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Coriolis Shipyard for Elite Dangerous
Home Page: https://coriolis.io
License: Other
This project forked from cmmcleod/coriolis
Coriolis Shipyard for Elite Dangerous
Home Page: https://coriolis.io
License: Other
The 6A power plant on my Imperial Clipper delivers usually 25.2MW. But I overcharged mine to 28.7MW. It has enough power to deploy my hardpoints. But it shows in red in the core internals as if it didn't have enough power:
I'm not sure what is wrong. I read from the 2.2.2 release notes that it "Fix import and export of ships with modifications, bump schema version to 4" but it does not import, at least with the lastest EDMC version 2.2.4 that I just upgraded to, or I am supremely dumb. Or does it mean that it only imports backups that you did with it, which is kinda useful but if you can't import engineer mods from EDMC, that's almost useless. With all the changes through the various versions and the lost of countless engineer mods that I painstakingly entered, I just stopped wasting my time and just waited for when coriolis will finally accept the JSON from EDMC. I specifically chose Coriolis as my preferred shipyard but that doesn't seem to make any difference. 2.2.3 also barfs at the JSON file attached.
So, is coriolis 2.2.2 (and I would assume beta 2.2.3) supposed to be able to load those files from EDMC or not? It's currently broken. As in "Cannot Parse the data!"
I imported my latest outfitting from EDMC into the updated Coriolis EDCD and found a couple oddities in my not-very-impressive Anaconda. The differences are compared from the EDMC export (attached) to the Outfitting modification stats in-game.
Lightweight Alloy bulkhead: Game shows 29.2% hull boost, Coriolis shows 12.98%
5D Fighter hangar installed in class 5 internal slot. Coriolis shows a 7D hangar in that same slot
4A Pulse Laser: Game shows +50% thermal load, Coriolis shows 0%
3C Multicannon #2: Game shows damage -8.7%, Coriolis shows -14.37%
3C Multicannon #3: Game shows damage -8.6%, Coriolis shows -14.29%
All other modules appear to be reporting correctly, engineered or otherwise. These errors affect the stats on Coriolis such as Armour, Speed and Jump Range.
c88e436 changed the way that Countermeasures are imported/exported in a way that:
See your failing tests for details.
BTW, since 97fc4ce Coriolis exports in a new schema 4 that isn't documented anywhere.
Script error.
Create an issue on Github if this keeps happening. Add these details:
Browser: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_0) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/54.0.2840.98 Safari/537.36
Path: /outfit/federal_gunship?code=3pktkFflndusmf47l272727271010040402004f5nfr016b.Iw18aQ%3D%3D.CwBhGYzBGXYJnlKlhA%3D%3D.
Error: Unknown
Details:
scriptUrl:
line: 0
col: 0
error: null
2.2.3 - 2016-11-24
Firstly, FANTASTIC job on the incredible job you guys are doing with the new version of Coriolis, it simply is the best tool in my ED box.
OK, so when I try to adjust a value using the Modifications button on an iOS device, you cannot enter any numbers as the keyboard does not appear when clicking on the number. This is regardless of whether using the device with the built in software keyboard or with a Bluetooth keyboard attached.
If I try sliding the bar to make the adjustment, after a few "slides" I get the following error:
Jameson, we have a problem..
SecurityError (DOM Exception 18): Attempt to use history.replaceState() more than 100 times per 30.000000 seconds
Create an issue on Github if this keeps happening. Add these details:
Browser: Mozilla/5.0 (iPad; CPU OS 10_1_1 like Mac OS X) AppleWebKit/602.2.14 (KHTML, like Gecko) Version/10.0 Mobile/14B100 Safari/602.1
Path: /outfit/type_6_transporter?code=2p5tdFal8das8f42l2l030005040420C040P42f.Iw1%2FkA%3D%3D.AwiMIypI.&bn=Mining%20Build
Error: Unknown
Details:
scriptUrl: https://coriolis.edcd.io/app.716c60.js
line: 93
col: 2083
error: {"code":18,"name":"SecurityError","message":"Attempt to use history.replaceState() more than 100 times per 30.000000 seconds","line":93,"column":2083,"sourceURL":"https://coriolis.edcd.io/app.716c60.js"}
2.2.2 - 2016-11-22
Any ideas?
I got an "No such ship found: \"Viper_MkIV\""
error when trying to import my Viper Mk IV straight from the E:D Market Connector. It seems the names given by that app don't follow the conventions of your database. You could close this and say it's their issue, not yours.
