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fvtt-token-action-hud-pf2e's Issues

Adding +X modifier values to Skills, Saves and Lores (optional if needed)

Playing with Attributes and Skills I noticed that while Perception has such a value hint that helps reduce need to check with Character Sheet, the other options do not have it.

Would be great if options that are not items that can be renamed, edited or lost such as Skills and Attributes could have optional display or not of their metadata, in the case of Skills, Saves and Lores this metadata would be their value.

In addition, the value could use the colors for Trained, Expert, Master and Legendary. I have posted below the hex codes:

  • Untrained #424242
  • Trained #171f67
  • Expert: #3c005e
  • Master: #664400
  • Legendary: #5e0000

image

HUD only shows up for GM

The action-hud-pf2e works for me (DM) but my players are unable to use it. It does not show when they click their owned tokens no matter how I mess with the settings.

The regular action hud (not made for pf2e) works fine but I'd prefer to use this one because its clearer to read.

Actions menu is too long

Just grabbed Token Action HUD PF2e -- delighted by it. Issue, though: the display for strikes and actions takes up a lot of space, even when using the compact style. For example, Melee and the weapons themselves being on their own lines take up too much space. And it would be great if one could toggle off the damage and critical buttons.

Selecting a Hazard Token breaks the token action hud

Steps to reproduce:

  1. Select a hazard token - no HUD will pop out
  2. Now select any PC or NPC token.

Expected Result: HUD will appear
Actual Result: Token HUD no longer functions until a refresh is done

Console:
tokenhudconsoleerror

FoundryVTT version: 11 Build 302
Pathfinder 5.0.2
Active Modules:

  • Token Action HUD Core v. 1.4.9
  • Token Action HUD Pathfinder 2e v. 1.4.8

Notes:

  1. I think there should at least be a HUD labeled "Utility" when selecting Hazards. IIRC that was the behavior in Classic and Foundry 10.
  2. Currently, selecting Loot NPC tokens behave correctly, providing an empty "Utility" HUD.

calculateAttackPenalty does not work with translations

Hello, it seems that this setting actually does not work when the game is translated. I'm using it in French, and in the HUD the values are not calculated. When switching back to English, it works though.

In French:
image

In English:
image

Selecting Familiar type Actors break action HUD until reload of application

Selecting the token for a PF2e Familiar Actor breaks the action HUD preventing it from updating when any future tokens are selected.

To reproduce: Create an actor for player character and an actor of the Familiar type. Select the Familiar token. Errors will appear in console. Then select the player character. Action HUD will not update to show the player character's HUD.

Errors from console:

