Giter Site home page Giter Site logo

dayz-communityframework's Introduction

dayz-communityframework's People

Contributors

arkensor avatar djctavia avatar inclementdab avatar jacob-mango avatar lava76 avatar marioenr avatar salutesh avatar truedolphin avatar wrdg avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

dayz-communityframework's Issues

NULL pointer in AttachmentCategoriesRow

Yang

Whenever I open the stock in the trunk of the car I get 3 errors like this, it's a client side error, test result without other mods

WIN-2G08MOQODH9, 15.06 2022 03:50:35
NULL pointer to instance
Class: 'AttachmentCategoriesRow'
Function: 'Init'
Stack trace:
JM/CF/Scripts/5_Mission/communityframework\gui\inventorynew\inherited\attachmentcategoriesrow.c:15
scripts/5_Mission/gui\inventorynew\inherited\attachmentcategoriescontainer.c:332
scripts/5_Mission/gui\inventorynew\inherited\attachmentcategoriescontainer.c:22
scripts/5_Mission/gui\inventorynew\inherited\vicinitycontainer.c:368
scripts/5_Mission/gui\inventorynew\containers\container.c:347
scripts/5_Mission/gui\inventorynew\areas\leftarea.c:234
scripts/5_Mission/gui\inventorynew\inventory.c:1036
scripts/5_Mission/gui\inventorynew\inventory.c:1174
scripts/5_Mission/gui\inventorymenu.c:113

Compile Error

compileerror
Receiving this message when attempting to launch my servers

Newest Patch is no working

.bisign files don't match their corresponding PBOs. Sign files are from 26/06 and .pbo files are 07/06. Could this be it?

You get a Broken .pbo message in Addons Folder.

BR,
Skip

Is CF gui.pbo canceling out the dta.pbo?

When I install CF I get a dta gui pbo missing error
Without CF there is no error and the server starts no problem
Is this because both files in the directory are named gui.pbo?

Bad type 'CF_XML'

Can't compile 'game' script module! scripts/3_game/CommunityFramework/CommunityFramework.c(20): Bad type 'CF_XML'
Anyone else had this problem?

Addon 'BasebuildingPlus' requires addon 'RPC_Scripts'

Hey there

I've been looking around on the web without being able to understand what's the matter
I so wanted to check you git but the error doesn't seem to be that popular..

Can you explain to me the issue and how to fix it please?

Thanks

Add loglevels

  • [DONE] Add ability to log with log levels. Only messages that are log level >= current log level appear in the actual scripts/crash log.
  • [DONE] Add fixed log levels (inspired by MS LogLevel)
  • Add a way to set the log level as early as boot time. Perhaps via startup parameter as long as CF does not have many of them?

1.05 COT conflicting with other mods

https://prnt.sc/p21ok6 (client start-crash screen)
Hi! We have RP server with 30+ mods. Allways beed using COT on it. Really great work!!!
After game update 1.05 COT started conflicting with some big mods like DayZ Tasty Collection (https://prnt.sc/p21vp4), RolePlayMod (https://prnt.sc/p21wkz). Can you help with this problem please? If you need more info or any assistance, just contact me through discord GoFireUp#3834. Will provide any assistance I can, because we can't start the server after this game update as mods keeps on conflicting and other mod developers just say: it works on my server so I will not update. Please help! Jelena

Errors in script log

Hi, I got those entries a while now:

