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从 Fruchterman 的例子中也能看出,设计一个对于 GPU 内存友好的数据结构对于前端开发者来说并不是一件容易的事。 另外,在实现可并行算法时,很多数据结构也很难实现。例如 G6 的力导布局算法中就使用了 quadtree。
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从 Fruchterman 的例子中也能看出,设计一个对于 GPU 内存友好的数据结构对于前端开发者来说并不是一件容易的事。 另外,在实现可并行算法时,很多数据结构也很难实现。例如 G6 的力导布局算法中就使用了 quadtree。
The text was updated successfully, but these errors were encountered: