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Fix some typos in CuTe tutorials (NVIDIA#912)
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aakhundov authored Apr 17, 2023
1 parent 43cfbe0 commit 54bebe4
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2 changes: 1 addition & 1 deletion media/docs/cute/01_layout.md
Original file line number Diff line number Diff line change
Expand Up @@ -165,7 +165,7 @@ auto layout_2sx4s = make_layout(make_shape(Int<2>{},Int<4>{}));
auto layout_2sx4d = make_layout(make_shape(Int<2>{},4));

auto layout_2x4 = make_layout(make_shape (2, make_shape (2,2)),
make_stride(4, make_stride(1,2)));
make_stride(4, make_stride(2,1)));
```
## Using a `Layout`
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5 changes: 2 additions & 3 deletions media/docs/cute/02_layout_operations.md
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Expand Up @@ -136,7 +136,7 @@ This code produces the following text output.
```

`print(layout(1, 1))` prints the mapping of
the logical 2-D coordinate (0,1) to 1-D index, which is 4.
the logical 2-D coordinate (1,1) to 1-D index, which is 4.
You can see that from the table,
which shows the left logical index as the "row,"
and the right logical index as the "column."
Expand Down Expand Up @@ -456,7 +456,7 @@ Shape ((3, 2), (4, 2)) and Stride ((16, 1), (4, 2)).
| (2,1) | 33 | 37 | 41 | 45 | 35 | 39 | 43 | 47 |

The tile is now interleaved or "raked" with the other 3x4 matrix-of-tiles
instead of appearing as blocks. Other references call this is cyclic
instead of appearing as blocks. Other references call this cyclic
distribution.

This might look familiar if you have ever used ScaLAPACK.
Expand Down Expand Up @@ -521,7 +521,6 @@ Layout mat = logical_divide(vec, col); // (4,(2,2)) : (6,(3,24))

```c++
Layout vec = Layout<_16,_3>{}; // 16 : 3
Layout col = Layout< _4,_2>{};
Layout col = Layout<Shape <_2,_2>,
Stride<_4,_1>>{}; // (2,2) : (4,1)
Layout mat = logical_divide(vec, col); // ((2,2),(2,2)) : ((12,3),(6,24))
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