Code Monkey home page Code Monkey logo

image-sequencer's People

Contributors

aashna27 avatar adisapphire avatar ankit-singla avatar anthony-zhou avatar ataata107 avatar bhavayanand9 avatar ccpandhare avatar daemon1024 avatar dependabot-preview[bot] avatar dependabot[bot] avatar divy123 avatar harshithpabbati avatar harshkhandeparkar avatar igorwilbert avatar jywarren avatar keshav234156 avatar lohitha02 avatar margaretan9 avatar mridul97 avatar rcya1 avatar rishabhshuklax avatar rooday avatar root00198 avatar sashadev-sky avatar tech4gt avatar tsparksh avatar vibhorgupta-gh avatar vivek-30 avatar vladimirmikulic avatar waridrox 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  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  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

image-sequencer's Issues

Errors on /index.html, /examples/ndvi/index.html

/index.html and /examples/ndvi/index.html give out errors on running (Safari, Chrome, Firefox on Mac)

Am I doing something wrong since I believe nobody else is getting these errors?

On Safari [Mac]

/index.html

The following pops up every time a module is called

[Error] IndexSizeError (DOM Exception 1): The index is not in the allowed range.
getImageData (image-sequencer.js:184439)
draw (image-sequencer.js:184439)
output (image-sequencer.js:184203)
(anonymous function) (image-sequencer.js:184551)
emit (image-sequencer.js:26578)
(anonymous function) (image-sequencer.js:12768)
run (image-sequencer.js:163900)
drainQueue (image-sequencer.js:163870)

The following error comes up only when "Add Step is clicked"

[Error] TypeError: undefined is not an object (evaluating 'options.el.html')
draw (image-sequencer.js:184409)
run (image-sequencer.js:184221)
(anonymous function) (index.html:78)
dispatch (image-sequencer.js:60435)
handle (image-sequencer.js:60247)

/examples/ndvi/index.html

The following pops up every time "Add step is clicked"

[Error] TypeError: undefined is not an object (evaluating 'options.el.html')
draw (image-sequencer.js:184409)
run (image-sequencer.js:184221)
(anonymous function) (index.html:76)
dispatch (image-sequencer.js:60435)
handle (image-sequencer.js:60247)

On Chrome [Mac]

Both files

On clicking "Add Step"

Uncaught TypeError: Cannot read property 'html' of undefined
at Object.draw (image-sequencer.js:184409)
at Object.run (image-sequencer.js:184221)
at HTMLButtonElement. (index.html:76)
at HTMLButtonElement.dispatch (image-sequencer.js:60435)
at HTMLButtonElement.elemData.handle (image-sequencer.js:60247)

On Firefox [Mac]

Both files

On clicking "Add Step"

ReferenceError: event is not defined image-sequencer.js:184383:11
onImage/reader.onload /dist/image-sequencer.js:184383:11

Break out longer functions into sub source files and require in

If it's possible, can you check if you can break out any of your longer functions into sub files? If you need shared scope, maybe you'll have to pass them in via the function parameters, so they'll be less inter-referential.

But this will make your code into smaller, more independent and easier (one thing per function) parts. So I think it's worth it in some cases!

Rework UI Handling

@jywarren you were once suggesting changes in the UI module. I thought upon them, and find them really interesting. Also, the current system has forward compatibility issues (Adding new features to it is really complicated. The code quality isn't very good). I have been working on the new model, with a much cleaner syntax and code and working on it all day. Will create a PR when ready.

Some takeaway features are:

  • User defined variables : Users can define a variable for any step. This can be used to store the reference of an HTML Element, for further use in the other events (Like you suggested earlier) .
        sequencer.setUI(
            onSetup: function(step){
                step.image = document.createElement('img'); // create a user defined variable step.image
                step.image.setAttribute( 'id', 'IS-'+step.ID ); // access the default variable step.ID
                ... // append to DOM and other stuff
            },
            onComplete: function(step){
                step.src = step.output;
            },
            onRemove: function(step){
                step.remove();
            },
        );
  • Unified variables : Earlier there were too many unnecessary variables and objects in the picture : options, identity, etc. Now all come under the same banner steps. This brings in clarity and helps maintain code, and is good for new contributors!
  • Easier to understand and more User Friendly.

