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angle's Introduction

This repository is deprecated.

Please do not use this repository or the ANGLE.WindowStore NuGet package. Instead, please build ANGLE yourself from Google's master ANGLE repository: https://opensource.google.com/projects/angle.

We have upstreamed all changes from Microsoft/ANGLE to the master ANGLE repository.

Why shouldn't I use the ANGLE.WindowStore NuGet package?

The NuGet package is deprecated, and it hasn't been updated since 2016. We strongly discourage you from using it. The master ANGLE repository contains years of improvements and bug fixes compared to the NuGet packages.

Where can I get help?

Please contact the master ANGLE mailing list here. The mailing list includes regular ANGLE contributors and several Microsoft employees.

What about HoloLens?

This branch includes an experimental version of ANGLE with HoloLens support, created by the HoloLens team. It was last updated in 2017.

Useful Links

angle's People

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angle's Issues

Bad performance due to D3D_FEATURE_LEVEL_10_0

Tracking an FPS drop from 60 to 7 on the cocos2d-x HelloWorld (cocos 2.2 vs. 2.2.1) I hunted down 1377528

On my System (Win 8.1 64bit, VS2013, Intel(R) HD Graphics) D3D_FEATURE_LEVEL_10_0 is the cause of bad performance.

This may be a driver issue but since the angleproject states translating OpenGL ES 2.0 API calls to DirectX 9 or DirectX 11 API calls it could be considered a bug.

NuGet not working

It does not appear as if though the NuGet package is working for runtime components. If I try to call a function from a C++ runtime component using the NuGet package in C# then I immediately get a file not found ("The specified module could not be found. (Exception from HRESULT: 0x8007007E)") exception when invoking the function. This appears to be exactly the same as an error that I used to get with the manual compiled angle binaries when I had not set up VS to use different binaries for different build configurations.

texture smoothing works bad

Hi, I do not know why but I have troubles with smoothing textures.
It seems that result of using GL_NEAREST and GL_LINEAR is almost the same. There are a lot of artefacts on edges.
Windows Phone GL_LINEAR
wp_linear
Windows Phone GL_NEAREST
wp_nearest
Android GL_LINEAR
android_linear

I added screenshot from my game from windows phone (Lumia 550) for all textures with GL_LINEAR min and mag filter. And also I attached screenshot from Android device (Galaxy S3) with the same resulution. The use the same code except the windows phone version has DXT compression (but without compression result is the similar)

ANGLE does not support negative values for glViewport in level_9_3 for Window Phone

From cocos2d-x issue https://github.com/MSOpenTech/cocos2d-x/issues/38

I think that the problem is in glViewport in kResolutionNoBorder it will recieve negative x or y and then this values will be redirected to RSSetViewports which in some configurations can not process negative numbers (it is stated in the docs http://msdn.microsoft.com/en-us/library/windows/desktop/ff476260%28v=vs.85%29.aspx ). I have such issue when was porting cocos2d-x for WinRT. On emulator this worked OK as DirectX on pc supports negative numbers while the real device had bugs as it do not support negative numbers.

Is there some way for ANGLE to handle negative values in glViewPort?

Is Pixel Art possible with lower resolution using a Nearest Neighbor scaler?

I'm trying to get our game running well on all WinPhone 8.1+ devices and we're having trouble with text not looking good at various resolutions due to it being anti-aliased probably in the hardware scale from the default DIB (735x410 on 1080p Lumia 930 device) resolution.

We pixelate and use NEAREST in our texture and GL calls.

Crash on Windows Phone 8.1 devices with gl_PointSize used in the shader

On certain Windows 8.1 phones (a Nokia 625 and a Nokia 830 with the cocos2d-x china test team) and a Nokia 1520 from our test team, there will be a crash if a shader program uses gl_PointSize.

If I remove gl_PointSize from the shader, cocos2d-x does not crash.

What appears to be happening is that Angle is hung after the gl_PointSprites shader is used. The next call to DrawElements fails at

image

createSRV returns the following error:

D3D11 ERROR: ID3D11Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #378: DEVICE_REMOVAL_PROCESS_AT_FAULT]

If I remove the use of gl_PointSprites from the Shader, then no crash.