SCRIPT : [ERROR] Type Converter not found for type=int
SCRIPT : Get() JM/CF/Scripts/1_Core/communityframework\typeconverter\cf_typeconverter.c : 118
SCRIPT : Register() JM/CF/Scripts/3_Game/communityframework\network\cf_networkedvariables.c : 90
SCRIPT : RegisterNetSyncVariable() JM/CF/Scripts/3_Game/communityframework\module\cf_modulegame.c : 111
SCRIPT : OnInit() TraderPlus/scripts/3_Game/traderplussystemconfig\logger\traderplusloggermodule.c : 21
SCRIPT : Init() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecore.c : 40
SCRIPT : _Create() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 122
SCRIPT : _OnCreate() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 47
SCRIPT : CF_ModuleConstructor() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 11
SCRIPT : _Init() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 35
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\lifecycleevents\cf_lifecycleevents.c : 16
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c : 65
SCRIPT : DayZGame@426#1() JM/CF/Scripts/3_Game/communityframework\lifecycleevents\dayzgame.c : 9
SCRIPT : CreateGame() scripts/3_Game/game.c : 7
SCRIPT : CF_CreateGame() JM/CF/Scripts/3_Game/communityframework\communityframework.c : 4
SCRIPT : [ERROR] (TraderPlusLoggerModule<17ad39f0>) CF_NetworkedVariables<29229f10>::RegisterNetSyncVariable('networkSync_LogLevel') -> TypeConverter not found for type 'int'
SCRIPT : Register() JM/CF/Scripts/3_Game/communityframework\network\cf_networkedvariables.c : 94
SCRIPT : RegisterNetSyncVariable() JM/CF/Scripts/3_Game/communityframework\module\cf_modulegame.c : 111
SCRIPT : OnInit() TraderPlus/scripts/3_Game/traderplussystemconfig\logger\traderplusloggermodule.c : 21
SCRIPT : Init() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecore.c : 40
SCRIPT : _Create() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 122
SCRIPT : _OnCreate() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 47
SCRIPT : CF_ModuleConstructor() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 11
SCRIPT : _Init() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 35
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\lifecycleevents\cf_lifecycleevents.c : 16
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c : 65
SCRIPT : DayZGame@426#1() JM/CF/Scripts/3_Game/communityframework\lifecycleevents\dayzgame.c : 9
SCRIPT : CreateGame() scripts/3_Game/game.c : 7
SCRIPT : CF_CreateGame() JM/CF/Scripts/3_Game/communityframework\communityframework.c : 4

Compile error

JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c(79) Too many parameters for 'Invoke' cant compile error message.
Not sure if it is actually CF related but cant for the life work out whats going. Any help would be much apprecited.

Add CF.Configuration for standardized mod-settings

  • Ability to read settings from cmd params, a config file in .exe directory
  • Set default values from mod that declares the settings
  • Script interface for get and set of the options for cross-mod interaction

The config file should be JSON. Could work like the MS approach where you only define what you want to override.
Each mod could contain a config.json with its settings in it. Maybe a config.cpp entry is needed for where the json can be found in the mod.
Maybe it makes more sense to define the settings purely via a config.cpp class as the mod author and JSON is only used for end-users.

Possible issues:

  • No way to know about mods in modules 3_Game and lower. We need a way to make sure CF loaded config settings before any of the other mods do anything in 3_Game. Mabye use the CreateGame module entry function to block anything else from happening.

some mods now not working reqier this cf mod

Today after logging in I've noticed all the safe zones that I've made with the buildings from your pack are not there....(?) is there update coming or are you aware of this I don't know if it's your mod or maybe a dependency that you need BF Maybe but there's no updates out and you're not the only pack that I'm having a problem with. I've also log into offline mode load up my saved buildings in end zones and they're not working there either

EventArgs cleanup deleting data

If module events modify data we pass back into moddable events like OnClientNewEvent and the event args are forcefully deleted they can null other mods data.

e.g. player = args.Player

image

We need a better way to not cause memory leaks but also not delete data somewhere. Strong ref / autoptr management and not deleting manually or having a rolling instance
image

Update 11th October

Installed the update 11th October the last update, and now the server is starting to tell me "ALL" my mods is causing errors. All mods where working fine untill the last update 11th of October.

