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Source files: 3 | Classes: 45 | Methods: 2 | Enums: 0


GTOS.ExecutionEngine.Core ​

CalculationNode ​

readonly struct

Domain-agnostic calculation node in the execution graph
Uses numeric IDs and bit flags instead of strings for maximum efficiency

Source: CoreExecutionEngine.cs

Constants and Fields ​

CalculationType ​

readonly int

Description ​

readonly string

Domain ​

readonly DomainType

NodeId ​

readonly int

OutputParameters ​

readonly int[]

Priority ​

readonly ExecutionPriority

RequiredInputs ​

readonly int[]

DomainTypeExtensions ​

static class

Domain type utility methods for classification and validation.
MIL SPEC: Static methods, no instance allocation, zero-overhead classification.

Source: CoreDomainType.cs

Methods ​

IsEngineering ​

bool IsEngineering ( this DomainType domain )

ExecutionBackendCapabilities ​

struct

Detected hardware capabilities for intelligent Network routing.
Used by ExecutionEngine to select optimal execution path.

Source: CoreExecutionEngine.cs

Constants and Fields ​

AvailableBackend ​

ExecutionBackend

CPUCoreCount ​

int

EstimatedPerformance ​

float

GPUMemory_bytes ​

long

GPUName ​

string

SupportsGPUCompute ​

bool

SupportsIntegratedGPU ​

bool

ExecutionBackendConfig ​

struct

Backend configuration for Network execution.
Allows user to override auto-detection if needed.

Source: CoreExecutionEngine.cs

Constants and Fields ​

AllowFallback ​

bool

FallbackBackend ​

ExecutionBackend

MaxCPUCores ​

int

PreferIntegratedGPU ​

bool

PreferredBackend ​

ExecutionBackend

ExecutionCache ​

struct

Execution cache - parallel arrays instead of Dictionary
MIL SPEC: Linear search for small cache sizes, zero hash overhead

Source: CoreExecutionEngine.cs

Constants and Fields ​

CacheKeys ​

long[]

CacheValues ​

ExecutionResult[]