That said, you might consider stripping out any and all underscores in the ship names before checking for equality here: https://github.com/cmmcleod/coriolis/blob/master/src/app/components/ModalImport.jsx#L197
I don't think that operation would ever match it to the wrong ship, but maybe I'm wrong.
Details below:
Browser: Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/54.0.2840.99 Safari/537.36
Path:
Error: Unknown
Details:
scriptUrl: /import?data=H4sIAE7iTFgC_82W32_bIBDH_xeeowkw_pW3Nl1_TI1UzVX3ME0WiUmLSsDCuFNW9X8f2I1nmrQjah-aJ47A5XPfOy73CJZU3yowfbSLmi652YApfJqAlWYMTFdUNMwaLRPuyJpy6R9FiT2rWcP0A3vh5AtJnuyXvAJTPAFrVbWCNe7MkV6rVnf-uk238n7OXUE4S1KM43QCJF3b78ANr5ku5_cXN2XvoTzTtGIITICyVEa39mqtudI92QS0UigqmfUGJ-CBipa52CzTsVosBIMITH_-GizsWZFnEc-KPSvxrNSzMs_KxxaCvXXCllSg0RqP1s8UX-Utl2ymRKeb2znVVpTijq_Miea99G-LCROCUDKIeSFNeb6xglbuelnwP4yUM0GbhryiJ9yvZxwlSR45UU9tkVxTeR_EEpHcY9leHpNEIZnFJI3IQNNZDuaSr1jR1rXSJkwbEnk8o_sdEu6RgooNEZINRM5wQHP7dPo0NkFAMEMeUH_3QxI1ZxVv1-dUV7Xi0qAAHpITSAae89qUV609cEntwz9udWPKM75eUFEWayrEYWBpSuAeLPxJsK5s4sw3tejf3ZWw5wzVm6O61oou74qWGxbUyyKUehntXfl-AqorhqOcwh5R_Wb6hDdG80VrlA6r-CzzcV446UotOqDsCYyjgcwZA5qLNOwZQpLsQtXuekjlo_9V_nda0TB1MPbVKZhslG4-RpRCKANRH1EYTerLYhs_E9UZk0zTbare2xU6KLyFcrXe7UR9yKMd0jfE0U683Qlp_DDdE8qMCXG8bf_PvTY-MJIkJukQSNJ5Cmhtif0QsvNfVCyVqnsfb2f7FZoI5h2L6zuHdto491ravBWGz6iUSr6jnVnfON5Fwp8B6ZrLzSEiJQmOI-wRzTS389DSIrH-OcC3Z4hXkVCW5ztMz8X-g9FayX9j2NOe2RQMvh7BXWslcaWQovEEjAm0U0E8JohImtkx4S_JPTgljgsAAA%3D%3D
line: 0
col: 0
error: "No such ship found: \"Viper_MkIV\""
Not sure why. For example, you can't enter the decimal point. You have to move the slider to make it appear. Same for the minus sign.
The retrofit costs are not calculated correctly unless I adjust the module discount percentage setting, which appears to force the module costs to be recalcuated. I've typically got my module and ship discounts set to the 15% LYR discount. I suspect the retrofit somehow defaults to only applying the discount to one of the loadouts and not both.
I also remember the old coriolis hiding modules that didn't change in the retrofit list.
On my Corvette, after entering the dirty drive modification for my 7D thrusters, coriolis now displays NaN for both Speed and Boost. I couldn't find which attribute caused this.
Problem with ship menu selector: not all ships listed in menu. Missing overflow rule on div
Fix: Add to stylesheet selector "header .no-wrap" this rule "overflow-x: auto;"
And so it would be more convenient if the menu bar has been bound to the top of the screen.
Fix: Change in stylesheet selector "header" rule "position: relative;" to "position: absolute;" and add to that selector rules "top: 0px; left: 0px; width: 100%;". Then need to add to style attribute of first div in section with id="coriolis" that rule "padding-top: 48px;"
P.S. My apologies for my poor english
Currently the modifications interface uses the mouse to set percentage change. That doesn't work well on tablets, and makes setting values a very slow and painful process with a mouse (I only get around a 5-8% change for every drag with the mouse. Change it to allow manual direct input of the percentage change in addition to using a mouse.
Tried to load my Orca build from a bookmark. Got a black screen. I then accessed beta.coriolis.edcd.io and tried to load my build there. Screen would stay at all the ships but would not respond to any click.
