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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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d3-force.js694 linesDownload Raw Back to dist
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 
Brunobkr/llama.cpp_AlgMor24_github · Team Ai