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griddycode's Introduction

YOOOOO

i make youtube videos and some cool shit

#1 rust closures hater

You can contact me on Discord or at [email protected]

Typing SVG

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griddycode's Issues

Cant figure out Nerdfont

I tried installing every font on the nerdfont website but i still se the glyphs. What fonts should i doenload and where. Im using windows 11

MacOS version

Sorry to be that guy, but a macOS version would be cool

Unify the syntax of files in the Plugins dir

Is your feature request related to a problem? Please describe.
Not really. But they should be unified so they're more readable.

-- lua.lua
local BINARY = "binary";
local RESERVED = "reserved";
local OPERATOR = "operator";
local VARIABLE = "variable";

local hl = highlight;
local hlreg = highlight_region;

hl("false",BINARY);
hl("true",BINARY);
hl("nil",RESERVED);

-- bs.lua
highlight("let", "reserved")
highlight("const", "reserved")

Describe the solution you'd like
Including semicolons, alias, quotes, spaces and etc.
For example, we should ban the use of semicolons and alias, and only use " instead of any '

langs issue

having a e.g. abc.lua file, then doing add_comment("something 1")
then having abc2.lua file, then doing add_comment("something 2")

this then makes it so even in abc2.lua, you still see "something 1" even though you should only see "something 2"

LuaAPI class not found - needed to start the project

Describe the bug
When attempting to launch the game project on linux, x86_64, 12Gb RAM, the following message appears:
image

To Reproduce
Steps to reproduce the behavior:
Download the project by cloning the repository, then try to start it with Godot 4.2 stable

Expected behavior
Obviously, this external class should already be included in the project. Do I need to install the LuaAPI extension from the AssetLibrary?

Desktop (please complete the following information):

  • OS: Ubuntu Linux 2310
  • Version : latest main branch

.deb not supperted

I can't download Bussin Griddycode to my linux becouse i have a debian linux

Code Editor Window Resizing Issue

Describe the bug
The code editor does not auto-adjust its inner content when the window size is changed. When either the length or height of the window is larger than the other, the code editor gets cramped, failing to show consistent sizes of elements regardless of the aspect ratio of the window.

To Reproduce
Steps to reproduce the behavior:

  1. Open the code editor.
  2. Change the window size, making either the length or height larger than the other.
  3. Observe the inner content of the code editor.

Expected behavior
The code editor should auto-adjust its inner content to maintain consistent sizes of elements, regardless of the aspect ratio of the window. The content should not appear cramped when the window size is changed.

Screenshots

image

Desktop:

  • OS: Windows 11
  • Version 1.1.1

Wayland support!

Running on Wayland crashes immediately.

NixOS
Hyprland
NVIDIA RTX 3060

Godot Engine v4.2.1.stable.luaAPI.b09f793f5 - https://godotengine.org
ERROR: Can't load Xlib dynamically.
   at: DisplayServerX11 (platform/linuxbsd/x11/display_server_x11.cpp:5725)
Your video card drivers seem not to support the required OpenGL 3.3 version.

If possible, consider updating your video card drivers.

If you recently updated your video card drivers, try rebooting.
ERROR: Unable to create DisplayServer, all display drivers failed.
   at: setup2 (main/main.cpp:2394)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketLargeE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools12BucketMediumE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: BUG: Unreferenced static string to 0: TextServerDummy
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: IPUnix
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourceFormatImporterSaver
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MovieWriterMJPEG
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: interface_added
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TextServerAdvanced
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ImageFormatLoader
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourceFormatSaver
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MovieWriterPNGWAV
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ScriptLanguage
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourceFormatLoader
   at: unref (core/string/string_name.cpp:129)

Autocompletion not replacing original typed in text after a period.

Describe the bug
It seems like after a period is typed the autocompletion goes blank and starts checking the next typed in things as a whole different thing. If this description was too hard to understand (because frankly I got lost reading my own text) just read the steps to reproduce.

To Reproduce
Steps to reproduce the behavior:
Goal is to autocomplete in os.clock().

