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Unity代码逻辑热修复

可用于Unity业务的bug修复,支持Unity全系列,全平台。

几个亮点

  • 直接在Unity工程上修改C#即可更新
  • 老项目无需修改原有代码即可使用
  • 每个游戏一份私有补丁格式,安全更有保障

安装

编译

  • Window下打开源码包的Source\VSProj\build_for_unity.bat,UNITY_HOME变量的值修改为指向本机unity安装目录
  • 运行build_for_unity.bat

复制

这里对应的是一个Unity工程目录

  • IFixToolKit拷贝到Unity项目的Assets同级目录
  • Assets/IFix,Assets/Plugins拷贝到Unity项目的Assets下

文档

技术支持

请通过issue来咨询及反馈问题,便于后续跟踪及检索。

injectfix's People

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injectfix's Issues

子类重写时先执行带泛型的方法会出错

//父类
public virtual void SetData(T data)
{
Init ();
_data = data;
}
//子类
[iFix.Patch]
public override void SetData (TopupConfig.topup data)
{
base.SetData (data);
Title.text = data.name;
}
这样子修复是有问题的。
生成时并没有报错,逻辑会在base.SetData (data);这句卡住,并且没有任何报错。
大佬可否增加一个提醒
另外向大佬请教下[IFix.CustomBridge]的具体用途,重点 谢谢大佬!!!

修改源码导出新的dll后,xcode工程导出报错,像是IL2CPP转方法报错了 IFix.Core.EvaluationStackOperation::ToObject

抱歉打扰了,以下是我遇到的问题

因为是老项目,在Inject的时候报了个错:too many internal methods ,于是找到源码修改了下面部分,把 ushort 改成了 int
1

重新生成解决方案后,我把Debug目录里面的 IFix.exe 和 IFix.Core.dll复制到了工程下,Inject无问题,但是后面导出xcode的时候就报错了

2

3

看起来像是 IL2CPP在 转换 c++ 的过程中出现了什么问题。

重新执行 build_for_unity.sh 似乎也没有解决。

是不是直接生成的解决方案下的dll不行?是否除了改代码还要执行别的什么操作?

万分感谢!!!

Unhandled Exception:System.Exception: Utils/<ReadBinaryFileAsync>d__0 is CompilerGenerated

unity 2018.4.5 ,原先的标题和这个内容无关,另开一个,希望能解决,直接在HelloWorld项目中,添加下面的文件,即可重现错误。
Unity2018.4.5\Editor\Data\il2cpp\build 路径下的Mono.Cecil.dll ,Mono.Cecil.Mdb.dll,Mono.Cecil.Pdb.dll三个文件替换项目中的文件,问题依旧

using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;

public class Utils
{
public async Task<byte[]> ReadBinaryFileAsync(string filePath)
{
using (FileStream sourceStream = new FileStream(filePath,
FileMode.Open, FileAccess.Read, FileShare.Read,
bufferSize: 4096, useAsync: true))
{
List byteSource = new List();

        byte[] buffer = new byte[4096];
        while (await sourceStream.ReadAsync(buffer, 0, buffer.Length) != 0)
        {
            byteSource.AddRange(buffer);
        }

        return byteSource.ToArray();
    }
}

}

热更成功,Debug信息正常,但是 Text 赋值失败

首先很感激作者,能共享又一个优秀的FixBug手段,从XLua到InjectFix,辛苦了

我用InjectFix在自己建立的测试工程中测试:

1.HotFixTest.cs中 一个TestRun方法,只是UnityEngine.Debug.Log一个字符串,并返回这个字符串
2.LogicMgr.cs中 根据按钮点击 呼叫 TestRun方法并接受其返回的字符串,通过一个Text对象LogText来显示到屏幕上.并且Debug.Log字符串的内容;
3.LogicMgr.cs中还有一个按钮是会到Server上拉取对应的HotPatch并通过 PatchManager.Load加载;

