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added 29 commits
December 18, 2024 17:53
allnes
reviewed
Apr 15, 2025
| void removeLayer(Layer& lay); | ||
| int getLayers() const; | ||
| int getEdges() const; | ||
| bool empty() const; |
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| bool empty() const; | |
| bool isEmpty() const; |
allnes
reviewed
Apr 15, 2025
| std::vector<int> BFS(int start); | ||
| void setInput(Layer& lay, Tensor<double>& vec); | ||
| void setOutput(Layer& lay, Tensor<double>& vec); | ||
| void inference(); |
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| void inference(); | |
| void run(); |
allnes
reviewed
Apr 15, 2025
| int getEdges() const; | ||
| bool empty() const; | ||
| bool hasPath(Layer& layPrev, Layer& layNext) const; | ||
| std::vector<int> BFS(int start); |
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| std::vector<int> BFS(int start); | |
| std::vector<int> inference(int start); |
allnes
reviewed
Apr 15, 2025
| public: | ||
| Layer() = default; | ||
| virtual ~Layer() = default; | ||
| void setID(int id) { id_ = id; } |
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i think it would be string form with integer ID
allnes
reviewed
Apr 15, 2025
| virtual ~Layer() = default; | ||
| void setID(int id) { id_ = id; } | ||
| int getID() const { return id_; } | ||
| virtual void run(const Tensor<double>& input, Tensor<double>& output) = 0; |
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| virtual void run(const Tensor<double>& input, Tensor<double>& output) = 0; | |
| virtual void exec(const Tensor<double>& input, Tensor<double>& output) = 0; |
allnes
reviewed
Apr 15, 2025
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| void addNeighbor(Layer* neighbor); | ||
| void removeNeighbor(Layer* neighbor); |
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is it important? I think its part of graph
allnes
reviewed
Apr 15, 2025
| #include "./layer/layer.h" | ||
| #include "./tensor/tensor.h" | ||
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| class Graph { |
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| class Graph { | |
| class Network { |
or Model
allnes
reviewed
Apr 15, 2025
| int id_; | ||
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| public: | ||
| Layer() = default; |
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please create constructor with abstract class of attributes, @aobolensk what do you think?
allnes
reviewed
Apr 15, 2025
Comment on lines
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| void addLayer(Layer& lay); | ||
| void addEdge(Layer& layPrev, Layer& layNext); |
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| void addLayer(Layer& lay); | |
| void addEdge(Layer& layPrev, Layer& layNext); | |
| bool addLayer(Layer& lay, std::vector<LayerID>& InputsLayers, std::vector<LayerID>& OutputLayers); |
bool for check - Layer is added or not
addEdge is redudant
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