.TH "MPSCNNDropout" 3 "Mon Jul 9 2018" "Version MetalPerformanceShaders-119.3" "MetalPerformanceShaders.framework" \" -*- nroff -*- .ad l .nh .SH NAME MPSCNNDropout .SH SYNOPSIS .br .PP .PP \fC#import \fP .PP Inherits \fBMPSCNNKernel\fP\&. .SS "Instance Methods" .in +1c .ti -1c .RI "(nonnull instancetype) \- \fBinitWithDevice:\fP" .br .ti -1c .RI "(nullable instancetype) \- \fBinitWithCoder:device:\fP" .br .ti -1c .RI "(nonnull instancetype) \- \fBinitWithDevice:keepProbability:seed:maskStrideInPixels:\fP" .br .ti -1c .RI "(\fBMPSCNNDropoutGradientState\fP *__nullable) \- \fBtemporaryResultStateForCommandBuffer:sourceImage:sourceStates:destinationImage:\fP" .br .ti -1c .RI "(\fBMPSCNNDropoutGradientStateBatch\fP *__nullable) \- \fBtemporaryResultStateBatchForCommandBuffer:\fP" .br .in -1c .SS "Properties" .in +1c .ti -1c .RI "float \fBkeepProbability\fP" .br .ti -1c .RI "NSUInteger \fBseed\fP" .br .ti -1c .RI "MTLSize \fBmaskStrideInPixels\fP" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP This depends on Metal\&.framework Dropout is a regularization technique used to prevent neural networks from overfitting during training\&. With probability keepProbability, this filter outputs the input element scaled by 1 / keepProbability\&. Otherwise, it outputs 0\&. Each input element is kept or dropped independently\&. The scaling is performed to keep the energy of the output unchanged\&. .SH "Method Documentation" .PP .SS "\- (nullable instancetype) \fBinitWithCoder:\fP (NSCoder *__nonnull) aDecoder(nonnull id< MTLDevice >) device" support .PP Reimplemented from \fBMPSCNNKernel\fP\&. .SS "\- (nonnull instancetype) initWithDevice: (nonnull id< MTLDevice >) device" Standard init with default properties per filter type .PP \fBParameters:\fP .RS 4 \fIdevice\fP The device that the filter will be used on\&. May not be NULL\&. .RE .PP \fBReturns:\fP .RS 4 \fBA\fP pointer to the newly initialized object\&. This will fail, returning nil if the device is not supported\&. Devices must be MTLFeatureSet_iOS_GPUFamily2_v1 or later\&. .RE .PP .PP Reimplemented from \fBMPSCNNKernel\fP\&. .SS "\- (nonnull instancetype) \fBinitWithDevice:\fP (nonnull id< MTLDevice >) device(float) keepProbability(NSUInteger) seed(MTLSize) maskStrideInPixels" Standard init with default properties per filter type\&. .PP \fBParameters:\fP .RS 4 \fIdevice\fP The device that the filter will be used on\&. .br \fIkeepProbability\fP The probability that each element in the input is kept\&. The valid range is (0\&.0f, 1\&.0f)\&. .br \fIseed\fP The seed used to generate random numbers\&. .br \fImaskStrideInPixels\fP The mask stride in the x, y, and z dimensions, which allows for the broadcasting of mask data\&. The only valid values are 0 and 1 for each dimension\&. For no broadcasting, set the values for each dimension to 1\&. For broadcasting, set desired values to 0\&. .RE .PP \fBReturns:\fP .RS 4 \fBA\fP valid \fBMPSCNNDropout\fP object or nil, if failure\&. .RE .PP .SS "\- (\fBMPSCNNDropoutGradientStateBatch\fP * __nullable) temporaryResultStateBatchForCommandBuffer: (__nonnull id< MTLCommandBuffer >) commandBuffer" .SS "\- (\fBMPSCNNDropoutGradientState\fP * __nullable) temporaryResultStateForCommandBuffer: (__nonnull id< MTLCommandBuffer >) commandBuffer(\fBMPSImage\fP *__nonnull) sourceImage(NSArray< \fBMPSState\fP * > *__nullable) sourceStates(\fBMPSImage\fP *__nonnull) dest" .SH "Property Documentation" .PP .SS "\- keepProbability\fC [read]\fP, \fC [nonatomic]\fP, \fC [assign]\fP" The probability that each element in the input is kept\&. The valid range is (0\&.0f, 1\&.0f)\&. .SS "\- maskStrideInPixels\fC [read]\fP, \fC [nonatomic]\fP, \fC [assign]\fP" The mask stride in the x, y, and x dimensions, which allows for the broadcasting the mask data\&. The only valid values are 0 and 1 for each dimension\&. For no broadcasting, set the values for each dimension to 1\&. For broadcasting, set desired values to 0\&. .SS "\- seed\fC [read]\fP, \fC [nonatomic]\fP, \fC [assign]\fP" The seed used to generate random numbers\&. .SH "Author" .PP Generated automatically by Doxygen for MetalPerformanceShaders\&.framework from the source code\&.