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Best practices, tools and guidelines for backend development. Code examples in TypeScript + NodeJS
# Backend best practices **Check out my other repositories**: - [Domain-Driven Hexagon](https://github.com/Sairyss/domain-driven-hexagon) - Guide on Domain-Driven Design, software architecture, design patterns, best practices etc. - [System Design Patterns](https://github.com/Sairyss/system-design-patterns) - list of topics and resources related to distributed systems, system design, microservices, scalability and performance, etc. - [Full Stack starter template](https://github.com/Sairyss/fullstack-starter-template) - template for full stack applications based on TypeScript, React, Vite, ChakraUI, tRPC, Fastify, Prisma, zod, etc. --- In this readme are presented some of the best practices, tools and guidelines for backend applications gathered from different sources. This Readme contains code examples mainly for TypeScript + NodeJS, but practices described here are language agnostic and can be used in any backend project. --- - [Backend best practices](#backend-best-practices) - [Architecture](#architecture) - [API Security](#api-security) - [Data Validation](#data-validation) - [Enforce least privilege](#enforce-least-privilege) - [Rate Limiting](#rate-limiting) - [Testing](#testing) - [White box vs Black box](#white-box-vs-black-box) - [Load Testing](#load-testing) - [Fuzz Testing](#fuzz-testing) - [Documentation](#documentation) - [Document APIs](#document-apis) - [Use wiki](#use-wiki) - [Add Readme](#add-readme) - [Write self-documenting code](#write-self-documenting-code) - [Prefer statically typed languages](#prefer-statically-typed-languages) - [Avoid useless comments](#avoid-useless-comments) - [Database Best Practices](#database-best-practices) - [Backups](#backups) - [Managing Schema Changes](#managing-schema-changes) - [Data Seeding](#data-seeding) - [Configuration](#configuration) - [Logging](#logging) - [Monitoring](#monitoring) - [Standardization](#standardization) - [Static Code Analysis](#static-code-analysis) - [Code formatting](#code-formatting) - [Shut down gracefully](#shut-down-gracefully) - [Profiling](#profiling) - [Benchmarking](#benchmarking) - [Make application easy to setup](#make-application-easy-to-setup) - [Deployment](#deployment) - [Blue-Green Deployment](#blue-green-deployment) - [Code Generation](#code-generation) - [Version Control](#version-control) - [Pre-push/pre-commit hooks](#pre-pushpre-commit-hooks) - [Conventional commits](#conventional-commits) - [API Versioning](#api-versioning) - [Additional resources](#additional-resources) - [Github Repositories](#github-repositories) ## Architecture Software architecture is about making fundamental choices of your application structure. > Architecture serves as a blueprint for a system. It provides an abstraction to manage the system complexity and establish a communication and coordination mechanism among components. Choosing the right architecture is crucial for your application. We discussed architecture in details in this repository: [Domain-Driven Hexagon](https://github.com/Sairyss/domain-driven-hexagon). Read more: - [Software Architecture & Design Introduction](https://www.tutorialspoint.com/software_architecture_design/introduction.htm) ## API Security Software security is the application of techniques that allow to mitigate and protect software systems from vulnerabilities and malicious attacks. Software security is a large and complex discipline, so we will not cover it in details here. Instead, here are some generic recommendations to ensure at least basic level of security: - Ensure [secure coding](https://en.wikipedia.org/wiki/Secure_coding) practices - Validate all inputs and requests. - Ensure you don’t store sensitive information in your Authentication tokens. - Use [TLS](https://en.wikipedia.org/wiki/Transport_Layer_Security) protocol - Ensure you encrypt all sensitive information stored in your database - Ensure that you are using safe encryption algorithms. There are a lot of algorithms that are still widely used, but are **not secure**, for example MD5, SHA1 etc. Secure algorithms include RSA (2048 bits or above), SHA2 (256 bits or above), AES (128 bits or above) etc. [Security/Guidelines/crypto algorithms](https://wiki.openstack.org/wiki/Security/Guidelines/crypto_algorithms) - Monitor user activity on your servers to ensure that users are following software security best practices and to detect suspicious activities, such as privilege abuse and user impersonation. - Never store secrets (passwords, keys, etc.) in the sources in version control (like GitHub). Use environmental variables to store secrets. Put files with your secrets (like `.env`) to `.gitignore`. - Update your packages and software tools frequently so ensure the latest bugs and vulnerabilities are fixed - Monitor vulnerabilities in any third party software / libraries you use - Follow popular cybersecurity blogs and websites to be aware of the latest security vulnerabilities. This way you can effectively mitigate them in time. - Don’t pass sensitive data in your API queries, for example: `https://example.com/login/username=john&password=12345` - Don't log sensitive data to prevent leaks - Harden your server by closing all but used ports, use firewall, block malicious connections using tools like [fail2ban](https://www.fail2ban.org/wiki/index.php/Main_Page), keep your server up to date, etc. Read more: - [OWASP Top Ten](https://owasp.org/www-project-top-ten/) - [OWASP Cheat Sheet Series](https://cheatsheetseries.owasp.org/index.html) - [Hardening a Linux Server for Production](https://jeremysik.substack.com/p/hardening-a-linux-server-for-production) ### Data Validation [Data validation](https://en.wikipedia.org/wiki/Data_validation) is critical for security of your API. You should validate all the input sent to your API. Below are some basic recommendations on what data should be validated: - _Origin - Is the data from a legitimate sender?_ When possible, accept data only from [authorized](https://en.wikipedia.org/wiki/Authorization) users / [whitelisted](https://en.wikipedia.org/wiki/Whitelisting) [IPs](https://en.wikipedia.org/wiki/IP_address) etc. depending on the situation. - _Existence - is provided data not empty?_ Further validations make no sense if data is empty. Check for empty values: null/undefined, empty objects and arrays. - _Size - Is it reasonably big?_ Before any further steps, check length/size of input data, no matter what type it is. This will prevent validating data that is too big which may block a thread entirely (sending data that is too big may be a [DoS](https://en.wikipedia.org/wiki/Denial-of-service_attack) attack). - _Lexical content - Does it contain the right characters and encoding?_ For example, if we expect data that only contains digits, we scan it to see if there’s anything else. If we find anything else, we draw the conclusion that the data is either broken by mistake or has been maliciously crafted to fool our system. - _Syntax - Is the format right?_ Check if data format is right. Sometimes checking syntax is as simple as using a regexp, or it may be more complex like parsing an XML or JSON. - _Semantics - Does the data make sense?_ Check data in connection with the rest of the system (like database, other processes etc.). For example, checking in a database if ID of item exists. Cheap operations like checking for null/undefined and checking length of data come early in the list, and more expensive operations that require calling the database should be executed afterwards. Example files: - [create-user.request.dto.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/master/src/modules/user/commands/create-user/create-user.request.dto.ts) - _lexical_, _size_ and _existence_ validations of a [DTO](https://github.com/Sairyss/domain-driven-hexagon#dtos) using [decorators](https://www.typescriptlang.org/docs/handbook/decorators.html) provided by [class-validator](https://www.npmjs.com/package/class-validator) package. Read more: - [OWASP Input Validation Cheat Sheet](https://cheatsheetseries.owasp.org/cheatsheets/Input_Validation_Cheat_Sheet.html) - ["Secure by Design" Chapter 4.3: Validation](https://livebook.manning.com/book/secure-by-design/chapter-4/109). ### Enforce least privilege Ensure that users and systems have the minimum access privileges required to perform their job functions ([Principle of least privilege](https://en.wikipedia.org/wiki/Principle_of_least_privilege)). For example: - On your web server you can leave only 443 port for HTTPS requests open (and maybe an SSH port for administrating), and close all the other ports to prevent hackers connecting to other applications that may be running on your server. - When working with databases, give your APIs/services/users only the access rights that they need, and restrict everything else. Let's say if your API only needs to read data, let it read it, but not modify (for example when working with read replicas or [CQRS](https://docs.microsoft.com/en-us/azure/architecture/patterns/cqrs#:~:text=CQRS%20stands%20for%20Command%20and,operations%20for%20a%20data%20store.