Using this loadout:
http://beta.coriolis.edcd.io/outfit/orca/0pftnFflsdksif50v272700040404mlmmp237mg02v62f.Iw18SQ==.IzAM-MIlReg=?bn=Kantos%20Kan%20Orca
Ingame values report 1.8 and 1.12 of power draw for C3 and C2 fix Beams, Coriolis reports 1.62 and 1.0
When a build with Enhanced Performance Thrusters is exported (either individually or by the bulk Detailed Export), the thrusters are converted to their regular A-rated counterpart:
"thrusters": { "class": 3, "rating": "A", "enabled": true, "priority": 1 },
When loading my Corvette in beta.coriolis.edcd.io, I now find 3 class 5 internal compartments labeled "EMPTY [RESTRICTED]". As far as I know, there are no restricted internal compartments for the Federal Corvette. If I copy this load out and then import it in coriolis.edcd.io, I end up with my 3 smaller compartments empty, losing the modules there.
Is that part of the new ED beta? If so, need a way to be able to export from beta.coriolis.edcd.io to coriolis.edcd.io without losing the bottom internal compartments.
Retracted, the outfitting screen reports I'm using 26.95MW. After carefully reviewing power requirements from all modules, I didn't find any discrepencies even though coriolis reports 23.63MW in this build: http://beta.coriolis.edcd.io/outfit/anaconda/0pptnFklndusxf57o0v0v0v28281919040404040405--3c0505054af50s5dv62i2f.Iw18ZIAxkA==.IzAM-MOmJFQPkA==.H4sIAAAAAAAAAxVPPQ8BURDcO+Ijr3jeOaIQJ1yhUosoLn6ESqGVKFQKrV6lvk4nKvEb-AgR8ROEIBFrppm3O7Mzb9ezyVe1OsmKFFqeiPr2pqq1g4iEXVSVXUakfUKrmeBXErHJC-oYrJcrYih10Jc-jJbsGk9t44u4K7Jignky1dkeU-uQzBSEI8QfSoE90rWga06WYC6UynZI1x51NMJf5kwrISZoaO+0zmjdkiWYDlqt+-W3qkuxd3tAdsULIo8rNR84OV+BtcEzVf9lNlFABQEAAA==?bn=Kantos%20Kan%20Anaconda
For proper view on small resolutons (640 and so) need to add css rule "box-sizing: border-box;" to "header" (header.less) section and to "#coriolis" (app.less) section
When I paste the JSON generated by EDMarketConnector, I get:
Anaconda Build "Anaconda": Invalid data
The JSON:
{
"$schema": "http://cdn.coriolis.io/schemas/ship-loadout/2.json#",
"name": "Anaconda",
"ship": "Anaconda",
"components": {
"standard": {
"bulkheads": "Lightweight Alloy",
"cargoHatch": {
"enabled": true,
"priority": 2
},
"powerPlant": {
"class": 7,
"rating": "A",
"enabled": true,
"priority": 2
},
"thrusters": {
"class": 6,
"rating": "D",
"enabled": true,
"priority": 1
},
"frameShiftDrive": {
"class": 6,
"rating": "A",
"enabled": true,
"priority": 1
},
"lifeSupport": {
"class": 5,
"rating": "D",
"enabled": true,
"priority": 1
},
"powerDistributor": {
"class": 7,
"rating": "A",
"enabled": true,
"priority": 1
},
"sensors": {
"class": 8,
"rating": "D",
"enabled": true,
"priority": 1
},
"fuelTank": {
"class": 5,
"rating": "C",
"enabled": true,
"priority": 2
}
},
"hardpoints": [
{
"class": 4,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Multi-cannon",
"mount": "Gimballed"
},
{
"class": 3,
"rating": "C",
"enabled": true,
"priority": 1,
"group": "Beam Laser",
"mount": "Gimballed"
},
{
"class": 3,
"rating": "C",
"enabled": true,
"priority": 1,
"group": "Beam Laser",
"mount": "Gimballed"
},
{
"class": 3,
"rating": "C",
"enabled": true,
"priority": 1,
"group": "Beam Laser",
"mount": "Gimballed"
},
{
"class": 2,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Multi-cannon",
"mount": "Turret"
},
{
"class": 2,
"rating": "F",
"enabled": true,
"priority": 1,
"group": "Multi-cannon",
"mount": "Turret"
},
{
"class": 1,
"rating": "G",
"enabled": true,
"priority": 1,
"group": "Pulse Laser",
