gwowen / opentyrian Goto Github PK
View Code? Open in Web Editor NEWAutomatically exported from code.google.com/p/opentyrian
License: GNU General Public License v2.0
Automatically exported from code.google.com/p/opentyrian
License: GNU General Public License v2.0
What steps will reproduce the problem?
1. Pick "High Score" from the title menu.
2. Press right three times.
What is the expected output? What do you see instead?
There should be episode 4 high scores; there aren't.
What version of the product are you using? On what operating system?
757 on Windows XP SP2.
Please provide any additional information below.
The high score system seems weird in a lot of ways, but I don't know which
weirdnesses were from the original game and which are actual bugs.
Original issue reported on code.google.com by [email protected]
on 28 May 2008 at 7:13
What steps will reproduce the problem?
1. Start episode 4
2. Go to third level (F2-F6-F7)
3. F2-F3-F6 your way to CORE fight
What is the expected output? What do you see instead?
CORE fight should revert to standard level colours, but stays purple.
What version of the product are you using? On what operating system?
Any revision, Windows XP.
Please provide any additional information below.
No.
Original issue reported on code.google.com by [email protected]
on 6 Jan 2008 at 8:23
What steps will reproduce the problem?
1. Play Beer level
2. segfault on death / damage?
3. Give up after a few attempts ending in segfaults and skip level
What is the expected output? What do you see instead?
Hasn't crashed anywhere else yet after hours of gameplay.
What version of the product are you using? On what operating system?
compiled tyrian svn 8th april on Ubuntu 7.10
Please provide any additional information below.
playing on hard, non-arcade
Original issue reported on code.google.com by [email protected]
on 8 Apr 2008 at 5:26
Most of the bosses are horribly weak. Even on higher (unlockable)
difficulties some bosses die before they even get to open fire when you
have the right equipment. Other bosses (super blimp) don't even pose a
threat if they do have enough HP to last for awhile. We should fix this in
the enhanced version.
Original issue reported on code.google.com by [email protected]
on 30 Jun 2008 at 6:15
What steps will reproduce the problem?
1. Open glitch's closet
2. Look for ale
3. Find none
What is the expected output? What do you see instead?
Expected output: BEER
Actual output: NO BEER :(
Please use labels and text to provide additional information.
My Zinglon, I need a drink!
Original issue reported on code.google.com by [email protected]
on 9 Feb 2007 at 2:06
What steps will reproduce the problem?
1. Loading this save game. the game crashes at the beggining of the level
2.
3.
What is the expected output? What do you see instead?
Expect the game to start normally at the level we saved. It doesnt. it
begins to load, and locks the program up. Note: its a network game. that
is all.
What version of the product are you using? On what operating system?
Latest build as of this time. The guy who made the reademe file sent us a
full version.
Please provide any additional information below.
IP Game. Saved, then loaded.
Original issue reported on code.google.com by [email protected]
on 25 Aug 2008 at 1:11
Attachments:
What steps will reproduce the problem?
Fire shots with the Charge Cannon sidekick.
What is the expected output? What do you see instead?
When not charged, weak shots should be fired. Instead, fully charged shots
are fired.
Additionally, the sidekick can still be charged, and firing partially
charged shots produces powerful flying balls that orbit around your ship
(see attached screenshot).
What version of the product are you using? On what operating system?
Revision 547, GCC 4.2.1.
Original issue reported on code.google.com by [email protected]
on 27 Oct 2007 at 7:57
Attachments:
Play Braniac (ep 4) on low detail. At the point where a flash and switch
to the wavy graphics effect would occur, graphics "freeze" but apparently
the game is still going.
I am using svn r606 on NetBSD 4.
Original issue reported on code.google.com by [email protected]
on 1 Dec 2007 at 6:43
Whenever the headlight is enabled, the score in the bottom left gets dimmed
and is barely readable.
Original issue reported on code.google.com by [email protected]
on 30 Jun 2008 at 6:16
When activating Engage mode (by typing "engage" without the quotes at the main
menu screen),
there should be a fascinating visual transition followed by a screen of text
explaining what you just
did. Presently, these are automatically passed by in the blink of an eye.