Count ​

int

ExecutionEngine ​

static class

The domain-agnostic execution engine with GPU-accelerated Networks!
Static class implementation for MIL SPEC compliance.
BREAKTHROUGH ARCHITECTURE:
══════════════════════════════════════════════════════════════
ANY Network can automatically leverage GPU parallelism!
Traditional approach (everyone else):
- Write custom CUDA code for each algorithm
- Hire GPU specialists ($200K+/year)
- Maintain dual codebases (CPU + GPU)
- Months of development per feature
SILVIA approach (this engine):
- Compose Networks from Atomics (once)
- ExecutionEngine auto-routes to GPU when beneficial
- SAME CODE runs on CPU, GPU, Photonic, Quantum
- Zero CUDA knowledge required
EXAMPLE - BIM Validation Network (10,000 elements):
GPU: 10K elements ÷ 3584 cores = 3 waves × 10μs = 2.03ms
CPU: 10K elements ÷ 16 cores = 625/core × 0.5ms = 312ms
GPU is 154× FASTER! (automatic routing)
EXAMPLE - Microsecond Trading Network (5,000 trades):
GPU: 5K trades ÷ 3584 = 2 waves × 5μs = 2.01ms
CPU: 5K trades ÷ 16 = 312/core × 0.1ms = 31.2ms
GPU is 15× FASTER! (sub-millisecond latency)
EXAMPLE - ML Training Network (10,000 samples × 100 epochs):
GPU: 6ms/epoch × 100 = 600ms (0.6 seconds!)
CPU: 312ms/epoch × 100 = 31.2 seconds
GPU is 52× FASTER! (automatic parallelization)
EXAMPLE - Ballistic Trajectories (1,000 projectiles):
GPU: 1K projectiles in 1 wave = 2.01ms (496 FPS)
CPU: 1K ÷ 16 = 62/core × 0.5ms = 31ms (32 FPS)
GPU is 15× FASTER! (real-time physics)
EXAMPLE - Terrain Generation (8,160 tiles):
GPU: 8160 tiles ÷ 3584 = 3 waves × 50μs = 2.15ms
CPU: 8160 ÷ 16 = 510/core × 50μs = 25.5ms
GPU is 12× FASTER! (tile-based parallelism)
EXAMPLE - Flora Generation (10,000 plants):
GPU: 10K plants ÷ 3584 = 3 waves × 20μs = 2.06ms
CPU: 10K ÷ 16 = 625/core × 1ms = 625ms
GPU is 303× FASTER! (massive procedural generation)
EXAMPLE - Particle Simulation (100,000 particles):
GPU: 100K ÷ 3584 = 28 waves × 10μs = 2.28ms
CPU: 100K ÷ 16 = 6250/core × 0.1ms = 625ms
GPU is 274× FASTER! (hair, grass, fluids)
NETWORK STACKING (iterative workflows):
- Compose Networks that feed results to other Networks
- ALL stages leverage GPU automatically
- Example: Signal → Risk → Execution → Confirmation
- 4 networks × 2ms/network = 8ms total on GPU
- 4 networks × 30ms/network = 120ms on CPU
- GPU is 15× FASTER for entire pipeline!
CROSSOVER POINTS:
• <100 parallel items: CPU_Sequential (GPU overhead not worth it)
• 100-1,000 parallel items: CPU_Parallel competitive
• 1,000-10,000 parallel items: GPU_Compute 10-20× faster
• >10,000 parallel items: GPU_Compute 50-300× faster!
THIS IS THE MOAT!
- No one else has automatic GPU acceleration for Networks
- Works on Physics, Rendering, BIM, Financial, ML, ANY domain
- Same code, 10-300× faster with GPU
- Future-proof: Add Photonic/Quantum backends seamlessly
══════════════════════════════════════════════════════════════

Source: CoreExecutionEngine.cs

Methods ​

ExecuteNetwork ​

ExecutionResult[] ExecuteNetwork ( ExecutionNetwork network, ParameterSet inputData )

Execute a complete calculation network using ParameterSet.
MIL SPEC compliant - explicit loops, no Linq, zero allocation where possible.
Returns empty array if network is null (exception-free design).
AUTOMATIC GPU ACCELERATION:
ExecutionEngine detects parallel workload and routes to optimal backend!

ExecutionHistory ​

struct

Execution history storage - parallel arrays instead of List
MIL SPEC: Fixed capacity, zero allocation during execution

Source: CoreExecutionEngine.cs

Constants and Fields ​

Count ​

int

Results ​

ExecutionResult[]

ExecutionNetwork ​

readonly struct

Execution network with fixed-size node and dependency arrays
Domain-agnostic structure for all calculation networks

Source: CoreExecutionEngine.cs

Constants and Fields ​

CreationDate ​

readonly DateTime

Description ​

readonly string

NetworkId ​

readonly int

NetworkName ​

readonly string

OutputParameters ​

readonly int[]

PrimaryDomain ​

readonly DomainType

RequiredInputs ​

readonly int[]

ExecutionResult ​

struct

Execution result using ParameterSet

Source: CoreExecutionEngine.cs

Constants and Fields ​

CalculationType ​

int

Domain ​

DomainType

ErrorMessage ​

string

ExecutionDurationMs ​

long

ExecutionTime ​

DateTime

IsSuccess ​

bool

NodeId ​

int

ResultData ​

ParameterSet

NetworkPatternInfo ​

struct

Network pattern information

Source: CoreExecutionEngine.cs

Constants and Fields ​

Domain ​

DomainType

Id ​

int

Name ​

string

NetworkResult ​

struct

Network result container - replaces dictionary results

Source: CoreExecutionEngine.cs

Constants and Fields ​

Count ​

int

ParameterIds ​

int[]

ParameterValues ​

object[]

NodeDependency ​

readonly struct

Node dependency structure - defines execution order relationships
MIL SPEC: Struct-based, zero allocation dependency graph

Source: CoreExecutionEngine.cs

Constants and Fields ​

ChildNodeId ​

readonly int

ExecutionType ​

readonly DependencyExecutionType

ParentNodeId ​

readonly int

ParameterSet ​

struct

Parameter set - replaces Dictionary with struct-based storage
Uses parallel arrays for key-value pairs, MIL-SPEC compliant

Source: CoreExecutionEngine.cs

Constants and Fields ​

Count ​

int

DomainId ​

int

ParameterIds ​

int[]

Values ​

object[]

GTOS.Primitives ​

GTBoundingBox ​

struct

Axis-aligned bounding box with float precision.
Use: Real-time collision detection, frustum culling, spatial partitioning

Source: GTOSPrimitives.cs

GTColor ​

struct

RGBA color with float precision (0.0-1.0 range per channel).
Use: Real-time rendering, UI, texture operations, particle systems
MIL-SPEC: Struct-based, zero-allocation, Unity-independent

Source: GTOSPrimitives.cs

Constants and Fields ​

A ​

float

B ​

float

G ​

float

R ​

float

GTColor32 ​

struct

RGBA color with byte precision (0-255 range per channel).
Use: Pixel-perfect operations, textures, images, UI rendering, graphing APIs
MIL-SPEC: Struct-based, zero-allocation, Unity-independent, 4 bytes total

Source: GTOSPrimitives.cs

Constants and Fields ​

A ​

byte

B ​

byte

G ​

byte

R ​

byte

GTColorHDR ​

struct

HDR (High Dynamic Range) color with unclamped float precision.
Use: Atmospheric rendering, space lighting, sky systems, physically-based lighting
Values can exceed 1.0 for bright light sources (sun = 10.0+, stars, glowing objects)
MIL-SPEC: Struct-based, zero-allocation, Unity-independent
CRITICAL FOR REALISM:
- Sky can be 5-10x brighter than ground (proper exposure/bloom)
- Sun can be 100x+ brighter (realistic lens flares, eye adaptation)
- Stars in space have no upper limit (Sirius, supernovae)
- Enables proper tone mapping and exposure control

Source: GTOSPrimitives.cs

Constants and Fields ​

A ​

float

B ​

float

G ​

float

R ​

float

GTDBoundingBox ​

struct

Axis-aligned bounding box with double precision.
Use: BIM element bounds, large-scale GIS, astronomical object extents

Source: GTOSPrimitives.cs

GTDColor ​

struct

RGBA color with double precision.
Use: Scientific visualization, high-precision color calculations, HDR rendering

Source: GTOSPrimitives.cs

Constants and Fields ​

A ​

double

B ​

double

G ​

double

R ​

double

GTDDualQuaternion ​

struct

Dual quaternion (double precision) - for high-precision skeletal animation.
Use: Cinematic animation, robotics, precision IK solvers

Source: GTOSPrimitives.cs

GTDHyperCube ​

readonly struct

N-dimensional hypercube (double precision) for high-precision scientific computing.

Source: GTOSPrimitives.cs

Constants and Fields ​

Dimensions ​

readonly int

Max ​

readonly double[]

Min ​

readonly double[]

GTDOctonion ​

readonly struct

Octonion (double precision) - high-precision 8D hypercomplex number.

Source: GTOSPrimitives.cs

Constants and Fields ​

E0 ​

readonly double

E1 ​

readonly double

E2 ​

readonly double

E3 ​

readonly double

E4 ​

readonly double

E5 ​

readonly double

E6 ​

readonly double

E7 ​

readonly double

GTDQuad ​

struct

Quad primitive for double-precision vertex arrays.
Use: BIM surfaces, precision architectural geometry, GIS

Source: GTOSPrimitives.cs

GTDQuaternion ​

struct

Quaternion with double precision.
Use: Spacecraft orientation, astronomical calculations, precision robotics

Source: GTOSPrimitives.cs

Constants and Fields ​

W ​

double

X ​

double

Y ​

double

Z ​

double

GTDRotationMatrix3D ​

struct

3x3 rotation matrix using double precision for high-accuracy transformations.
Use: BIM coordinate transformations, scientific rotations, collision detection

Source: GTOSPrimitives.cs

GTDTriangle ​

struct

Triangle primitive for double-precision vertex arrays.
Use: BIM mesh processing, high-precision collision, scientific simulation

Source: GTOSPrimitives.cs

GTDualQuaternion ​

struct

Dual quaternion (float precision) - stores rotation + translation in 8 floats.
Use: Skinned mesh animation, bone transforms, character IK
REVOLUTIONARY: 63% smaller than 4x4 matrix, better interpolation, no matrix inverse storage!
Structure: q = real + ε * dual, where real = rotation, dual = 0.5 * translation * real
Extra channel: Can store bone priority, LOD factor, or blend weight in unused dual.w

Source: GTOSPrimitives.cs

Constants and Fields ​

DualX ​

float

DualY ​

float

DualZ ​

float

RealW ​

float

RealX ​

float

RealY ​

float

RealZ ​

float

GTDVector2 ​

struct

2D vector with double precision.
Use: GIS coordinates, surveying, large-scale mapping, precision 2D CAD

Source: GTOSPrimitives.cs

Constants and Fields ​

X ​

double

Y ​

double

GTDVector3 ​

struct

3D vector with double precision.
Use: BIM (mm-accuracy over km), outer space navigation, astronomical calculations, precision surveying

Source: GTOSPrimitives.cs

Constants and Fields ​

X ​

double

Y ​

double

Z ​

double

GTDVector4 ​

readonly struct

4D vector (double precision) for high-precision spacetime coordinates.

Source: GTOSPrimitives.cs

Constants and Fields ​

W ​

readonly double

X ​

readonly double

Y ​

readonly double

Z ​

readonly double

GTHologramVolume ​

readonly struct

Holographic volume - 3D grid of holographic voxels.
Represents volumetric holographic display data.
Resolution determines voxel grid dimensions (e.g., 64x64x64).

Source: GTOSPrimitives.cs

Constants and Fields ​

BoundsMax ​

readonly GTVector3

BoundsMin ​

readonly GTVector3

ResolutionX ​

readonly int

ResolutionY ​

readonly int

ResolutionZ ​

readonly int

Voxels ​

readonly GTHologramVoxel[]

GTHologramVoxel ​

readonly struct

Holographic voxel for 3D volumetric displays.
Position in 3D space + RGBA color + intensity/brightness.
Used for holographic projections, volumetric rendering, light field displays.

Source: GTOSPrimitives.cs

Constants and Fields ​

A ​

readonly float

B ​

readonly float

G ​

readonly float

Intensity ​

readonly float

Phase ​

readonly float

Position ​

readonly GTVector3

R ​

readonly float

GTHyperCube ​

readonly struct

N-dimensional hypercube (generalized AABB).
Min/Max arrays define bounds in arbitrary dimensions.
Useful for high-dimensional optimization, ML feature spaces, scientific computing.

Source: GTOSPrimitives.cs

Constants and Fields ​

Dimensions ​

readonly int

Max ​

readonly float[]

Min ​

readonly float[]

GTMatrix4x4 ​

struct

GTMatrix4x4 - 4x4 matrix for 3D transformations
MIL-SPEC: struct, zero allocation, deterministic
Uses M00-M33 indexing (zero-based)

Source: GTOSPrimitives.cs

GTMatrix5x5 ​

struct

GTMatrix5x5 - 5x5 matrix for 5D transformations
MIL-SPEC: struct, zero allocation, deterministic
Uses M00-M44 indexing (zero-based)
USE CASES:
- 5D spacetime transformations (4D space + time)
- Conformal transformations in 4D
- UNLOCK 5th-dimensional operations (quintessence)
- Extended Lorentz transformations

Source: GTOSPrimitives.cs

GTMatrix6x6 ​

struct

GTMatrix6x6 - 6x6 matrix for 6D transformations
MIL-SPEC: struct, zero allocation, deterministic
Uses M00-M55 indexing (zero-based)
USE CASES:
- Magic Square of the Sun operations (6×6 grid, sum = 666)
- Dual quaternion transformation matrices (screw motions)
- 6D phase space transformations (position + momentum)
- UNLOCK 6-edge tetrahedral operations (6 edges × 111 flow = 666)
- Plucker coordinates for line geometry

Source: GTOSPrimitives.cs

GTOctonion ​

readonly struct

Octonion (float precision) - 8-dimensional hypercomplex number.
Used for advanced rotations beyond quaternions, string theory, exceptional Lie groups.
Components: e0 (real), e1-e7 (imaginary units).

Source: GTOSPrimitives.cs

Constants and Fields ​

E0 ​

readonly float

E1 ​

readonly float

E2 ​

readonly float

E3 ​

readonly float

E4 ​

readonly float

E5 ​

readonly float

E6 ​

readonly float

E7 ​

readonly float

GTQuad ​

struct

Quad primitive defined by four vertex indices.
Use: Mesh topology, architectural surfaces, UV mapping (float vertex arrays)

Source: GTOSPrimitives.cs

GTQuantumRegister ​

readonly struct

Multi-qubit quantum state (up to 8 qubits = 256 basis states).
For quantum computing simulation with superposition and entanglement.

Source: GTOSPrimitives.cs

Constants and Fields ​

QubitCount ​

readonly int

States ​

readonly GTQuantumState[]

GTQuantumState ​

readonly struct

Quantum state vector for quantum computing simulation.
Represents a qubit or multi-qubit state with complex amplitude (Real + Imaginary).
Normalized: |Real|^2 + |Imaginary|^2 = 1
Phase represents quantum phase angle (radians).

Source: GTOSPrimitives.cs

Constants and Fields ​

Imaginary ​

readonly float

Phase ​

readonly float

Real ​

readonly float

GTQuaternion ​

struct

Quaternion with float precision.
Use: Real-time 3D rotations, game cameras, VR/AR orientation, skeletal animation

Source: GTOSPrimitives.cs

Constants and Fields ​

W ​

float

GTTriangle ​

struct

Triangle primitive defined by three vertex indices.
Use: Mesh topology, collision detection, rendering (float vertex arrays)

Source: GTOSPrimitives.cs

GTVector2 ​

struct

2D vector with float precision.
Use: Real-time 2D graphics, UI, textures, screen-space calculations
Unity-compatible API for ergonomic usage

Source: GTOSPrimitives.cs

Constants and Fields ​

X ​

float

Y ​

float

GTVector3 ​

struct

3D vector with float precision.
Use: Real-time 3D graphics, physics, game logic, VR/AR, SILVIA3D visualization
Unity-compatible API for ergonomic usage

Source: GTOSPrimitives.cs

Constants and Fields ​

X ​

float

Y ​

float

Z ​

float

GTVector4 ​

readonly struct

4D vector (float precision) for spacetime coordinates, homogeneous coordinates, quaternion operations.
(X, Y, Z, W) where W is typically time or homogeneous coordinate.

Source: GTOSPrimitives.cs

Constants and Fields ​

W ​

readonly float

X ​

readonly float

Y ​

readonly float

Z ​

readonly float


Generated from GTOS Savants source -- 2026-03-22

SILVIA is a registered Trademark of Cognitive Code Corp.