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easyanimation's Introduction

ver 2.0

NB! Breaking changes in 2.0 - due to a lot of requests EasyAnimation does NOT automatically install itself when imported. You need to enable it by calling EasyAnimation.enable() somewhere in your code (AppDelegate is a good idea).

The library doesn't use any private APIs - apps using it should be fine for release on the App Store.

Intro
Layer Animations
Spring Layer Animations
Chain Animations
Cancel Chain Animations
Installation
Credit
License
Version History

Intro

UIView.animateWithDuration:animations: is really easy to use and you're so familiar with its syntax that you often want it to do just a bit more for you automatically. But it doesn't and you need to import Bloated.framework by Beginner Ninja Coder in order to make a bit more advanced animations than what animateWithDuration:animations: allows you to.

EasyAnimation extends what UIKit offers in terms of animations and makes your life much easier because you can do much more without learning some perky new syntax.

In version 2.0 and higher to enable all EasyAnimation features you need to run once this code - AppDelegate is a good place since it'll enable EasyAnimation as soon as your app starts.

    EasyAnimation.enable()

In your other classes you don't need to import EasyAnimation or do anything else. Once you call enable() afterwards you use the normal UIKit APIs like usual.

Easy Layer Animations

EasyAnimation allows you to animate your layers straight from animate(duration:animations:...). No more CABasicAnimation code for you. Just adjust the properties of your layers from within the animations block and EasyAnimation will take care of the rest:

CoreAnimation (before)
    let anim = CABasicAnimation(keyPath: "position.x")
    anim.fromValue = 100.0
    anim.toValue = 200.0
    anim.duration = 2.0
    view.layer.addAnimation(anim, forKey: nil)
EasyAnimation (after)
    UIView.animate(duration: 2.0, animations: {
        self.view.layer.position.x = 200.0
    })

(OK, this example actually works fine also without EasyAnimation but I still keep it here for illustrative purpose)

Or if you need to specify delay, animation options and/or animation curve:

CoreAnimation (before)
    let anim = CABasicAnimation(keyPath: "position.x")
    anim.fromValue = 100.0
    anim.toValue = 200.0
    anim.duration = 2.0
    anim.fillMode = kCAFillModeBackwards
    anim.beginTime = CACurrentMediaTime() + 2.0
    anim.timingFunction = CAMediaTimingFunction(name: 
        kCAMediaTimingFunctionEaseOut)
    anim.repeatCount = Float.infinity
    anim.autoreverses = true
    view.layer.addAnimation(anim, forKey: nil)
EasyAnimation (after)
    UIView.animate(duration: 2.0, delay: 2.0, 
        options: [.repeat, .autoreverse, .curveEaseOut], 
        animations: {
        self.view.layer.position.x += 200.0
    // let's add more animations 
    // to make it more interesting!
    self.view.layer.cornerRadius = 20.0
    self.view.layer.borderWidth = 5.0
}, completion: nil)

And if you want to execute a piece of code after the animation is completed - good luck setting up your animation delegate and writing the delegate methods.

With EasyAnimation you just put your code as the completion parameter value and EasyAnimation executes it for you when your animation completes.

Spring Layer Animations

One thing I really missed since iOS9 when using CoreAnimation and CABasicAnimation was that there was no easy way to create spring animations. Luckily a handy library called RBBAnimation provides an excellent implementation of spring animations for layers - I translated the code to Swift and included RBBSpringAnimation into EasyAnimation.

Easy Animation takes care to use the new in iOS9 spring animation class CASpringAnimation when your app runs on iOS9 or higher and falls back to RBBSpringAnimation when your app runs on iOS8.

Here's how the code to create a spring animation for the layer position, transform and corner radius looks like:

EasyAnimation
    UIView.animate(duration: 2.0, delay: 0.0, 
      usingSpringWithDamping: 0.25, 
      initialSpringVelocity: 0.0, 
      options: [], 
      animations: {
        self.view.layer.position.x += 200.0
        self.view.layer.cornerRadius = 50.0
        self.view.layer.transform = CATransform3DMakeScale(1.2, 1.2, 1.0)
    }, completion: nil)

Sam Davies collaborated on the spring animations code. Thanks a ton - I couldn't have figured this one on my own!

Chain Animations

animate(duration:animations:..) is really handy but chaining one animation after another is a major pain (especially if we are talking about more than 2 animations).

EasyAnimation allows you to use a method to just chain two or more animations together. Call animateAndChain(duration:delay:options:animations:completion:) and then chain to it more animations. Use animate(duration:animations...) or any other method to create chained animations.

