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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.

sourceHugging Faceupdated 2mo agoView on Hugging Face
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1import constant from "./constant.js";2import {abs, acos, asin, atan2, cos, epsilon, halfPi, max, min, pi, sin, sqrt, tau} from "./math.js";3import {withPath} from "./path.js";4 5function arcInnerRadius(d) {6  return d.innerRadius;7}8 9function arcOuterRadius(d) {10  return d.outerRadius;11}12 13function arcStartAngle(d) {14  return d.startAngle;15}16 17function arcEndAngle(d) {18  return d.endAngle;19}20 21function arcPadAngle(d) {22  return d && d.padAngle; // Note: optional!23}24 25function intersect(x0, y0, x1, y1, x2, y2, x3, y3) {26  var x10 = x1 - x0, y10 = y1 - y0,27      x32 = x3 - x2, y32 = y3 - y2,28      t = y32 * x10 - x32 * y10;29  if (t * t < epsilon) return;30  t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;31  return [x0 + t * x10, y0 + t * y10];32}33 34// Compute perpendicular offset line of length rc.35// http://mathworld.wolfram.com/Circle-LineIntersection.html36function cornerTangents(x0, y0, x1, y1, r1, rc, cw) {37  var x01 = x0 - x1,38      y01 = y0 - y1,39      lo = (cw ? rc : -rc) / sqrt(x01 * x01 + y01 * y01),40      ox = lo * y01,41      oy = -lo * x01,42      x11 = x0 + ox,43      y11 = y0 + oy,44      x10 = x1 + ox,45      y10 = y1 + oy,46      x00 = (x11 + x10) / 2,47      y00 = (y11 + y10) / 2,48      dx = x10 - x11,49      dy = y10 - y11,50      d2 = dx * dx + dy * dy,51      r = r1 - rc,52      D = x11 * y10 - x10 * y11,53      d = (dy < 0 ? -1 : 1) * sqrt(max(0, r * r * d2 - D * D)),54      cx0 = (D * dy - dx * d) / d2,55      cy0 = (-D * dx - dy * d) / d2,56      cx1 = (D * dy + dx * d) / d2,57      cy1 = (-D * dx + dy * d) / d2,58      dx0 = cx0 - x00,59      dy0 = cy0 - y00,60      dx1 = cx1 - x00,61      dy1 = cy1 - y00;62 63  // Pick the closer of the two intersection points.64  // TODO Is there a faster way to determine which intersection to use?65  if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) cx0 = cx1, cy0 = cy1;66 67  return {68    cx: cx0,69    cy: cy0,70    x01: -ox,71    y01: -oy,72    x11: cx0 * (r1 / r - 1),73    y11: cy0 * (r1 / r - 1)74  };75}76 77export default function() {78  var innerRadius = arcInnerRadius,79      outerRadius = arcOuterRadius,80      cornerRadius = constant(0),81      padRadius = null,82      startAngle = arcStartAngle,83      endAngle = arcEndAngle,84      padAngle = arcPadAngle,85      context = null,86      path = withPath(arc);87 88  function arc() {89    var buffer,90        r,91        r0 = +innerRadius.apply(this, arguments),92        r1 = +outerRadius.apply(this, arguments),93        a0 = startAngle.apply(this, arguments) - halfPi,94        a1 = endAngle.apply(this, arguments) - halfPi,95        da = abs(a1 - a0),96        cw = a1 > a0;97 98    if (!context) context = buffer = path();99 100    // Ensure that the outer radius is always larger than the inner radius.101    if (r1 < r0) r = r1, r1 = r0, r0 = r;102 103    // Is it a point?104    if (!(r1 > epsilon)) context.moveTo(0, 0);105 106    // Or is it a circle or annulus?107    else if (da > tau - epsilon) {108      context.moveTo(r1 * cos(a0), r1 * sin(a0));109      context.arc(0, 0, r1, a0, a1, !cw);110      if (r0 > epsilon) {111        context.moveTo(r0 * cos(a1), r0 * sin(a1));112        context.arc(0, 0, r0, a1, a0, cw);113      }114    }115 116    // Or is it a circular or annular sector?117    else {118      var a01 = a0,119          a11 = a1,120          a00 = a0,121          a10 = a1,122          da0 = da,123          da1 = da,124          ap = padAngle.apply(this, arguments) / 2,125          rp = (ap > epsilon) && (padRadius ? +padRadius.apply(this, arguments) : sqrt(r0 * r0 + r1 * r1)),126          rc = min(abs(r1 - r0) / 2, +cornerRadius.apply(this, arguments)),127          rc0 = rc,128          rc1 = rc,129          t0,130          t1;131 132      // Apply padding? Note that since r1 ≥ r0, da1 ≥ da0.133      if (rp > epsilon) {134        var p0 = asin(rp / r0 * sin(ap)),135            p1 = asin(rp / r1 * sin(ap));136        if ((da0 -= p0 * 2) > epsilon) p0 *= (cw ? 1 : -1), a00 += p0, a10 -= p0;137        else da0 = 0, a00 = a10 = (a0 + a1) / 2;138        if ((da1 -= p1 * 2) > epsilon) p1 *= (cw ? 