I am sorry, the "Bootstrapping Phase" doesn't seem to end very soon, major functionality changes happening every day... :(

Demos rework + starter module rethink

Now that we have a UI system, I'd like to take the "starter module" idea from the previous demo, and start by plugging it into the new sequencer code.

This is the first step in getting a demo that runs on the new code. But do you think we should package up the selector more than including it in the demo code? I had originally seen it as a kind of "special module" but if it really doesn't fit into the architecture, we can just provide it in something like demo/initial-image.js

Add Step via HTML ui in demo errors in PixelManipulation

As described in #6, in comments, after merging #6, I still got:

Uncaught TypeError: Cannot read property 'src' of undefined
    at PixelManipulation (image-sequencer.js:184462)

on this line: https://github.com/publiclab/image-sequencer/blob/master/src/modules/PixelManipulation.js#L17

when adding a new step via the HTML ui. But then when I drop a new image into the image-select UI, all steps run correctly.

This may have to do with sequencer.run()

NodeJS Binary Output

We should allow users on NodeJS to save output to actual binary files!
Agree?
Some gitignored directory like ./output/ could be used for the same

Incorporate test images into tests

Closed #1 as it is a bit out of date now, but I still would like tests which incorporate a "before" and "after" image, as attempted in this code:

https://github.com/jywarren/image-sequencer/blob/3d43eceff9a51ed2f85c3ce42277017c7890e435/test/image-sequencer.js#L31-L59

At simplest, we could perform an operation, then reverse it -- like, for example, inverting and inverting again -- and then confirm that the image is the same after the test, perhaps using:

Or even as an initial step, do an operation on an image and expect() that it's not the same -- just confirm that /something/ happened. Then move on to more complex tests of actual test images.

If this is in another PR, please link it here, thanks!

Filetype extraction

Some modules might require the filetype.
I hadn't noticed that options.format is undefined, so:

options.format = options.format || "jpg";

always results in options.format to be equal to jpg.
Also, we can't only rely on extension of the file. For example, a jpg file renamed as png would work perfectly fine otherwise, but when we set the src for img, we do:

img.src = 'data:image/' + options.format + ';base64,' + buffer.read().toString();

so this might result in a faulty image.
Should we import the module file-type?

A Semantic Issue

How addSteps, removeSteps, etc. work currently :
If no image is specified in the addSteps or removeSteps arguments, then the operation is performed on all images.

Recently we allowed chaining of methods which enables us to do this:

    sequencer.loadImage('image.jpg').addSteps('ndvi-red').run()

As you can see, no image is specified with addSteps. This means that ndvi-red will be added to ALL images present in the sequencer.

What should be done:

  • If chained, apply the steps only to the image which is being chained by storing which steps are being chained and the image associated in the object returned by these methods?

or

  • Force the user to specify the image.

Namespaced persistent data for each module

Still traveling so i'll get to your other issues when i can, but I wanted to suggest that persisted data from each module could be stored in a namespaced hash, such as:

metadata = {
'ndvi-red': { ... },
'exif': { ... }
}

That object would be accessible to each module, and the UI functions as well. Haven't thought through how to pass it but perhaps it's just a property of each image object that the sequencer stores? Any thoughts?

Unnecessarily slow algorithm

When a step is added to the sequencer, It gets pushed into steps[], and then the code runs through ALL the steps, running the modules again and again.
I think we should change that. This is making the program unnecessarily slow.

Shouldn't we change this? What do you think, @jywarren ?