EasyAnimation
    UIView.animateAndChain(duration: 1.0, delay: 0.0, 
      options: [], animations: {
        self.view.center.y += 100
    }, completion: nil).animate(duration: 1.0, animations: {
        self.view.center.x += 100
    }).animate(duration: 1.0, animations: {
        self.view.center.y -= 100
    }).animate(duration: 1.0, animations: {
        self.view.center.x -= 100
    })

Yes - that works, give it a try in your project :]

This code will animate the view along a rectangular path - first downwards, then to the right, then up, then to the initial point where the animation started.

What a perfect oportunity to repeat the animation and make the animation run continuosly! Add options parameter to the last animate(duration:... in the chain and turn on the .repeat option.

This will make the whole chain (e.g. the 4 animations) repeat continuously.

If you want to pause between any two animations in the chain - just use the delay parameter and it will all just work.

Note: animateAndChain does not create a serial queue to which you could add animations at any time. You schedule your animations once with one call like the example above and it runs on its own, you can't add or remove animations to and from the sequence.

Cancel Chain Animations

If you have a repeating (or a normal) chain animation on screen you can cancel it at any time. Just grab hold of the animation object and call cancelAnimationChain on it any time you want.

let chain = UIView.animateAndChain(duration: 1.0, delay: 0.0,
    options: [], animations: {
        self.square.center.y += 100
    }, completion: nil).animate(duration: 1.0, animations: {
  [... the rest of the animations in the chain]
chain.cancelAnimationChain()

If you want to do some cleanup after the animation chain is cancelled provide a block of code to the cancelAnimationChain method:

chain.cancelAnimationChain({
  self.myView.center = initialPosition
  //etc. etc.
})

The animation will not stop immediately but once it completes the current step of the chain it will stop and cancel all scheduled animations in this chain.

Installation

  • CocoaPods: Add to your project's Podfile:

pod 'EasyAnimation'

  • Carthage: If you can help with Cartage support let me know.

  • Source code: To install with the source code - clone this repo or download the source code as a zip file. Include all files within the EasyAnimation folder into your project.

Credit

Author: Marin Todorov

More about Marin:


iOS Animations by Tutorials, Author

iOS Animations by Emails Newsletter, Author

Includes parts of RBBAnimation by Robert Böhnke. The code is translated from Objective-C to Swift by Marin Todorov.

Collaborator on the spring animation integration: Sam Davies.

License

EasyAnimation is available under the MIT license. See the LICENSE file for more info.

RBBAnimation license: https://github.com/robb/RBBAnimation/blob/master/LICENSE

To Do

  • .autoreverse for chain animations (if possible)
  • add support for keyframe animation along the path via a custom property

Version History

  • 2.0 - initialize() is deprecated so in need of manual initialization
  • 1.1 - Xcode 8
  • 1.0.5 - Xcode 7.3 compatibility
  • 1.0.4 - Swift 3 compatibility changes
  • 1.0.2 - Fixes openGL view crashes for everyone
  • 1.0.1 - Bug fixes
  • 1.0 - Swift 2.0 and iOS9
  • 0.7 - round of bug fixes and a number of improvements
  • 0.6 - first beta version

easyanimation's People

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easyanimation's Issues

Swift 3

Hey everyone,

I pulled the Swift 3 branch https://github.com/icanzilb/EasyAnimation/tree/swift3 that was build by PRs so far (thanks again!) and did a conversion to Swift 3 syntax coding session so now the EA methods are concise with the UIKit methods. The demo app works fine (after fixing few things that looks like UIKit bugs in beta 3) but I'd like to get more feedback from ppl if the swift 3 branch works fine in their own projects.

Note that I also added a EasyAnimation.disableSwizzling() for the ones who still want to use sequences but don't want to swizzle all methods (recurring topic in this repo).

Thanks, and looking forward to some feedback if you have

Animations going in reverse

I have a label on my xib with auto layout constraints centering it vertically and horizontally. I just want to move my label to the right, like in your example code:

UIView.animateWithDuration(2.0, animations: {
            self.label.layer.position.x = 200.0
        }) 

But when I run this, my label loads on the screen, off to the right and then animates back to the center. It's the opposite of what I would expect.

Is this due to the layout constraints?

How to use with Carthage?

Hello,
'Installation' mentioned that Carthage is supported. However, when I try to github “EasyAnimation” on my Cartfile, I get an error.

2.0.0 concerns

I just installed 2.0.0 and ran my app without doing any changes to my code.