Problems with Alpha Rendering

Hi, something wrong in the latest version of angle. Could' you help me with this?
Microsoft released Update 1 for Windows 10 - 10.0.10586, and after that we have problems with alpha channel in our game. Only for Windows 10 Update 1, without update 1 - alpha channel works good(On Windows 8.1 - good). Now, We downgrade version of Angle-project for normal render.
We use cocos2d-x, Win10 angle template.
Wrong rendering:
Wrong
Good rendering:
Wrong

glTexSubImage2D not updating texture as expected

Calling glTexSubImage2D doesn't always add to the existing texture data.
With double buffering, e. g. calling from a cococ2d-x update, glTexSubImage2D appears to write to some kind of texture back buffer.
This texture back buffer is initially empty, and becomes visible on the next global buffer flip after the glTexSubImage2D call.

The result, when displayed, is an empty texture with only the subimage set. (Tested with CCTexture2D::drawAtPoint).

It should be the current texture plus the given subimage data.

IFrameworkView::Uninitialize() is not called

I am trying to properly dispose resources in my app. I used default template, in which main application class is called WindowsApp and inherited from Windows::ApplicationModel::Core::IFrameworkView.

In MSDN I have read that Windows Universal app is supposed to never exit in general case, however when OS decides to release it, the IFrameworkView::Uninitialize() will be called. But it doesn't. Any ideas?

Windows Phone 8.1 support

Hello. Is WP8.1 support in the works ? I've managed to run the WinRT rotating cube example on Windows Phone 8.1 by tweaking the WinRT solution, but I would like to know if neat and clean out of the box WP8.1 support is coming, and if so how soon ?
Cheers.

Windows phone point rendering

Angle from google uses geometry shaders for rendering points on GPU, Windows Phone 8.1 supports feature level 3.1 which does not support geomtry shaders, how this will be handled?

did you write this fir a book?

is there an accompanying book as i see some source code? oh and thanks for the xaml implimentaiton for cocos2d-x... really appreciate it : ) ๐Ÿ‘

glScissor has flipped y-coordinate

It seems like when glScissor is called, I need to manually make sure the y coordinate is calculated differently than on other platforms. This is in the future-dev branch!

What used to be:

glScissor(x,y,width,height);

now needs to be:

glScissor(x, - y - height,width,height); (where is the current height of the viewport :) )

Is this by design or a bug?

future_dev branch does not compile with Visual Studio 2013 Update 4

future_dev branch does not compile for Windows Store or Phone with Visual Studio 2013 Update 4

It looks like Update 4 added more Win32 API threading support for Windows Store

D:\GitHub\angle-future-dev\src\common/tls.h(18): error C2220: warning treated as error - no 'object' file generated (........\src\common\tls.cpp)
4>D:\GitHub\angle-future-dev\src\common/tls.h(18): warning C4005: 'TLS_OUT_OF_INDEXES' : macro redefinition (........\src\common\tls.cpp)
4> C:\Program Files (x86)\Windows Kits\8.1\Include\um\processthreadsapi.h(390) : see previous definition of 'TLS_OUT_OF_INDEXES'
4>D:\GitHub\angle-future-dev\src\common/tls.h(18): error C2220: warning treated as error - no 'object' file generated (........\src\libEGL\main.cpp)
4>D:\GitHub\angle-future-dev\src\common/tls.h(18): warning C4005: 'TLS_OUT_OF_INDEXES' : macro redefinition (........\src\libEGL\main.cpp)
4> C:\Program Files (x86)\Windows Kits\8.1\Include\um\processthreadsapi.h(390) : see previous definition of 'TLS_OUT_OF_INDEXES'
4>........\src\common\utilities.cpp(492): error C2220: warning treated as error - no 'object' file generated
4>........\src\common\utilities.cpp(492): warning C4273: 'Sleep' : inconsistent dll linkage
4> C:\Program Files (x86)\Windows Kits\8.1\Include\um\synchapi.h(908) : see previous definition of 'Sleep'
5>------ Build started: Project: All, Configuration: Release ARM ------
5>

creating a texture with invalid data crashes in Release but not Debug

I had a scenario where creating a texture via glTexImage2D caused crashes in Release but not Debug. I managed to figure out my error. I was specifying the GL_RGBA format but only giving it a 3-channel image. Once I fixed my image data (i.e., made it a 4-channel image) as was well. I have no idea why it survives the texture generation in Debug mode but not Release.

