GithubHelp home page GithubHelp logo

usitools's Introduction

Umbra Space Industries (USI)

This repository is a publishing point for the entire suite of USI mods for Kerbal Space Program packaged in a single download. All source code and game assets reside in the GitHub repositories for the individual mods included in this download.

usitools's People

Contributors

bennord avatar bobpalmer avatar dboi88 avatar doktorkrogg avatar fluffylogic avatar hebarusan avatar henrybauer avatar jarosm avatar jd284 avatar kerbas-ad-astra avatar kovakthemost avatar markushaslinger avatar maximebrean avatar nagleaidan avatar nanathan avatar ramarren avatar skier23 avatar svizel avatar tjdeckard avatar tomforwood avatar wyzard256 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

Watchers

 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

usitools's Issues

NullRef spam at at USITools.ModuleResourceConverter_USI.PostProcess

Hi, I am having a problem with my save since switching to KSP 1.3.0. With my Base, I am getting a NullRef spam:

NullReferenceException: Object reference not set to an instance of an object
  at USITools.ModuleResourceConverter_USI.PostProcess (ConverterResults result, Double deltaTime) [0x0000a] in D:\Dropbox\USI-GIT\UmbraSpaceIndustries\USITools\USITools\ModuleResourceConverter_USI.cs:56 
  at BaseConverter.FixedUpdate () [0x00000] in <filename unknown>:0 

This kills the framerate completely.

When the electric charge runs out in some of the modules, converters turn off and the framerate gets (a bit) better.

Here is the quicksave, it needs KIS and KAS to load properly.
quicksave-mks-nullref.sfs.txt

The full log can be found here:
output_log.zip

KSP Version: 1.3.0.01804, language = en-us
USICore version: 0.4.1
MKS version: 0.52.1
USITools version: 0.9.2

This is reproducible with only MKS, KIS and KAS as mods.

Kontainer tanks not working with symmetry

(copied from my forum post)

I'm having a problems with switching the texture and resource type on the spherical and cylindrical kontainer tanks, and attaching them with symmetry. Basically attaching them with symmetry (or just having symmetrical ghost parts appear from mousing over a part while holding a tank) will change the tank resource to match the index of the colour texture...

For example, place a single 1.25m tank, change the resource and leave it gold. Then pick it up and place it radially with symmetry, and the resource will change back to LFO (gold and LFO are both the first options for the texture switches). Then try it again, leaving the tank set to LFO this time, but change the colour to copper, and then attach radially with symmetry, and the resource will change to H20 (copper and H20 are both the second options for the texture switches, so it seems the resource switch is changing to match the colour switch index).

Trying to switch stuff on a part already in a symmetrical set also causes weird problems, and attaching radially without symmetry doesn't.

KSP 1.2.2 Compatibility

Hello,

It seems this mod is not compatible with KSP 1.2.2 64bit, which Steam forced me to update to.

When launching the game, i'm greeted by an incompatibility error message:
"Unsupported KSP version, please use 1.2.1"

Do you think a version bump would be enough to make it work ?

I'm going to test that in the meantime :-)

Thank you !

Karbonite Converter produced LF if tank is locked (red circle)

As reported by FortisVenaliter in the Karbonite DEV thread the converter continues consuming Karbonite while not creating any LF if the (LF) tank is locked.
The problem is, that LF has a STACK_PRIO flow mode, but its space availability is checked as ALL_VESSEL.
I'm pretty sure FortisVenaliter had another LF tank in another stage which was not locked. A quick test I performed showed, that if all tanks on the current stage are locked but there is an unlocked, non-empty one on another stage the converter sees available space and continues production while the LF is dumped because no space on this stage (since we are using part.TakeResource(-value) to add resources this is affected by the lock as well).

I'm currently too busy to fix it myself but wanted to report it anyway.

NullRef exception from ground tether

NullReferenceException: Object reference not set to an instance of an object
at USITools.ModuleStabilization.FixedUpdate () [0x00000] in :0

Repro:

  • build a craft with a MKS ranger ISM
  • launch
  • click "toggle ground tether"
  • quicksave
  • quickload

In a debug install with only USI I get this once after a quickload. In a modded install with a larger craft I get it five times (still only one active ground tether).

