void forward_network() { all_filters_update (); all_dendrites_update (); all_neurons_update (); all_outputs_update (); }
// Trains the visual search module void visual_search_thin_train(void) { set_neuron_layer_band_gaussian(&nl_v1_activation_map,HIGHEST_OUTPUT,(float)BAND_WIDTH/2.0,BAND_WIDTH); filter_update(get_filter_by_name((char*)"nl_v1_activation_map_f_filter")); train_neuron_layer((char*)"nl_v1_activation_map"); save_gaussian_filtered_training_pattern(&nl_v1_activation_map); all_filters_update(); all_outputs_update(); }
void input_generator(INPUT_DESC *input, int status) { static int flag = 0; if (flag == 0) { init_character_input(input); flag = 1; } if (status == MOVE) { if (input->wx >= 0) get_new_char(input, 1); else get_new_char(input, -1); all_filters_update(); } }
void input_generator (INPUT_DESC *input, int status) { if ((input->win != 0) && (status == MOVE)) { update_input_neurons (input); check_input_bounds (input, input->wxd, input->wyd); glutSetWindow(input->win); input_display (); all_filters_update (); all_outputs_update (); } if (input->win == 0) { int x, y; make_input_image (input); init (input); glutInitWindowSize (input->ww, input->wh); if (read_window_position (input->name, &x, &y)) glutInitWindowPosition (x, y); else glutInitWindowPosition (-1, -1); input->win = glutCreateWindow (input->name); glGenTextures (1, (GLuint *)(&(input->tex))); input_init (input); glutReshapeFunc (input_reshape); glutDisplayFunc (input_display); glutKeyboardFunc (keyboard); glutPassiveMotionFunc (input_passive_motion); glutMouseFunc (input_mouse); } }