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Flux/include/numerics/numerics.h
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Backwards - ReLU & Dense Lasyer
Made the backwards for dense layers and ReLU, but I think I soon need to refactor some code to make it all steamlined.
2025-10-09 10:43:45 +02:00

38 lines
1.0 KiB
C

// "./numerics/numerics.h"
#pragma once
#include "./numerics/max.h"
#include "./numerics/exp.h"
#include "./numerics/log.h"
#include "./numerics/vecclip.h"
#include "./numerics/vecexp.h"
#include "./numerics/vecmax.h"
#include "./numerics/veclog.h"
#include "./numerics/vecargmax.h"
#include "./numerics/vecrandom.h"
#include "./numerics/initializers/eye.h"
#include "./numerics/matequal.h"
#include "./numerics/transpose.h"
#include "./numerics/inverse.h"
#include "./numerics/matmul.h"
#include "./numerics/matscalar.h"
#include "./numerics/matmax.h"
#include "./numerics/matdiv.h"
#include "./numerics/matvec.h"
#include "./numerics/matadd.h"
#include "./numerics/matrandom.h"
#include "./numerics/matsubtract.h"
#include "./numerics/matsum.h"
#include "./numerics/matclip.h"
#include "./numerics/matexp.h"
#include "./numerics/matlog.h"
#include "./numerics/matdot.h"
#include "./numerics/matargmax.h"
#include "./numerics/min.h"
#include "./numerics/abs.h"
#include "./numerics/interpolation1d.h" // base