Issue with non-JPEG images also affecting alpha channel

The Issue

Now PixelManipulation works perfectly fine for JPEG images. Issues come up when we use PNG/GIF images. I am currently using a petty fix so that this works for all images. This is what I do in PixelManipulation.js :

options.format = "jpeg";

I am hardcoding the format to "jpeg" whenever a module using PixelManipulation is used.
So this is working for all images. But as a result, we can't work with images having an alpha channel.

This is what is happening: (Have spent about 2 days on this)

  • savePixels() generates a readable stream -- r
  • base64-stream generates a writable stream -- w
  • r.pipe(w) pipes r to w
  • the event listener 'finished' is attached to the pipe which is responsible for converting the image data to a DataURI.

In JPEG images this process works perfectly fine. But for PNG/GIF, the 'finished' event never gets triggered (I've tested this.)

Surprisingly, the same code worked for a 16x16 pixel PNG image.

Possible Explanation(s)

I am aware that save-pixels uses different parsers for PNG, JPEG, GIF. This may be causing some issue. But also, The code works fine when the writable stream is as follows

var w = require('fs').createWriteStream('output.png')

instead of:

var w = base64.encode();

So this may be an issue with the base64-stream.

Overview

  • Works fine for JPEG
  • Issue saving PNG or GIF images
  • Temporary fix applied : convert all images to JPEG
  • Implication : We can't work with alpha channel images

Another Fix (not a good idea, didn't do this)

Create a temporary binary PNG/GIF file using fs, convert it into a DataURI using urify and then destroy the temporary binary. Didn't do this because this won't work for Browsers.

Pixel Manipulation and GIFs

Thanks to #73, GIFs are fully supported by PixelManipulation!

But It doesn't really work as expected. I inverted the following GIF using IS :

ani-pm-hammer

This is the result:

gif

It doesn't apply to all frames, I guess. Also, now the GIF doesn't play infinitely. It just plays once.
(Try opening the image in a browser tab and then Cmd+Shift+R or Ctrl+Shift+R)

Should Node-Canvas be used?

I know, we've had this discussion about node-canvas earlier, but since quite a lot of algorithms are based on canvas, Do you think we should include node-canvas in image sequencer anyway?

Difference in Infragram & ImageSequencer ndvi-red results

Original

original

Image Sequencer Output

Full Image

Image Sequencer

Infragram Output

Full Image

Infragram

Is the algorithm we are using for ndvi-red correct?

    function changePixel(r, g, b, a) {
      var ndvi = 255 * (b - r) / (1.00 * b + r);
      return [ndvi, ndvi, ndvi, a];
    }

Split README.md into README.md and CONTRIBUTING.md

Now that Image Sequencer has been published to npm, I think the README.md should only consist of Usage instructions and all the development notes should be in CONTRIBUTING.md.
Am I right in thinking so?
Also because README.md has become very long over the time.

Should README.md have a small navigation or "jump to..." section?

segmented-colormap module

we can use PixelManipulation, and copy this directly from Infragram.org (https://infragram.org/sandbox/):

https://github.com/publiclab/infragram-js/blob/master/public/infragram.js#L88-L114

that method returns a new function which maps an incoming value (0-255) to an outgoing value, and can be run on each pixel.

Colormap functions are based on a nested array:

https://github.com/publiclab/infragram-js/blob/master/public/infragram.js#L212-L214

var c = segmented_colormap([[0, [0, 0, 255], [38, 195, 195]], [0.5, [0, 150, 0], [255, 255, 0]], [0.75, [255, 255, 0], [255, 50, 50]]]);
c(0) // => [0, 0, 255]

then we can make lots of different segmented_colormaps! Gradient colormaps too, but later; this is simpler for now.