Token Action HUD Debug | Building generic actions...
  1. {character: {…}}
    1. character: {token: TokenPF2e, actor: FamiliarPF2e, id: 'Y5yaVH5iqj1zpMSp', name: 'testFamiliar'}
    2. [[Prototype]]: Object
token-action-hud-core.min.js:1 Token Action HUD Debug | Generic actions built
  1. {actionList: {…}, character: {…}}
    1. actionList: {hudTitle: 'testFamiliar', tokenId: 'Y5yaVH5iqj1zpMSp', actorId: '6v7cFK0yYxvLLJDk', categories: Array(9)}
    2. character: {token: TokenPF2e, actor: FamiliarPF2e, id: 'Y5yaVH5iqj1zpMSp', name: 'testFamiliar'}
    3. [[Prototype]]: Object
token-action-hud-core.min.js:1 Token Action HUD Debug | Building compendium actions...
token-action-hud-core.min.js:1 Token Action HUD Debug | Building macro actions...
token-action-hud-core.min.js:1 Token Action HUD Debug | Compendium actions built
  1. {actionList: {…}}
    1. actionList: {hudTitle: 'testFamiliar', tokenId: 'Y5yaVH5iqj1zpMSp', actorId: '6v7cFK0yYxvLLJDk', categories: Array(9)}
    2. [[Prototype]]: Object
token-action-hud-core.min.js:1 Token Action HUD Debug | Macro actions built
  1. {actionList: {…}}
    1. actionList: {hudTitle: 'testFamiliar', tokenId: 'Y5yaVH5iqj1zpMSp', actorId: '6v7cFK0yYxvLLJDk', categories: Array(9)}
    2. [[Prototype]]: Object
token-action-hud-pf2e.min.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'totalModifier') at ActionHandler._buildInitiative (token-action-hud-pf2e.min.js:1:8435) at ActionHandler._buildFamiliarActions (token-action-hud-pf2e.min.js:1:4322) at async ActionHandler.buildSystemActions (token-action-hud-pf2e.min.js:1:3665) at async ActionHandler._buildSystemActions (token-action-hud-core.min.js:1:55126) at async Promise.all (index 0) at async ActionHandler.buildActionList (token-action-hud-core.min.js:1:53132) at async TokenActionHud._updateHud (token-action-hud-core.min.js:1:27492)
  _buildInitiative @ token-action-hud-pf2e.min.js:1
  _buildFamiliarActions @ token-action-hud-pf2e.min.js:1
  await in _buildFamiliarActions (async)    
  update @ token-action-hud-core.min.js:1
  (anonymous) @ token-action-hud-core.min.js:1
  #call @ foundry.js:724
  callAll @ foundry.js:681
  control @ foundry.js:25329
  _onClickLeft @ foundry.js:25551
  _onClickLeft @ foundry.js:47366
  callback @ foundry.js:27813
  _handleClickLeft @ foundry.js:28010
  _handleMouseDown @ foundry.js:27990
  a.emit @ index.js:181
  r.dispatchEvent @ interaction.min.mjs:8
  r.processPointerDown @ interaction.min.mjs:8
  t.recursiveFindHit @ interaction.min.mjs:8
  t.recursiveFindHit @ interaction.min.mjs:8
  t.recursiveFindHit @ interaction.min.mjs:8
  t.recursiveFindHit @ interaction.min.mjs:8
  t.recursiveFindHit @ interaction.min.mjs:8
  t.recursiveFindHit @ interaction.min.mjs:8
  t.findHit @ interaction.min.mjs:8
  r.processInteractive @ interaction.min.mjs:8
  r.onPointerDown @ interaction.min.mjs:8

Dropped items without strike action don't have an option to be picked up from the HUD

I have that when falling unconscious PCs automatically drop their items, weapons with strike action have no issue but items that only show in the inventory (like a shield) don't have an option to be picked up from the HUD for me, I think they should still show in the Inventory tab with the options of 1h, 2h, worn
Foundry v10, PF2e HUD 1.4.8

Errors in console with scaled HUD

Foundry 10.291
PF2e 4.12.1
Token Action HUD Core 1.4.5
Token Action HUD PF2e 1.4.2

I have the HUD scale set to .75 in settings. When using the HUD, I see the following errors in console. HUD appears to function normally though.

image

[BUG] Selecting a Familiar causes Token HUD to become stuck on actor

When changing the selected token as a GM, the normal behavior is for the Token Action HUD to immediately change to reflect the selected token. However, if the token for an actor classified as a Familiar is selected by the GM the Token Action HUD will become stuck and will stop changing as new tokens are selected. This error always comes with an uncaught TypeError exception e is undefined. This exception occurs after successful building of generic actions, compendium actions, and macro actions.

screenshot_2023-04-04_565x428_selector
NPC selected, HUD shows for NPC

screenshot_2023-04-04_630x463_selector
PC selected, HUD shows for PC

screenshot_2023-04-04_550x402_selector
Familiar selected, HUD remains stuck on PC

screenshot_2023-04-04_1906x913_selector
Debug console shows that Building of System Actions for Familiar token has not returned, a TypeError has been thrown where e is undefined following successful build of Macro actions and compendium actions for the Familiar token - while building Initiative for the Familiar Actions.

screenshot_2023-04-04_619x449_selector
NPC selected, HUD remains stuck on PC

At this point, HUD will not change to reflect newly selected tokens until the page is refreshed.

