- core component of Unreal.js
- Please visit project repo.
ncsoft / unreal.js-core Goto Github PK
View Code? Open in Web Editor NEWUnreal.js plugin submodule
License: Other
Unreal.js plugin submodule
License: Other
V8 7.7 is now more than two years old. Is it planned to update the plugin to a more recent version?
v8-5.9.221-libs.zip
└ Mac
└ Win64
를
v8-5.9.221-libs.zip
└ lib
└ Mac
└ Win64
으로 수정해주세요
cross compiling for Linux throws this error
In UnrealJS\Source\V8\Private\JavascriptIsolate_Private.cpp
, in FJavascriptIsolateImplementation
, in InternalReadProperty
, in the else if(auto p = CastField<FEnumProperty>(Property))
branch, the following code is incorrect:
int32 Value = p->GetUnderlyingProperty()->GetValueTypeHash(Buffer);
return I.Keyword(p->GetEnum()->GetNameStringByIndex(Value));
Unlike the other branches, which call p->GetPropertyValue_InContainer(Buffer)
, this branch does not factor in the property's offset within the buffer (stored in Offset_Internal
). This means it interprets whatever is at the head of the buffer as the property's value, resulting in incorrect return values in JS when calling a C++ method that returns an enum.
Locally, I'm using this and it seems to work:
int32 Value = p->GetUnderlyingProperty()->GetValueTypeHash(Buffer + p->GetOffset_ForInternal());
return I.Keyword(p->GetEnum()->GetNameStringByIndex(Value));
in UJavascriptHttpRequest
, an FHttpProcessor
is employed to tick the request. However, the request will be ticked by FHttpManager
automatically, so there is no need to tick manually.
macOS 11.3.1
UnrealEngine 4.26.2
unreal.js-core master
when building plugin, encountering the following ploblem, can anybody help?
Showing All Messages
Running bundled mono, version: Mono JIT compiler version 5.16.0.220 (2018-06/bb3ae37d71a Fri Nov 16 17:12:11 EST 2018)
Processing build for Target=testEditor Platform=Mac Configuration=Development -architecture=x86_64 /Users/abner/Documents/Unreal Projects/test/test.uproject
Creating makefile for ShaderCompileWorker (no existing makefile)
ERROR: Couldn't find target rules file for target 'ShaderCompileWorker' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Location: /Users/Shared/Epic Games/UE_4.26/Engine/Intermediate/Build/BuildRules/UE4Rules.dll
Target rules found:
Running Engine/Binaries/DotNET/UnrealBuildTool.exe testEditor Mac Development /Users/abner/Documents/Unreal Projects/test/test.uproject -architecture=x86_64
Building testEditor...
Performing 8 actions (12 in parallel)
[1/8] Compile Module.V8.cpp
In file included from /Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Intermediate/Build/Mac/x86_64/UE4Editor/Development/V8/Module.V8.cpp:6:
/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Source/V8/Private/Inspector.cpp:518:7: Reference to 'Handle' is ambiguous
Handle<Value> argv[2];
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.3.sdk/usr/include/MacTypes.h:249:41: Candidate found by name lookup is 'Handle'
typedef Ptr * Handle;
^
/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/ThirdParty/v8/include/v8.h:323:1: Candidate found by name lookup is 'v8::Handle'
using Handle = Local;
^
In file included from /Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Intermediate/Build/Mac/x86_64/UE4Editor/Development/V8/Module.V8.cpp:6:
/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Source/V8/Private/Inspector.cpp:525:7: Reference to 'Handle' is ambiguous
Handle<Value> argv[1];
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.3.sdk/usr/include/MacTypes.h:249:41: Candidate found by name lookup is 'Handle'
typedef Ptr * Handle;
^
/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/ThirdParty/v8/include/v8.h:323:1: Candidate found by name lookup is 'v8::Handle'
using Handle = Local;
^
In file included from /Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Intermediate/Build/Mac/x86_64/UE4Editor/Development/V8/Module.V8.cpp:8:
/Users/abner/Documents/Unreal Projects/test/Plugins/UnrealJS/Source/V8/Private/JavascriptContext_Private.cpp:60:60: Reference to 'Handle' is ambiguous
The v8-6.1.534-libs.zip folder is missing the lib folder.