"mount": "Turret"
},
{
"class": 1,
"rating": "G",
"enabled": true,
"priority": 1,
"group": "Pulse Laser",
"mount": "Turret"
}
],
"utility": [
{
"class": 0,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
},
{
"class": 0,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
},
{
"class": 0,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
},
{
"class": 0,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
},
{
"class": 0,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
},
{
"class": 0,
"rating": "B",
"enabled": true,
"priority": 1,
"group": "Shield Booster"
},
null,
null
],
"internal": [
{
"class": 6,
"rating": "A",
"enabled": true,
"priority": 2,
"group": "Fuel Scoop"
},
{
"class": 6,
"rating": "E",
"enabled": true,
"priority": 2,
"group": "Cargo Rack"
},
{
"class": 6,
"rating": "E",
"enabled": true,
"priority": 2,
"group": "Cargo Rack"
},
{
"class": 6,
"rating": "E",
"enabled": true,
"priority": 2,
"group": "Cargo Rack"
},
{
"class": 5,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Generator"
},
{
"class": 5,
"rating": "C",
"enabled": true,
"priority": 2,
"group": "Fuel Tank"
},
{
"class": 5,
"rating": "A",
"enabled": false,
"priority": 2,
"group": "Auto Field-Maintenance Unit"
},
{
"class": 4,
"rating": "A",
"enabled": true,
"priority": 1,
"group": "Shield Cell Bank"
},
{
"class": 2,
"rating": "G",
"enabled": true,
"priority": 2,
"group": "Planetary Vehicle Hangar"
},
{
"class": 1,
"rating": "C",
"enabled": true,
"priority": 2,
"group": "Scanner",
"name": "Detailed Surface Scanner"
},
{
"class": 1,
"rating": "C",
"enabled": true,
"priority": 2,
"group": "Scanner",
"name": "Advanced Discovery Scanner"
}
]
},
"stats": {
"hullMass": 400,
"fuelCapacity": 64,
"cargoCapacity": 192,
"ladenMass": 1015.8,
"unladenMass": 759.8,
"unladenRange": 28.59,
"fullTankRange": 26.64,
"ladenRange": 21.61
}
}
Can't enter this attribute, as it is not showing in the list of modifications.
EDMarketConnector is already exporting the engineer modifications to ship loadouts for EDShipyard. Coriolis now supporting engineer modifications should coordinate with the EDMarketConnector team to also get those modifications in ship loadouts.
After changing module power priority, tried to save and got this:
Browser: Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/54.0.2840.71 Safari/537.36
Path: /outfit/federal_corvette/2putsFklndzsxf50x0x7l28281919040404040402020l06p05sf63c5ifrv66g2f.Iw18QDFZA===.EwRgDBHpO8bROJSg.H4sIAAAAAAAAAy1RvU7CUBj9Wmj5Kclta9Ei8qMWB0YdND6AMU4+AIODcSDG0dmBwYmZB2BwJAzGyTgYF+NiMCHqYzAYUD-PQTqcfP3Ozz251zIDxZd3RLKnIrLMSe14aIsUn12RzSgSiZq-qqY6Uw27KfCpsBeKmPZUNfZz4C8gUsfsw9VIeyJbD5Dl+t9IHkO0-gjYOEOIZsO+JRIfgXIPISpdZmDNO23EuH6MA89bWKCKVFjC38O0MmZJz9wiwbnPQ3lVhnIGf2WQXoi0EKKFmG1hPg5xrpkZUjkX7VJkTBch8QFm7w2igJAQ1DcjUj+YvSEpQkLQwPgoEE84d7LgX8gTEkKNOw1Nh-53tA4E4I3IE3Tp399EYe+DPCEhaBydoFyxhYRyD3678QXlJ-oF8yY3AJe-yZRXX7Ke4MrwQaqv2NaneBVds3ZAZti-moahfof71VpoYxsf40lLrdTiVlc5FSbk9Q+6fbbO-gEAAA==?bn=Kantos%20Kan%20Federal%20Corvette
Error: Unknown
Details:
scriptUrl: http://beta.coriolis.edcd.io/lib.0ab234.js
line: 951
col: 16607
error: {}
Save
Now, my Corvette build will not load anymore. Same as the Orca. After selecting the build, the screen stays on the default screen and no options work anymore.
The outfitting screen shows a speed of 228M/s and boost of 296M/s while coriolis reports 211M/s and 274M/s respectively:
I have verified the speed in game and I can indeed reach 228M/s and boost to 296M/s.