Original issue reported on code.google.com by [email protected]
on 16 Oct 2007 at 7:32
What steps will reproduce the problem?
1. Play in a window
2. Hit the Windows key to get the mouse cursor to work
3. Drag the window by the titlebar
What is the expected output? What do you see instead?
It should drag like any other window, but when the game sees the mouse it
takes over and jumps the mouse to the bottom of the screen, taking the
window with it; once it's there, I can find no way to recover the window
What version of the product are you using? On what operating system?
752, on Windows XP SP2; a friend says it still happens on 757
Please provide any additional information below.
It makes sense to let the game trap the mouse so mouse control won't fall
off the edges, but it doesn't need to do that outside of actual play. On
menus, it should try to play nice with the Windows GUI.
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 1:50
I just want to let you guys know this builds just fine on my (Intel)
MacBook (with XCode installed).
I did, however, get one warning at runtime:
2008-02-02 16:07:05.966 tyrian[24433:10b] Warning once: This application,
or a library it uses, is using NSQuickDrawView, which has been deprecated.
Apps should cease use of QuickDraw and move to Quartz.
What version of the product are you using? On what operating system?
OpenTyrian rev. 704
OS X 10.5 Leopard, with XCode.
MacPorts-installed libSDL v1.2.11
Please provide any additional information below.
I'm attaching the binary -- it won't run on an older ppc mac, but should be
fine on newer hardware... if they have SDL handy. I didn't try to figure
out how to make a static build, and I don't have any other macs to test it on.
(The attached binary has 2x scaling on and debug mode off -- so it will
grab the mouse.)
Original issue reported on code.google.com by [email protected]
on 3 Feb 2008 at 7:56
Attachments:
What steps will reproduce the problem?
1. Foo
2. Bar
3. Baz
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 9 Feb 2007 at 2:13
What steps will reproduce the problem?
1. Go to Upgrade Ship in Full single player mode.
2. Go to Front Gun or Rear Gun.
3. Upgrade a cheap weapon as far as it goes, then move up or down to a more
expensive weapon.
What is the expected output? What do you see instead?
When you move up and down between available options in each weapon
category, it should reset to a single bar being selected and it should show
how much money you would have if you have that first level of the weapon.
Currently, the upgrade level it was at stays the same between options, so
it will still subtract the amount of money it would cost for that upgrade
level, resulting in a negative amount of money, and you can even buy and
use it.
What version of the product are you using? On what operating system?
Revision 508. Compiled for Windows with MinGW, run on Windows.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 8 Oct 2007 at 10:38
Attachments:
If you know Tyrian, you should know what this means. ;)
Playing the official game in DOSbox recently reminded me that in December, we
can opt to have a
Noël Blaster instead of the Sonic Wave and candy canes instead of pulses...
Original issue reported on code.google.com by [email protected]
on 4 Dec 2007 at 5:52
The text in "About Opentyrian" on the Opentyrian menu moves much faster in
full screen than windowed.
Original issue reported on code.google.com by [email protected]
on 5 Nov 2007 at 3:22
Reproducing:
1. Start playing a level
2. Press the 's' key
'SOUND OFF' appears at the bottom of the window, but sound is not turned off.
Compiled with gcc 4.2.1 under Linux, SDL 1.2.12
Original issue reported on code.google.com by [email protected]
on 16 Oct 2007 at 12:51
What steps will reproduce the problem?
1. start opentyrian-enh
2.
3.
What is the expected output? What do you see instead?
the default keys are all empty , in opentyrian-classic the keys are pre
bound to a standard config
What version of the product are you using? On what operating system?
Opentyrian-enh CVS version 757 on Ubuntu linux x86
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 10:13
currently it is only possible to use one joystick; multiple joysticks
should be provided as an option
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 3:03
What steps will reproduce the problem?
1. Start OpenTyrian OS X Port rev. 778
2. Switch to Fullscreen mode with activated scalex4
What is the expected output? What do you see instead?
Fast Animation => Slow Animation
Everything slows down. The animations during flight as well as in the menus.
The effect can be solved by Selecting a Scaler <= 3x. The effect occures as
well on hq Scalers as on normal scalers.