CTT Slot for new reactors?

It definitely doesn't seem right that the new reactors are still in Heavier Rocketry with Community Tech Tree. I'd make a pull request if I knew...anything. I just thought I'd point out that it seems wrong. Hope this is the right place to do that.

UTech Nuclear Science Ink. resources depreciated

UTech Nuclear Science Ink. by Lgg159 adds in fusion/anti-matter engines and fuel tanks, but right clicking the engines bugs out any right click function for anything else, and the fuel tanks don't give the listed resource (hydrogen)

I'm not sure if that mod is apart of this one or by a seperate person, but there's no way to get into contact with them about it so here I am

https://spacedock.info/mod/2371/UTech Nuclear Science Ink. this is the link to their page? I'm not sure if they're apart of USI

Make sure the USI Converter info text has enough precision to never show 0.00

When using very small ratios (e.g. 0.000061) for In-/Output resources the info text in the VAB currently shows 0.00 due to rounding.
I suggest that the Utilities method called to format the value assures that the precision is increased until at least one relevant digit is displayed (e.g. 0.00006 in the above example).

Nuclear refinery destroys machinery in some circumstances -- proposed fix included

When the nuclear refinery has less than required machinery, it can sometimes destroy machinery when it receives automated maintenance, as a result of being both a target for automated maintenance, and a warehouse. Specifically, this means that in lines 153-156 of UmbraSpaceIndustries/USITools/USITools/Logistics/USI_ModuleFieldRepair.cs, both part and whp can be referring to the same nuclear refinery, and so the refinery will fetch machinery from itself and then (line 156) set its machinery levels to zero.

Fix is to exclude the part itself from the whp list, i.e., line 141 of UmbraSpaceIndustries/USITools/USITools/Logistics/USI_ModuleFieldRepair.cs, add a condition: part != whp

I don't know exact cs syntax, sorry.

Incorrect texture on container

On upgrading to KSP 1.1.3 and Core 0.7.4 texture on 2.5m Kontainers containing fertiliser are showing the texture for hydrates.

None flight critical but may cause some confusion on existing vessels.

Kontainer's

What's the Dependency for Kontainer's? I seem to have removed a mod and they're no longer allowing me too have any type of cargo. I tried to delete and reinstall the USICore_0.5.1 with no effect. screenshot6

Add link on USI catalog page

This repository isn't linked from the main USI catalog page, which makes it a little hard to find if you don't know where to look. I've needed to download USI Tools "manually" on a few occasions, when there's an update that hasn't been rolled into the other release packages (e.g. MKS) yet.

Please consider adding a link to USI Tools on the catalog page, maybe near the bottom after USI Core.

'Rovers' can only Scavenge short-range for their own needs

ModuleLogigisticsConsumer only uses a ModuleResourceDistributor part to extend the scavenging range if it is on another vessel. Thus, a piloted rover will starve unless <150m from Supplies warehouse, despite shuttling Supplies 2km away. Suggested fix includes checking if the current vessel has a part with ModuleResourceDistributor, and if so, setting it's ScavangeRange to 2000, otherwise letting it keep the default configured ScavangeRange of 150.

Also, it's scavEnge, not scavAnge.

[Feature] module config option for on-rails only

Hiya, although I have a background in some coding languages (and may attempt to learn C# one day) - I had a quick browse through the code to see if the following is implemented or indeed can be done.

Please forgive me if this is not possible or I have missed something.

The idea is for the USI_Converter to have a config option for 'on-rails' only so people like myself and perhaps other mod developers can make use of USI_Converters when available.

As an example (due to myself playing with Near Future Electrical and MKS/OKS of course), could it be possible to achieve the following (using NFE MX-1 Fission Reactor to explain).