&text=The%20flexibility%20created%20by%20migrating,conflicts%20at%20the%20domain%20level.) queries your API may only need to read that data but never modify it, so restrict update/delete actions for it). - Give proper access rights to users. For example, you want your newly hired employee to help your customer service, so you give him SSH access to production server, so he can check the logs through a terminal when it is needed. But you don't want him to shut down the server by accident, so leave him with minimum access rights that he needs to do his job, and restrict access to anything else (and log all his actions). Eliminating unnecessary access rights significantly reduces your [attack surface](https://en.wikipedia.org/wiki/Attack_surface). Read more: - [Principle of Least Privilege (PoLP): What Is It, Why Is It Important, & How to Use It](https://www.strongdm.com/blog/principle-of-least-privilege) ### Rate Limiting Enforce a limit to the number of API requests within a time frame, this is called Rate Limiting or API throttling By default, there is no limit on how many request users can make to your API. This may lead to problems, like [DoS](https://en.wikipedia.org/wiki/Denial-of-service_attack) or brute force attacks, performance issues like high response time etc. To solve this, implementing [Rate Limiting](https://en.wikipedia.org/wiki/Rate_limiting) is essential for any API. Also enforce rate limiting for login attempts. Lock a user account for specific period of time after a given number of failed attempts - In NodeJS world, [express-rate-limit](https://www.npmjs.com/package/express-rate-limit) is an option for simple APIs. - Another alternative is [NGINX Rate Limiting](https://www.nginx.com/blog/rate-limiting-nginx/). - [Kong](https://konghq.com/kong/) has [rate limiting plugin](https://docs.konghq.com/hub/kong-inc/rate-limiting/). Read more: - [Everything You Need To Know About API Rate Limiting](https://nordicapis.com/everything-you-need-to-know-about-api-rate-limiting/) - [Rate-limiting strategies and techniques](https://cloud.google.com/solutions/rate-limiting-strategies-techniques) - [How to Design a Scalable Rate Limiting Algorithm](https://konghq.com/blog/how-to-design-a-scalable-rate-limiting-algorithm/) ## Testing Software Testing helps to catch bugs early. Properly tested software product ensures reliability, security and high performance which further results in time saving, cost-effectiveness and customer satisfaction. ### White box vs Black box Let's review two types of software testing: - [White Box](https://en.wikipedia.org/wiki/White-box_testing) testing. - [Black Box](https://en.wikipedia.org/wiki/Black-box_testing) testing. Testing module/use-case internal structures (creating a test for every file/class) is called _`White Box`_ testing. _White Box_ testing is widely used technique, but it has disadvantages. It creates coupling to implementation details, so every time you decide to refactor business logic code this may also cause a refactoring of corresponding tests. Use case requirements may change mid-work, your understanding of a problem may evolve, or you may start noticing new patterns that emerge during development, in other words, you start noticing a "big picture", which may lead to refactoring. For example: imagine that you defined a unit test for a class, and while developing this class you start noticing that it does too much and should be separated into two classes. Now you'll also have to refactor your test. After some time, while implementing a new feature, you notice that this new feature uses some code from that class you defined before, so you decide to separate that code and make it reusable, creating a third class (which originally was one), which leads to changing your unit tests yet again, every time you refactor. Use case requirements, input, output or behavior never changed, but tests had to be changed multiple times. This is inefficient and time-consuming. When we have domain models that change often, tests tend to change with them. Traditional white box unit tests tend to be very coupled to internals of our domain model structure. To solve this and get the most out of your tests, prefer _`Black Box`_ testing ([Behavioral Testing](https://www.codekul.com/blog/what-is-behavioral-testing/)). This means that tests should focus on testing user-facing behavior users care about (your code's public API), not the implementation details of individual units it has inside. This avoids coupling, protects tests from changes that may happen while refactoring, makes tests easier to understand and maintain thus saving time. > Tests that are independent of implementation details are easier to maintain since they don't need to be changed each time you make a change to the implementation. Try to avoid _White Box_ testing when possible. However, it's worth mentioning that there are cases when _White Box_ testing may be useful: - For instance, we need to go deeper into the implementation details when it is required to reduce combinations of testing conditions. For example, a class uses several plug-in [strategies](https://refactoring.guru/design-patterns/strategy), thus it is easier for us to test those strategies one at a time. - You are developing a library that will be used by multiple modules or projects. In those cases _White Box_ tests may be appropriate. - You want to document some complex piece of code. Creating a test can be a great way to do it instead of just writing comments/readme, since readme can get outdated, but test will fail if it gets outdated forcing you to update it. Use _White Box_ testing only when it is really needed and as an addition to _Black Box_ testing, not the other way around. It's all about investing only in the tests that yield the biggest return on your effort. Black Box / Behavioral tests can be divided in two parts: - Fast: Use cases tests in isolation which test only your business logic, with all I/O (external API or database calls, file reads etc.) mocked. This makes tests fast, so they can be run all the time (after each change or before every commit). This will inform you when something fails as fast as possible. Finding bugs early is critical and saves a lot of time. - Slow: Full [End to End](https://www.guru99.com/end-to-end-testing.html) (e2e) tests which test a use case from end-user standpoint. Instead of injecting I/O mocks those tests should have all infrastructure up and running: like database, API routes etc. Those tests check how everything works together and are slower so can be run only before pushing/deploying. Though e2e tests can live in the same project/repository, it is a good practice to have e2e tests independent from project's code. In bigger projects e2e tests are usually written by a separate QA team. **Note**: some people try to make e2e tests faster by using in-memory or embedded databases (like [sqlite3](https://www.npmjs.com/package/sqlite3)). This makes tests faster, but reduces the reliability of those tests and should be avoided. Read more: [Don't use In-Memory Databases for Tests](https://phauer.com/2017/dont-use-in-memory-databases-tests-h2/). For BDD tests [Cucumber](https://cucumber.io/) with [Gherkin](https://cucumber.io/docs/gherkin/reference/) syntax can give a structure and meaning to your tests. This way even people not involved in a development can define steps needed for testing. In node.js world [jest-cucumber](https://www.npmjs.com/package/jest-cucumber) is a nice package to achieve that. Example files: - [create-user.feature](https://github.com/Sairyss/domain-driven-hexagon/blob/master/tests/user/create-user/create-user.feature) - feature file that contains human-readable Gherkin steps - [create-user.e2e-spec.