What version of the product are you using? On what operating system?
rev 778, OS X 10.5.4 Leopard
Native Resolution of OSx is 1920x1200
Please provide any additional information below.
This error occures randomly. I could reproduce the error on a MacMini with
Core2Duo and 2 GB of Ram and on a MBP with a Core2Duo with 4 GB of ram.
The game just is not very smooth. I don't know why this hapens.
Opentyrian has a usage of about 37% and is the process with the highest
usage, next process has about 2%. (On MacMini)
The Error also occured after a clean, fresh reboot. It seems to be random.
Original issue reported on code.google.com by [email protected]
on 30 Aug 2008 at 1:57
What steps will reproduce the problem?
1. Start new game
2. Configure keyboard keys
3. Save game and quit
4. Start OpenTyrian again and load/start new game
5. Keyboard keys are back to undefined
Keyboard keys should come with a standard configuration, and should be saved.
This is in OpenTyrian svn 762, on Ubuntu Linux 8.04
Please provide any additional information below.
Restore default settings for keyboard keys also doesn't work.
Original issue reported on code.google.com by [email protected]
on 8 Jun 2008 at 11:10
What steps will reproduce the problem?
1. play full game normal difficulty
2. finish astcity level in ep 2
3. upgrade to Stalker
What is the expected output? What do you see instead?
the stalker sprite is not the right one on the screen while playing the
level
What version of the product are you using? On what operating system?
opentyrian 378 svn on Linux Gentoo
Please provide any additional information below.
the attached file is a savegame , just before the level
Original issue reported on code.google.com by [email protected]
on 12 Apr 2008 at 1:22
Attachments:
When entering or leaving fullscreen mode from the OpenTyrian submenu,
immediately after the
switch, the screen colors are all wrong. Switching to a different screen (eg.
going to the Jukebox, or
returning to the main menu) will reset the colors to be correct.
Original issue reported on code.google.com by [email protected]
on 16 Oct 2007 at 7:36
What steps will reproduce the problem?
1. Compile opentyrian through make
What is the expected output? What do you see instead?
It hangs on the video_scale.c file , complaining about a
warning: C99 inline functions are not supported; using GNU89
which , being -pedantic enabled turns into an error
What version of the product are you using? On what operating system?
CVS 770 on ubuntu 8.04 , GCC 4.2.3
Please provide any additional information below.
adding -fgnu89-inline to the CFLAGS in the Makefile solves the issue
Original issue reported on code.google.com by [email protected]
on 23 Jun 2008 at 10:05
What steps will reproduce the problem?
1. start opentyrian-enh cvs 757
2. start 1 player full game , pick episode 3
3. start playing gauntlet
What is the expected output? What do you see instead?
The collision against the morning stars and the skull crates are not
checked, so you can pass through them unscathed
What version of the product are you using? On what operating system?
opentyrian-enh CVS 757 on Ubuntu Linux x86 , the problem is not present in
opentyrian-classic CVS 757
Please provide any additional information below.
thanks for the weapon-reset fix
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 9:55
What steps will reproduce the problem?
1. load attached save files
2. press F2+F6+F7 to win the level
3. After an intro to nect level there is a segfault
What is the expected output? What do you see instead?
Go to nect level
What version of the product are you using? On what operating system?
Using opentyrian enhenced version, revision 705
Please provide any additional information below.
Using gdb I get :
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1217055024 (LWP 8907)]
JE_loadCubes () at src/tyrian2.cpp:7608
7608 do
(gdb) bt
#0 JE_loadCubes () at src/tyrian2.cpp:7608
#1 0x080826bf in JE_itemScreen () at src/tyrian2.cpp:5986
#2 0x08088d33 in JE_loadMap () at src/tyrian2.cpp:3404
#3 0x0808a08f in JE_main () at src/tyrian2.cpp:1066
#4 0x080733c2 in main (argc=1, argv=0xbfb049c4) at src/opentyr.cpp:384
(gdb)
Original issue reported on code.google.com by [email protected]
on 3 Feb 2008 at 9:08
Attachments:
The problem is what there are some weapons that does not are good at all.
