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CBC Investigates - He was wrongfully kicked out of his apartment. Why hasn't his landlord been fined?

https://lemmy.world/post/8339619

CBC Investigates - He was wrongfully kicked out of his apartment. Why hasn't his landlord been fined? - Lemmy.World

The closest thing I’ve been able to find so far (which seems to have been under slow development by 1-2 contributors for the past couple years) is github.com/MPSQUARK/BAVCL which is based on ILGPU. I’ll probably be keeping an eye on it though.
GitHub - MPSQUARK/BAVCL: Hardware-accelerated Vector Compute Library for .NET Containing Quality of life improvements and functionality intended for data science, graphical processing and GPGPU.

Hardware-accelerated Vector Compute Library for .NET Containing Quality of life improvements and functionality intended for data science, graphical processing and GPGPU. - GitHub - MPSQUARK/BAVCL: ...

GitHub

Looking for an accelerated numerical computing library for .NET

https://lemmy.world/post/5801783

Looking for an accelerated numerical computing library for .NET - Lemmy.world

Hi! I’m looking for a C# library for matrix operations and preferably some linear algebra or optimization routines. Basically a NumPy/SciPy or PyTorch. Ideally there’d be support for various backends (e.g. CPU, CUDA, OpenCL) for operations where possible. As far as I can tell, there’s Math.NET Numerics [https://numerics.mathdotnet.com/], Numpy.NET [https://github.com/SciSharp/Numpy.NET] (which binds to Python’s numpy), and NumSharp [https://github.com/SciSharp/NumSharp] (which hasn’t had commits since 2021), which seem to fit the bill mostly, though none are accelerated. Otherwise, there are some libraries I’ve forgotten that seem to specifically target CUDA, which is too selective for my purpose. Maybe it was Hybridizer [http://www.altimesh.com/get-started/], which seems like its own compiler, which I’m not sure would work for me either. There’s also ComputeSharp [https://github.com/Sergio0694/ComputeSharp] which lets you write shaders directly in C#, though targets DirectX if I understand well. The closest thing I’ve found is ILGPU [https://github.com/m4rs-mt/ILGPU], which seems brilliant since it JIT compiles kernels to CPU, CUDA, and OpenCL. The problem is I believe I’d need to write my own operations and kernels and essentially implement my own matrix compute library, though there seems to be some work on it [https://github.com/m4rs-mt/ILGPU/pull/1023], so maybe what I’m looking for is supported out of the box, minus optimization algorithms and so on. Basically, does anyone have any pointers?

Can't post - Lemmy.world

Hopefully this one makes it through. I’ve been desperately trying to post to a community on this instance. A spinner appears, and then nothing for a half hour. I tried again, same thing. Anyone know what’s up?

World terrain generation using shaders in Godot 3.4

https://lemmy.world/post/390975

World terrain generation using shaders in Godot 3.4 - Lemmy.world

Shamelessly cross-posted from https://lemmy.world/post/390718 [https://lemmy.world/post/390718] since I was looking for a procedural generation community and didn’t find one! > This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.

Can you steal a user's identity if you gain their old domain name?

https://lemmy.world/post/356018

Can you steal a user's identity if you gain their old domain name? - Lemmy.world

Just a random thought experiment. Let’s say I have my account on a lemmy instance: [email protected]. One day I decide to stop paying for the domain and move to [email protected], and someone else gains it and also starts up a lemmy instance. If they make their own [email protected], how do federated instances distinguish who’s who? Have I misunderstood the role of domain names in this?