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/master/tests/user/create-user/create-user.e2e-spec.ts) - e2e / behavioral test Read more: - [Pragmatic unit testing](https://enterprisecraftsmanship.com/posts/pragmatic-unit-testing/) - [Google Blog: Test Behavior, Not Implementation](https://testing.googleblog.com/2013/08/testing-on-toilet-test-behavior-not.html) - [Writing BDD Test Scenarios](https://www.departmentofproduct.com/blog/writing-bdd-test-scenarios/) - Book: [Unit Testing Principles, Practices, and Patterns](https://www.amazon.com/gp/product/1617296279/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=1617296279&linkCode=as2&tag=vkhorikov-20&linkId=2081de4b1cb7564cb9f95526533c3dae) ### Load Testing For projects with a bigger user base you might want to implement some kind of [load testing](https://en.wikipedia.org/wiki/Load_testing) to see how program behaves with a lot of concurrent users. Load testing is a great way to minimize performance risks, because it ensures an API can handle an expected load. By simulating traffic to an API in development, businesses can identify bottlenecks before they reach production environments. These bottlenecks can be difficult to find in development environments in the absence of a production load. Automatic load testing tools can simulate that load by making a lot of concurrent requests to an API and measure response times and error rates. Example tools: - [k6](https://github.com/grafana/k6) - [Artillery](https://www.npmjs.com/package/artillery) is a load testing tool based on NodeJS. Example files: - [create-user.artillery.yaml](https://github.com/Sairyss/domain-driven-hexagon/blob/master/tests/user/create-user/create-user.artillery.yaml) - Artillery load testing config file. Also can be useful for seeding database with dummy data. More info: - [Top 6 Tools for API & Load Testing](https://medium.com/@Dickson_Mwendia/top-6-tools-for-api-load-testing-7ff51d1ac1e8). - [Getting started with API Load Testing (Stress, Spike, Load, Soak)](https://www.youtube.com/watch?v=r-Jte8Y8zag) ### Fuzz Testing [Fuzzing or fuzz testing](https://en.wikipedia.org/wiki/Fuzzing) is an automated software testing technique that involves providing invalid, unexpected, or random data as inputs to a computer program. Fuzzing is a common method hackers use to find vulnerabilities of the system. For example: - JavaScript injections can be executed if input is not sanitized properly, so a malicious JS code can end up in a database and then gets executed in a browser when somebody reads that data. - SQL injection attacks can occur if data is not sanitized properly, so hackers can get access to a database (though modern ORM libraries can protect from that kind of attacks when used properly). - Sending weird unicode characters, emojis etc. can crash your application. There are a lot of examples of a problems like this, for example [sending a certain character could crash and disable access to apps on an iPhone](https://www.theverge.com/2018/2/15/17015654/apple-iphone-crash-ios-11-bug-imessage). Sanitizing and validating input data is very important. But sometimes we make mistakes of not sanitizing/validating data properly, opening application to certain vulnerabilities. Automated Fuzz testing tools can prevent such vulnerabilities. Those tools contain a list of strings that are usually sent by hackers, like malicious code snippets, SQL queries, unicode symbols etc. (for example: [Big List of Naughty Strings](https://github.com/minimaxir/big-list-of-naughty-strings/)), which helps test most common cases of different injection attacks. Fuzz testing is a nice addition to typical testing methods described above and potentially can find serious security vulnerabilities or defects. Example tools: - [Artillery Fuzzer](https://www.npmjs.com/package/artillery-plugin-fuzzer) is a plugin for [Artillery](https://www.npmjs.com/package/artillery) to perform Fuzz testing. - [sqlmap](https://github.com/sqlmapproject/sqlmap) - an open source penetration testing tool that automates the process of detecting and exploiting SQL injection flaws Read more: - [Fuzz Testing(Fuzzing) Tutorial: What is, Types, Tools & Example](https://www.guru99.com/fuzz-testing.html) ## Documentation Here are some useful tips to help users/other developers to use your program. ### Document APIs Use [OpenAPI](https://swagger.io/specification/) (Swagger) or [GraphQL](https://graphql.org/) specifications. Document in details every endpoint. Add description and examples of every request, response, properties and exceptions that endpoints may return or receive as body/parameters. This will help greatly to other developers and users of your API. Example files: - [user.response.dto.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/master/src/modules/user/dtos/user.response.dto.ts) - notice `@ApiProperty()` decorators. This is [NestJS Swagger](https://docs.nestjs.com/openapi/types-and-parameters) module. - [create-user.http.controller.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/master/src/modules/user/commands/create-user/create-user.http.controller.ts) - notice `@ApiOperation()` and `@ApiResponse()` decorators. Read more: - [Documenting a NodeJS REST API with OpenApi 3/Swagger](https://medium.com/wolox/documenting-a-nodejs-rest-api-with-openapi-3-swagger-5deee9f50420) - [Best Practices in API Documentation](https://swagger.io/blog/api-documentation/best-practices-in-api-documentation/) ### Use wiki Create a wiki for collecting and sharing knowledge. Describe common tools, practices and procedures used in your organization. Write down notes explaining peculiarities of your software, how it works and why you made certain decisions. It must be easy for everyone, especially new team members, to learn about specifics of the project. According to [The Bus Factor](https://en.wikipedia.org/wiki/Bus_factor), projects can stall if knowledge is not shared properly across team members. Here are some useful tools for note-taking and creating wikis: - [Notion](https://www.notion.so/) - [Obsidian](https://obsidian.md/) - [Confluence](https://www.atlassian.com/software/confluence) Read more: - [How to build a wiki for your company](https://www.notion.so/help/guides/how-to-build-a-wiki-for-your-company) - [Use of Wikis in Organizational Knowledge Management](https://www.scirp.org/journal/paperinformation.aspx?paperid=63155) ### Add Readme Create a simple readme file in a git repository that describes basic app functionality, available CLI commands, how to setup a new project etc. - [How to Write a Readme Worth Reading](https://www.ctl.io/developers/blog/post/how-to-write-a-readme-worth-reading) ### Write self-documenting code Code can be self-documenting to some degree. One useful trick is to separate complex code to smaller chunks with a descriptive name. For example: - Separating a big function into a bunch of small ones with descriptive names, each with a single responsibility; - Moving in-line primitives or hard to read conditionals into a variable with a descriptive name. This makes code easier to understand and maintain. Read more: - [Tips for Writing Self-Documenting Code](https://itnext.io/tips-for-writing-self-documenting-code-e54a15e9de2?gi=424f36cc1604) ### Prefer statically typed languages Types give useful semantic information to a developer and can be useful for creating self-documenting code. Good code should be easy to use correctly, and hard to use incorrectly. Types system can be a good help for that. It can prevent some nasty errors at a compile time, so IDE will show type errors right away. Applications written using statically typed languages are usually easier to maintain, more scalable and better suited for large teams. **Note**: For smaller projects/scripts/jobs static typing may not be needed. Read more: - [Static Types vs Dynamic Types](https://instil.co/blog/static-vs-dynamic-types/) ### Avoid useless comments Writing readable code, using descriptive function/method/variable names and creating tests can document your code well enough. Try to avoid comments when possible and try to make your code legible and tested instead. Use comments only when it's really needed. Commenting may be a code smell in some cases, like when code gets changed but a developer forgets to update a comment (comments should be maintained too). > Code never lies, comments sometimes do. Use comments only in some special cases, like when writing an counter-intuitive "hack" or performance optimization which is hard to read. For documenting public APIs use code annotations (like [JSDoc](https://en.wikipedia.org/wiki/JSDoc)) instead of comments, this works nicely with code editor [intellisense](https://code.visualstudio.com/docs/editor/intellisense). Read more: - [Code Comment Is A Smell](https://fagnerbrack.medium.com/code-comment-is-a-smell-4e8d78b0415b) - [// No comments](https://medium.com/swlh/stop-adding-comments-to-your-code-80a3575519ad) ## Database Best Practices ### Backups Data is one of the most important things in your business. Keeping it safe is a top priority of any backend service. Here are some basic recommendations: - Create backups frequently and regularly - Use