Issue with RegisterNetSyncVariable in CF_ModuleGame

I am trying to register a simple int variable and got this error in log :

CF_NetworkedVariables<f3cf4220>::RegisterNetSyncVariable('networkSync_LogLevel') -> TypeConverter not found for type 'int'      
SCRIPT       :  Register() JM/CF/Scripts/3_Game/communityframework\network\cf_networkedvariables.c : 94
SCRIPT       :  RegisterNetSyncVariable() JM/CF/Scripts/3_Game/communityframework\module\cf_modulegame.c : 111
SCRIPT       :  OnInit() TutorialLogging/scripts/3_Game/tutorialloggingmodule.c : 24
SCRIPT       :  Init() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecore.c : 40     
SCRIPT       :  _Create() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 122
SCRIPT       :  _OnCreate() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 47
SCRIPT       :  CF_ModuleConstructor() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 11
SCRIPT       :  _Init() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 39
SCRIPT       :  Invoke() JM/CF/Scripts/2_GameLib/communityframework\lifecycleevents\cf_lifecycleevents.c : 12
SCRIPT       :  Invoke() JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c : 79
SCRIPT       :  DayZGame@412#1() JM/CF/Scripts/3_Game/communityframework\lifecycleevents\dayzgame.c : 9
SCRIPT       :  CreateGame() scripts/3_Game/game.c : 7
SCRIPT       :  CF_CreateGame() JM/CF/Scripts/3_Game/communityframework\communityframework.c : 4

my variable is register in OnInit as it is indicated:

 override void OnInit()
    {
        super.OnInit();
        RegisterNetSyncVariable("networkSync_LogLevel");

        EnableUpdate();
        EnableMissionStart();
    }

Is there an issue with the type RegisterNetSyncVariable for a Module ?

MVC throwing warnings

SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<Object>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<bool>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<Widget>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<Observable>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<int>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<ScriptedViewBase>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<float>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<vector>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<string>.Cast' for safe down-casting

Compiling Issue

Log C:\SERVICES\ni1369531_1_SHARE\ftproot\dayzstandalone\config\script_2021-05-08_02-26-52.log started at 08.05. 02:27:04

SCRIPT : Registered 258 temporary action enum(s), UAN==258
SCRIPT (E): @"JM/CF/Scripts/3_Game/communityframework\communityframework.c,20": Bad type 'CF_XML'
SCRIPT (E): @"JM/CF/Scripts/3_Game/communityframework\communityframework.c,20": Unknown type 'CF_XML'
SCRIPT (E): Can't compile "Game" script module!

JM/CF/Scripts/3_Game/communityframework\communityframework.c(20): Bad type 'CF_XML'

defines.pbo

Server claims to have an extra file that is defines.pbo, which does exist both in the server code and in my personal files. However it refuses to let me join due to this issue and is refusing any solutions

Update request

Please backport CfgMods changes released in Steam Workshop version to GitHub :)

Update MVC naming

  • Change MVC to MVB (Model View Binding)
  • Update all added classes to the CF_Classname pattern e.g. ScriptViewTemplate -> CF_MVB_ScriptViewTemplate

Update

I tried updating my server after the CF and it is not working. Error! App '223350' state is 0x202 after update job.

Add persistence info to avoid read on first boot of CF after installation

Right now because of the preparations for feature/modstorage CF attempts to read our data even when it was installed for the first time. When the server had existing mods / vanilla data these are then destroyed.

The proposed solution is a local information file (in appdata or maybe even $mission so it can use the existing persistence folders!) that stores the persistence IDs of all the objects CF has modified in OnSave, so we know its safe to let CF handle the OnLoad.

For existing servers that have CF installed @Jacob-Mango and I think that we can only do this bugfix together with a dayz version change to use the face that the persistence version can be used a switch to see if our system would be in place or not.

Compile error

JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c(79): Too many parameters for 'Invoke'
I get the same error on both my servers upon launch, not sure if its related to cf or not, any help would be much apprecited.

Need help please

Hi,

Can you help me with this step please ?