MODULE
{
    name = FissionGenerator 
    UseStagingIcon = true
    UseForcedActivation = true
    PowerGenerationMaximum = 2000
    ThermalPower = 5000
    ThermalPowerResponseRate = 35
    BurnRate = 0.0000070
    MinPowerPercent = 0.2
    CurrentPowerPercent = 0.2
    MaxCoreTemperature = 400
    MeltdownCoreTemperature = 2100
    CoreTemperatureResponseRate = 3
    CurrentCoreTemperature = 0
    PressureCurve
    {
        key = 0 0
        key = 1 10
    }
    VelocityCurve
    {
        key = 0 10
        key = 500 75
        key = 1500 5
    }       
}

// - - - SNIP - - -

RESOURCE
{
     name = ElectricCharge
     amount = 2000
     maxAmount = 2000
}
RESOURCE
{
     name = EnrichedUranium
     amount = 320
     maxAmount = 320
}
RESOURCE
{
     name = DepletedUranium
     amount = 0
     maxAmount = 320
}

A player or another mod developer could add a cut down 'on-rails' functionality (as all part modules are different, there is no way to support everything possible - but could perhaps add some values to run the reactor at its lowest setting when the craft is not in focus - thus ignoring if radiators are deployed, what power level the reactor is running at, etc.).

// Fission Reactor - 2.5m (adjusted to 20% power on-rails)

@PART[reactor-25]:NEEDS[USI_Converter]
{
     MODULE
     {
         name = USI_Converter
         onRailsOnly = true
         converterName = reactor-25
         conversionRate = 1
         inputResources = EnrichedUranium,0.0000014
         outputResources = DepletedUranium,0.0000014,True,ElectricCharge,400,True
     }
}

I hope that makes sense ;)

(Minor issue) Texture resolution not valid for compression warnings

KSP.log shows the following:

[LOG 14:01:35.834] Load(Texture): 000_USITools/Logistics_N
[WRN 14:01:35.836] Texture resolution is not valid for compression: 'C:\Users\Matthew\Desktop\Games\KSP 1.8.1 - USI Plus Some\GameData\000_USITools\Logistics_N.png' - consider changing the image's width and height to enable compression
[LOG 14:01:35.836] Load(Texture): 000_USITools/Logistics_S
[WRN 14:01:35.838] Texture resolution is not valid for compression: 'C:\Users\Matthew\Desktop\Games\KSP 1.8.1 - USI Plus Some\GameData\000_USITools\Logistics_S.png' - consider changing the image's width and height to enable compression
[LOG 14:01:35.838] Load(Texture): 000_USITools/Manufacturing_N
[WRN 14:01:35.840] Texture resolution is not valid for compression: 'C:\Users\Matthew\Desktop\Games\KSP 1.8.1 - USI Plus Some\GameData\000_USITools\Manufacturing_N.png' - consider changing the image's width and height to enable compression
[LOG 14:01:35.840] Load(Texture): 000_USITools/Manufacturing_S
[WRN 14:01:35.841] Texture resolution is not valid for compression: 'C:\Users\Matthew\Desktop\Games\KSP 1.8.1 - USI Plus Some\GameData\000_USITools\Manufacturing_S.png' - consider changing the image's width and height to enable compression

Non-developer content request (Not required for addition)

Hey @BobPalmer , I love the mods you put out for KSP and I really would like to give suggestions for features/new mods for USI. These are just ideas that popped into my head when thinking of things that would improve the mod. You can modify these ideas to your liking and these are not required to put in.

Addons:
Karbonite/Karbonite+ - create fuel cell that utilizes karbonite (Karbonite Cell?)
Warp drive: Add 1.25 alcuberrie drive (Would have 1 Xenon thruster on the back), make one for 3.75 as well (Would be extremely costly[and endgame for career/science], 4 Xenon manuver thrusters, having anything touch/go outside the bubble during warp would destroy all parts outside of the bubble[for non-OP purposes])
Survivablility pack: New parachutes that are 2.5 and 3.75 sizes, 2.5m Escape Pod for larger interplanetary vessels or a big station (would use Solid Fuel for ejection, and would be made of some parts that combine together into the whole pod)

New mod:
-A big part pack adding several new control systems, structural components, and science related parts. Who doesn't like doing science to pass time on their way to Jool?
-Part pack adding in several new fuel tanks an engines using a new fuel type. Fuel name ideas: Klutonium, Plasma Compound, Liquid Karbonite (the latter if you decide this should be part of karbonite instead)

Thanks for your time. And remeber, these requests for content are in no way required.