When unzipped, the path is:
ThirdParty/v8/Win64/Release/*.lib
The project wouldn't compile because it was looking for:
ThirdParty/v8/lib/Win64/Release/*.lib
Hi,
since a week i'm trying to make your plugin works for my project and each time i'm getting this window:
When i'm clicking on yes
it ends with
I've tried to clone the repository and used the plugin provided on the market place, each time it's exactly the same thing, the plugin wont let UE editor starts.
If i'm applying #53 config the error changes but the editor still wont open the project
I literally spent 5 days to try to figure out what's happening exactly and haven't found any solution. Any help to fix definitely this issue would be really appreciated.
Config:
why was no_empty added to the if statement? with it there, the typing generator doesn't use the DisplayName metadata.
I wonder what is the use of no_empty at all in this function currently.
Try to build this plugin in Linux (Debian 9). I'm barrier with errors below:
Performing 25 actions (8 in parallel)
[1/25] Compile Module.V8.gen.2_of_2.cpp
[3/25] Compile Module.V8.cpp
[2/25] Compile Module.V8.gen.1_of_2.cpp
[7/25] Compile Module.JavascriptUMG.gen.1_of_3.cpp
[5/25] Compile Module.JavascriptUMG.gen.3_of_3.cpp
[4/25] Compile Module.JavascriptUMG.gen.2_of_3.cpp
[8/25] Compile Module.JavascriptEditor.gen.3_of_5.cpp
[6/25] Compile Module.JavascriptUMG.cpp
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/JavascriptEditor/Module.JavascriptEditor.gen.3_of_5.cpp:3:
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Intermediate/Build/Linux/B4D820EA/UE4Editor/Inc/JavascriptEditor/JavascriptEditorTab.gen.cpp:8:
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Source/JavascriptEditor/JavascriptEditorTab.h:5:
In file included from /media/UnrealProject/MyProject422/Plugins/UnrealJS/Source/JavascriptEditor/JavascriptEditorLibrary.h:5:
/media/UnrealProject/MyProject422/Plugins/UnrealJS/Source/JavascriptUMG/JavascriptMenuLibrary.h:9:10: fatal error: 'Framework/Multibox/MultiBoxBuilder.h' file not found
#include "Framework/Multibox/MultiBoxBuilder.h"
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
....
Very strange, it's still compiled well in my Win7.
Any advises ?
Ever seen this behavior? Occurs both in editor and in Play in Editor. On my laptop every 1 second a 80ms spike is caused by MarkSweepCompact even in a map with no js component attached. When the plugin is disabled the problem goes away, re-enabled it comes back. I've attached two profiling runs for your inspection in Session Frontend.
Hi there,
it would be very nice to add the missing platforms into the prebuild packages or atleast make it easy for the community to provide those consistently.
Cheers,
Moss
Windows 10 x64 Version 10.0.19044 Build 19044
Unreal 5.0.2
.net core hosting bundle 3.1.0
.net framework 4.8.0
vs 2019 build tools
LogInit: Warning: Incompatible or missing module: V8
LogInit: Warning: Incompatible or missing module: JavascriptUMG
LogInit: Warning: Incompatible or missing module: JavascriptHttp
LogInit: Warning: Incompatible or missing module: JavascriptWebSocket
LogInit: Warning: Incompatible or missing module: JavascriptGraphEditor
LogInit: Warning: Incompatible or missing module: JavascriptEditor
LogInit: Warning: Incompatible or missing module: JavascriptConsole
Running D:/Program Files/Epic Games/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe Development Win64 -Project="D:/side-work/unreal-projects/Isovive/Isovive.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\aleks\AppData\Local\UnrealBuildTool\Log.txt
@progress push 5%
@progress pop
Building UnrealEditor...
Using Visual Studio 2022 14.32.31329 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.32.31326) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
Executing up to 8 processes, one per physical core
Building 10 actions with 8 processes...
[1/10] Compile Module.V8.cpp
D:\side-work\unreal-projects\Isovive\Plugins\UnrealJS\Source\V8\Private\JavascriptLibrary.cpp(691): error C3861: 'UE_DEBUG_BREAK_AND_PROMPT_FOR_REMOTE': identifier not found
D:\side-work\unreal-projects\Isovive\Plugins\UnrealJS\Source\V8\Private\JavascriptOutputDevice.cpp(72): error C3861: 'UE_DEBUG_BREAK_AND_PROMPT_FOR_REMOTE': identifier not found
LogInit: Warning: Still incompatible or missing module: V8
LogInit: Warning: Still incompatible or missing module: JavascriptUMG
LogInit: Warning: Still incompatible or missing module: JavascriptHttp
LogInit: Warning: Still incompatible or missing module: JavascriptWebSocket
LogInit: Warning: Still incompatible or missing module: JavascriptGraphEditor
LogInit: Warning: Still incompatible or missing module: JavascriptEditor
LogInit: Warning: Still incompatible or missing module: JavascriptConsole
LogCore: Engine exit requested (reason: EngineExit() was called)
UJavascriptTileView directly inherits from UTileView and is not fully functional. Can't be used like JavascriptListView.
