// SDL3 API Quick Reference
//
// https://libsdl.org/
//
// The latest version of this document can be found at https://wiki.libsdl.org/SDL3/QuickReference
// When this document was written: 2024-12-09 00:00:45 GMT
// Based on SDL version 3.1.7| In addition to a significant decrease in hepatic lipid accumulation in the IOE group, which inhibited energy intake by propionate enrichment, hepatic lipids were also significantly reduced in the mice in the IOP group, which was largely enriched with butyrate. Compared with the IOE group, IOP had a stronger regulatory effect on hepatic metabolism and triglyceride metabolism and higher levels of TCA cycle in the host. In addition, butyrate has the ability to promote browning of white adipose tissue (WAT) to brown adipose tissue (BAT).^[@ref39],[@ref40]^ WAT stores energy, whereas BAT uses energy for heating and consequently host energy expenditure increases.^[@ref41],[@ref42]^ However, adipose tissue weight does not change after WAT browning.^[@ref43]^ Therefore, the weight of adipose tissue of mice in the IOP group dominated by butyrate was greater than that of the mice in the IOE group dominated by propionate. | |
| In conclusion ([Figure [7](#fig7){ref-type="fig"}](#fig7){ref-type="fig"}C), the improvement of ob |
The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.
These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.
Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.
Good question! I am collecting human data on how quantization affects outputs. See here for more information: ggml-org/llama.cpp#5962
In the meantime, use the largest that fully fits in your GPU. If you can comfortably fit Q4_K_S, try using a model with more parameters.
See the wiki upstream: https://github.com/ggerganov/llama.cpp/wiki/Feature-matrix
| mkfifo /tmp/gfifo | |
| ./xdp-screen-cast-ffmpeg.py & # or run in another terminal | |
| # Note the gstreamer pipeline | |
| # 'pipewiresrc fd=%d path=%u ! videorate ! video/x-raw,framerate=60/1 ! videoconvert ! filesink location=/tmp/gfifo' | |
| # I specified a 60/1 frameerate. You can do other pre-processing here, or offload it to ffmpeg. | |
| # Encode the stream and pipe to netcat | |
| # note: must specify correct resolution here | |
| # we can now use h264_nvenc, mpegts, and anything else ffmpeg has |
| #pragma once | |
| #include "util/types.hpp" | |
| #include "util/std.hpp" | |
| #include "util/ndarray.hpp" | |
| #include "util/collections.hpp" | |
| #include "util/rand.hpp" | |
| #include "util/hash.hpp" | |
| #include "util/assert.hpp" | |
| #include "util/bitset.hpp" |
| /* | |
| Reliability and Flow Control Example | |
| From "Networking for Game Programmers" - http://www.gaffer.org/networking-for-game-programmers | |
| Author: Glenn Fiedler <gaffer@gaffer.org> | |
| */ | |
| #include <iostream> | |
| #include <fstream> | |
| #include <string> | |
| #include <vector> |