ModuleAirbags Dampening when not deployed

Note
When ground speed hits dampenSpeed (35 m/s for small and medium airbags) I am slowed down to significantly (it seems to be in proportion to the number of airbags. To about 25 m/s with 1 and to almost 0 with 8), even if the airbags are not deployed. I tested both never deployed and inflated then deflated. I see UmbraSpaceIndustries/UmbraSpaceIndustries@87b9c7d that looks like it should have fixed this but it is still happening. This is also the same problem as BobPalmer/ExplorationPack#121 but that one seemed slighty incorrect since it said it doesn't happen when launched from the VAB which it does. And it seemed more appropriate here since this is where the code is.

This was tested and reproduced with a fresh install with no other mods installed.

KSP Version: 1.3.1.1891
Exploration Pack Version: 0.9.0.0
Firespitter 7.6.0 (bundled with Exploration Pack)
USI Tools Version: 0.10.1.0 (I completely removed the 000_USITools that was bundled with Exploration Pack) Attached is the Log file but I don't see anything in there useful. I also did not see anything in the debug console when this happened. I've also attached a simple craft file for reproducing this with the extension changed to txt so GitHub will take it.
KSP.log

AirbagIssue.txt

Allow push of resources from converters

I am looking at expanding MKS warehousing to allow converters that are also logistics consumers to push the resources they produce to nearby warehouses.

Currently the logistics only works on a pull basis, converters that need more of their supplies are able to pull them from nearby warehouses.

My plan is to extend ModuleLogisticsConsumer so that
for each output resource produced by ModuleResourceConverter
if current vessel storage for that vessel is >75% full
take 10% and attempt to distribute it amongst all nearby warehouses

Is this something you would be interested in taking into the master, and are there any design changes you would make?

Unable to salvage parts in ksp 1.0.5

Starting at 1.1 compatibility. There an error in ksp.log:

[ERR 00:31:55.547] AssemblyLoader: Exception loading 'USITools': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in :0
at AssemblyLoader.LoadAssemblies () [0x00000] in :0

Additional information about this exception:

System.TypeLoadException: Could not load type 'USITools.USIAnimation' from assembly 'USITools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.

Also can't switch to 1.1 since at least half mods still not updated.

Rescue Contracts Possible Solution?

A large number of parts in your constellation don't have hatches, and they really shouldn't. What if there was an option for an EVA engineer to cut into the module to rescue the trapped kerbal? Maybe have a context menu for "Rescue" that cuts a hole in the part/somehow otherwise enables the kerbal inside to go EVA.

Enhancement Request: Inflatable Heat Shielding AKA: Ballute heat shields

Ref Material: Movie 2010: The year we make contact Lenov model: http://www.truedimensions.com/lego/customs/2010/ / NASA's hypersonic inflatable heat shield: http://www.gizmag.com/inflatable-heat-shield/23416/

Link to pic of airbag in movie: http://kunochan.com/wp-content/uploads/2010/02/2010_11_630x354.jpg

SFX pic of movie during the AeroBreak, kinda shows the shaping: http://www.projectrho.com/public_html/rocket/images/landing/2010_aerobrake3Tb.jpg

Another shot from the movie of an internal screen of the ship, showing a diagram of what the shielding looks like: http://www.projectrho.com/public_html/rocket/images/landing/2010_aerobrake1.jpg

Also see this: http://www.projectrho.com/public_html/rocket/landing.php

Reference is "Magneto-hydrodynamic heat shield." (for the basic shape, the concept is a little farther away technically)

Finally the best description: http://www.daviddarling.info/encyclopedia/B/ballute.html

What I'm requesting is non-Spherical inflatable heat shielding. Originally I was going to modify the part files for the air-bags to add ablative shielding (let's call it a "coating" lol) but sphere's hanging off the ship aren't going to correctly shield a ship attempting an aerobrake maneuver.

