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[4] [5] The codes were largely ignored at the time, as their iterative decoding algorithm (despite having linear complexity), was prohibitively computationally expensive for the hardware available. Renewed interest in the codes emerged following the invention of the closely-related turbo codes (1993), whose similarly iterative decoding ...
For this reason, the name L4 has been generalized and no longer refers to only Liedtke's original implementation. It now applies to the whole microkernel family including the L4 kernel interface and its different versions. L4 is widely deployed. One variant, OKL4 from Open Kernel Labs, shipped in billions of mobile devices. [3] [4]
For-loops have two parts: a header and a body. The header defines the iteration and the body is the code executed once per iteration. The header often declares an explicit loop counter or loop variable. This allows the body to know which iteration is being executed.
If s p−2 = 0 mod M p then the penultimate term is s p−3 = ± 2 (p+1)/2 mod M p.The sign of this penultimate term is called the Lehmer symbol ϵ(s 0, p).In 2000 S.Y. Gebre-Egziabher proved that for the starting value 2/3 and for p ≠ 5 the sign is:
In this example, a true dependence exists between statement S1 in the jth iteration and S1 in the j+1th iteration. There is a true dependence because a value will be written to a[j] in one iteration and then a read occurs by a[j-1] in the next iteration. This true dependence can be represented by S1[j] →T S1[j+1].
In mathematics, the Lucas–Lehmer–Riesel test is a primality test for numbers of the form N = k ⋅ 2 n − 1 with odd k < 2 n. The test was developed by Hans Riesel and it is based on the Lucas–Lehmer primality test. It is the fastest deterministic algorithm known for numbers of that form.
The result of each iteration is used as the starting values for the next. The values are checked during each iteration to see whether they have reached a critical "escape" condition, or "bailout". If that condition is reached, the calculation is stopped, the pixel is drawn, and the next x, y point is examined. For some starting values, escape ...
Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics, [1] [2] video game engines, [3] and machine learning. [ 4 ] The function depends on three parameters, the input x , the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge.