Fix some typos in CuTe tutorials (#912)
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@ -165,7 +165,7 @@ auto layout_2sx4s = make_layout(make_shape(Int<2>{},Int<4>{}));
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auto layout_2sx4d = make_layout(make_shape(Int<2>{},4));
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auto layout_2x4 = make_layout(make_shape (2, make_shape (2,2)),
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make_stride(4, make_stride(1,2)));
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make_stride(4, make_stride(2,1)));
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```
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## Using a `Layout`
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@ -136,7 +136,7 @@ This code produces the following text output.
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```
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`print(layout(1, 1))` prints the mapping of
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the logical 2-D coordinate (0,1) to 1-D index, which is 4.
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the logical 2-D coordinate (1,1) to 1-D index, which is 4.
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You can see that from the table,
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which shows the left logical index as the "row,"
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and the right logical index as the "column."
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@ -456,7 +456,7 @@ Shape ((3, 2), (4, 2)) and Stride ((16, 1), (4, 2)).
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| (2,1) | 33 | 37 | 41 | 45 | 35 | 39 | 43 | 47 |
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The tile is now interleaved or "raked" with the other 3x4 matrix-of-tiles
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instead of appearing as blocks. Other references call this is cyclic
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instead of appearing as blocks. Other references call this cyclic
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distribution.
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This might look familiar if you have ever used ScaLAPACK.
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@ -521,7 +521,6 @@ Layout mat = logical_divide(vec, col); // (4,(2,2)) : (6,(3,24))
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```c++
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Layout vec = Layout<_16,_3>{}; // 16 : 3
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Layout col = Layout< _4,_2>{};
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Layout col = Layout<Shape <_2,_2>,
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Stride<_4,_1>>{}; // (2,2) : (4,1)
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Layout mat = logical_divide(vec, col); // ((2,2),(2,2)) : ((12,3),(6,24))
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