public Tensor Trunc(Tensor x) { return(Out(Arith.Trunc(In(x)))); }
public Tensor Minimum(Tensor a, Tensor b) { return(Out(Arith.MinOf(In(a), In(b)))); }
public Tensor Tpow(float value, Tensor x) { return(Out(Arith.Pow(In(value, x.Shape), In(x)))); }
public Tensor Tanh(Tensor x) { return(Out(Arith.Tanh(In(x)))); }
public Tensor Atan2(Tensor lhs, Tensor rhs) { return(Out(Arith.Atan2(In(lhs), In(rhs)))); }
public Tensor Clip(Tensor x, float min, float max) { return(Out(Arith.Clamp(In(x), In(min, x.Shape), In(max, x.Shape)))); }
public Tensor Round(Tensor x) { return(Out(Arith.Round(In(x)))); }
public Tensor EqualTo(Tensor a, Tensor b) { return(Out(Arith.EqualTo(In(a), In(b)))); }
public Tensor Log1p(Tensor x) { return(Out(Arith.Log1p(In(x)))); }
public Tensor Pow(Tensor x, float value) { return(Out(Arith.Pow(In(x), In(value, x.Shape)))); }
public Tensor Factorial(Tensor x) { return(Out(Arith.Factorial(In(x)))); }
public Tensor Floor(Tensor x) { return(Out(Arith.Floor(In(x)))); }
public Tensor Exp(Tensor x) { return(Out(Arith.Exp(In(x)))); }
public Tensor Minimum(Tensor a, float b) { return(Out(Arith.MinOf(In(a), In(b, a.Shape)))); }
public Tensor Sigmoid(Tensor x) { return(Out(Arith.Sigmoid(In(x)))); }
public Tensor Acos(Tensor x) { return(Out(Arith.Acos(In(x)))); }
public Tensor Sinh(Tensor x) { return(Out(Arith.Sinh(In(x)))); }
public Tensor Atan(Tensor x) { return(Out(Arith.Atan(In(x)))); }
public Tensor Sqrt(Tensor x) { return(Out(Arith.Sqrt(In(x)))); }
public Tensor Ceil(Tensor x) { return(Out(Arith.Ceil(In(x)))); }
public Tensor Square(Tensor x) { return(Out(Arith.Pow(In(x), In(2, x.Shape)))); }
public Tensor Cos(Tensor x) { return(Out(Arith.Cos(In(x)))); }
public Tensor Square(Tensor x) { return(Out(Arith.Pow2(In(x)))); }