remote storages for your backups. Backing up your data and storing it on the same disk as your original data is a road to losing everything. When your storage breaks you will lose an original data and your backups. So keep your backups separately - Keep backups encrypted and protected. Backup encryption ensures data is protected from leaks and that your data will be what you expect when you recover it - Consider retention span. Keeping every backup forever isn’t feasible due to a limited amount of space for storage - Monitor the backup and restore process - Consider using [point in time recovery](https://www.postgresql.org/docs/current/continuous-archiving.html) when you need to restore database to a specific point in time (if database supports it). This can be useful for synchronizing time between multiple databases when restoring them from a backup. Read more: - [Backup and Recovery Best Practices](https://sqlbak.com/blog/backup-and-recovery-best-practices) - [The 7 critical backup strategy best practices to keep data safe](https://searchdatabackup.techtarget.com/feature/The-7-critical-backup-strategy-best-practices-to-keep-data-safe) ### Managing Schema Changes Migrations can help for database table/schema changes: > Database migration refers to the management of incremental, reversible changes and version control to relational database schemas. A schema migration is performed on a database whenever it is necessary to update or revert that database's schema to some newer or older version. Source: [Wiki](https://en.wikipedia.org/wiki/Schema_migration) Migrations can be written manually or generated automatically every time database table schema is changed. When pushed to production it can be launched automatically. **BE CAREFUL** not to drop some columns/tables that contain data by accident. Perform data migrations before table schema migrations and always backup database before doing anything. Examples: - [Typeorm Migrations](https://github.com/typeorm/typeorm/blob/master/docs/migrations.md) - can automatically generate sql table schema migrations like this: [1611765824842-CreateTables.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/7feca5cf992b47f3f28ccb1e9da5df0130f6d7ec/src/infrastructure/database/migrations/1631645442017-CreateTables.ts) - Or you could create raw SQL queries like this: [2022.10.07T13.49.19.users.sql](https://github.com/Sairyss/domain-driven-hexagon/blob/master/database/migrations/2022.10.07T13.49.19.users.sql) Read more: - [What are database migrations?](https://www.prisma.io/dataguide/types/relational/what-are-database-migrations#what-are-the-advantages-of-migration-tools) - [Database Migration: What It Is and How to Do It](https://www.cloudbees.com/blog/database-migration) ### Data Seeding To avoid manually creating data in the database, [seeding](https://en.wikipedia.org/wiki/Database_seeding) is a great solution to populate database with data for development and testing purposes. Example package for nodejs: [typeorm-seeding](https://www.npmjs.com/package/typeorm-seeding#-using-entity-factory). Example file: [user.seeds.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/7feca5cf992b47f3f28ccb1e9da5df0130f6d7ec/src/modules/user/database/seeding/user.seeds.ts) ## Configuration - Store all configurable variables/parameters in config files. Try to avoid using in-line literals/primitives. This will make it easier to find and maintain all configurable parameters when they are in one place. - Never store sensitive configuration variables (passwords/API keys/secret keys etc) in plain text in a configuration files or source code. - Store sensitive configuration variables, or variables that change depending on environment, as [environment variables](https://en.wikipedia.org/wiki/Environment_variable) ([dotenv](https://www.npmjs.com/package/dotenv) is a nice package for that) or as a [Docker/Kubernetes secrets](https://www.bogotobogo.com/DevOps/Docker/Docker_Kubernetes_Secrets.php). - Create hierarchical config files that are grouped into sections. If possible, create multiple files for different configs (like database config, API config, tasks config etc). - Application should fail and provide the immediate feedback if the required environment variables are not present at start-up. [env-var](https://www.npmjs.com/package/env-var) is a nice package for nodejs that can take care of that. - For most projects plain object configs may be enough, but there are other options, for example: [NestJS Configuration](https://docs.nestjs.com/techniques/configuration), [rc](https://www.npmjs.com/package/rc), [nconf](https://www.npmjs.com/package/nconf) or any other package. Example files: - [database.config.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/master/src/configs/database.config.ts) - database config that uses environmental variables and also validates them - [.env.example](https://github.com/Sairyss/domain-driven-hexagon/blob/master/.env.example) - this is [dotenv](https://www.npmjs.com/package/dotenv) example file. This file should only store dummy example secret keys, never store actual development/production secrets in it. This file later is renamed to `.env` and populated with real keys for every environment (local, dev or prod). Don't forget to add `.env` to [.gitignore](https://github.com/Sairyss/domain-driven-hexagon/blob/master/.gitignore) file to avoid pushing it to repo and leaking all keys. ## Logging - Try to log all meaningful events in a program that can be useful to anybody in your team. - Use proper log levels: `log`/`info` for events that are meaningful during production, `debug` for events useful while developing/debugging, and `warn`/`error` for unwanted behavior on any stage. - Write meaningful log messages and include metadata that may be useful. Try to avoid cryptic messages that only you understand. - Never log sensitive data: passwords, emails, credit card numbers etc. since this data will end up in log files. If log files are not stored securely this data can be leaked. - Parse your logs and remove all potentially sensitive data to prevent accidental leaks. For example, you can iterate over logged values and remove anything that has a "secret" or "password" or similar keys in it. - Avoid default logging tools (like `console.log`). Use mature logger libraries (for example [Winston](https://www.npmjs.com/package/winston)) that support features like enabling/disabling log levels, convenient log formats that are easy to parse (like JSON) etc. - Consider including user id in logs. It will facilitate investigating if user creates an incident ticket. - In distributed systems a gateway (or a client) can generate an unique correlation id for each request and pass it to every system that processes this request. Logging this id will make it easier to find related logs across different systems/files. You can also use a causation id to determine a correct ordering of the events that happen in your system. Read more: [Correlation id and causation id in evented systems](https://blog.arkency.com/correlation-id-and-causation-id-in-evented-systems/) - Use consistent structure across all logs. Each log line should represent one single event and can contain things like a timestamp, context, unique user id or correlation id and/or id of an entity/aggregate that is being modified, as well as additional metadata if required. - Use log managements systems. This will allow you to track and analyze logs as they happen in real-time. Here are some short list of log managers: [Sentry](https://sentry.io/for/node/), [Loggly](https://www.loggly.com/), [Logstash](https://www.elastic.co/logstash), [Splunk](https://www.splunk.com/) etc. - Send notifications of important events that happen in production to a corporate chat like Slack or even by SMS. - Don't write logs to a file or to the cloud provider from your program. Write all logs to [stdout](https://www.computerhope.com/jargon/s/stdout.htm) and let other tools handle writing logs to cloud or file (for example [docker supports writing logs to a file](https://docs.docker.com/config/containers/logging/configure/)). Read more: [Why should your Node.js application not handle log routing?](https://www.coreycleary.me/why-should-your-node-js-application-not-handle-log-routing/) - Logging operation can affect performance, especially when you transform your logs (for example to remove sensitive data). You can delegate log parsing and transforming to a separate process. For example, [Pino logger supports this](https://github.com/pinojs/pino/blob/master/docs/transports.md). - Instead of sending your logs to `stdout`, alternatively you could send them to your [sidecar](https://learn.microsoft.com/en-us/azure/architecture/patterns/sidecar) (running