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diff --git a/modules/training.py b/modules/training.py | |
index 75ba82c..c90d823 100644 | |
--- a/modules/training.py | |
+++ b/modules/training.py | |
@@ -30,12 +30,14 @@ try: | |
MODEL_CLASSES = {v: k for k, v in MODEL_FOR_CAUSAL_LM_MAPPING_NAMES} | |
except: | |
standard_modules = ["q_proj", "v_proj"] | |
- model_to_lora_modules = {"llama": standard_modules, "opt": standard_modules, "gptj": standard_modules, "gpt_neox": ["query_key_value"]} | |
+ model_to_lora_modules = {"llama": standard_modules, "opt": standard_modules, "gptj": standard_modules, "gpt_neox": ["query_key_value"], |
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# This example is flawed, but hopefully useful for demonstration purposes. | |
def test_stable_sorting | |
ary = (1..100).to_a.shuffle + (1..100).to_a.shuffle | |
# This associates an ordering with the randomized numbers | |
idx = 0 | |
paired = ary.collect {|value| [value, idx += 1]} | |
puts "Now the numbers are paired; the first is the random number 1-100," | |
puts "the second is its sequence within the 200 entries." | |
puts paired.inspect |
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using System; | |
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject | |
{ | |
[TaskCategory("Unity/GameObject")] | |
[TaskDescription("Sets a Behavior Designer variable on a GameObject. Returns success.")] | |
public class SetBehaviorVariable : Action | |
{ | |
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] | |
public SharedGameObject TargetGameObject; |
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using System.Collections.Generic; | |
using System.IO; | |
using System.IO.Compression; | |
using Newtonsoft.Json; | |
namespace DAZ | |
{ | |
public class DataCollection<T> | |
{ | |
public int count { get; set; } |
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com = { cyberfox: {} }; | |
/** | |
* Convert a property name into a human readable string by replacing _ with | |
* spaces, and upcasing the first letter of each word. | |
* | |
* @param {string} property The property name to convert into a readable name. | |
* @return {string} The property name converted to a friendly readable format. | |
* @private | |
*/ |
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using System; | |
using System.Collections.Generic; | |
using Pathfinding; | |
using UnityEngine; | |
namespace BehaviorDesigner.Runtime.Tasks.Movement.AstarPathfindingProject | |
{ | |
[TaskDescription("Tagged GameObjects Follow the leader with the A* Pathfinding Project.")] | |
[TaskCategory("Movement/A* Pathfinding Project")] | |
[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}LeaderFollowIcon.png")] |
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require 'set' | |
# First I wanted to get an idea of the timing of the various approaches | |
def time | |
start = Time.now | |
yield | |
puts Time.now.to_f - start.to_f | |
end | |
# This optimizes for redundant strings of values, front-loading them to maximize duplicates |
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require "java" | |
java_import javax.swing.JOptionPane | |
class Whazzup | |
def initialize(file = "#{ENV['HOME']}/snippets.txt") | |
@snippets ||= open(file, 'ab') | |
log('[Starting up (ruby)]') | |
thread_loop = Thread.current |
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require 'digest/md5' | |
class FindDupes | |
def initialize(base) | |
@allfiles = Dir['**/**'] | |
@base = base | |
@files = @allfiles.select {|f| File.file? f} | |
end | |
def find_current |
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require 'test_helper' | |
# ActiveRecord::Schema.define(version: 20170310085807) do | |
# create_table "forums", force: :cascade do |t| | |
# t.string "title" | |
# t.integer "posts_count" | |
# t.datetime "created_at", null: false | |
# t.datetime "updated_at", null: false | |
# end | |
# |
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