ID3D11Device reference not available in new angle version

I am working in a cocos2d-x v3.3 project that uses the new ANGLE version for winrt 8.1 and I need a reference to the current ID3D11Device

When I was using the old ANGLE lib in a wp8 project, the user was responsible for creating and managing the ID3D11Device but now it is hidden under ANGLE.

Is there any way to get ID3D11Device when it is created and managed inside ANGLE?

Textures appear not to work on phone?

For future dev branch on Windows Phone 8.1 I can't get 2d texture rendering to work when deployed to a phone (ARM build).
Win32 targets, such as phone simulator, local machine, and tablet simulators render a simple 2d texture mapped pair of triangles fine.
Anyone else have problems with this? I can provide example code if needed as not sure if this is an open issue or not or if there are some preprocessor defines/config items I need in the ARM configuration.

Render to target on WP8.1 issue!

Hello guys,

I am very pleased by your work! I am happy you created such a great framework!

Now, I have a problem with Render to Target technique.

I created a small project in OpenGL ES 2.0. Decided to port it to Windows 8.1 & Windows Phone 8.1.
I chose to use the Angle Project.


I use the ms-master branch. I got it on 1st february 2016.

To create the application I first installed the windows store ANGLE template (XAML) located at this path: angle-ms-master\templates\8.1\Store Apps\Universal Apps\UniversalSwapChainPanel\ using the install.bat script from angle-ms-master\templates.

I built the libs (libANGLE.lib, libEGL.lib, libEGLESv2.lib and the others) myself using VS 2013 + Update 4.


All works well, except the render to target part of the code on windows phone 8.1.

To debug I tried to render a simple spinning cube. Which renders ok on windows phone if I use the default framebuffer, but not with a custom one. I get nothing. The screen is black. While debugging I searched the angle sources and used breakpoints inside sources, but to no extent.

The spinning cube and the project altoghether work well when using the custom framebuffer on PC or a surface tablet.

I tested on Nokia Lumia 1520 and Nokia Lumia 920, but to no result. Same black screen.

I did this test: on both devices if I just bind the FBO, but don't render anything in it I just get the framebuffer clear color on screen (which is ok).

In all cases I also get a message in console:

D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects a Sampler to be set at Slot 0, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults. [ EXECUTION WARNING #352: DEVICE_DRAW_SAMPLER_NOT_SET]

I have almost none DirectX knowledge, so I looked it up. It seems I get this warning, because DirectX creates and sets a default sampler state to the texture. Usually the dev should use his/her own sampler state.

I see no reason why the FBO should not work on WP8.1. I am just missing something. Hope you guys can help me!

One more thing: I observed that both devices (lumia 1520 and 920) don't support depth texture. This means I won't be able to sample from it directly. The other way is to attach a renderbuffer to the FBO as a depth attachement and copy the data from VRAM to a texture and then sample from it.

Second thing: I saw that there is a closed issue #49 regarding depth textures on WP8.1 and I know it's because the lack of hardware support.

If you need more info from me, just ask!

Thanks!

glViewport resolution difference

Windows Phone app with ICoreWindow has higher glViewport resolution than Windows Phone app with SwapChainPanel. Tested on emulator and device. How can I use raw pixel glViewport size on the Windows Phone with SwapChainPanel?

Unable to index uniform at runtime

The shader which is fully compatible on OpenGL ES 2.0 does not work on ANGLE compatible Windows Phone devices. I'm using Qt for my app development.

The shader are listed:

ifdef GL_ES

precision highp float;

endif

attribute float b1Index;
attribute float b2Index;

uniform vec3 value[256];

void main( void )
{
int b1 = int(b1Index);
gl_Position = vec4( value[b1], 1.0 );
}

The fragment shader are even simpler for test:

void main(void)
{
gl_FragColor = vec4( 1.0, 1.0, 0.0, 0.0 );
}

The problem mainly on "value[b1]", but it is okay to run this shader on Android.

How to enable ES 3.0 in angle?

Hi, I tried to use es 3.0 in the template sample on Win10 desktop. I set the EGL_CONTEXT_CLIENT_VERSION to 3 and changed the shader using in/out instead of attribute/varying, but I got the error Shader compilation failed: ERROR: 0:1: 'in' : storage qualifier supported in GLSL ES 3.00 only. And adding #version 300 es to the shader will result other parser errors.