  1. User types in os.clo and selects os.clock() from the autocomplete menu.
  2. os.os.clock() gets added in instead of os.clock()

Expected behavior
It should replace the original os.clo with os.clock(), instead of making it os.os.clock(). (Shouldn't be stopping autocomplete checking after a period.)

Screenshots
what goes down in ohio:
Screenshot_2
Screenshot_3

expected behavior:
Screenshot_4
(man those screenshots bussin tho)

Desktop (please complete the following information):

  • OS: Linux Mint (is bro in my house how did he know)
  • Version: 1.1.1

Implement Duplicate Symbol Removal in Editor Autocompletion

Is your feature request related to a problem? Please describe.
Currently, the autocompletion feature in the editor sources symbol names from external plugins, resulting in duplicate symbols being displayed.

Describe the solution you'd like
The editor should remove these symbols internally, we could use a dictionary to load them and then retrieve the values, it's a straight forward solution. Another is to add LSP support as I mentioned in #43

Having LSP support would be the next logical step, but I can't help with that as I don't have that much free time to work on it.

Originally posted by @zSnails in #43 (comment)

Suggestion: Include line and column in detect_functions and detect_variables

e.g.

function detect_variables(content, line, column)

end

this way scopes can also be detected and so if i have like

function ABC() {
function DEF() {

}

}

if I'm on the outside of ABC it will tell me ABC() but not DEF(), and if I'm inside it'll tell both

currently it shows both of these even tho DEF() is not always accessible.

More Languages

Please add more programming languages, for example Java, Python

Requires Vulkan even when it can be easily fixed

i dont have vulkan so can you please fix this? Forward+ and Mobile requres Vulkan! Use the Compability Mode, It likely wont change anything + Likely to be faster since this is not a 3D Game

How To Fix

change the mode from Forward+ to Compability

Terminal

A terminal would be great to go with it and IMO would fully make it into an ide, language specific command generation would be hard and better to be added now rather than adding it separately per language later

Blinding Lights (ft. Win 11)

Accidentally switched to "Github Light" Theme and its way too light on Windows 11,
other themes are on par with vs code but the light theme seems too high
image

set_keywords() doesn't work

trying to set color of a keyword causes highlighting to not work.

Also please please please make it so we can define our own custom things.
java has annotations, but its not one of the listed colors, so it can't be set to like yellow or something without making something else yellow.

Fix/Add support for Page Down and Page Up

Currently, pressing PageDown or PageUp will send you to a arbitrary spot on the file.
It would be nice if it sent you a configurable amount (from settings?) of lines down/up

Neovim Support

Feature Request

Neovim support

Description

Forward buffer manipulation to neovim

Would unironically use this for coding videos if I could use my neovim setup under the hood.

Note: I'm willing to contribute, I'm creating this issue partially as a reminder to myself.

Bug with a large number of lines

Describe the bug
When writing 1700+ lines the screen slides down but the cursor stays in place.

To Reproduce
Steps to reproduce the behavior:

  1. Open any file.
  2. Write 1700+ lines.
  3. See a bug.

Expected behavior
I expect the cursor to move with the screen, as it did before 1700+ lines.

Screenshots
image

Desktop (please complete the following information):

  • OS: Windows 11 23H2
  • Version 1.1.1

3D camera

my coding power is limited with only 2 dimensions. I want to code in 3D. also please add an inventory and zombies. very epic thanks 💯

Hidden folders don't show up

when opening a folder with hidden files/folders they don't appear (even when ran as admin)
and also in general a bunch of folders just don't show up

Getting Started Page for Code Editor

Is your feature request related to a problem? Please describe.
Yes, the problem is that new users of the code editor may find it challenging to understand and utilize its various features and functionalities. This can lead to a steep learning curve and potentially hinder the user experience.

Describe the solution you'd like
I propose the addition of a “Getting Started” page to the code editor. This page would serve as an introductory guide for new users, providing a list of various features and functionalities of the code editor.