测试的结果,Debug.Log中的信息的确热更成功了,但是 Text对的内容却没有更新,而且没有看到任何的错误信息

请作者大大,帮忙分析一下,如果需要我贴一下代码

patch有泛用型参数的函数,unity编辑器报错 ArgumentNullException: Value cannot be null. Parameter name: value System.IO.BinaryWriter.Write (System.String value) (at <23c160f925be47d7a4fd083a3a62c920>:0) IFix.Editor.IFixEditor.writeMethods (System.IO.BinaryWriter writer, System.Collections.Generic.List`1[T] methods) (at Assets/IFix/Editor/ILFixEditor.cs:666) IFix.Editor.IFixEditor.GenPatch (System.String assembly, System.String assemblyCSharpPath, System.String corePath, System.String patchPath) (at Assets/IFix/Editor/ILFixEditor.cs:707) IFix.Editor.IFixEditor.Patch () (at Assets/IFix/Editor/ILFixEditor.cs:745)

public interface IClass
{
void Hello(T input);
void Hello();
}
public class BasicClass : IClass
{
[Patch]
public void Hello(T input)
{
FLogger.Debug(FLogTag.Misc,"adsasasd");
}
public void Hello()
{
FLogger.Debug(FLogTag.Misc, "adsasasd");
}
}

public class Calculator<T> : BasicClass<T>
{
    public T Sum(T a, T b)
    {
        //this should still return a+b // is it magic?
        Hello(a);
        Hello();
        return a;
    }
}

patch public void Hello() 没有问题,但是patch public void Hello(T input)的时候unity编辑器会报错 ArgumentNullException: Value cannot be null. Parameter name: value System.IO.BinaryWriter.Write (System.String value) (at <23c160f925be47d7a4fd083a3a62c920>:0) IFix.Editor.IFixEditor.writeMethods (System.IO.BinaryWriter writer, System.Collections.Generic.List`1[T] methods) (at Assets/IFix/Editor/ILFixEditor.cs:666) IFix.Editor.IFixEditor.GenPatch (System.String assembly, System.String assemblyCSharpPath, System.String corePath, System.String patchPath) (at Assets/IFix/Editor/ILFixEditor.cs:707) IFix.Editor.IFixEditor.Patch () (at Assets/IFix/Editor/ILFixEditor.cs:745)

InjectFix对Unity的版本要求

2019.2.10f1正常Inject后,unity发布时会重新生成Assembly-CSharp.dll,导致产品无法InjectFix,是否对Unity有版本要求?测试发现2019.1.X的版本正常。

IFix报错日志,缺少源码行信息,不方便排查问题

例子:

at IFix.CodeTranslator
      .getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) 
     [0x00e46]  in <4869fd109e9d46d786c063346dae80a5>:0 

UnityEngine.Debug:Log(Object)
IFix.Editor.IFixEditor:CallIFix(List`1) (at Assets/IFix/Editor/ILFixEditor.cs:133)
IFix.Editor.IFixEditor:InjectAssembly(String) (at Assets/IFix/Editor/ILFixEditor.cs:283)
IFix.Editor.IFixEditor:InjectAllAssemblys() (at Assets/IFix/Editor/ILFixEditor.cs:301)
IFix.Editor.IFixEditor:InjectAssemblys() (at Assets/IFix/Editor/ILFixEditor.cs:152)

不方便排查问题

Warning: read ./Library/ScriptAssemblies/Assembly-CSharp.dll with symbol fail

unity 2018.4.5
报错:这个报错在HelloWorld例子中也出现
Warning: read ./Library/ScriptAssemblies/Assembly-CSharp.dll with symbol fail