Steps to reproduce

  1. Select the token for a PC or NPC actor
  2. Select the token for a familiar actor
  3. Select the token for a different PC or NPC actor

Versions:

  • Token Action HUD Core: 1.2.3
  • Token Action HUD System: PF2e 0.1.1
  • System: PF2e 4.10.3
  • Foundry VTT: 10.291
  • Browser: Mozilla Firefox 111.0.1

[BUG] Show/Skip Toll Dialog Inverted for Attributes Actions

The setting to show or skip roll dialog is inverted for actions within the Attributes group. This s due to roll handler passing the event's shiftKey property directly into the skipDialog property. Instead the shiftKey needs to be inverted where showRollDialogs is set to false.

Editing strikes visibility from one actor causes them to appear on another actor

On one actor, I tried to remove some item names and subsection names.

When I edit the setup on another actor, I see that the options from one actor are passed to another actor, because they are probably local visibility options. But this will cause massive amount of leftover item subsubsection names and their subsubsubsections as well being forever junk in any actor being edited.

IMO visibility for Strikes should not allow per item visibility editing because this would cause problems in the long run with amount of exact name subsections being remembered.

In the screenshot below the actor doesn't have the dagger, the +1 Warhammer and Gauntlet. But because I edited those strings once on another actor who had them, now they appear forever as junk empty options. I also cannot remove these junk options anymore even if I go back to the actor who has them and edit back the options.

image

P.S.: I would appreciate a command that I can reset and forget these options, or a Reset to Defaults functionality in the settings.

theme settings

I'm still trying to work out what module it is conflicting with, but I am unable to get to any settings to change the theme colors of the token action hud - right now, the text shows up as clear unless I scroll over the specific buttons, making it pretty difficult to read.

I confirmed that it is not the skin I'm using - the Pathfinder UI.

Update: I realized I didn't have the additional modules added to change the theme. I added and have tried all three, but while the colors change for the initial buttons (strikes, actions, etc) they are still not changing for the sub-buttons (unarmed attack, acrobatics, etc)

[BUG] PF2 setup has Attacks section that is improperly set

In PF2 setup there's Attacks section that never renders because it has content "Subcategory: Attacks" and PF2 does not have content for that section. The proper section hat should be there is "Subcategory:Strikes" and maybe the section should be called Strikes.

In fact, to make it work as it was in Legacy TAH, the best way would be:

  • Rename Attacks into Strikes (to use PF2 naming)
  • Put both Subcategory: Toggles (on the bottom) and Subcategory: Strikes in it (on the top)
  • Remove Subctategory: Toggles and Subcategory: Strikes from Actions

image

Matching the one-line per weapon mode for PF2 Strikes

@Larkinabout This has been discussed multiple times and is preventing me from moving my games to the new Core. Can we talk about paid commission for options allowing to replicate the same order of buttons with a few minor improvements over the legacy?

Please let me know (you can find me on Discord ApoApostolov#4622)

Heightened spells not working correctly

Thanks so much for this phenomenal module. It has completely changed the way my table has used Foundry.

One quick bug report: Heightened spells seem not to be working correctly. If I try to cast the 2nd level of a spell that has been heightened from a level 1 base version (by clicking on the HUD button under level 2), the level one version of the spell will be cast instead.

If there is any further information or testing I can provide, please let me know!

[BUG] Use Weapon Label instead of Slug

          > > Heres another interesting one, two weapons, different names, but for some reason the HUD shows them as one(using the weapon id perhaps?) happens with ranged combat module, also happens without the module

It uses the slug currently, which I suspect is the same for these two items? Perhaps that happens when an item is added to an actor and then renamed. I should be able to change it to the name instead without too much issue. It can't use the item id as otherwise the GM's HUD gets filled up with empty groups of weapons for every monster they've clicked on.

changing to name will help a lot

_Originally posted by @roi007leaf in Larkinabout/fvtt-token-action-hud-core#67

Inconsistency in number of buttons per row

Started a new issue for cleaner tracking.

There seems to be an inconsistency with how many buttons are on a line. Specifically on the to hit, and damage buttons. All in a row is nice, but that varies from character to character.

Screenshot 2023-02-13 at 8 39 38 pm

Screenshot 2023-02-13 at 8 43 36 pm

[BUG] Selecting multiple tokens when one is a lootable item breaks the action hud, and causes it to stop rendering.