in the same container) that will handle log parsing, transformations, and batch sending them somewhere else. - Logs can be visualized by using a tool like [Kibana](https://www.elastic.co/kibana). Read more: - [Make your app transparent using smart logs](https://github.com/goldbergyoni/nodebestpractices/blob/master/sections/production/smartlogging.md) ## Monitoring Monitoring is the process to gather metrics about the operations of an IT environment's hardware and software to ensure everything functions as expected. Additionally, to logging tools, when something unexpected happens in production, it's critical to have thorough monitoring in place. As software hardens more and more, unexpected events will get more and more infrequent and reproducing those events will become harder and harder. So when one of those unexpected events happens, there should be as much data available about the event as possible. Software should be designed from the start to be monitored. Monitoring aspects of software are almost as important as the functionality of the software itself, especially in big systems, since unexpected events can lead to money and reputation loss for a company. Monitoring helps fix and sometimes preventing unexpected behavior like failures, slow response times, errors etc. Health monitoring tools are a good way to keep track of system performance, identify causes of crashes or downtime, monitor behavior, availability and load. Some health monitoring tools already include logging management and error tracking, as well as alerts and general performance monitoring. Here are some basic recommendation on what can be monitored: - Connectivity – Verify if user can successfully send a request to the API endpoint and get a response with expected HTTP status code. This will confirm if the API endpoint is up and running. This can be achieved by creating some kind of 'heath check' endpoint. - Performance – Make sure the response time of the API is within acceptable limits. Long response times cause bad user experience. - Error rate – errors immediately affect your customers, you need to know when errors happen right away and fix them. - CPU and Memory usage – spikes in CPU and Memory usage can indicate that there are problems in your system, for example bad optimized code, unwanted process running, memory leaks etc. This can result in loss of money for your organization, especially when cloud providers are used. - Storage usage – servers run out of storage. Monitoring storage usage is essential to avoid data loss. - Monitor your backend and any 3rd party services that your backend use, monitor databases, kubernetes clusters etc. to ensure that everything in a system works as intended. Choose health monitoring tools depending on your needs, here are some examples: - [Sematext](https://sematext.com/), [AppSignal](https://appsignal.com/), [Prometheus](https://prometheus.io/), [Checkly](https://www.checklyhq.com/), [ClinicJS](https://clinicjs.org/) - [OpenTelemetry](https://opentelemetry.io/) - a collection of tools, APIs, and SDKs to instrument, generate, collect, and export telemetry data (metrics, logs, and traces). Read more: - [Essential Guide to API Monitoring: Basics Metrics & Choosing the Best Tools](https://sematext.com/blog/api-monitoring/) - [DevOps measurement: Monitoring and observability](https://cloud.google.com/architecture/devops/devops-measurement-monitoring-and-observability) ## Standardization [Standardization](https://en.wikipedia.org/wiki/Standardization) is the process of implementing and developing technical standards based on the consensus of different parties. Define and agree on standards in the development process, for example: - Tech stack and tools - Architectural practices, code style and formatting tools - Create reusable software objects and interfaces for common procedures - Enforce naming conventions - Define API response structure - Standard way of handling pagination of resources - Standardize protocols and schemas that will be used for communication between multiple systems - Error handling - Versioning of your app, libraries, endpoints, schemas, etc - Documentation - Standard ways to report health, errors, monitoring statistics, etc - Standard ways of logging and a place where those logs will be aggregated - etc. Standards help enforce best practices and simplify both the development process and code. Create documents that describe your standards and enforce them as much as you can. Ideally there should be only one way of doing a common task. If you don't have standards everybody in the team will be doing things differently and your system will be a mess. Read more: - [6 Reasons Standardizing Your Software Is Essential](https://www.gonitro.com/blog/6-reasons-standardizing-software-essential) ## Static Code Analysis > Static code analysis is a method of debugging by examining source code before a program is run. For JavasScript and TypeScript, [Eslint](https://www.npmjs.com/package/eslint) with [typescript-eslint plugin](https://www.npmjs.com/package/@typescript-eslint/eslint-plugin) and some rules (like [airbnb](https://www.npmjs.com/package/eslint-config-airbnb) / [airbnb-typescript](https://www.npmjs.com/package/eslint-config-airbnb-typescript)) can be a great tool to enforce writing better code. Try to make linter rules reasonably strict, this will help greatly to avoid "shooting yourself in a foot". Strict linter rules can prevent bugs and even serious security holes ([eslint-plugin-security](https://www.npmjs.com/package/eslint-plugin-security)). > **Adopt programming habits that constrain you, to help you to limit mistakes**. For example: Using _explicit_ `any` type is a bad practice. Consider disallowing it (and other things that may cause problems): ```javascript // .eslintrc.js file rules: { '@typescript-eslint/no-explicit-any': 'error', // ... } ``` Also, enabling strict mode in `tsconfig.json` is recommended, this will disallow things like _implicit_ `any` types: ```json "compilerOptions": { "strict": true, // ... } ``` Example file: [.eslintrc.js](https://github.com/Sairyss/domain-driven-hexagon/blob/master/.eslintrc.js) [Code Spell Checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker) may be a good addition to eslint. Read more: - [What Is Static Analysis?](https://www.perforce.com/blog/sca/what-static-analysis) - [Controlling Type Checking Strictness in TypeScript](https://www.carlrippon.com/controlling-type-checking-strictness-in-typescript/) ## Code formatting The way code looks adds to our understanding of it. Good style makes reading code a pleasurable and consistent experience. Consider using code formatters like [Prettier](https://www.npmjs.com/package/prettier) to maintain same code styles in the project. Read more: - [Why Coding Style Matters](https://www.smashingmagazine.com/2012/10/why-coding-style-matters/) ## Shut down gracefully When you shut down your application you may interrupt all operations that are running at that time and lose data. Unless you gracefully shut down your app. Shutting down gracefully means when you send a termination signal to your app, it should (if it's a web server): - Stop all new requests from clients - Wait until all current requests finish executing - Close server connections, like connection to a database, external APIs, etc. - Exit This way you are not interrupting running operations and prevent a lot of related problems. Read more: - [Graceful shutdown in NodeJS](https://hackernoon.com/graceful-shutdown-in-nodejs-2f8f59d1c357) - [Graceful shutdown in Go http server](https://medium.com/honestbee-tw-engineer/gracefully-shutdown-in-go-http-server-5f5e6b83da5a) ## Profiling [Profiling](<https://en.wikipedia.org/wiki/Profiling_(computer_programming)>) allows us to collect and analyze data on how functions in your code perform when executed. This can help us with identifying bottlenecks in our code and fix them to make application perform faster. Here are some examples for NodeJS: - [Using the inbuilt Node.js profiler](https://blog.logrocket.com/using-inbuilt-node-js-profiler/) - [How to Automate Performance Profiling in Node.js](https://blog.bitsrc.io/how-to-automate-performance-profiling-in-nodejs-57524b8f763f?gi=740cbc9f20c6) ## Benchmarking To make sure that your optimizations are working and system run fast, consider using [benchmarking](<https://en.wikipedia.org/wiki/Benchmark_(computing)>) tools to analyze execution times and performance of your backend, apps, scripts, jobs, etc. Read more: - [hyperfine](https://github.com/sharkdp/hyperfine) - A command-line benchmarking tool. - [How to Perform Web Server Performance Benchmark?](https://geekflare.com/web-performance-benchmark/) ## Make