EasyAnimation still swizzles without having called EasyAnimation.enable().

Seems to crash in Xcode7.3 / iOS 9.3

crashes in CALayer extension on

private static func replaceAnimationMethods() { //replace actionForKey method_exchangeImplementations( class_getInstanceMethod(self, Selector("actionForKey:")), class_getInstanceMethod(self, Selector("EA_actionForKey:"))) }

EXC_BAD_ACCESS

Question about "pending:" print statements

Hey, awesome library. I've got a low-priority question. I'm seeing this in my console when dismissing a view controller back to one of my views where I have a collection view with EasyAnimation running in the cells:

pending: bounds from NSRect: {{0, 0}, {0, 0}} to Optional(NSRect: {{0, 0}, {414, 0}})
pending: position from NSPoint: {0, 0} to Optional(NSPoint: {207, 1})
pending: bounds from NSRect: {{0, 0}, {0, 0}} to Optional(NSRect: {{0, 0}, {414, 0}})
pending: position from NSPoint: {0, 0} to Optional(NSPoint: {207, 0})
pending: bounds from NSRect: {{0, 0}, {0, 0}} to Optional(NSRect: {{0, 0}, {8, 13}})
pending: position from NSPoint: {0, 0} to Optional(NSPoint: {402, -0.5})
pending: position from NSPoint: {207, 1} to Optional(NSPoint: {207, 1})
pending: opacity from 1 to Optional(1)
pending: bounds from NSRect: {{0, 0}, {0, 0}} to Optional(NSRect: {{0, 0}, {141.66666666666666, 253}})
pending: position from NSPoint: {0, 0} to Optional(NSPoint: {70.833333333333329, 126.5})

I am not so worried about the statements printing, but I'm unsure how to react. Does this necessarily mean I'm misusing animations in some way, or is EasyAnimation just letting me know what's going on?

Crashes on device

Every time I try to run on the device I get the following crash:

thread #2: tid = 0x153bbd, 0x00000001020dac90 libswiftCore.dylib`swift_unknownRelease + 24, stop reason = EXC_BAD_ACCESS (code=1, address=0x20)
    frame #0: 0x00000001020dac90 libswiftCore.dylib`swift_unknownRelease + 24
    frame #1: 0x0000000102fbd578 libswiftObjectiveC.dylib`function signature specialization <Arg[0] = Owned To Guaranteed and Exploded, Arg[1] = Dead> of ObjectiveC.Selector.init (ObjectiveC.Selector.Type)(stringLiteral : Swift.String) -> ObjectiveC.Selector + 240
    frame #2: 0x0000000102fbcb48 libswiftObjectiveC.dylib`ObjectiveC.Selector.init (ObjectiveC.Selector.Type)(stringLiteral : Swift.String) -> ObjectiveC.Selector + 20
    frame #3: 0x0000000101671e74 EasyAnimation`static ext.EasyAnimation.__ObjC.CALayer.(self=CALayer) (__ObjC.CALayer.Type)() -> () + 140 at EasyAnimation.swift:446
    frame #4: 0x0000000101671dcc EasyAnimation`static ext.EasyAnimation.__ObjC.CALayer.initialize (self=CALayer)() -> () + 132 at EasyAnimation.swift:438
    frame #5: 0x0000000101671f54 EasyAnimation`@objc static ext.EasyAnimation.__ObjC.CALayer.initialize (__ObjC.CALayer.Type)() -> () + 24 at EasyAnimation.swift:0
    frame #6: 0x00000001998fcfc8 libobjc.A.dylib`_class_initialize + 800
    frame #7: 0x00000001999038f8 libobjc.A.dylib`lookUpImpOrForward + 184
    frame #8: 0x000000019990ddb8 libobjc.A.dylib`_objc_msgSend_uncached_impcache + 56
    frame #9: 0x00000001031b6338 GPUToolsCore`DYCALayerInterposeInit() + 108
    frame #10: 0x00000001011891f0 libglInterpose.dylib`DYGLInitPlatform + 56
    frame #11: 0x00000001031a421c GPUToolsCore`GPUTools::Interpose::DYInterposeCommonInit(bool (*)(DYTransport*)) + 464
    frame #12: 0x00000001031b292c GPUToolsCore`GPUTools::Interpose::DYInterposeThreadEntry(void*) + 16
    frame #13: 0x000000019a323b28 libsystem_pthread.dylib`_pthread_body + 156
    frame #14: 0x000000019a323a8c libsystem_pthread.dylib`_pthread_start + 156

It crashes here:

private static func replaceAnimationMethods() {
    //replace actionForKey
    method_exchangeImplementations(
->      class_getInstanceMethod(self, "actionForKey:"),
        class_getInstanceMethod(self, "EA_actionForKey:"))
}

It works perfectly on the simulator.