Describe the bug
When selecting multiple tokens, and one of them is a Loot actor (though I wouldn't be surprised if Hazard actors do the same thing) the HUD breaks, and stops rendering all together. It can be selected individually, it seems to just be when trying to calculate collected skills (as these actors don't have any). I thought this is more of a PF2e issue given the type of actors, but could just be simple error handling in core.

Steps to reproduce

  1. Ceate a few regular actors
  2. Create a loot actor
  3. Select multiple actors (including loot actor and regular actors)
  4. See error

Versions:

  • Token Action HUD Core: 1.2.3
  • Token Action HUD System: PF2e 0.1.1
  • System: PF2e 4.9.3
  • Foundry VTT: 10.291
  • Browser: Edge & Firefox

Error 1:
Uncaught (in promise) TypeError: this.actors is undefined
[Detected 2 packages: token-action-hud-pf2e, token-action-hud-core]
_getSharedSkills https://tehguitarist.chickenkiller.com/modules/token-action-hud-pf2e/scripts/token-action-hud-pf2e.min.js:1
_buildSkills https://tehguitarist.chickenkiller.com/modules/token-action-hud-pf2e/scripts/token-action-hud-pf2e.min.js:1
_buildMultipleTokenActions https://tehguitarist.chickenkiller.com/modules/token-action-hud-pf2e/scripts/token-action-hud-pf2e.min.js:1
buildSystemActions https://tehguitarist.chickenkiller.com/modules/token-action-hud-pf2e/scripts/token-action-hud-pf2e.min.js:1
_buildSystemActions https://tehguitarist.chickenkiller.com/modules/token-action-hud-core/scripts/token-action-hud-core.min.js:1
buildActionList https://tehguitarist.chickenkiller.com/modules/token-action-hud-core/scripts/token-action-hud-core.min.js:1