I propose an interlocking system, where by a central conical shield (these have been done before) could be at the center with pie wedge rounded shaped bags around it, this would greatly increase the diameter of the shielded area behind. What's nice about this idea is that the central conical piece becomes optional, meaning that the size 3 or 4 size parts would take a conical shield plus 4 to 6 radial bags. Smaller size 1 or 2 ships might need only 2 to 4 radial bags, OR a conical in the front.

This would increase player options for builds.

Agricultural Module has no CrewCapacity

The Agricultural Module requires a Kerbal to operate the Converter but I cannot find a way to get a Kerbal into it. In the "crew mode" in the Editor, it does not show up as having any available slots. The part config file doesn't seem to indicate there is any CrewCapacity, and I assume the default is therefore zero.

Attribute 'URL' in USI.version doesn't link to the right place

Hi,

I'm not familiar with mod update on KSP but the attribute 'URL' in latest (and previous) release of USI Tools doesn't point to the right place.

The current value is https://raw.githubusercontent.com/BobPalmer/UmbraSpaceIndustries/master/GameData/UmbraSpaceIndustries/USI.version which lead to a not found request.
The file is accessible through this URL https://raw.githubusercontent.com/BobPalmer/UmbraSpaceIndustries/master/GameData/000_USITools/USI.version.

Regards,
Clément

Electricity handling in USI_Converter

In USI_Converter.cs line 133:

double maxElectricityDesired = Math.Min(desiredAmount, conversionRate*Math.Max(Utilities.ElectricityMaxDeltaTime, TimeWarp.fixedDeltaTime)); // Limit the max electricity consumed when reloading a vessel

shouldn't Math.Max be Math.Min as well? Otherwise ElectricityMaxDeltaTime seems misnamed and why would EC consumption be bound from below?

I noticed this because I tried creating a USI_Converter consuming 5000 EC/s and it runs out at higher warps. This fragment would fix that if it actually clamped an update tick for ECs to a second.

Extended TAC-LS compatibility

I bugged you a while back on the KSP forum as user DDE. And yes, I've tried rewriting the Kontainers to my liking, but I've had minor slip-ups, and I assume someone less amateurish might be able to handle the Firespitter configs with much less pain.

You've once described the process of replacing Firespitter configs as painful. I have to disagree. See, PorkJet's Fuel Switch plug-in contains the following config:

@PART[miniFuelTank]
{
!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
MODULE
{

    name = FSfuelSwitch
    resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
    resourceAmounts = 18,22;36;44
    basePartMass =0.025
    //tankMass = 0;0;0
    //tankCost =0;0;0
    displayCurrentTankCost = false
    hasGUI = true
    availableInFlight = false
    availableInEditor = true
    showInfo = true
    }

}

However, Ven's Stock Overhaul adds Oscar-D and Oscar-E tanks, which were getting the same module (and hence same capacities). So I had to write my first KSP "mod":

@PART[OscarEtank]:FINAL
{
 !MODULE[FSfuelSwitch] {}
}
@PART[OscarDtank]:FINAL
{
 !MODULE[FSfuelSwitch] {}
}
@PART[OscarDtank]:FINAL
{
 MODULE
 {
  name = FSfuelSwitch
  resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
  resourceAmounts = 54,66;108;132
  basePartMass =0.075
  displayCurrentTankCost = false
  hasGUI = true
  availableInFlight = false
  availableInEditor = true
  showInfo = true
 }
}
@PART[OscarEtank]:FINAL
{
 MODULE
 {
  name = FSfuelSwitch
  resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
  resourceAmounts = 108,132;216;264
  basePartMass =0.15
  displayCurrentTankCost = false
  hasGUI = true
  availableInFlight = false
  availableInEditor = true
  showInfo = true
 }
}

As TAC-LS and USI-LS are mutually exclusive, wouldn't it be possible to add similar code under the existing framework of converter replacement?