screenshot 2017-07-08 at 2 05 29 pm

Also the Fastie colormap:

colormap_fastie = segmented_colormap([[0, [255, 255, 255], [0, 0, 0]], [0.167, [0, 0, 0], [255, 255, 255]], [0.33, [255, 255, 255], [0, 0, 0]], [0.5, [0, 0, 0], [140, 140, 255]], [0.55, [140, 140, 255], [0, 255, 0]], [0.63, [0, 255, 0], [255, 255, 0]], [0.75, [255, 255, 0], [255, 0, 0]], [0.95, [255, 0, 0], [255, 0, 255]]]);
 ```

Colorbar acts awry

When a Colorbar module is applied, It Makes the entire page (HTML) slow. Also after adding a colorbar module, results of adding other modules is undesirable.

Should we implement a better alternative?

CORS Image error on GitHub hosted demos

There are Cross Origin Resource Sharing Canvas errors on Safari, IE, Opera, Mobile based-browsers.

This is because they not implemented CORS enabled images yet. MDN Source
The entire code of Image Sequencer depends on CORS Enabled images.

CORS enabled images are supported only on Desktop based Chrome and Firefox
Other desktop based browsers and support by any mobile-based browser is questionable as of now.

Can we do something about this? Because not doing so would render "Image Sequencer" useless for a huge chunk of Desktop users and all Moblie users?

What Should Module Logs Include?

We decided to have logging. SO, what data should be logged? Where does the logged data go?
Does it remain accessible only for that session or should it get stored in a LOG file (for Node.js)?

I think the following should be logged:

  • Module Name & Options
  • Image details (dimensions,format)
  • Success/Failure in generating image

Please let me know what all I am missing.
Thanks :-)

chainable methods

if each method loadImages(), addStep() etc returns the sequencer itself, we can chain, like:

sequencer.loadImages(image_name, image_src)
         .addStep(...)
         .run();

That's also a really succinct way to demonstrate the entire usage cycle of the library, and would be great to include in the README!

Implement QR-Decode Module

I found quite a few npm packages for the same:

Since jsQR is a pure JS port of the best QR Code decoding library ZXing, and it does not use Canvas or WebGL, I think We should use that. Nad I shall go ahead with it's implementation.

More Testing

Should we include grunt build as a build job?
anything else we should include? Once the PhantomJS tests are ready, we should include them too.

Reorganize Modules Folder Structure

I was implementing FishEyeGL and noticed that we need a different folder structure for that.
FishEyeGL has shaders. So there have to be multiple files.
So instead of this:

.
└─ src
    └─ modules
        ├─ Crop.js
        ├─ NdviRed.js
        └─ FishEyeGL.js

Should we move into this:

.
└─ src
    └─ modules
        ├─ Crop
        │   └─ Module.js
        ├─ NdviRed
        │   └─ Module.js
        └─ FishEyeGL
            ├─ Module.js (Connects Image Sequencer to the external module - fisheyegl.js)
            ├─ fisheyegl.js
            └─ shaders
                ├─ fragment.glfs
                ├─ method.glfs
                └─ vertex.glfs

Benfits of this folder structure :

  • Multiple files per module can be stored.
  • Easier to port external modules - We can have the external module file and our own Module.js which will act as an API between the external module file and hence convert the external module into an ImageSequencer "Module"
  • Easier to maintain long code for complex modules like "segmented-colormap" (I know, this isn't that complex, but modularization will make the code more readable.)

image degredation over repeated steps (invert)

Aha, very interesting! If you repeat clicking too long, the image degrades; we can address this in a follow-up issue but it's really cool to see, actually! Must be decimal/integer issues.

index 2

Kind of fascinating actually I wonder if it's conversing values from decimal to integer and back over and over. We could actually test for this, to be honest, by running the invert 20 times.

As to a solution, I think there are non drifting decimal math implementations we could use from other libraries.

Create Histogram Module

Also, don't you think that the steps after histogram should use the output from the step BEFORE histogram?
It doesn't quite make sense to apply a module on the "histogram" output.
So what we can do is, the histogram module shows the histogram of the image but passes on ITS INPUT as its output to OTHER modules.

Similarly for the QR Code module?