自己的项目中:
Unhandled Exception:System.Exception: XXX.Utils/d__4 is CompilerGenerated
at IFix.CodeTranslator.addExternType (Mono.Cecil.TypeReference type, Mono.Cecil.TypeReference contextType) [0x00056] in :0
at IFix.CodeTranslator.addExternMethod (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller) [0x000ba] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00123] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00f64] in :0
at IFix.CodeTranslator.addAnonymousCtor (Mono.Cecil.MethodDefinition ctor) [0x00060] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00deb] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00f64] in :0
at IFix.CodeTranslator.addAnonymousCtor (Mono.Cecil.MethodDefinition ctor) [0x00060] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00deb] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00f64] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00f64] in :0
at IFix.CodeTranslator.getMethodId (Mono.Cecil.MethodReference callee, Mono.Cecil.MethodDefinition caller, System.Boolean directCallVirtual, IFix.CodeTranslator+InjectType callerInjectType) [0x00f64] in :0
at IFix.CodeTranslator.processMethod (Mono.Cecil.MethodDefinition method) [0x00000] in :0
at IFix.CodeTranslator.Process (Mono.Cecil.AssemblyDefinition assembly, Mono.Cecil.AssemblyDefinition ilfixAassembly, IFix.GenerateConfigure configure, IFix.ProcessMode mode) [0x00190] in :0
at IFix.Program.Main (System.String[] args) [0x0016c] in :0

UnityEngine.Debug:LogError(Object)
IFix.Editor.IFixEditor:CallIFix(List`1) (at Assets/IFix/Editor/ILFixEditor.cs:140)
IFix.Editor.IFixEditor:InjectAssembly(String) (at Assets/IFix/Editor/ILFixEditor.cs:269)
IFix.Editor.IFixEditor:InjectAllAssemblys() (at Assets/IFix/Editor/ILFixEditor.cs:287)
IFix.Editor.IFixEditor:InjectAssemblys() (at Assets/IFix/Editor/ILFixEditor.cs:152)

配置文件

[Configure]
public class IFixConfig {
    [IFix]
    static IEnumerable<Type> ToProcess
    {
        get
        {
            return (from type in Assembly.Load("Assembly-CSharp").GetTypes()
                where type.Namespace == "XXX"
                select type).ToList();
        }
    }

}

XXX是我们自己的命名空间

如何卸载补丁

目前可以使用PatchManager.Load方法来加载补丁
如果重复调用该方法会覆盖之前的补丁
那么现在有卸载补丁的接口吗,还是说现在需要卸载的情况必须加载一个默认补丁来覆盖之前的补丁来实现?

IFix.IDMAP问题求助

Unity2018.4.7,导出安卓工程时,报错:
IL2CPP error for type 'IFix.IDMAP' in assembly '/xxx.../Data/Managed/Assembly-CSharp.dll'
Additional information: Value of type 'int' is too large to convert to ushort.

如何保证多次生成Instruction.cs内容一致

如果项目更新了,或者目录下Instruction.cs内容丢失了,需要重新生成 exe,那如果保证能发布出来 Patch 跟现网的 dll 对应?

是否可以将ShuffleInstruction.cs里的随机函数种子改为用户输入的一个密钥,根据该密钥生成唯一的Instruction.cs内容

运行Demo中的例子,报错

按照案列文档操作,把patch移到了IFix/Resources文件夹下,运行Unity的时候报以下错误:
Exception: assembly may be not injected yet, cat find IFix.ILFixInterfaceBridge, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
IFix.Core.PatchManager.Load (System.IO.Stream stream) (at <918685c187314494a24e37379d310620>:0)
Helloworld.Start () (at Assets/Helloworld/Helloworld.cs:24)

请问如何对预生成的dll进行注入

发现InjectAssembly方法默认会去“./Library/ScriptAssemblies/”目录找dll,现有注入流程会提示找不到dll错误。对于预生成的dll,是否可以脱离unity出包流程,单独进行dll注入和生成补丁呢。

顺便求个官方交流群~

带out泛型参数的方法Patch不生效

以下测试了3个带out关键字的hotfix,
发现只有OutTest2是可以被Patch的
其他两个不生效

using System.Collections.Generic;
using IFix;
using UnityEngine;

public class HotfixTest : MonoBehaviour
{
    public void Run()
    {
        List<string> s;
        int a;

        this.OutTest1(2, out s);
        this.OutTest2(out a);
        this.OutTest3(out s);
    }

    [Patch]
    public void OutTest1(int count, out List<string> s)
    {
        s = new List<string>();
        Debug.Log("OutTest1-fix");
    }