Error 2:
Uncaught (in promise) TypeError: this.actors is undefined
[Detected 3 packages: token-action-hud-pf2e, token-action-hud-core, lib-wrapper]
_getSharedSkills token-action-hud-pf2e.min.js:1
_buildSkills token-action-hud-pf2e.min.js:1
_buildMultipleTokenActions token-action-hud-pf2e.min.js:1
buildSystemActions token-action-hud-pf2e.min.js:1
_buildSystemActions token-action-hud-core.min.js:1
buildActionList token-action-hud-core.min.js:1
_updateHud token-action-hud-core.min.js:1
update token-action-hud-core.min.js:1
token-action-hud-core.min.js:1
#call foundry.js:724
callAll foundry.js:681
control foundry.js:25329
selectObjects foundry.js:31230
selectObjects foundry.js:31230
_onDragLeftDrop foundry.js:24458
callback foundry.js:27813
_handleDragDrop foundry.js:28214
_handleMouseUp foundry.js:28184
emit index.js:181
dispatchEvent interaction.min.mjs:8
processPointerUp interaction.min.mjs:8
recursiveFindHit interaction.min.mjs:8
findHit interaction.min.mjs:8
processInteractive interaction.min.mjs:8
onPointerComplete interaction.min.mjs:8
onPointerUp interaction.min.mjs:8
addEvents interaction.min.mjs:8
setTargetElement interaction.min.mjs:8
r interaction.min.mjs:8
initPlugins core.min.mjs:8
r core.min.mjs:8
create core.min.mjs:8
ro core.min.mjs:8
e app.min.mjs:8
#createApplication foundry.js:23356
initialize foundry.js:23258
initializeCanvas foundry.js:8094
setupGame foundry.js:7929
_initializeGameView foundry.js:8999
_initializeView foundry.js:8975
initialize foundry.js:7825
call_wrapped libWrapper-wrapper.js:507
libWrapperInit libWrapper-api.js:803
initialize#0 libWrapper-wrapper.js:187
foundry.js:79693
async* foundry.js:79675
token-action-hud-pf2e.min.js:1:12672
_updateHud token-action-hud-core.min.js:1
AsyncFunctionThrow self-hosted:814
(Async: async)
update token-action-hud-core.min.js:1
token-action-hud-core.min.js:1
#call foundry.js:724
callAll foundry.js:681
control foundry.js:25329
selectObjects foundry.js:31230
forEach self-hosted:203
selectObjects foundry.js:31230
_onDragLeftDrop foundry.js:24458
_onDragLeftDrop self-hosted:1359
callback foundry.js:27813
_handleDragDrop foundry.js:28214
_handleMouseUp foundry.js:28184
_handleMouseUp self-hosted:1359
emit index.js:181
dispatchEvent interaction.min.mjs:8
processPointerUp interaction.min.mjs:8
self-hosted:1359
recursiveFindHit interaction.min.mjs:8
findHit interaction.min.mjs:8
processInteractive interaction.min.mjs:8
onPointerComplete interaction.min.mjs:8
onPointerUp interaction.min.mjs:8
self-hosted:1359
(Async: EventListener.handleEvent)
addEvents interaction.min.mjs:8
setTargetElement interaction.min.mjs:8
r interaction.min.mjs:8
initPlugins core.min.mjs:8
r core.min.mjs:8
create core.min.mjs:8
ro core.min.mjs:8
e app.min.mjs:8
#createApplication foundry.js:23356
initialize foundry.js:23258
initializeCanvas foundry.js:8094
InterpretGeneratorResume self-hosted:1822
AsyncFunctionNext self-hosted:810
(Async: async)
setupGame foundry.js:7929
InterpretGeneratorResume self-hosted:1822
AsyncFunctionNext self-hosted:810
(Async: async)
_initializeGameView foundry.js:8999
_initializeView foundry.js:8975
initialize foundry.js:7825
InterpretGeneratorResume self-hosted:1822
AsyncFunctionNext self-hosted:810
(Async: async)
call_wrapped libWrapper-wrapper.js:507
call_wrapped self-hosted:1521
libWrapperInit libWrapper-api.js:803
AsyncFunctionNext self-hosted:810
(Async: async)
libWrapperInit self-hosted:1409
initialize#0 libWrapper-wrapper.js:187
foundry.js:79693
AsyncFunctionNext self-hosted:810
(Async: async)
foundry.js:79675

Strikes Menu improvement proposals

First, rename it from Attacks to Strikes, this is the proper PF2 term. In the screenshots below, I did it manually.

The default settings for that window and the excessive amount of low-relevance data is eating both horizontal and vertical space, and there's a lot of air between elements that makes players with 6+ weapons (a common sight in the game mid-tiers) to be right unusable.

The current situation

image

Compare this with old TAH PF2 (CSS is Dorako UI)

image

Here are the major issues:

  • Weapons are broken into two lines, with the secondary actions (Sheath, Drop) taking as much vertical space as the primary (MAPs, Damage buttons) and treated as more important than the primary ones.
  • Name of the weapon and name of the mode of attack eat 2 microlines of vertical space and look misaligned to the icons and buttons. First, the mode of attack is not needed for Melee, and for Thrown there is support for a Thrown icon in old TAH PF2. The name of the weapon used to be added on the same line as buttons which could be very long but that's why we have normalization of width by characters.
  • Titles of Subsections eat one micro-line of vertical space, each.
  • Unarmed Attack is missing its default icon support.
  • 1A icon on MAP attacks is not needed, it's common knowledge, and is eating space and overwhelms with icons
  • Damage and Critical buttons are not attacks and don't need 1A at all.

Is it possible to get either the old setup possible by default, or the settings needed to replicate it? It was a very good setup that is now impossible and just adding 3-4 weapons causes my laptop vertical screen to show scrolling line.

TAH is mixing all actors actions

Not sure how to describe it, but with a monster token selected this is what happens:
image
(those are PCs actions not clickable)
image
(last ones are monster actions, clickable)
settings:
image
versions:
image

NPC's don't have some toggles

I've checked the Burglar, and Ruffian both don't have the toggle feature as players do, to enable their features for extra damage if a target if flat-footed.
image_2023-06-22_143322939

I'm I doing something wrong? or is their just not implemented yet?