application easy to setup There are a lot of projects out there which take effort to configure after downloading it. Everything has to be set up manually: database, all configs etc. If new developer joins the team he has to waste a lot of time just to make application work. This is a bad practice and should be avoided. Setting up project after downloading it should be as easy as launching one or few commands in terminal. Consider adding scripts to do this automatically: - [package.json scripts](https://krishankantsinghal.medium.com/scripting-inside-package-json-4b06bea74c0e) - [docker-compose file](https://docs.docker.com/compose/) - [Makefile](https://opensource.com/article/18/8/what-how-makefile) - Database seeding and migrations - or any other tools. Example files: - [package.json](https://github.com/Sairyss/domain-driven-hexagon/blob/master/package.json) - notice all added scripts for launching tests, migrations, seeding, docker environment etc. - [docker-compose.yml](https://github.com/Sairyss/domain-driven-hexagon/blob/master/docker/docker-compose.yml) - after configuring everything in a docker-compose file, running a database and a db admin panel (and any other additional tools) can be done using only one command. This way there is no need to install and configure a database separately. ## Deployment Automate your deployment process. [CI/CD](https://en.wikipedia.org/wiki/CI/CD) tools can help with that. Deployment automation reduces errors, speeds up deployments, creates a smooth path to deliver updates and upgrades on a regular basis. The process becomes very easy, just pushing your changes to a repository can trigger a build and deploy process automatically so you don't have to do anything else. During deployment execute your e2e tests, load/fuzz tests, static code analysis checks, check for vulnerabilities in your packages etc. and stop a deploy process if anything fails. This prevents deploying failing or insecure code to production and makes your application robust and secure. Read more: - [8 Best Practices for Agile Software Deployment](https://stackify.com/deployment-best-practices/) - [CI/CD Best Practices for DevOps Teams](https://harness.io/blog/ci-cd-best-practices/) ### Blue-Green Deployment [Blue-green deployment](https://en.wikipedia.org/wiki/Blue-green_deployment) is a release strategy that proposes the use of two servers: "green" and "blue". When deploying, the new build is deployed to one of the servers ("green"). When build is finished, requests are routed to a new build ("green" server), while maintaining an old version of your program ("blue") running. If a "green" server has some bugs or doesn't work properly, you can easily switch back to a "blue" server with zero downtime. This allows to quickly roll back to a previous version if anything goes wrong by simply routing traffic back to a "blue" server with previous version of your program. Read more: - [BlueGreenDeployment](https://martinfowler.com/bliki/BlueGreenDeployment.html) - [What is Blue Green Deployment?](https://www.opsmx.com/blog/blue-green-deployment/) - [Intro to Deployment Strategies: Blue-Green, Canary, and More](https://harness.io/blog/blue-green-canary-deployment-strategies/) ## Code Generation Code generation can be important when using complex architectures to avoid typing boilerplate code manually. [Hygen](https://www.npmjs.com/package/hygen) is a great example. This tool can generate building blocks (or entire modules) by using custom templates. Templates can be designed to follow best practices and concepts based on Clean/Hexagonal Architecture, DDD, SOLID etc. Main advantages of automatic code generation are: - Avoid manual typing or copy-pasting of boilerplate code. - No hand-coding means less errors and faster implementations. Simple CRUD module can be generated and used right away in seconds without any manual code writing. - Using auto-generated code templates ensures that everyone in the team uses the same folder/file structures, name conventions, architectural and code styles. **Notes**: - To really understand and work with generated templates you need to understand what is being generated and why, so full understanding of an architecture and patterns used is required. - Don't try to implement code generation on early stages of development. At early stages your application architecture will change a lot adapting to new requirements, meaning that your code generation templates have to change too. Do it only when your project matures and becomes more stable. ## Version Control Make sure you are using version control systems like [git](https://git-scm.com/). Version control systems can track changes you make to files, so you have a record of what has been done, and you can revert to specific versions should you ever need to. It will also help coordinating work among programmers allowing changes by multiple people to all be merged into one source. Below are some good practices to use together with git. ### Pre-push/pre-commit hooks Consider launching tests/code formatting/linting every time you do `git push` or `git commit`. This prevents bad code getting in your repo. [Husky](https://www.npmjs.com/package/husky) is a great tool for that. Read more: - [Git Hooks](https://githooks.com/) ### Conventional commits Conventional commits add some useful prefixes to your commit messages, for example: - `feat: added ability to delete user's profile` This creates a common language that makes easier communicating the nature of changes to teammates and also may be useful for automatic package versioning and release notes generation. Read more: - [conventionalcommits.org](https://www.conventionalcommits.org/en/v1.0.0-beta.2/) - [Semantic Commit Messages](https://gist.github.com/joshbuchea/6f47e86d2510bce28f8e7f42ae84c716) - [Commitlint](https://github.com/conventional-changelog/commitlint) - [Semantic release](https://github.com/semantic-release/semantic-release) ## API Versioning API versioning is the practice of transparently managing changes to your API. API versioning allows you to incorporate the latest changes in a new version of your API thereby still allowing users to have access to the older version of your API without breaking your users application. If you need to create a new version of an endpoint, a simple solution would be to create new version of [DTOs](https://github.com/Sairyss/domain-driven-hexagon#DTOs) and a URL like this: `/v2/users`. Keep old version of an endpoint running for backwards compatibility until your users fully migrate to a new version. Creating a new version of an endpoint instead of modifying an old one protects users of your API from breaking their app. **Note**: if the only user of your API is your own frontend that can change on demand API versioning may be not worth it. If you are using [GraphQL](https://graphql.org/), you can use a [@deprecated](https://dgraph.io/docs/graphql/schema/deprecated/) directive on a field. For versioning packages, libraries, SDKs etc. you can use [semantic versioning](https://semver.org/). Example files: - [app.routes.ts](https://github.com/Sairyss/domain-driven-hexagon/blob/master/src/configs/app.routes.ts) - file that contains routes with its version. Read more: - [How to Version a REST API](https://www.freecodecamp.org/news/how-to-version-a-rest-api/) # Additional resources ## Github Repositories - [Node.js Best Practices](https://github.com/goldbergyoni/nodebestpractices)
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The power of webpack, distilled for the rest of us.
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An elegant dashboard