Disable aggressive debug logging

Our console is getting seriously spammed with pending: bla bla because of EasyAnimation:L274:

print("pending: \(anim.keyPath) from \(anim.fromValue) to \(anim.layer.value(forKeyPath: anim.keyPath))")

Is it possible to either remove it all together or to set a flag that enables/disables this logging?

Objective c enable

Hi, thanks for this very great library!

However the enable() function is no more accessible from objective c while the class is marked @objc.

Or am I missing something?

Regards,

Module compiled with Swift 4.0.3 cannot be imported in Swift 4.1

Just putting a heads up here that I got the error "Module compiled with Swift 4.0.3 cannot be imported in Swift 4.1" after updating the Xcode 9.3 and iOS 11.3 to work with ARKit 1.5.

Hopefully updating the module won't be a big deal to clear up this issue.

layer only animations

if you animate only layer properties in an animation block UIKit executes the completion block immediately

EasyAnimation breaks popover presentation animation

Adding EasyAnimation to a project breaks the presentation animation for a UIPopoverController, whether being used explicitly with UIViewController and a UIPopoverController, or implicitly by setting the modalPresentationStyle for a UIViewController to UIModalPresentationStylePopover and setting a sourceView and sourceRect. The popover still animates into place but various elements of the popover are out of place until they finish animating, and the dimmed out background view jumps up into place.

I have been able to consistently replicate this with EasyAnimation 0.7 + 1.0 with the following steps:

  • Create a new project and add EasyAnimation via CocoaPods. Open the new workspace.
  • Add a button to the storyboard for the default ViewController class.
  • Add a IBOutlet for a UIButton:
    @IBOutlet private weak var button: UIButton!
  • Add the following IBAction:
    @IBAction func buttonPressed(sender: UIButton) {
        let alertController = UIAlertController(title: "Test", message: "test", preferredStyle: UIAlertControllerStyle.ActionSheet)
        alertController.modalPresentationStyle = UIModalPresentationStyle.Popover
        alertController.popoverPresentationController?.sourceView = self.view
        alertController.popoverPresentationController?.sourceRect = self.button.frame
        self.presentViewController(alertController, animated: true, completion: nil)
    }
  • Connect the UIButton in the storyboard to the outlet and the action.
  • Run and tap on the button to observe the broken animation.

UITabBarItems weird behaviour

Hi!

First of all thanks for great library! It's really awesome. I integrated it in project that I'm currently working on and encountered strange behaviour. When presenting UITabBarController without animation:

let tabBarController = UITabBarController()
// setup tabBarController 

//present tab bar controller *without* animation:
presentViewController(tabBarController, animated: false, completion: nil)

UITabBarItems are going crazy and change their position for a short time. Even without integrating EasyAnimation (probably because of method swizzling). Let's take a look:

bug

I prepared sample project which hopefully will be useful. It's vanilla Single View Application.

Sometimes Chain-Repeat Animation do not work as I expect

UIView.animateAndChainWithDuration(1.0, delay: 0.0, options: nil, animations: { () -> Void in
    self.layer.borderColor = flashBorderColor.CGColor
}, completion: nil).animateWithDuration(1.0, delay: 0.0, options: UIViewAnimationOptions.Repeat, animations: { () -> Void in
    self.layer.borderColor = originBorderCGColor
}, completion: nil)

I expect it could flash borderColor, but not works for me.
already read the demoApp's example, can not figure out what's going wrong here, pls help :(

Co-maintainer needed

Hey everyone,
I recently got a beautiful newborn at home and it feels it'll be a bit difficult to add some new and fresh features to EasyAnimation... Should anyone feel like digging into the code and maybe add some new stuff folks would find cool - let me know :)

best, Marin

Animations in chain seam to get cached. Adding other animations to a view that is finished animating restars the whole chain.

I used it and apparently a view that you chain animations on retains those. When you later trigger animations on the same view the previously chained animations get triggered again. Maybe there is a cleanup I don’t know about?

Reproduce

  1. Add a view and chain some animations
  2. Animate the chain
  3. When it is finished add some other animations in code
  4. Start that animation.

Bug
The chained animations in 3 are added to the new animations. I don't feel this is the expected behaviour?