1 : -1), a01 += p1, a11 -= p1;139        else da1 = 0, a01 = a11 = (a0 + a1) / 2;140      }141 142      var x01 = r1 * cos(a01),143          y01 = r1 * sin(a01),144          x10 = r0 * cos(a10),145          y10 = r0 * sin(a10);146 147      // Apply rounded corners?148      if (rc > epsilon) {149        var x11 = r1 * cos(a11),150            y11 = r1 * sin(a11),151            x00 = r0 * cos(a00),152            y00 = r0 * sin(a00),153            oc;154 155        // Restrict the corner radius according to the sector angle. If this156        // intersection fails, it’s probably because the arc is too small, so157        // disable the corner radius entirely.158        if (da < pi) {159          if (oc = intersect(x01, y01, x00, y00, x11, y11, x10, y10)) {160            var ax = x01 - oc[0],161                ay = y01 - oc[1],162                bx = x11 - oc[0],163                by = y11 - oc[1],164                kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2),165                lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);166            rc0 = min(rc, (r0 - lc) / (kc - 1));167            rc1 = min(rc, (r1 - lc) / (kc + 1));168          } else {169            rc0 = rc1 = 0;170          }171        }172      }173 174      // Is the sector collapsed to a line?175      if (!(da1 > epsilon)) context.moveTo(x01, y01);176 177      // Does the sector’s outer ring have rounded corners?178      else if (rc1 > epsilon) {179        t0 = cornerTangents(x00, y00, x01, y01, r1, rc1, cw);180        t1 = cornerTangents(x11, y11, x10, y10, r1, rc1, cw);181 182        context.moveTo(t0.cx + t0.x01, t0.cy + t0.y01);183 184        // Have the corners merged?185        if (rc1 < rc) context.arc(t0.cx, t0.cy, rc1, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);186 187        // Otherwise, draw the two corners and the ring.188        else {189          context.arc(t0.cx, t0.cy, rc1, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);190          context.arc(0, 0, r1, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), !cw);191          context.arc(t1.cx, t1.cy, rc1, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);192        }193      }194 195      // Or is the outer ring just a circular arc?196      else context.moveTo(x01, y01), context.arc(0, 0, r1, a01, a11, !cw);197 198      // Is there no inner ring, and it’s a circular sector?199      // Or perhaps it’s an annular sector collapsed due to padding?200      if (!(r0 > epsilon) || !(da0 > epsilon)) context.lineTo(x10, y10);201 202      // Does the sector’s inner ring (or point) have rounded corners?203      else if (rc0 > epsilon) {204        t0 = cornerTangents(x10, y10, x11, y11, r0, -rc0, cw);205        t1 = cornerTangents(x01, y01, x00, y00, r0, -rc0, cw);206 207        context.lineTo(t0.cx + t0.x01, t0.cy + t0.y01);208 209        // Have the corners merged?210        if (rc0 < rc) context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !cw);211 212        // Otherwise, draw the two corners and the ring.213        else {214          context.arc(t0.cx, t0.cy, rc0, atan2(t0.y01, t0.x01), atan2(t0.y11, t0.x11), !cw);215          context.arc(0, 0, r0, atan2(t0.cy + t0.y11, t0.cx + t0.x11), atan2(t1.cy + t1.y11, t1.cx + t1.x11), cw);216          context.arc(t1.cx, t1.cy, rc0, atan2(t1.y11, t1.x11), atan2(t1.y01, t1.x01), !cw);217        }218      }219 220      // Or is the inner ring just a circular arc?221      else context.arc(0, 0, r0, a10, a00, cw);222    }223 224    context.closePath();225 226    if (buffer) return context = null, buffer + "" || null;227  }228 229  arc.centroid = function() {230    var r = (+innerRadius.apply(this, arguments) + +outerRadius.apply(this, arguments)) / 2,231        a = (+startAngle.apply(this, arguments) + +endAngle.apply(this, arguments)) / 2 - pi / 2;232    return [cos(a) * r, sin(a) * r];233  };234 235  arc.innerRadius = function(_) {236    return arguments.length ? (innerRadius = typeof _ === "function" ? _ : constant(+_), arc) : innerRadius;237  };238 239  arc.outerRadius = function(_) {240    return arguments.length ? (outerRadius = typeof _ === "function" ? _ : constant(+_), arc) : outerRadius;241  };242 243  arc.cornerRadius = function(_) {244    return arguments.length ? (cornerRadius = typeof _ === "function" ? _ : constant(+_), arc) : cornerRadius;245  };246 247  arc.padRadius = function(_) {248    return arguments.length ? (padRadius = _ == null ? null : typeof _ === "function" ? _ : constant(+_), arc) : padRadius;249  };250 251  arc.startAngle = function(_) {252    return arguments.length ? (startAngle = typeof _ === "function" ? _ : constant(+_), arc) : startAngle;253  };254 255  arc.endAngle = function(_) {256    return arguments.length ? (endAngle = typeof _ === "function" ? _ : constant(+_), arc) : endAngle;257  };258 259  arc.padAngle = function(_) {260    return arguments.length ? (padAngle = typeof _ === "function" ? _ : constant(+_), arc) : padAngle;261  };262 263  arc.context = function(_) {264    return arguments.length ? ((context = _ == null ? null : _), arc) : context;265  };266 267  return arc;268}269 
Brunobkr/llama.cpp_AlgMor24_github · Team Ai