`To use the framework with your mod you would want to add the mod to the config.cpp of your scripts PBO.

e.g.

class CfgPatches
{
class ...
{
...
requiredAddons[]=
{
"RPC_Scripts",
...
};
};
};`

I'm tried to install the ( DayZ-Expansion-Notifications )
But have an error like ( CallType error ) :/

I you have a bbit time to explain how to install the DayZ-Expansion-Notifications with RPCFramework that will be great :)

Regards

Crash RPT logs

Hello,
Some players on our server have this kind of problem, do you know why?

There are two moments when they crash:

  • When they play
  • When they log in

They usually crash between 3 and 6 times in a row.

Mods: C:\Program Files (x86)\Steam\steamapps\common\DayZ\!dzsal\@CF
Version 1.22.156718
Fault address:  CBB92B80 00:CBB92B80 Unknown module
file:     __cur_mp
world:    namalsk
Prev. code bytes: 52 49 63 C1 48 8B 51 70 48 6B C8 58 4A 8B 04 C2
Fault code bytes: 8B 44 08 50 C3 B8 FF FF FF FF C3 CC CC CC CC CC
=======================================================

Mods
image

Permissions System

  • Add OP role, uneditable, has every root permission set to ALLOW. All child permissions will be INHERIT.
  • Use a constructor override to register permissions on boot

CF Error after 1.20 DayZ update

Hello, we are having an issue with the CF mod after we have updated to 1.20:

Can't compile "GameLib" script module!

JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c(83): Too many parameters for 'Invoke' method

CF was working before patch. We have also tested on a test server with just CF and got the same error. Can you please have a look into this? Thanks

Add configurable log sinks to CF_Log

From #74
It would be nice if we could connect logging to a log sink which is either scripts.log or rpt, or a custom file, or whatever else someone might make, like an HTTP logger.

[1.20 Experimental] The server is crashing.

I understand that this is an experimental branch, but sooner or later it will become stable.
Actually the log itself:

SCRIPT`` (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,21": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,30": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_multieventsubscriber.c,16": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,16": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,27": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,36": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,28": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,28": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,29": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,29": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,30": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,30": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,31": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,31": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,32": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,32": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,33": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,33": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,34": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,34": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,35": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,35": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,36": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,36": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_multieventsubscriber.c,21": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_multieventsubscriber.c,22": FIX-ME: Failed to create callback
SCRIPT : Registered 320 temporary action enum(s), UAN==320
SCRIPT : ... Backlit Effects Enabled
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,151": Possible variable name conflict 'url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,172": Possible variable name conflict 'url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,180": Possible variable name conflict 'url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\jmselectedobjects.c,121": Possible variable name conflict 'objects'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,19": Possible variable name conflict 'username'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,19": Possible variable name conflict 'avatar_url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,19": Possible variable name conflict 'content'
SCRIPT (W): @"JM/COT/Scripts/5_Mission/communityonlinetools\modules\esp\jmespmeta.c,239": Possible variable name conflict 'player'

CF_Log???

WIN-R9MK9FQUS30, 13.02 2023 15:34:00
Can't compile "Engine" script module!
DayZExpansion/Core/Scripts/1_Core/dayzexpansion_core\cf_trace.c(120): Unknown type 'CF_Log'
Runtime mode
CLI params: config D:\TCAFiles\Users\dakotag\9449404\Config.cfg ip 181.215.243.153 port 2302 mod @DaBs Framework;@Community-Online-Tools;@DayZ-Expansion-Licensed;@DayZ-Expansion-Bundle;@zomberry Admin Tools;@redFalcon Flight System Heliz;@equipment System;@gorez;@drippy Sneakers;@LastDayZ_Radios servermod profiles D:\TCAFiles\Users\dakotag\9449404\SC name SC BEpath D:\TCAFiles\Users\dakotag\9449404\SC\Battleye noFilePatching limitFPS 0

My serever is locked now......

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.