    [Patch]
    public void OutTest2(out int count)
    {
        count = 22;
        Debug.Log("OutTest2-fix");
    }

    [Patch]
    public void OutTest3(out List<string> s)
    {
        s = new List<string>();
        Debug.Log("OutTest3-fix");
    }
}

Patch前,输出
OutTest1-fix
OutTest2-fix
OutTest3-fix

Patch中Log代码改为
Debug.Log("OutTest*-fixed");
运行并加载Patch,输出
OutTest1-fix
OutTest2-fixed
OutTest3-fix

=========================
随便也测试了ref关键字测试,情况和out一样
删除方法的ref/out关键字后,可以正常注入Patch

Exception: instruction magic not match

unity版本 2019.1.5f1 64位 PC平台
按照 《编辑器下体验热补丁》 操作后。
报错:
Exception: instruction magic not match, expect 1657824154692109704, but got 5634132482224155774
IFix.Core.PatchManager.Load (System.IO.Stream stream) (at :0)
Helloworld.Start () (at Assets/Helloworld/Helloworld.cs:25)

配置注入所有types,但是注入报错!

List types = Assembly.Load("Assembly-CSharp").GetTypes().ToList();

将上述types 设置为配置列表后,注入报空指针
Unhandled Exception:System.NullReferenceException: Object reference not set to an instance of an object
at IFix.CodeTranslator.checkILAndGetOffset (Mono.Cecil.MethodDefinition method, Mono.Collections.Generic.Collection1[T] instructions, System.Collections.Generic.Dictionary2[TKey,TValue] ilOffset, System.Int32& stopPos) [0x0033c] in :0

异步匿名函数不支持吗?

如下Class:
public class Calculator
{
private System.Action action;
public void TestFix()
{
action += async go =>
{
await Task.Delay(1000);
};
}
}

在Inject的时候报错:
Unhandled Exception:System.Exception: IFix.Test.Calculator/c__async1 is CompilerGenerated

【实现建议】不用IDMAP,只使用IDTagAttribute。

老项目的dll,注入了3万5千多个函数,生成IDMAP在ios的il2cpp阶段出错了。
Unity 5.6.7f1的il2cpp对字段数量的限制是32767【这应该是Unity.IL2CPP的bug】。

看了下iFix实现,如果直接用IDTag来标识函数唯一int索引,应该也没有问题。
现在IDTag主要为了重载函数准备的。

自己尝试建了个XIDAtrribute,使用有效,生成的dll还变小了。

感觉没必要使用IDMAP,直接用IDTag来标记不是挺好的。有什么特殊考虑吗?

Enum的Equals方法

我们项目在使用的过程中,如果有枚举的Equals方法,在游戏运行的过程中会报如下错误
image
谢谢!!!

针对不同平台进行Fix时报错

Windows平台下执行Fix(Android)第三方库会报has an extra field of type in the player and thus can't be serialized这类错误,切换到Android执行后正确,然后在Android平台下执行Fix(IOS)会报 The type or namespace name 'iOS' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)这类错,切换到iOS平台下后执行正确。请问Fix(Android)和Fix(iOS)必须要在对应平台下执行吗?

和xlua测试用例的比较

测试用例比较少, 用xlua的测试用例测试了下
发现
泛型方法 public T Test1()
InvalidDataException: not support generic method: T Test1T
IFix.Editor.IFixEditor.GenPatch (System.String assembly, System.String assemblyCSharpPath, System.String corePath, System.String patchPath) (at Assets/IFix/Editor/ILFixEditor.cs:671)
IFix.Editor.IFixEditor.Patch () (at Assets/IFix/Editor/ILFixEditor.cs:722)

泛型类 public class GenericClass
NullReferenceException: Object reference not set to an instance of an object
IFix.Editor.IFixEditor.GetCecilTypeName (System.Type type) (at Assets/IFix/Editor/ILFixEditor.cs:391)
IFix.Editor.IFixEditor.writeMethods (System.IO.BinaryWriter writer, System.Collections.Generic.List`1 methods) (at Assets/IFix/Editor/ILFixEditor.cs:645)
IFix.Editor.IFixEditor.GenPatch (System.String assembly, System.String assemblyCSharpPath, System.String corePath, System.String patchPath) (at Assets/IFix/Editor/ILFixEditor.cs:691)
IFix.Editor.IFixEditor.Patch () (at Assets/IFix/Editor/ILFixEditor.cs:722)

public struct StructTest
public GameObject GetGo(int a, object b)
应该都还没支持?