The “Getting Started” page could include the following sections:

  1. Introduction: A brief overview of the code editor, its purpose, and its main features.

  2. Feature List: A comprehensive list of the code editor’s features, with brief descriptions of each.

  3. Basic Operations: A tutorial on how to perform basic operations in the code editor, such as creating a new file, saving a file, and editing a file.

  4. Advanced Features: An overview of the code editor’s advanced features, such as key-bindings, code completion, syntax highlighting, and potentially version control integration.

  5. Troubleshooting: A list of common issues that users might encounter and their solutions.

  6. Resources: Links to additional resources, such as detailed documentation and Github repo link for new contributors.

This would make the code editor more user-friendly, particularly for new users, and enhance the overall user experience.

Griddy Code on MacOS

Is your feature request related to a problem? Please describe.
An executable for MacOS

Describe the solution you'd like
I literally don't know how I describe this. Just like, build it for mac?

"pwd" error on gaming OS 10 (Windows 10)

Describe the bug
GriddyCode's File manager tries to run pwd on Windows, however, pwd doesn't exist.

OS.execute("pwd", [], path)

#67 Fixes this issue.

To Reproduce
Run GriddyCode
Check logs, it should mention "ERROR: Could not create child process: pwd", otherwise, you're not using Windows.

Expected behavior
It shouldn't print the error.

Screenshots
Error:
image

Desktop (please complete the following information):

  • OS: Windows 10
  • Version v1.1.1

ERROR: Can't open dynamic library: addons/luaAPI/bin/libluaapi.linux.template_debug.x86_64.so. Error: /home/r3ddy/Scaricati/../lib/libluaapi.linux.template_debug.x86_64.so: cannot open shared object file: No such file or directory. at: open_dynamic_library (drivers/unix/os_unix.cpp:660)

My console is getting filled with this errors, i guess that there is some kind of library that i am missing? Maybe you should add them to the requirements?

OS: Arch Linux x86_64
Kernel: Linux 6.8.1-arch1-1
DE: KDE Plasma

ERROR: Can't open dynamic library: addons/luaAPI/bin/libluaapi.linux.template_debug.x86_64.so. Error: /home/r3ddy/Scaricati/../lib/libluaapi.linux.template_debug.x86_64.so: cannot open shared object file: No such file or directory.
   at: open_dynamic_library (drivers/unix/os_unix.cpp:660)
ERROR: GDExtension dynamic library not found: addons/luaAPI/bin/libluaapi.linux.template_debug.x86_64.so
   at: open_library (core/extension/gdextension.cpp:719)
ERROR: Failed loading resource: res://addons/luaAPI/luaAPI.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:274)
ERROR: Error loading extension: res://addons/luaAPI/luaAPI.gdextension
   at: load_extensions (core/extension/gdextension_manager.cpp:234)
Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
Vulkan API 1.3.277 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3050 Laptop GPU

SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:340)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:341)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:353)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:354)
ERROR: Failed to load script "res://Scripts/lua_singleton.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript.cpp:2788)
ERROR: Failed to instantiate an autoload, script 'res://Scripts/lua_singleton.gd' does not inherit from 'Node'.
   at: start (main/main.cpp:3207)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:340)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:341)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:353)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:354)
SCRIPT ERROR: Compile Error:
          at: GDScript::reload (res://Scripts/file_manager.gd:-1)
ERROR: Failed to load script "res://Scripts/file_manager.gd" with error "Compilation failed".
   at: load (modules/gdscript/gdscript.cpp:2788)
SCRIPT ERROR: Parse Error: Could not resolve member "lua".
          at: GDScript::reload (res://Scripts/settings.gd:71)
ERROR: Failed to load script "res://Scripts/settings.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript.cpp:2788)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:340)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:341)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:353)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:354)
SCRIPT ERROR: Compile Error:
          at: GDScript::reload (res://Scripts/file_dialog.gd:-1)
ERROR: Failed to load script "res://Scripts/file_dialog.gd" with error "Compilation failed".
   at: load (modules/gdscript/gdscript.cpp:2788)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:281)
SCRIPT ERROR: Parse Error: Could not find type "LuaAPI" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Identifier "LuaAPI" not declared in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:282)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:340)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:341)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:353)
SCRIPT ERROR: Parse Error: Could not find type "LuaError" in the current scope.
          at: GDScript::reload (res://Scripts/lua_singleton.gd:354)

Use Luau instead of Lua

Is your feature request related to a problem? Please describe.
Use Luau instead of Lua.
It's essentially typed Lua.
The "we need TypeScript plugin support in GriddyCode" people will shut up because Luau has types, or just use Roblox-TS.
It's compatible with Lua 5.1 code so most code should work.