expose direct commandline interface via commander

This would be really great to show in the README, too -- to demonstrate that it's possible to use this in an everyday commandline setting:

https://www.npmjs.com/package/commander

I think it'd have to accept some kind of command string, maybe JSON like:

imagesequencer --help
imagesequencer -s "crop:cropOptions,..." image.png

This may need more thought but it'd be a cool idea to have a section in the docs that's like From the commandline

Rewrite using callbacks

I was working on #1. I was able to get a basic version running on node.
I was wondering if we could use callbacks/promises in the code?

Tweaks to getImages & docs

Just reading through this again and trying to think as a newcomer --

Should we add loadImage() as well as loadImages()? I guess I feel the initial default assumption should be that the library works on a single image, and multiple images is a additional mode. That's sort of conceptually simpler too, as a starting point. The README could then say use loadImage(...) then have a section called For multiple images, use loadImages(). I feel this could be clearer, what do you think?

Which versions of node are to be supported and tested?

In .travis.yml :

language: node_js
node_js:
  - '4'
  - '5'
env:
  - CXX=g++-4.8

Are these the only Node versions we should be testing builds on? what about v6, v7, v8?
I run v7.4.0 on my computer.

➜  image-sequencer git:(documentation) node -v
v7.4.0

add fisheyegl module

Hi, @ccpandhare - whats the latest?

I wanted to add this as a feature request down the line -- it's a good one to try to develop a test for:

https://github.com/jywarren/fisheyegl

could be a great module. I want to suggest a test that takes a checkerboard image and corrects fisheye, then diff-compares it with a correct checkerboard.

Issues With ImageManipulation.js

There is some problem with the savePixels part of the ImageManipulation.js with all images.
Some pixels don't get saved and also the saturation of the image, somehow, decreases.

Before:
Timetable Before

After:
Timetable After

In fact, the "After" image is corrupted, those at the bottom are empty pixels and not white pixels.
The module used with ImageManipulation.js was DoNothingPix.js. This module just includes ImageManipulation.js without changing any pixels. This module was made specifically for this purpose.

I believe the number of empty pixels isn't proportional to image size. This is because larger images have smaller area of "empty" pixels. For example:
Before:
Sundar Before

After:
Sundar After

One might be tempted to think that the "After" image of Sundar Pichai is perfectly fine, but upon close inspection, it comes out that there is a thin strip of empty pixels at the bottom, and also, the image is slightly desaturated.

Maybe this is a flaw with save-pixels module (the desaturation part).
We are surely missing something due to which we are gettng the blank strip of pixels.

Clarification About GH-Pages

I am not sure what we could put up on the gh-pages branch. As of now, ImageSequencer doesn't have a browser UI, although it does work on browser. So what should I update on the gh-pages branch? It won't be a very good demo, for sure...

Browser Based Tests Using tape-run

And confirm that the library runs the same in both nodejs and phantomjs -- this will be cool! You could do it in a separate file called browserSpec or something.

Planning Issue for the Image Sequencer GSoC Project

This is my plan for the summer. Please suggest any suggestions which you may deem fit @jywarren @ebarry. There is still a lot to be written here, will keep adding more points with time. This is by no means, exhaustive.
Link to my proposal

Phase 1 : Core functionality and JSON Input Support

In this phase I will build upon the core fuctions of Image Sequencer (addSteps, removeSteps, insertSteps, loadImage)

  • Create function addSteps which accepts data in many formats (JSON and otherwise) as described in the development wiki (PR #24)
  • Create the system to be used for handling images : Instead of choosing Sharp or Jimp or lwip, I stuck to plain old DataURIs in custom Image objects. As the mentioned modules have huge functionalities which are not relevant to Image Sequencer. (PR #24)
  • Create the framework for using multiple images : Finally enables Image Sequencer to handle multiple images at once. (PR #24)
  • Similarly, create removeSteps, insertSteps, loadImages and modify run (PR #24)