Enable instancing on Windows Phone

I've saw in one of your commit you've removed instancing for feature level 9.3, I think this should be handled soon as most code probably depends of this feature.

Thanks,
Amer

Support for OES_EGL_image_external extension

Currently, the OES_EGL_image_external extension does not seems to be supported by this branch of ANGLE. I have recently compiled ANGLE directly from this GitHub repository on the 17th of August, 2015.

Here is an example of a shader which uses the OES_EGL_image_external extension:

#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 vTextureCoord;
uniform samplerExternalOES  sTexture;

void main() {
    gl_FragColor = texture2D(sTexture, vTextureCoord);
}

I am loading this shader by declaring it as const std::string and passing it to CompileProgram(GLenum type, const std::string &source) (as provided within the XAML App for OpenGL ES template). When using this GLSL shader in a Windows Store App, the app will crash with the following exception:

WinRT information: Shader compilation failed: ERROR: 0:1: 'precision' : unexpected token`
WARNING: 0:1: '' : unexpected end of file found in directive
ERROR: 0:? : '' : syntax error

Note that the exception does not mention the extension-directive, but rather mentions the next line in the shader.

I have found the following line in src\libANGLE\renderer\d3d\CompilerD3D.cpp(46):

mResources.EXT_shader_texture_lod = 1;
// resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
mResources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp

This would indicate you are not supporting this extension yet. However, it seems like this extension is already (partially) supported by the MSOpenTech version of ANGLE, and might by fully supported in other branches of the ANGLE project (but I have not verified this statement yet). I am currently not aware of the status of this extension, as I could not find a road map for this project. I would be very happy if you can give an update about the status of implementing this extension (or fixing the bug, whatever is appropriate). Thank you.

ARM perfomance

Hi. I'm porting existing game to windows store (win 8.1) and have problems with low performance on arm devices (Surface tablets). My game shows about 3-5 fps, I'm still searching problem. But I would like to ask a question, are there any known problems with performance on arm devices? I have found same thread on cocos2d-x forums (I'm not using cocos2d-x).
My game runs good on x86-x64 Surface tablets btw.

glCompressedTexImage2D results in wrong enum

When trying to load a dds texture with DXT5 formatting the glCompressedTexImage2d results in an error code (from glGetError) that says Wrong Enum.

The format being sent is 0x83F3 which seems to be ok in the headers.

glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, image.GetWidth(), image.GetHeight(), 0, image.GetWidth() * image.GetHeight(), image.GetData());
auto error = fglGetError();

Using the latest version of angle, future_dev

Any ideas?

Windows 10 XamlUniversal template does not pass VS2015 App Certification Test

Windows 10 XamlUniversal template does not pass VS2015 App Certification Test. The CoreWindowUniversal template does not have this issue.

Angle SHA: d9efa47

Microsoft Visual Studio Community 2015
Version 14.0.23107.0 D14REL
Visual Studio Tools for Universal Windows Apps 14.0.23121.00 D14OOB

How to repo:

  1. Install templates using install.bat script
  2. Create a new XAML App for OpenGL ES (Windows Universal)
  3. Do a release build and run the App Certification Test from Store/Create App Packages

Test fails with the result:

Overall result: FAILED

Deployment and launch tests

FAILED
Crashes and hangs
Error Found: The crashes and hangs test detected the following errors:
Executable C:\Program Files\WindowsApps\347708df-d7c3-4c27-9e97-0ee438759aa1_1.0.1.0_x86__e8xk87pxx0yyw\AppForOpenGLES1.exe was detected by Windows Error Reporting and experienced a crash or hang.
Application 347708df-d7c3-4c27-9e97-0ee438759aa1_1.0.1.0_x86__e8xk87pxx0yyw was detected by Windows Error Reporting and experienced a crash or hang.
Impact if not fixed: An app that stops responding or crashes can cause data loss and is a poor user experience.
How to fix: Investigate and debug the app to identify and fix the problem.
Using Application Verifier Within Your Software Development Lifecycle

No Landscape support in "App for OpenGL ES" (UniversalCoreWindow) template

The triangle is always rendered in portrait mode on WP8.1 even when:
a) Landscape is selected in Package.appxmanifest
and/or
b)

    DisplayInformation::AutoRotationPreferences = Windows::Graphics::Display::DisplayOrientations::Landscape;

called in 'App::SetWindow(CoreWindow^ window)'

(XAML version supports landscape just fine)

Tested on Lumia 520

Failed WACK tests

Hi. I'm using ANGLE in my game for windows store and targetting to 8.1 version. Yesterday I tried to create app package and perform tests and got two errors.