[BUG] Signature Spells not being recognized in heightened slots.

Issue

  • I have a player that has a summon spell at level 1 that is auto heightened.
  • That player has no spell slots left for level 1. (0/3 slots available)
  • When that player tried to use that summon spell auto heightened to 6th (2/2 slots available), the module complains that there are no spell slot left to cast
Spells Error from clicking high spell slot
Screenshot 2023-03-06 at 11 38 50 AM Screenshot 2023-03-06 at 11 38 59 AM

[Feature Request] Support Modular and Versatile weapons

Currently Versatile weapons just don't have their toggles show up at all:

Whereas Modular produces a button next to the weapon that does nothing useful:

The Versatile stuff should be relatively simple to just mirror the buttons, since they're only changing damage type and can be represented properly by just an icon. Modular is usually just damage type, but there's Switchscythe complicating things, which is supposed to be able to modify traits but isn't implemented yet, so having the full text available will be important, even if it isn't currently.

UX Improvement needed for thrown weapons

For thrown weapons, the textual subcategory adds a bit of roughness to the otherwise pretty polished UI. I would love to see any solution that makes it invisible like it is for melee strikes and indicative in any other possible way.

For example, the icon for thrown <img class="alt-usage-icon" src="systems/pf2e/icons/mdi/thrown.svg" title="Thrown Usage"> can be integrated inside the MAP 0 button, or be shown before that button into the free area where the weapon icon is shown on an above row.

Damage buttons in the chat cards of Strikes' primary usage don't work

When rolling a Strike, the Damage and Critical buttons on the chat card don't work.

This appears to be because the altUsage parameter is always passed to the roll function. When an altUsage is found on the chat card, the buttons' handler only looks in the altUsages array to find the Strike information. For the Strike's primary usage, that value will not be found in the altUsages and the buttons do not work.

[FEATURE] Option to have strikes actions in one line

Right now the actions for the strikes (Change grip, sheathe and drop) are in a different line that the attack and damage.

Could we get an option to have them all in one line, similar to how it was in HUD Classic?

That way it would make each different strike smaller, something needed if you have a lot of different strikes.

Strikes Panel is completely broken

Current situation, with no mods except TAHC. Issue seems to be Grid limit is applied to all buttons, as minimum instead maximum

image

Bad Buttons + and - to edit spell slots

image

Hud has completely stopped working

I was running the module just fine a week ago but something has changed. I've tried uninstalling all but the dependant modules and even this is not working. I've tried uninstalling and re-installing. I've tried restarting my Forge server. even cloning my world as well as creating a completely newly built world. Just refuses to work at all.
Uploading Screenshot 2023-05-16 152321.png…

[Enhancement] Sort Conditions Alphabetically

It's great to have the Conditions listed under the Effects tab, however I'm wondering if they could be sorted alphabetically. Alternatively, it would be helpful to have them sorted by Alphabetically, but also by grouping them. Meaning those affecting attitude could be grouped together, as well as those effecting whether or not someone is visible or not.

[BUG] Items with Multiple Strikes Only Show First Strike

Items with multiple strikes only show the first strike on the HUD. This is because strikes currently use only the item id as the identifier and strikes do not have unique identifiers. A combination of the item id and the strike slug should resolve this issue.

Action menu doesn't populate

Hi, it seems that actions menus doesn't find actions in a PC sheet if there are not in the action browser but created by a class feature or a feat :

image

[Question/Issue] Hiding titles doesn't seem to work. Not sure if bug or stupidity

Hi there.

I am having trouble hiding the titles of the strikes. None of the options, module setting or individual group, seem to help. I have tried this with only the base modules enabled, as well as uninstalling/resetting both the core and pf2e modules. No errors in the console exist.

This is what I am constantly seeing without the ability to turn off the titles of each item.
image

Any help would be appreciated.

[FEATURE] Make item descriptions appear one line, as in old TAH

Right now, if you have an item in the Actions category, like for example Rapier, it spills over onto multiple lines, making everything look ugly and cluttered. Please consider going back to the old display for Token Action HUD, which was much more compact and easy on the eyes.

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