A very noticed thing is the missile launcher. When you are just 1 near the
max power level is best than when you have the max power. That is a bug
from original tyrian, so I always play with no more than that power (or I
die intentionally when I just get max power in that weapon to decrease 1
power level).
Some other issues about power of weapons may be studied to balance it so
the game can be more playable.
Other example is the guided missiles are too weak and sometimes get guided
to undestructable obstacles (and there are still destructables things that
bore me) that is some stupid :P.
That things are noticed specially in arcade/super arcade mode.
Another frustrating thing is the ship with the auto repair armor. You
always get with the combination of: down, down, and fire unintentionally.
We need other combination of keys for that because when you do it you lost
shield and that make you weak (you don't need to charge armor all the time :S).
So, we can try to solve that old bugs i guess that are important because
affect the playability of the game.
And finally some weapons are too much powerfull, that is not good either
because you always get using only that weapons.
Bye. And nice job guys :)
Original issue reported on code.google.com by [email protected]
on 7 Mar 2008 at 1:32
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 25 Nov 2007 at 3:54
What steps will reproduce the problem?
1. Figth vs the eye boss and dead with him.
What is the expected output? What do you see instead?
I expect continue to the next level. The game quits with a segmentation fault.
What version of the product are you using? On what operating system?
0.1? 06/02/2007 Downloaded from svn 19/02/2007. In Linux of course SDL 1.2.12
Original issue reported on code.google.com by [email protected]
on 7 Mar 2008 at 1:21
I prefer to listen the music in my soundcard wave synth or in timidity
(configured to be an alsa sequencer).
Maybe you guys include an option in the configuration menu for choose that?
Internal FM or alsa sequencer or /dev/sequencer if you cannot use alsa.
Bye, and thankgs.
Original issue reported on code.google.com by [email protected]
on 7 Mar 2008 at 3:33
What steps will reproduce the problem?
1. Run tyrian binary
2. Start new singleplayer game
3. Save
What is the expected output? What do you see instead?
I expect to be able to save. The output from the program is this:
$ ./tyrian
Welcome to... >> OpenTyrian Enhanced revision 790 <<
Copyright (C) 2007 The OpenTyrian Development Team
This program comes with ABSOLUTELY NO WARRANTY.
This is free software, and you are welcome to redistribute it
under certain conditions. See the file GPL.txt for details.
Initialized SDL video: 640x400x32 Windowed
No joystick found.
Initializing SDL audio...
Requested SDL frequency: 44100; SDL buffer size: 512
Obtained SDL frequency: 44100; SDL buffer size: 940
Searching for Tyrian files...
Shipedit data not found.
Failed to write save/tyrian10.sav
Failed to write save/tyrian10.sav
The saves show up in the game, but disappear after it is closed and re-opened.
What version of the product are you using? On what operating system?
I am using svn revision 790 on kubuntu version 8.04.
Please provide any additional information below.
compiled from source with g++
Original issue reported on code.google.com by [email protected]
on 21 Aug 2008 at 9:46
Either from the in-game menu (found by pressing Esc during gameplay) or at the
options screen,
the sound and music volumes aren't adjustable. Tested on a PPC Mac.
Additionally, the default (maximum? The interface indicates this but may be
incorrect) music
volume is very quiet relative to the original Tyrian game's max volume.
Original issue reported on code.google.com by [email protected]
on 16 Oct 2007 at 7:33
What steps will reproduce the problem?
1. Don't know, all I know is it doesn't happen when playing with low
graphics, happened to me around 5 times on different maps.
2. Turning graphics down to low makes it disappear, comes back if you try
going higher again
3. Disappears when you are going really fast (5x normal) on maps with
timelimits, comes back when you slow down again.
What is the expected output? What do you see instead?
A ship shadow.
Only 90 degrees in front of the ship is visible, the rest is in shadow
making it very hard to see enemies. Follows your ships wherever it goes on
the screen.
What version of the product are you using? On what operating system?
revision 738 (current), Ubuntu 7.10
Please provide any additional information below.
Attaching crude phone image, should be enough to give you an idea.
