 var i, n = nodes.length, node;453 strengths = new Array(n);454 for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);455 }456 457 function accumulate(quad) {458 var strength = 0, q, c, weight = 0, x, y, i;459 460 // For internal nodes, accumulate forces from child quadrants.461 if (quad.length) {462 for (x = y = i = 0; i < 4; ++i) {463 if ((q = quad[i]) && (c = Math.abs(q.value))) {464 strength += q.value, weight += c, x += c * q.x, y += c * q.y;465 }466 }467 quad.x = x / weight;468 quad.y = y / weight;469 }470 471 // For leaf nodes, accumulate forces from coincident quadrants.472 else {473 q = quad;474 q.x = q.data.x;475 q.y = q.data.y;476 do strength += strengths[q.data.index];477 while (q = q.next);478 }479 480 quad.value = strength;481 }482 483 function apply(quad, x1, _, x2) {484 if (!quad.value) return true;485 486 var x = quad.x - node.x,487 y = quad.y - node.y,488 w = x2 - x1,489 l = x * x + y * y;490 491 // Apply the Barnes-Hut approximation if possible.492 // Limit forces for very close nodes; randomize direction if coincident.493 if (w * w / theta2 < l) {494 if (l < distanceMax2) {495 if (x === 0) x = jiggle(random), l += x * x;496 if (y === 0) y = jiggle(random), l += y * y;497 if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);498 node.vx += x * quad.value * alpha / l;499 node.vy += y * quad.value * alpha / l;500 }501 return true;502 }503 504 // Otherwise, process points directly.505 else if (quad.length || l >= distanceMax2) return;506 507 // Limit forces for very close nodes; randomize direction if coincident.508 if (quad.data !== node || quad.next) {509 if (x === 0) x = jiggle(random), l += x * x;510 if (y === 0) y = jiggle(random), l += y * y;511 if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);512 }513 514 do if (quad.data !== node) {515 w = strengths[quad.data.index] * alpha / l;516 node.vx += x * w;517 node.vy += y * w;518 } while (quad = quad.next);519 }520 521 force.initialize = function(_nodes, _random) {522 nodes = _nodes;523 random = _random;524 initialize();525 };526 527 force.strength = function(_) {528 return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;529 };530 531 force.distanceMin = function(_) {532 return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);533 };534 535 force.distanceMax = function(_) {536 return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);537 };538 539 force.theta = function(_) {540 return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);541 };542 543 return force;544}545 546function radial(radius, x, y) {547 var nodes,548 strength = constant(0.1),549 strengths,550 radiuses;551 552 if (typeof radius !== "function") radius = constant(+radius);553 if (x == null) x = 0;554 if (y == null) y = 0;555 556 function force(alpha) {557 for (var i = 0, n = nodes.length; i < n; ++i) {558 var node = nodes[i],559 dx = node.x - x || 1e-6,560 dy = node.y - y || 1e-6,561 r = Math.sqrt(dx * dx + dy * dy),562 k = (radiuses[i] - r) * strengths[i] * alpha / r;563 node.vx += dx * k;564 node.vy += dy * k;565 }566 }567 568 function initialize() {569 if (!nodes) return;570 var i, n = nodes.length;571 strengths = new Array(n);572 radiuses = new Array(n);573 for (i = 0; i < n; ++i) {574 radiuses[i] = +radius(nodes[i], i, nodes);575 strengths[i] = isNaN(radiuses[i]) ? 0 : +strength(nodes[i], i, nodes);576 }577 }578 579 force.initialize = function(_) {580 nodes = _, initialize();581 };582 583 force.strength = function(_) {584 return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;585 };586 587 force.radius = function(_) {588 return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius;589 };590 591 force.x = function(_) {592 return arguments.length ? (x = +_, force) : x;593 };594 595 force.y = function(_) {596 return arguments.length ? (y = +_, force) : y;597 };598 599 return force;600}601 602function x(x) {603 var strength = constant(0.1),604 nodes,605 strengths,606 xz;607 608 if (typeof x !== "function") x = constant(x == null ? 0 : +x);609 610 function force(alpha) {611 for (var i = 0, n = nodes.length, node; i < n; ++i) {612 node = nodes[i], node.vx += (xz[i] - node.x) * strengths[i] * alpha;613 }614 }615 616 function initialize() {617 if (!nodes) return;618 var i, n = nodes.length;619 strengths = new Array(n);620 xz = new Array(n);621 for (i = 0; i < n; ++i) {622 strengths[i] = isNaN(xz[i] = +x(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);623 }624 }625 626 force.initialize = function(_) {627 nodes = _;628 initialize();629 };630 631 force.strength = function(_) {632 return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;633 };634 635 force.x = function(_) {636 return arguments.length ? (x = typeof _ === "function" ? _ : constant(+_), initialize(), force) : x;637 };638 639 return force;640}641 642function y(y) {643 var strength = constant(0.1),644 nodes,645 strengths,646 yz;647 648 if (typeof y !== "function") y = constant(y == null ? 0 : +y);649 650 function force(alpha) {651 for (var i = 0, n = nodes.length, node; i < n; ++i) {652 node = nodes[i], node.vy += (yz[i] - node.y) * strengths[i] * alpha;653 }654 }655 656 function initialize() {657 if (!nodes) return;658 var i, n = nodes.length;659 strengths = new Array(n);660 yz = new Array(n);661 for (i = 0; i < n; ++i) {662 strengths[i] = isNaN(yz[i] = +y(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);663 }664 }665 666 force.initialize = function(_) {667 nodes = _;668 initialize();669 };670 671 force.strength = function(_) {672 return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;673 };674 675 force.y = function(_) {676 return arguments.length ? (y = typeof _ === "function" ? _ : constant(+_), initialize(), force) : y;677 };678 679 return force;680}681 682exports.forceCenter = center;683exports.forceCollide = collide;684exports.forceLink = link;685exports.forceManyBody = manyBody;686exports.forceRadial = radial;687exports.forceSimulation = simulation;688exports.forceX = x;689exports.forceY = y;690 691Object.defineProperty(exports, '__esModule', { value: true });692 693})));694 