Execuse me, Do you push these files to Cloud Disk of google or Cloud disk of BaiDu.
I can't download prebuild V8 libraries, because my ip is in China.
Thanks very mush!
https://github.com/ncsoft/Unreal.js-core/releases/tag/V8-7.4.288 (and 4.22 marketplace build) is missing libtorque_base.a for android (and iOS), but it's still referenced in the android build.cs section causing a linking error, what's the best way to build or download this file?
The V8 module is also not whitelisted so it will not get compiled and it will show up as missing when trying to load a script via Javascript Component on device.
When I create a new project, add Unreal.js-core
(from the ready-to-build zip) into the Plugins
folder, and compile it, I have the following error:
/Users/Arthur/Documents/Unreal Projects/TestProject/Plugins/Unreal.js-core/Source/V8/Private/JavascriptIsolate_Private.cpp:211:20: error: conditional expression is ambiguous; 'Local<v8::Value>' can be converted to 'Local<v8::Primitive>' and vice versa
code:
const uclass = require4ue('uclass')().bind(this, global) class MySMA extends StaticMeshActor { ctor() { this.StaticMeshComponent.SetStaticMesh(StaticMesh.Load('/Engine/BasicShapes/Cube.Cube')) } } let MySMA_C = uclass(MySMA) let actor = new MySMA_C(GWorld, { Z: 100 })
error:
[2022.04.23-02.32.06:909][108]LogGarbage: Warning: Disregard for GC object JavascriptIsolate /Engine/Transient.JavascriptIsolate_2147482625 referencing JavascriptGeneratedClass_Native /Script/Javascript.MySMA_C0 which is not part of root set
[2022.04.23-02.32.06:909][108]LogOutputDevice: Warning:
Script Stack (0 frames):
Fatal error: [File:D:\resource\UE\src\UE5.0\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollectionVerification.cpp] [Line: 137]
Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.
UnrealJSApp.exe has triggered a breakpoint.
Current V8 version that UnrealJS uses is 7.4.288 but document says you need 7.5 to build iOS binary.
But upgrading to 7.5 is not enough. This v8 commit below fixes iOS runtime failure.
v8/v8@23d4855
It applied after 7.7.244, so v8 should be updated at least 7.7.244 to run on iOS well.
I've tested that version but some deprecated function were removed. So I can't compile UnrealJS with newer v8 now. Please check this out.
hi
when I run your demo project, meet an error
Javascript: Error: TypeError: Cannot read property 'spawnTab' of undefined
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 37.652ms to complete.
Javascript: Error: file:///d:/Program%20Files/Epic%20Games/UE_4.19/Engine/Plugins/Marketplace/UnrealJS/Content/Scripts/devrequire.js:19: TypeError: require(...) is not a function
Javascript: Error: TypeError: require(...) is not a function
Javascript: Error: at default_exec (file:///d:/Program%20Files/Epic%20Games/UE_4.19/Engine/Plugins/Marketplace/UnrealJS/Content/Scripts/devrequire.js:19:31)
Javascript: Error: at devrequire (file:///d:/Program%20Files/Epic%20Games/UE_4.19/Engine/Plugins/Marketplace/UnrealJS/Content/Scripts/devrequire.js:26:19)
Javascript: Error: at module.exports (file:///e:/UEProject/Unreal.js-demo-4.19/Content/Scripts/bootstrap.js:12:30)
Javascript: Error: at file:///e:/UEProject/Unreal.js-demo-4.19/Content/Scripts/app.js:19:25
Javascript: Error: at file:///e:/UEProject/Unreal.js-demo-4.19/Content/Scripts/app.js:21:3
If all my JS contains is a class extending a UObject, how can I get that as a UClass in c++?