Can't figure out how to make screenshots or how to get the game let go of
the mouse.
Original issue reported on code.google.com by [email protected]
on 11 Apr 2008 at 4:06
Attachments:
Remember to fix that for enhanced!
Original issue reported on code.google.com by [email protected]
on 25 Nov 2007 at 3:56
For those familiar with Tyrian this ought to be clear. Regardless:
- At the main screen, type "destruct" (no quotes). This ought to switch to a
cute "Scorched Earth"-
esque tank game. Instead it acts like a special arcade mode, except after
selection it goes back to
the intro titles.
Original issue reported on code.google.com by [email protected]
on 16 Oct 2007 at 7:29
Nuff said
Original issue reported on code.google.com by [email protected]
on 1 Feb 2008 at 2:23
What steps will reproduce the problem?
1. from the upgrade ship menu enter front/rear weapon
2. just sweep through the options without upgrading
3. when you try to get out by hitting the "DONE" option the bug surfaces
What is the expected output? What do you see instead?
The level of the weapon should stay the same, while it is reset to the
first level
What version of the product are you using? On what operating system?
Opentyrian both classical and enhanced CVS on Ubuntu 8.04 x86 32bit
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 12 May 2008 at 9:35
What steps will reproduce the problem?
1. play in normal difficulty
2. play a full game , not arcade
3. play in astcity Ep 2
What is the expected output? What do you see instead?
Bombs start appearing, while there shouldn't be any , since it's not arcade
What version of the product are you using? On what operating system?
opentyrian classic svn version 738 compiled on Linux Gentoo
Original issue reported on code.google.com by [email protected]
on 12 Apr 2008 at 1:19
What steps will reproduce the problem?
1. Play the game under KDE in a Compaq nx6315 with ATI
What is the expected output? What do you see instead?
Graphics with the correct looking. I see graphics same as if you
put a bad palette. For example you can use gimp to convert some
image to a indexed (8 bits) one and change the palette but
without adaptation. You will see a graphic with some colors bad and
of course the result is ugly.
The other thing is that I see for moments a portion of the panel of kde
(where are the task bar, icons, etc). But I don't see that panel completely
I see it some mixed with the game graphics. For that I decided run the game
in a separate X server without nothing running but the game.
What version of the product are you using? On what operating system?
18/02/2008 downloaded from SVN.
Please provide any additional information below.
Ok, I solved that problem running it in a totally separate X server without
kde and without nothing. There the game runs well except what the mouse
arrow still stay over bothering some (I solved it moving the mouse in some
place where don't bother me).
I guess that is a problem of the ATI drivers. In my desktop machine I have
nVIDIA and I don't see that artifacts with or without kde running.
Original issue reported on code.google.com by [email protected]
on 20 Feb 2008 at 2:38
Why the episode 5 of opentyrian, can´t be loaded?
Original issue reported on code.google.com by [email protected]
on 1 Jan 2008 at 9:07
What steps will reproduce the problem?
1. Checkout svn revision 806
2. Type "make TARGET=opentyrian-enhanced DEBUG=0 SVN_REV=806"
3. Run into: collect2: ld returned 1 exit status
What is the expected output? What do you see instead?
Expected: fine build.
Instead:
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4375: undefined
reference to `select_episode'
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4375: undefined
reference to `select_difficulty'
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4092: undefined
reference to `select_episode'
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4092: undefined
reference to `select_difficulty'
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4434: undefined
reference to `select_gameplay'
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4436: undefined
reference to `select_episode'
/build/build/opentyrian-enhanced-0+svn806/src/tyrian2.c:4436: undefined
reference to `select_difficulty'
Please use labels and text to provide additional information.
http://build.getdeb.net/abs/build_log/opentyrian-
enhanced_0+svn806-1~getdeb1_2008_00_20_09_1221912001_i386.log
This is the build log.
The header file "menus.h" which provides these functions
is included into tyrian2.c.
Original issue reported on code.google.com by [email protected]
on 20 Sep 2008 at 12:15
There should be a two player full game mode, where each of the players act
like a single player in a one player full game, as opposed to the quirky 2
player arcade mode.