Minor complaint but in the outfitting screen, the arc is labeled as "Facing Limit" while coriolis uses "arc", probably from the "arc" used in the blueprint.
After entering all engineer modifications for my 8A power plant, the game reports it now provides 39.75MW of power while coriolis reports 39.74MW. Same with retracted and deployed. The game reports 28.27MW retracted while coriolis reports 28.26MW and the game says 37.09MW deployed while coriolis reports 37.08MW.
This is the message I receive when I open the site with or without the loadout URL part:
Jameson, we have a problem..
Script error.
Create an issue on Github if this keeps happening. Add these details:
Browser: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_10_5) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/54.0.2840.98 Safari/537.36
Path: /outfit/diamondback_explorer
Error: Unknown
Details:
scriptUrl:
line: 0
col: 0
error: null
When I click on "Ships" link or the blue station icon, it works fine from there, but refreshing at any point brings the error message again.
I have to mention that a couple of weeks ago this started happening with the "classic" coriolis.io, and now edcd does this, too. I've tried: a) removing cookies and site data and b) completely reinstalling Chrome. No dice.
PS: Opening in Incognito works fine.
It is possible to get a Damage & Damage Per Second change with Rapid Fire Modification on Multi-Cannon, however that option is not available in the modifications menu in Coriolis.
Find a way of showing special effects for modifications.
It would be nice if the number of passengers could be displayed for passenger cabins without the need to switch to a different cabin. I just forget what class of what type of cabin holds how many passengers.
Currently you link to http://coriolis.io , which makes sense given it's parent project, but surely you'd want to point your users to your fork on https://coriolis.edcd.io ?
I have a modification for "Optimal Strength" in the game outfitting screen but I can't find the corresponding attribute in beta.coriolis.edcd.io.
Similar to the offence and defence summary, a movement summary that provides agility, speed and jump information would be useful.
The current implementation generates VERY long links that sometimes don't even fit into one standard IRC message.
I would like to suggest adding a shortened link that may be generated and then used if the user wants to.
This could either be done by creating a link shortener, using services like bit.ly's API, yourls or other means.
The incendiary rounds special changes damage from kinetic to thermal. Need to change the damage type accordingly.
Is it normal that after an update is available (as displayed at the top of the browser window), I lose some of the engineer modifications? For example, after clicking on the udpate, my Corvette power plant now shows no power increase and no integrity.
Reverting a saved build that has upgrades back to its stock version is a little time consuming. It would be nice if there was a button somewhere that would clear all upgrades when clicked
My thermal modded shields are supposed to be +45.86%, but EDDI export put them in as -45.86%.
My shield boosters are the same, Integrity and Power Draw are correct, but the resistances are negative.
All the internal slots on my Beluga Liner are filled with a module. After importing from EDMC (yay it's now working!), one of the restricted class 5 internal slot remains empty. It's currently equipped with a class 5 luxury cabins.
Not sure if it's an information that can be provided by EDMC but it can certainly be entered manually.
It would be nice to see what grade the upgrade to a given module is. I don't know now how many times I had to visit the outfitting just to check the grade of an upgrade on a module.
There is a "Spin Up Time" attribute in the outfitting screen, in the shield cell bank modifications but it cannot be found in coriolis.
Hi, i was wondering if it was possible to add account creation. It would be far more easier than always having to import / export the backup JSON when we change devices, the builds we make / creates.
EDMC exports a .json for Coriolis, and a .txt for ED:Shipyard.
The .json file doesn't seem to correctly show all the engineered components, while the .txt file does, which seems the wrong way round.
I used EDMC to export a build to Coriolis and it reflects the incorrect weapon effect (but does show correct weapon mod).
https://goo.gl/gf5LNd - is the imported build
Attached is the dump file from EDMC (renamed to .txt)
I have an optimal mass for my shield of 589.626000000000001 displayed in the shield module after entering engineer mods.
The military slot for the Viper Mk.IV is currently size 2, it needs to be size 3 to match what's on the game.
The game outfitting screen reports "Damage per second" but it's nowhere to be found in coriolis.
Find ability to store blueprint name and grade for modified modules.
Also need to consider how this can be changed in-UI.
With ED Market connectors latest update they added auto ship update, It has worked with my anaconda but with my diamond back explorer I am getting the Failed to import ship error
Browser: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/54.0.2840.99 Safari/537.36
Path:
Error: Unknown
Details:
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A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.