xlua中的一开始的这个
int CALL_TIME = 100 * 1000 * 1000;

xlua的数据
Hotfix using:1740.7495
No Hotfix using:1509.3954
drop:0.132904878042475

IFix的
没有注入的时候, 比如 reimport之后
using:1300.0526 基本1400左右

只执行了Inject
using:2899.4215 基本就是2800左右

放入之前打的补丁 Assembly-xx.bytes
using:73007~88536.4775 基本80000 左右

这个差距感觉比想象中要大啊, 虽然都是windows下debug测试的,为什么xlua的差距没有那么大,这个差距这么大呢?

InterpretAttribute,ReverseWrapperAttribute 这2个标签的用处是什么呢?

热更成功,但有个方法Patch会报错

报错:System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ExecutionEngineException: Attempting to call method 'MBaseView::GetView' for which no ahead of time (AOT) code was generated.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0
at IFix.Core.ReflectionMethodInvoker.Invoke (IFix.Core.VirtualMachine virtualMachine, Call& call, Boolean isInstantiate) [0x00000] in :0
at IFix.Core.VirtualMachine.Execute (IFix.Core.Instruction* pc, IFix.Core.Value* argumentBase, System.Object[] managedStack, IFix.Core.Value* evaluationStackBase, Int32 argsCount, Int32 methodIndex, Int32 refCount, IFix.Core.Value** topWriteBack) [0x00000] in :0
at IFix.Core.VirtualMachine.Execute (Int32 methodIndex, Call& call, Int32 argsCount, Int32 refCount) [0x00000] in :0
at IFix.ILFixDynamicMethodWrapper.__Gen_Wrap_0 (System.Object P0) [0x00000] in :0
at BaseView.OnShowLoadComplete (.CacheInfoData cacheInfo, System.Object[] args) [0x00000] in :0
at AssetsCachePool.onLoadComplete (.AssetsData ad, System.Object[] args) [0x00000] in :0
at Assets+c__Iterator0.MoveNext () [0x00000] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in :0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0
at IFix.Core.ReflectionMethodInvoker.Invoke (IFix.Core.VirtualMachine virtualMachine, Call& call, Boolean isInstantiate) [0x00000] in :0
at IFix.Core.VirtualMachine.Execute (IFix.Core.Instruction* pc, IFix.Core.Value* argumentBase, System.Object[] managedStack, IFix.Core.Value* evaluationStackBase, Int32 argsCount, Int32 methodIndex, Int32 refCount, IFix.Core.Value** topWriteBack) [0x00000] in :0
at IFix.Core.VirtualMachine.Execute (Int32 methodIndex, Call& call, Int32 argsCount, Int32 refCount) [0x00000] in :0
at IFix.ILFixDynamicMethodWrapper.__Gen_Wrap_0 (System.Object P0) [0x00000] in :0
at MBaseView.OnShowLoadComplete (.CacheInfoData cacheInfo, System.Object[] args) [0x00000] in :0

方法:
[IFix.Patch]
public void InitUserInfoData()
{
if(null == mUserHead)
mUserHead = GetView(预制体, 父预制体);

    mUserHead.ShowUserHead(Lv)
    {
        //赋值
    });

// userName.text = this.Nickname; //原代码
userName.text = "热更代码测试"; //patch修改的部分
}

PS:
1、这个要Patch的方法InitUserInfoData(),是在加载预制体的回调里调用的。
2、GetView()是父类的一个方法,具体如下
public virtual T GetView(Transform source, Transform parent = null, SyncEvent Event = null) where T : BaseViewWidgets
{
//实例化操作
}
3、在同一脚本下,热更其他方法是正常的。

请问大神这个也是因为泛型的原因吗?

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