Original issue reported on code.google.com by [email protected]
on 23 Oct 2007 at 9:09
What steps will reproduce the problem?
1. EP 4: last map "Side Exit"
2. Have 4 cubes, tried viewing the 3rd : Ad, Beno Crackers
3. Floating point exception (core dumped), repeatable, had to replay the
last map leading up to it to get savegame
What is the expected output? What do you see instead?
Beno crackers ad I guess.
What version of the product are you using? On what operating system?
revision 738 (latest), Ubuntu 7.10
Please provide any additional information below.
Attaching savegame
Original issue reported on code.google.com by [email protected]
on 10 Apr 2008 at 6:38
Attachments:
What steps will reproduce the problem?
1. try to compile CVS 797 enhanced
2.
3.
What is the expected output? What do you see instead?
tyrian2.cpp fails to compile due to an unresolved symbol JE_setupExplosion
present in explosions.cpp.
Original issue reported on code.google.com by [email protected]
on 8 Sep 2008 at 10:22
The standard resolution of 320x200 is a tiny bit small, but brings back so
many memories :)
I like to play the game in a window so the SCALE_2X options helped a lot.
But a SCALE_3X or even a SCALE_4X would be a nice addition.
I've tried to code it myself and it seems to work just fine. I attached a
diff file for the 736 svn revision (Enhanced version).
Original issue reported on code.google.com by [email protected]
on 27 Mar 2008 at 11:52
Attachments:
What steps will reproduce the problem?
1. Trying to compile the 797 CVS tree
2.
3.
What is the expected output? What do you see instead?
GCC complains with a :
src/fmopl.c:526: warning: C99 inline functions are not supported; using GNU89
What version of the product are you using? On what operating system?
Ubuntu 8.04 LTS , GCC 4.2.3 (the default installed)
Please provide any additional information below.
Adding -fgnu89-inline to the compilation flag fixes the issue
Original issue reported on code.google.com by [email protected]
on 8 Sep 2008 at 9:16
What steps will reproduce the problem?
1. Start playing a level
2. Press 'm'
What is the expected output? What do you see instead?
Music should cease playing. Instead the music plays on. Additionally, when
the music should change (exiting the level for example) the music doesn't
change; instead, the same track that played during the level the music was
turned off on plays.
Revision 532, compiled with GCC 4.2.2 under Linux.
Original issue reported on code.google.com by [email protected]
on 22 Oct 2007 at 2:05
How I control the ship with the mouse? It fire but do not move with mouse.
Anyway the graphics have some artifacts...
Original issue reported on code.google.com by [email protected]
on 17 Feb 2008 at 6:37
What steps will reproduce the problem?
1. Start the game in Suicide difficulty level (not through ENGAGE).
2. Have fun playing at Lord of Game difficulty level.
3.
What is the expected output? What do you see instead?
If you select Suicide difficulty level the game should start at Suicide
difficulty level, but the Lord of Game difficulty level is loaded instead.
What version of the product are you using? On what operating system?
Classic Revision 794
Please provide any additional information below.
in mainint.c, function JE_difficultySelect():
if (sel == 5)
{
sel++;
}
if (sel == 6)
{
sel = 8;
}
maybe it should be
if (sel == 5)
{
sel++;
}
else if (sel == 6)
{
sel = 8;
}
Original issue reported on code.google.com by [email protected]
on 9 Sep 2008 at 9:00
What steps will reproduce the problem?
1. Try to play in Fullscreen mode, with display that doesn't support it.
What is the expected output? What do you see instead?
I expect that the game is properly scaled to my display, but my display
doesn't support that videomode. So i have to play OT on very little window
that would fit sixteen times on my screen.
I think it would be great if Open tyrian could be scaled with same kind of
algorithms that game console emulators use. Like Snes9x emulator, it gives
a good picture, almost the game was build to support such resolutions.
Maybe you could copy it? At least snes9x is opensource.
What version of the product are you using? On what operating system?
Ubuntu 8.04
Please provide any additional information below.
This is more a reguest than a issue.
Original issue reported on code.google.com by [email protected]
on 6 May 2008 at 7:49
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 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. 📊📈🎉
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 ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.