I am using Unreal 5.0.1 and Unreal.js plugin from the marketplace (version 0.6.1)
I noticed that some type definitions are lost for numeric values, for instance:
declare class Rotator {
Pitch: any;
Yaw: any;
Roll: any;
declare class Vector {
X: any;
Y: any;
Z: any;
declare class Vector4 {
X: any;
Y: any;
Z: any;
W: any;
Other classes seem to be generated correctly
declare class Vector2f {
X: number;
Y: number;
declare class Vector3f {
X: number;
Y: number;
Z: number;
Hi there,
Any plans or instructions on how to recompile this awesome project for UE5?
I read through a few of the previous issues and although I understand the code references etc, I'm new to UE plugin development - any pointers would be much appreciated.
Cheers
Will not compile
I'm reading up on the source code and, I was thinking, shouldn't the SetFlags function calls use the flags parameter?
https://github.com/ncsoft/Unreal.js-core/blob/master/Source/V8/Private/JavascriptLibrary.cpp#L565
Starting with commit 165f7c4 the plugin does not build in DebugEditor and DevelopmentEditor configuration. Development, DebugGame and Shipping is fine.
The errors are as follow: (sorry for French)
Erreur C2065 'SWrapBox' : identificateur non déclaré AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 64
Erreur C2672 'MakeTDecl' : fonction correspondante surchargée introuvable AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 64
Erreur C2974 'MakeTDecl' : argument modèle non valide pour 'WidgetType', type attendu AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 64
Erreur C2653 'SWrapBox' : n'est pas un nom de classe ni d'espace de noms AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 64
Erreur C3861 'FArguments' : identificateur introuvable AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 64
Erreur C2653 'SWrapBox' : n'est pas un nom de classe ni d'espace de noms AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 66
Erreur C2783 'TObjectPtr<UPanelSlot>::operator U *(void) const' : impossible de déduire l'argument modèle pour 'U' AppLayoutStreaming Project\Plugins\Unrealjs\Source\JavascriptEditor\JavascriptClassViewer.cpp 66
Are there plans for Unreal.js to support UE v4.27? If there is which tag version should I fork off of??
There's a missing "v8_base_3.lib" file while compiling/recompiling the last libs version.
Here is the error:
WARNING: Library 'C:\.example-project\UnrealJS_EA5.0\HostProject\Plugins\UnrealJS\ThirdParty\v8\lib\Win64\Release\v8_base_3.lib' was not resolvable to a file when used in Module 'V8'
Files:
Just a report for the last libs, I think I can patch it by using older "v8_base_3.lib".
There's also this error: ERROR: Could not find definition for module 'ShaderCore', (referenced via Target -> JavascriptUMG.Build.cs)
at line 15:13
This error is fatal. Do I need to delete it ? I'll request a push to UE5 early access plugin version.
I'm able to run my game without any problem while running in the IDE, whenever I try to start the editor from the . uproject it crashes.
Disabling the UnrealJS plugin in the .uproject file, the editor is able to start with no problem.
Process: UE4Editor [21755]
Path: /Users/Shared/*/UE4Editor.app/Contents/MacOS/UE4Editor
Identifier: com.epicgames.UE4Editor
Version: 4.17.1 (4.17.1)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: UE4Editor [21755]
User ID: 501
Date/Time: 2017-09-03 01:07:02.022 +0200
OS Version: Mac OS X 10.12.6 (16G29)
Report Version: 12
Anonymous UUID: D256C045-55EA-2391-26CB-79A4BA84E4E4
Time Awake Since Boot: 390000 seconds
System Integrity Protection: disabled
Crashed Thread: 1 CrBrowserMain
Exception Type: EXC_BAD_INSTRUCTION (SIGILL)
Exception Codes: 0x0000000000000001, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Illegal instruction: 4
Termination Reason: Namespace SIGNAL, Code 0x4
Terminating Process: exc handler [0]
Thread 1 Crashed:: CrBrowserMain
0 UE4Editor-V8.dylib 0x0000000191f419b2 v8::base::OS::Abort() + 18 (platform-posix.cc:248)
1 UE4Editor-V8.dylib 0x000000019186b85e v8::Template::Set(v8::Local<v8::Name>, v8::Local<v8::Data>, v8::PropertyAttribute) + 286
2 UE4Editor-V8.dylib 0x0000000192183a2a FJavascriptIsolateImplementation::InternalExportStruct(UScriptStruct*) + 778 (Helpers.h:33)