![banner](https://raw.githubusercontent.com/d2-projects/d2-admin/master/docs/image/banner.png) <p align="center"> <a href="https://github.com/d2-projects/d2-admin/stargazers" target="_blank"><img src="https://img.shields.io/github/stars/d2-projects/d2-admin.svg"></a> <a href="https://github.com/d2-projects/d2-admin/network/members" target="_blank"><img src="https://img.shields.io/github/forks/d2-projects/d2-admin.svg"></a> <a href="https://github.com/d2-projects/d2-admin/issues" target="_blank"><img src="https://img.shields.io/github/issues/d2-projects/d2-admin.svg"></a> <a href="https://github.com/d2-projects/d2-admin/issues?q=is%3Aissue+is%3Aclosed" target="_blank"><img src="https://img.shields.io/github/issues-closed/d2-projects/d2-admin.svg"></a> <a href="https://github.com/d2-projects/d2-admin/pulls" target="_blank"><img src="https://img.shields.io/github/issues-pr/d2-projects/d2-admin.svg"></a> <a href="https://github.com/d2-projects/d2-admin/pulls?q=is%3Apr+is%3Aclosed" target="_blank"><img src="https://img.shields.io/github/issues-pr-closed/d2-projects/d2-admin.svg"></a> <a href="https://github.com/d2-projects/d2-admin" target="_blank"><img src="https://img.shields.io/github/last-commit/d2-projects/d2-admin.svg"></a> </p> <p align="center"> <a href="https://github.com/d2-projects/d2-admin" target="_blank"><img src="https://visitor-badge.glitch.me/badge?page_id=d2-projects.d2-admin"></a> <a href="https://github.com/d2-projects/d2-admin/releases" target="_blank"><img src="https://img.shields.io/github/release/d2-projects/d2-admin.svg"></a> <a href="https://deepscan.io/dashboard#view=project&tid=8014&pid=10161&bid=136697"><img src="https://deepscan.io/api/teams/8014/projects/10161/branches/136697/badge/grade.svg" alt="DeepScan grade"></a> </p> [D2Admin](https://github.com/d2-projects/d2-admin) is a fully open source and free enterprise back-end product front-end integration solution, using the latest front-end technology stack, javascript files loading of local first screen less than 60kb, has prepared most of the project preparations, and with a lot of sample code to help the management system agile development. [![Open in Visual Studio Code](https://open.vscode.dev/badges/open-in-vscode.svg)](https://open.vscode.dev/d2-projects/d2-admin) [中文](https://github.com/d2-projects/d2-admin/blob/master/README.zh.md) | **English** ## Preview ![Deploy preview](https://github.com/d2-projects/d2-admin/workflows/Deploy%20preview/badge.svg) [![Netlify Status](https://api.netlify.com/api/v1/badges/a5dd4bbd-da3f-4145-98a9-8012577bdcf5/deploy-status)](https://app.netlify.com/sites/d2-admin/deploys) The following access addresses are built and deployed by the latest master branch code at the same time. The access effect is completely consistent. Please select the appropriate access link according to your own network situation. | server | link | server | | --- | --- | --- | | d2.pub | [Link](https://d2.pub/d2-admin/preview) | China server | | github | [Link](https://d2-projects.github.io/d2-admin) | GitHub pages | | netlify | [Link](https://d2-admin.netlify.com) | Netlify CDN | ## Document [document on https://d2.pub](https://d2.pub/zh/doc/d2-admin/) ## Features * Build with vue-cli3 * First screen loading waiting animation * Five themes * Built-in UEditor rich text editor * Detailed documentation * Login and logout * Separate routing and menu settings * Foldable sidebar * Multi-national language * Rich text editor * Markdown editor * full screen * Fontawesome icon library * Icon selector * Automatically register SVG icon * Simulation data * Clipboard package * Chart library * Time and date calculation tool * Import Excel ( xlsx + csv ) * Data export Excel ( xlsx + csv ) * Data export text * Digital animation * Drag and drop the size of the block layout * Grid layout for drag and resize and position * Out-of-the-box page layout components * Load and parse markdown files * GitHub style markdown display component * markdown internal code highlighting * Expanded Baidu cloud link resolution and optimized display for markdown * Right click menu component * Custom scrollbars and scrolling controls * Common style extraction, convenient theme customization * Support temporary menu configuration * System function display module `1.1.4 +` * Multi-tab mode `1.1.4 +` * Beautify the scroll bar `1.1.4 +` * json view `1.1.4 +` * cookie wrapper `1.1.5 +` * Multi-tab global control API `1.1.5 +` * Menu Global Control API `1.1.5 +` * Multi-tab page close control support right-click menu `1.1.10 +` * Modular global state management `1.2.0 +` * Multiple data persistence methods: distinguish users, distinguish routes, page data snapshot function `1.2.0 +` * Support for menu system that jumps out of external links `1.2.0 +` * Support menu svg icon `1.3.0 +` * Logging and error catching `1.3.0 +` * Global menu search `1.3.0 +` * Custom login redirect `1.3.0 +` * Switch global base component size `1.4.0 +` * Page loading progress bar `1.4.1 +` * Adaptive top menu bar `1.4.7 +` * Support for merging cells when exporting xslx `1.5.4 +` * Multiple tabs support drag and drop sorting `1.8.0 +` * load only local JavaScript code less than 60kb on the homepage `1.8.0 +` * Built in build file volume checking tool `1.8.0 +` * Example of multi page `1.23.0 +` * Split chunks `1.23.0 +` ## Other synchronous repositories | type | link | | --- | --- | | gitee | [https://gitee.com/d2-projects/d2-admin](https://gitee.com/d2-projects/d2-admin) | | coding | [https://d2-projects.coding.net/p/d2-projects/d/d2-admin/git](https://d2-projects.coding.net/p/d2-projects/d/d2-admin/git) | ## Other versions | Name | HomePage | Preview | Introduction | | --- | --- | --- | --- | | Starter template | [Link](https://github.com/d2-projects/d2-admin-start-kit) | [Link](https://d2.pub/d2-admin-start-kit/preview) | The simplest version | ## Open source backend implementation > The backend is contributed by the open source community. The latest version of D2Admin is not guaranteed. Please contact its open source author for related usage issues. | Name | technology | HomePage | Preview | Introduction | | --- | --- | --- | --- | --- | | django-vue-admin-pro | Django | [Link](https://github.com/dvadmin-pro/django-vue-admin-pro) | [Link](http://demo.pro.django-vue-admin.com) | Django + Jwt + D2Admin | | boot-admin | SpringBoot | [Link](https://github.com/hb0730/boot-admin) | [Link](http://admin.hb0730.com/) | Management system based on SpringBoot | | FlaskPermission | Flask | [Link](https://github.com/huguodong/flask-permission) | [Link](http://47.97.218.139:9999) | Permission management based on Flask | | CareyShop | ThinkPHP5 | [Link](https://github.com/dnyz520/careyshop-admin) | [Link](https://demo.careyshop.cn/admin/) | High Performance Mall Framework System for CareyShop | | jiiiiiin-security | Spring Boot | [Link](https://github.com/Jiiiiiin/jiiiiiin-security) | [Link](https://github.com/Jiiiiiin/jiiiiiin-security) | Content management infrastructure projects | | Taroco | Spring Cloud | [Link](https://github.com/liuht777/Taroco) | [Link](http://111.231.192.110/) | Complete microservice enterprise solution | | Aooms | Spring Cloud | [Link](https://gitee.com/cyb-javaer/Aooms) | [Link](https://www.yuboon.com/Aooms) | Extremely fast microservice development, not just as simple as JFinal | | GOA | Beego | [Link](https://github.com/Qsnh/goa) | [Link](http://goaio.vip/) | Online question answering system based on Beego + Vue | | CMDB | Django | [Link](https://github.com/CJFJack/django_vue_cmdb) | [Link](https://mp.weixin.qq.com/s?__biz=MzU1OTYzODA4Mw==&mid=2247484250&idx=1&sn=981024ac0580d8a3eba95742bd32b268) | authority system with dynamic menu | ## Community projects > These projects are contributed by the open source community and are not guaranteed to use the latest version of D2Admin. Please contact their open source authors for related usage questions. | Name | HomePage | Preview | Introduction | | --- | --- | --- | --- | | d2-admin-xiya-go-cms | [Link](https://github.com/d2-projects/d2-admin-xiya-go-cms) | [Link](https://d2.pub/d2-admin-xiya-go-cms/preview) | D2Admin + authority system + dynamic router | | d2-advance | [Link](https://github.com/d2-projects/d2-advance) | [Link](https://d2.pub/d2-advance/preview) | Technical exploration inspired by D2Admin | | d2-crud-plus | [Link](https://github.com/greper/d2-crud-plus) | [Link](http://qiniu.veryreader.com/D2CrudPlusExample/index.html) | Easy development of crud function | | d2-crud | [Link](https://github.com/d2-projects/d2-crud) | [Link]() | Encapsulation of common operations in tables | | d2-admin-pm | [Link](https://github.com/wjkang/d2-admin-pm) | [Link](http://jaycewu.coding.me/d2-admin-pm) | RBAC privilege management solution based on D2Admin | | LanBlog | [Link](https://github.com/sinksmell/LanBlog) | [Link](http://47.101.222.133/) | Vue + Beego restful api personal blog system | | d2-admin-start-kit-plus | [Link](https://github.com/hank-cp/d2-admin-start-kit-plus) | [Link](https://github.com/hank-cp/d2-admin-start-kit-plus) | D2Admin Start kit modular version | | d2-ribbons | [Link](https://github.com/d2-projects/d2-ribbons) | [Link](https://github.com/d2-projects/d2-ribbons) | Open source project logo Library | ## Badge If your open source project is based on D2Admin development, please add the following badge to your README: <a href="https://github.com/d2-projects/d2-admin" target="_blank"> <img src="https://raw.githubusercontent.com/d2-projects/d2-admin/master/docs/image/[email protected]" width="200"> </a> Copy the following code into the README to: ``` html <a href="https://github.com/d2-projects/d2-admin" target="_blank"><img src="https://raw.githubusercontent.com/d2-projects/d2-admin/master/docs/image/[email protected]" width="200"></a> ``` At the same time, you can report your project to us. We will place the excellent project in D2Admin and help you publicize it. ## Contributor * [@FairyEver](https://github.com/FairyEver) * [@sunhaoxiang](https://github.com/sunhaoxiang) * [@Aysnine](https://github.com/Aysnine) * [@luchaohai](https://github.com/luchaohai) * [@han-feng](https://github.com/han-feng) * [@rongxingsun](https://github.com/rongxingsun) * [@dnyz520](https://github.com/dnyz520) ## Become a sponsor [Sponsor me on afdian.net](https://afdian.net/@fairyever) ## Sponsor **cochlea** | **Baron** | **苦行僧** | **吴地安宁** | **KingDong** | **sunyongmofang** ## Visitor ![Total visitor](https://visitor-badge.glitch.me/badge?page_id=d2-projects.d2-admin) > Total visitor since 2019.08.27 ## Star history [![Stargazers over time](https://starchart.cc/d2-projects/d2-admin.svg)](https://starchart.cc/d2-projects/d2-admin) ## License [![FOSSA Status](https://app.fossa.com/api/projects/git%2Bgithub.com%2Fd2-projects%2Fd2-admin.svg?type=large)](https://app.fossa.com/projects/git%2Bgithub.com%2Fd2-projects%2Fd2-admin?ref=badge_large)