  • Update Usage Instructions in Readme.md

Phase 2 : Unit Tests, Modularization, Unified Input Parsing

  • Unit Tests for the methods addSteps, removeSteps, insertSteps, run (PR #28)
  • Image Based Unit Tests : Double Inversion Test, NDVI Test (PR #30)
  • Unified Input Parser : A Single Module to parse inputs in different formats - reduces source size and helps manage code. (PR #28)
  • Modularization of large functions which were earlier a part of src/ImageSequencer.js (PR #28)

Phase 3 : Module Logs, custom I/O, headless testing, Chaining, replaceImage

  • Headless Browser Testing using the tape-run module. (PR #55)
  • Method Chaining (PR #44, #53)
  • Added Invert Module (PR #30)
  • replaceImage Created, and along with it, its gh-pages demo. (PR #35)
  • Create a module log. This will store logs from various modules. Useful for debugging. (PR #37)
  • Allow modules to interact with the user, accept and output data apart from images. (example: data of a QR Code)

Phase 4 : User Interface, Support external Images

  • Create Module Interface (PR #67 ISS #85)
  • Create the User Interface for node based and browser based implementations of Image Sequencer. (Across various PRs)
  • local image support on Browser (PR #81)
  • URL image support on Browser (PR #81)
  • URL image support on Node.JS (PR #81)

Phase 5 : Additional New Features

  • Added method .exportBinary() to export images as binary (NodeJS) (PR #90)
  • Image testing using pixel-by-pixel comparison with a tolerance level (PR #89)
  • Describing module requirements using an info.json file for every module. (PR #92)
  • Implemented Complete demo (PR #92)
  • Added Basic Command Line Interface (CLI) (PR #95)
  • Publish demos to GH-Pages (PR #96)

Phase 6 : Module Implementation & NPM

This phase involves implementing the various modules as mentioned in the Readme.md and my project proposal.

  • Publish to NPM
  • FisheyeGl (PR #61)
  • Crop (PR #56)
  • Invert
  • Segmented Colormap (PR #57)
  • QR Code Module (PR #72)

Planning interface architecture

Just to kick this off, i had some thoughts:

Each module should have a default interface, which perhaps just doesn't do anything. But we should be able to add an interface, and connect up:

  • onAdd or onSetup - runs when the module is added - can be used to create/append HTML
  • onTrigger or onDraw - runs when the module is run
  • beforeDraw vs. afterDraw? These could display for example a spinning icon when a process starts, and hide the spinner on completion. Alternately, we could also use onComplete.
  • we should make some methods available to any HTML features we construct inside onSetup -- maybe pass in some methods like onSetup(stuff)

Custom UI for modules

We discussed on #62 that modules should provide their own basic UI. This can be done by creating a wrapper UI module which requires in the actual module and also contains the UI elements.

What do we mean by a basic UI? A basic UI could just mean <input type="text" /> elements for all input fields or a slider as in FIsheyeGl. It's not very clear as to what should be done - or what the purpose is.

What are our expectations from the module in terms of UI? What UI Elements should it return? Ideally, Image Sequencer is supposed to have multiple steps, and not one entire page for just one step (Which has been the case for the demos I have recently made).

This is why I thought that the module can return the elements that it wants, but again the positioning and styling will highly depend on the implementation (one-step, multi-step, multi-image, et cetra.) , so it is really hard to expect the module to return a fit-all UI which can simply be injected into the front end code.

I think still a little clarity is needed on this front.

UniqueID : Random or Sequential?

@jywarren I have been working on the removeStep().
We need a unique ID for every step for this to be done. I am aware that we already have one. It is defined in /src/UserInterface.js. This is a problem. Because /src/UserInterface.js is imported only for browser implementations.
Hence it is a unique ID only for the Browser UI, right?

We'll need a unique ID for every step. Either now, or in the future.

For the purpose of testing my code, I have implemented a sequential Unique ID system : 0,1,2,... which is implemented in /src/ImageSequencer.js

My question is : should we use a sequential one, or the one which is already implemented in /src/UserInterface.js ?

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.