3 UE4Editor-V8.dylib 0x000000019217eb22 FJavascriptIsolateImplementation::ExportStruct(UScriptStruct*) + 98 (JavascriptIsolate_Private.cpp:2365)
4 UE4Editor-V8.dylib 0x000000019217df88 FJavascriptIsolateImplementation::InitializeGlobalTemplate() + 328 (JavascriptIsolate_Private.cpp:414)
5 UE4Editor-V8.dylib 0x000000019217d562 FJavascriptIsolateImplementation::FJavascriptIsolateImplementation() + 802 (JavascriptIsolate_Private.cpp:392)
6 UE4Editor-V8.dylib 0x000000019215459d UJavascriptIsolate::UJavascriptIsolate(FObjectInitializer const&) + 93 (SharedPointer.h:566)
7 UE4Editor-CoreUObject.dylib 0x000000010c41f9d7 StaticConstructObject_Internal(UClass*, UObject*, FName, EObjectFlags, EInternalObjectFlags, UObject*, bool, FObjectInstancingGraph*, bool) + 2743
8 UE4Editor-JavascriptEditor.dylib 0x0000000195a08614 FJavascriptEditorModule::StartupModule() + 1972 (JavascriptEditorModule.cpp:135)
9 UE4Editor-Core.dylib 0x000000010aac6e45 FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) + 3237
10 UE4Editor-Projects.dylib 0x000000010ca2e00f FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, FDefaultAllocator> const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FName, EModuleLoadResult, false> >&) + 783
11 UE4Editor-Projects.dylib 0x000000010ca3fcd2 TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) + 130
12 UE4Editor-Projects.dylib 0x000000010ca3f7b5 FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) + 581
13 com.epicgames.UE4Editor 0x000000010a66b58b FEngineLoop::LoadStartupModules() + 443
14 com.epicgames.UE4Editor 0x000000010a6504c0 FEngineLoop::PreInit(wchar_t const*) + 20992
15 com.epicgames.UE4Editor 0x000000010a662901 GuardedMain(wchar_t const*) + 49
16 com.epicgames.UE4Editor 0x000000010a6705d0 -[UE4AppDelegate runGameThread:] + 272
17 UE4Editor-Core.dylib 0x000000010a933cc6 -[FCocoaGameThread main] + 134
18 com.apple.Foundation 0x00007fff91ca28ad __NSThread__start__ + 1243
19 libsystem_pthread.dylib 0x00007fffa5c1893b _pthread_body + 180
20 libsystem_pthread.dylib 0x00007fffa5c18887 _pthread_start + 286
21 libsystem_pthread.dylib 0x00007fffa5c1808d thread_start + 13
According https://v8.dev/blog/jitless, now v8 maybe can run on iOS/tvOS. Pls conside upgrade Unreal.js' patched v8 to support these platforms then this project will be rocked!
v8-6.1.534-libs.zip extracts into the root directory instead of into a v8-6.1.534-libs folder, thus breaking install-v8-libs.sh.
Hello,
Is there an easy way to extend/override the GameMode using a JavaScript component?
If a struct contains another struct as a property in itself, the property is returned as undefined
. Where does it make the determination of what properties can be read inside a struct?
The lib download doesn't include v8_libplatform.lib or v8_nosnapshot.lib
I am unable to download the v8 libs, the download has failed 5/5 times.
I am getting a crash due to Memory Alignment when working with Quat
types in JS. Looking at the source it appears as if FQuat
needs to be 16 byte aligned.
For a Quick Fix - Change:
Unreal.js-core/Source/V8/Private/StructMemoryInstance.h
Lines 90 to 91 in 51cf9d2
To:
// Independent memory buffer
TArray<uint8, TAlignedHeapAllocator<16>> Buffer;
Seems wasteful for structs that do not require alignment, however I am not sure of a better fix.
Are there plans for Unreal.js to support UE v4.26?
The plugin works well in the Editor, but as soon as I want to package a shipping build, some errors related to ClassGeneratedBy
emerge.
When attempting to build Unreal.js on Linux against the pre-built v8 libraries the linker reports that it can not link due to a malformed archive. Upon further investigation the library files have been produced as thin libraries and without their resulting obj files that they link to are incomplete and malformed.
head -1 ./ThirdParty/v8/lib/Linux/Release/libv8_libbase.a
!<thin>
Without modifying the v8 build files the method presented here seems to be the easiest way to modify a build system to produce fat libraries for distribution instead.
for lib in `find out/x64.release/obj.target/tools/gyp/ -name '*.a'`;
do ar -t $lib | xargs ar rvs $lib.new && mv -v $lib.new $lib;
done`
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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
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