Describe the solution you'd like
Use Luau instead of Lua. You can probably use godot-luau-script in this case.

windows version camera movement incorrect

I'm on windows 10
The first time I opened the exe the music worked but not the visuals, so I closed it mid loading to restart but now nothing works :(
what I think is going on is that the position of the camera is somehow off.
when I restart the editor I see the first line number appear for one frame, then everything disappears (I think because the text just flies off)
it might be somehow because I have two monitors so the resolution is not good but when I disconnected one of them, the issue persists.
super cool editor tho :)

Broken on open

When opening GriddyCode the window does not have the minimize, window, and close buttons. Nothing loads and music does not play.

To reproduce, I guess just open the program.....

I expected for the program to open and run normally

image

OS - Windows
Version - 11 22H2

Text is invisible

image
image
[boobs@boobs Linux]$ ./Bussin\ GriddyCode.x86_64
Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
Vulkan API 1.3.277 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 6700 XT

SCRIPT ERROR: Cannot call method 'get_files' on a null value.
at: FileManager.inject_lua (res://Scripts/file_manager.gd:43)
ERROR 6: error while opening file 'user://langs/.lua'
ERROR 6: error while opening file 'user://themes/One Dark Pro Darker.lua'

Text size modifier keyboard shortcuts

Is your feature request related to a problem? Please describe.
image
^^ Too smol :(

Describe the solution you'd like
Add Ctrl + and Ctrl - scale changer keys to increase/decrease font-size on the fly

Having file names too long will cut them off the screen

Describe the bug
While in the file picker, having file names that are way too long will just cut them off, theres no way to see the full names (the names in the screenshot are just an example, i stumbled into a folder with some logs that had long names that weren't rendered in full length but forgot where they were so just made some up somewhere else)

To Reproduce
Steps to reproduce the behavior:

  1. Go to file picker
  2. Click on find a file with a really long name
  3. See a clipped name (image below)

Expected behavior
To see the full name

Screenshots
image

Desktop (please complete the following information):

  • OS: Windows 10 22H2
  • Version: Bussin GriddyCode v1.0.4

Suggestion: place pointer inside of function call

When autocompleting a function it will put you at the end of the parenthesis

like doing

waf -> waffle() will put your cursor at the end so you type "waffle()1" instead of in the parenthesis of "waffle(1)", which is annoying

Some glyphs or combinations of glyphs have weird rendering

Describe the bug
Some glyph of combinations of the font have weird rendering.

  • Digits 0, 6 and 9 aren't rendered properly, there are "small holes" in the font
  • Arrows (->, -->, etc.) aren't perfectly straight...
  • /* and */ is completely broken.

Seems like the theme or the text color doesn't change anything.

To Reproduce
Type some text as described above on any file.

Expected behavior
The text is rendered properly

image

Screenshots
Screenshot_20240324_171609

Desktop (please complete the following information):

  • OS:
OS: Ubuntu 23.10 x86_64 
Kernel: 6.5.0-26-generic 
Shell: bash 5.2.15 
Resolution: 1920x1080 
DE: Plasma 5.27.8 
WM: kwin 
WM Theme: Flight-Color-Dark-Aurorae 
CPU: 12th Gen Intel i7-12650H (16) @ 4.600GHz 
GPU: NVIDIA GeForce RTX 4070 Max-Q / Mobile 
GPU: Intel Alder Lake-P GT1 [UHD Graphics] 
Memory: 15686MiB 
  • Version 1.1.1

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