Animation completion will not work under some circumstances

I need to remove all the animations on some layer under specific condition. But after I did something like this, it become impossible to add animation any more. How could I cancel all animation without hurt it?

self.spriteLayer.removeAllAnimations()

Animating properties of more than one elements

Hello,

I'm using this to animate properties of two elements, but the second one starts just before the first one stops they don't animate in parallel.

UIView.animateWithDuration(0.6, delay: 0.0,
                options: [.CurveLinear],
                animations: {
                    let viewWidth = self.view.frame.width
                    self.settingsView.frame.size.width = ((viewWidth-60) * 2)
                    self.view.frame.origin.x = viewWidth - 60
                }, completion: { (done:Bool)->Void in
                    if done == true {

                    }
            })

Am I doing this wrong? Which is the correct way of animating more than one element properties?

Thanks in advance!

Use of unresolved identifier 'EAAnimationFuture'

i'm to keep track of chains like this chains = [EAAnimationFuture]() so i can call like this.
chains.map { $0.cancelAnimationChain() } but it saying Use of unresolved identifier 'EAAnimationFuture'

Non-swizzling version?

Hello!

This library seems like an amazing tool.
There's just one thing that bothers me, which is the replacing of native methods.

Swizzling is generally not safe, and should be reserved for rare bug fixing problems.

Is there a chance that you will have a non swizzling version?

Maybe have an EasyAnimation class with the same static functions for animations, and a call that initiates the swizzlings for those interested?..

Thanks!

Spring Animation

I think there is some small bug with the spring animation. The completion block it's never been called.

        var newFrame = view.frame
        newFrame.size.height = 50

        UIView.animate(
            withDuration: 1.25,
            delay: 0,
            usingSpringWithDamping: 0.65,
            initialSpringVelocity: 0.75,
            options: [],
            animations: {
                self.testLayer.frame = newFrame
        }) { _ in
            print("Tralala!")
        }

Getting two errors

In the EasyAnimation.swift file I get two different error messages in
"anim = RBBSpringAnimation(keyPath: pending.keyPath)
if let anim = anim as? RBBSpringAnimation {"

  1. Use of unresolved identifier 'RBBSpringAnimation'
  2. Use of undeclared type 'RBBSpringAnimation'

You have a solution for this?

How could I chain animation from different code block?

I need chain the animation from different code block while I have a var of chain. But it didn't work after the chain finished, how could I do it?

var animationChain:EAAnimationDelayed = UIView.animateAndChainWithDuration...

func someFunction() {

    self.animationChain.animateWithDuration...
}

func anotherFunction() {

    self.animationChain.animateWithDuration...
}

Reset view position

Hi!! thanks a lot, a great repo! i encountered a problem, i don't know how to reset the view position!! sorry for this silly question but i've been trying to figure it out :/

Unable to install via CocoaPods?

Hey Marin, I'm new to using CocoaPods so maybe I'm just doing something wrong.

Here's my cocoapods gem setup:

$ gem list cocoapods

*** LOCAL GEMS ***

cocoapods (0.38.0)
cocoapods-core (0.38.0)
cocoapods-downloader (0.9.1)
cocoapods-plugins (0.4.2)
cocoapods-stats (0.5.3)
cocoapods-trunk (0.6.1)
cocoapods-try (0.4.5)

And here is my Podfile:

$ cat Podfile 
# Uncomment this line to define a global platform for your project
platform :ios, '7.0'

target 'FooApp' do
  pod 'EasyAnimation'
end

target 'FooAppTests' do
end

Finally, here is the output when I run pod install in my project:

$ pod install
Updating local specs repositories
Analyzing dependencies
[!] Unable to satisfy the following requirements:

- `EasyAnimation` required by `Podfile`

Any suggestions?

Doesn't ios8 already have this?

I've been working with the core iOS methods and the examples you gave in EasyAnimation is the same as standard iOS ones. Am I missing something?

EasyAnimation crash in my project.

Xcode 7.1, Swift 2.0

I installed EasyAnimation via cocoapods.

When I launched my app, it stopped at:

private static func replaceAnimationMethods() {
    //replace actionForKey
    method_exchangeImplementations(
        class_getInstanceMethod(self, "actionForKey:"),
        class_getInstanceMethod(self, "EA_actionForKey:"))
}
  • thread #2: tid = 0x278da, 0x00000001008e6c90 libswiftCore.dylib`swift_unknownRelease + 24, stop reason = EXC_BAD_ACCESS (code=1, address=0x20)

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