Direct3D Feature Test

FAILED
Direct3D feature level support
Error Found: The Direct3D feature level support test detected the following errors:
Impact if not fixed: Windows Store requires all applications using Direct3D to render properly on feature level 9_1. See the following link for more information:
Certification requirements for Windows apps
How to fix: Ensure that your app renders correctly on Direct3D feature level 9_1, even if you expect it to run at a higher feature level. See the following link for more information:
Developing for different Direct3D feature levels

FAILED
Direct3D Trim after Suspend
Error Found: The Direct3D Trim after Suspend test detected the following errors:
Impact if not fixed: If the app does not call Trim on its Direct3D device, the app will not release memory allocated for its earlier 3D work. This increases the risk of apps being terminated due to system memory pressure.
How to fix: The app should call the Trim API on its IDXGIDevice3 interface anytime it is about to be suspended.
More Information

  • Direct3D feature level support

I have found, that there are no support in angle code for feature versions lower 9_3. So I'm not sure what I shoult to do..

  • Direct3D Trim after Suspend

I also found in code, that there is place for invoking Trim. So I'm puzzled again.

Can you help me to understand how to fix them?

Add support for XBox One

Do you plan to add support for Xbox One?
I'm not sure if it supports runtime shader compilation.

D3D11 device is removed on multiple calls to glFinish()

Hi,
In our app we are calling glFinish() multiple times to keep textures on CPU and GPU in sync. But at a particular time, it just removes the device and we have to restart the app. Any help or what could be going wrong?
Thanks
Vineet Garg

Can't create surface in latest commits

I'm trying to leverage the future-dev branch and in a Windows 8.1 app the eglCreateWindowSurface fails every time even though I've updated all libs, dll's and the templates as well.

Also talked to a colleague who have had the same issue with the available code...

Any ideas?

Cannot create a depth texture on Windows Phone 8.1.

Is this possible? I'm having a problem because of this section in validationES2.cpp:

      case GL_DEPTH_STENCIL_OES:
        if (!context->getExtensions().depthTextures)
        {
            context->recordError(Error(GL_INVALID_VALUE));
            return false;
        }

This is my call:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, static_cast(uiW), static_cast(uiH), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);

In this function 'DetermineDepthTextureSupport' where it determines depth texture support I found that it seems to be GL_DEPTH_COMPONENT32_OES which is causing depth textures entirely to not be supported. As a test, I removed this from the list of requiredFormats but didn't work.

Not sure if this is a bug or if I simply am not allowed to create depth textures with ANGLE?

I'm running on a Lumia 930.

Thanks! ๐Ÿ‘

Impossible to add Advertising

Love the work and the last version of Angle is finally with a great framerate, but unfortunately it is impossible to add custom controls on the XAML as advertising.

Thats is a big game breaker if you are trying to create a freemium or ad supported game.

Please advice.

Hope for supporting Windows 10 UAP

I manually port the project for Windows 8.1 to Windows 10 UAP project,and it works fine on PC(10041), except for few compile issues. But the same application exited immediately after start on WIndows 10 for phone(2nd release). I hope you guys can provide more formal support for UAP in the future, such as proect templets,etc. After all, windows 10 is the future, isn't it?

PS. Forgive my poor English skills...

In DX9 mode, mPixelConstants overriding already set constants.

When in the DX9 mode, I was having an issue where shader constants weren't being updated at all.

Tracked it down to this like in Renderer9.cpp on line 1929 in function applyUniforms(:

mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));

My uniform is being set in the applyUniformnfv function below at psRegisterIndex number 3, but applyUniforms( gets called afterwards which uses slot 0-3 meaning my information was getting overriden!

I've managed to fix the problem I was having by commenting out the line to update mPixelConstants, not sure what this indented to do though etc but thought I should let you all know what I found either way :)

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