And BTW, how do I attach the Feature Request label?

Destructive Bug With Weight Balancing Feature

I've discovered a few bugs in the weight balancing feature that tear the crafts apart.
I tested on a clean install with the newest release of MKS and then updated to the current release of USI tools, no other mods installed.

First example uses a basic set up and the craft is launched with the weight balancing feature turned off.
When you turn on the weight balancing feature everything is fine until you come out of warp and then the craft tears itself apart.
http://i.imgur.com/scVLT54.gifv

The second example uses a basic set up and the craft is launched with the weight balancing feature turned on. When it's turned off the attached parts start to drift away. When you enter warp they come back, when you exit warp they jump right off the craft into the distance.
http://i.imgur.com/ysNK2if.gif

I've attached a save file with the two example crafts in orbit.
persistent.txt

Kontainer's & Tanks

You seem to be using Metals, were as everyone else that is supporting ELP is using Metal. Is that on purpose?

Missing ConstructionSkill.cs

KSP.log
[ ] Game State Created.
[ERR 10:34:50.864] ExperienceTrait: Cannot add effect 'ConstructionSkill' as it does not exist.

[ ] [UIMasterController]: HideUI
[ERR 10:34:53.496] ExperienceTrait: Cannot add effect 'ConstructionSkill' as it does not exist.

[ ] editor started
[ERR 10:34:58.635] ExperienceTrait: Cannot add effect 'ConstructionSkill' as it does not exist.

https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/tree/master/USITools/USITools

https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/blob/master/FOR_RELEASE/GameData/000_USITools/TraitsAndEffects.cfg

GameData\000_USITools\TraitsAndEffects.cfg
@EXPERIENCE_TRAIT[Pilot] { [...] }

@EXPERIENCE_TRAIT[Engineer] {
EFFECT {
name = FundsBoost
}
EFFECT {
name = GeologySkill
}
EFFECT
{
name = ConstructionSkill
}
}

@EXPERIENCE_TRAIT[Scientist] { [...] }

Planetary logistics is improperly removing resources, cannot turn off warehouse in SPH/VAB

When launching with a 3.75m or 5.00m Kontainer, planetary logistics removes half of the resources on launch due to the Warehouse function, or at least this is the speculation. There is no way to turn off the Warehouse function on a Kontainer from within SPH/VAB. Having such a function in SPH/VAB would likely solve the problem, or at least it seems like it would.

Average pulse drive thrust is unaffected by the throttle position

My testing indicates that the Orion drive always produces the same amount of thrust (averaged over a few cycles), even if I set the throttle as low as 1/3.

Based on the source code, it appears that the plug-in currently responds to reduced throttle by simply lowering the frequency of the roughly sinusoidal thrust curve (and the animation). This has no affect on the average thrust at all; the longer low-thrust periods are exactly cancelled out by the longer high-thrust periods. (It also makes no sense physically.)

This also means that the maxPulseTime and minPulseTime cfg parameters are purely cosmetic, whereas I had expected the thrust to be scaled by 1.0 / minPulseTime.

Possible fixes:

  • Don't support throttling, except as on/off. This would be entirely reasonable, given how an NPE works.
  • Make each pulse last minPulseTime, but after each pulse zero out the thrust completely for a throttle-dependant delay before the next one.
  • Instead of messing with the timing, Use the throttle to select the NPU type - for example, 100% throttle for NPU-2500, vs 20% throttle for NPU-250.
  • Or, Just directly scale the thrust - chalk it up to variable yield NPUs. Efficiency (effective specific impulse) would be lower when throttling.

Personally, I'd like to see throttle-based selection of the NPU type, combined with a magazine UI that enables easy mix-and-match of sizes. I think it's the most realistic option, and shouldn't be too hard to implement.

Recommend Projects

  • React photo React

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

  • Vue.js photo Vue.js

    🖖 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. 📊📈🎉

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 ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.