303
:tada: A magical vue admin https://panjiachen.github.io/vue-element-admin
<p align="center"> <img width="320" src="https://wpimg.wallstcn.com/ecc53a42-d79b-42e2-8852-5126b810a4c8.svg"> </p> <p align="center"> <a href="https://github.com/vuejs/vue"> <img src="https://img.shields.io/badge/vue-2.6.10-brightgreen.svg" alt="vue"> </a> <a href="https://github.com/ElemeFE/element"> <img src="https://img.shields.io/badge/element--ui-2.7.0-brightgreen.svg" alt="element-ui"> </a> <a href="https://travis-ci.org/PanJiaChen/vue-element-admin" rel="nofollow"> <img src="https://travis-ci.org/PanJiaChen/vue-element-admin.svg?branch=master" alt="Build Status"> </a> <a href="https://github.com/PanJiaChen/vue-element-admin/blob/master/LICENSE"> <img src="https://img.shields.io/github/license/mashape/apistatus.svg" alt="license"> </a> <a href="https://github.com/PanJiaChen/vue-element-admin/releases"> <img src="https://img.shields.io/github/release/PanJiaChen/vue-element-admin.svg" alt="GitHub release"> </a> <a href="https://gitter.im/vue-element-admin/discuss"> <img src="https://badges.gitter.im/Join%20Chat.svg" alt="gitter"> </a> <a href="https://panjiachen.github.io/vue-element-admin-site/donate"> <img src="https://img.shields.io/badge/%24-donate-ff69b4.svg" alt="donate"> </a> </p> English | [简体中文](./README.zh-CN.md) | [日本語](./README.ja.md) | [Spanish](./README.es.md) <p align="center"> <b>SPONSORED BY</b> </p> <table align="center" cellspacing="0" cellpadding="0"> <tbody> <tr> <td align="center" valign="middle"> <a href="https://www.vform666.com/" title="variantForm" target="_blank" style="padding-right: 20px;"> <img height="200px" style="padding-right: 20px;" src="https://s3.bmp.ovh/imgs/2022/04/11/3379c1c1cf2e3228.png" title="variantForm"> </a> </td> </tr> </tbody> </table> ## Introduction [vue-element-admin](https://panjiachen.github.io/vue-element-admin) is a production-ready front-end solution for admin interfaces. It is based on [vue](https://github.com/vuejs/vue) and uses the UI Toolkit [element-ui](https://github.com/ElemeFE/element). [vue-element-admin](https://panjiachen.github.io/vue-element-admin) is based on the newest development stack of vue and it has a built-in i18n solution, typical templates for enterprise applications, and lots of awesome features. It helps you build large and complex Single-Page Applications. I believe whatever your needs are, this project will help you. - [Preview](https://panjiachen.github.io/vue-element-admin) - [Documentation](https://panjiachen.github.io/vue-element-admin-site/) - [Gitter](https://gitter.im/vue-element-admin/discuss) - [Donate](https://panjiachen.github.io/vue-element-admin-site/donate/) - [Wiki](https://github.com/PanJiaChen/vue-element-admin/wiki) - [Gitee](https://panjiachen.gitee.io/vue-element-admin/) 国内用户可访问该地址在线预览 - Base template recommends using: [vue-admin-template](https://github.com/PanJiaChen/vue-admin-template) - Desktop: [electron-vue-admin](https://github.com/PanJiaChen/electron-vue-admin) - Typescript: [vue-typescript-admin-template](https://github.com/Armour/vue-typescript-admin-template) (Credits: [@Armour](https://github.com/Armour)) - [awesome-project](https://github.com/PanJiaChen/vue-element-admin/issues/2312) **After the `v4.1.0+` version, the default master branch will not support i18n. Please use [i18n Branch](https://github.com/PanJiaChen/vue-element-admin/tree/i18n), it will keep up with the master update** **The current version is `v4.0+` build on `vue-cli`. If you find a problem, please put [issue](https://github.com/PanJiaChen/vue-element-admin/issues/new). If you want to use the old version , you can switch branch to [tag/3.11.0](https://github.com/PanJiaChen/vue-element-admin/tree/tag/3.11.0), it does not rely on `vue-cli`** **This project does not support low version browsers (e.g. IE). Please add polyfill by yourself.** ## Preparation You need to install [node](https://nodejs.org/) and [git](https://git-scm.com/) locally. The project is based on [ES2015+](https://es6.ruanyifeng.com/), [vue](https://cn.vuejs.org/index.html), [vuex](https://vuex.vuejs.org/zh-cn/), [vue-router](https://router.vuejs.org/zh-cn/), [vue-cli](https://github.com/vuejs/vue-cli) , [axios](https://github.com/axios/axios) and [element-ui](https://github.com/ElemeFE/element), all request data is simulated using [Mock.js](https://github.com/nuysoft/Mock). Understanding and learning this knowledge in advance will greatly help the use of this project. [![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/github/PanJiaChen/vue-element-admin/tree/CodeSandbox) <p align="center"> <img width="900" src="https://wpimg.wallstcn.com/a5894c1b-f6af-456e-82df-1151da0839bf.png"> </p> ## Sponsors Become a sponsor and get your logo on our README on GitHub with a link to your site. [[Become a sponsor]](https://www.patreon.com/panjiachen) ### Akveo <a href="https://store.akveo.com/products/vue-java-admin-dashboard-spring?utm_campaign=akveo_store-Vue-Vue_demo%2Fgithub&utm_source=vue_admin&utm_medium=referral&utm_content=github_banner"><img width="500px" src="https://raw.githubusercontent.com/PanJiaChen/vue-element-admin-site/master/docs/.vuepress/public/images/vue-java-banner.png" /></a><p>Get Java backend for Vue admin with 20% discount for 39$ use coupon code SWB0RAZPZR1M </p> ### Flatlogic <a href="https://flatlogic.com/admin-dashboards?from=vue-element-admin"><img width="150px" src="https://wpimg.wallstcn.com/9c0b719b-5551-4c1e-b776-63994632d94a.png" /></a><p>Admin Dashboard Templates made with Vue, React and Angular.</p> ## Features ``` - Login / Logout - Permission Authentication - Page permission - Directive permission - Permission configuration page - Two-step login - Multi-environment build - Develop (dev) - sit - Stage Test (stage) - Production (prod) - Global Features - I18n - Multiple dynamic themes - Dynamic sidebar (supports multi-level routing) - Dynamic breadcrumb - Tags-view (Tab page Support right-click operation) - Svg Sprite - Mock data - Screenfull - Responsive Sidebar - Editor - Rich Text Editor - Markdown Editor - JSON Editor - Excel - Export Excel - Upload Excel - Visualization Excel - Export zip - Table - Dynamic Table - Drag And Drop Table - Inline Edit Table - Error Page - 401 - 404 - Components - Avatar Upload - Back To Top - Drag Dialog - Drag Select - Drag Kanban - Drag List - SplitPane - Dropzone - Sticky - CountTo - Advanced Example - Error Log - Dashboard - Guide Page - ECharts - Clipboard - Markdown to html ``` ## Getting started ```bash # clone the project git clone https://github.com/PanJiaChen/vue-element-admin.git # enter the project directory cd vue-element-admin # install dependency npm install # develop npm run dev ``` This will automatically open http://localhost:9527 ## Build ```bash # build for test environment npm run build:stage # build for production environment npm run build:prod ``` ## Advanced ```bash # preview the release environment effect npm run preview # preview the release environment effect + static resource analysis npm run preview -- --report # code format check npm run lint # code format check and auto fix npm run lint -- --fix ``` Refer to [Documentation](https://panjiachen.github.io/vue-element-admin-site/guide/essentials/deploy.html) for more information ## Changelog Detailed changes for each release are documented in the [release notes](https://github.com/PanJiaChen/vue-element-admin/releases). ## Online Demo [Preview](https://panjiachen.github.io/vue-element-admin) ## Donate If you find this project useful, you can buy author a glass of juice :tropical_drink: ![donate](https://wpimg.wallstcn.com/bd273f0d-83a0-4ef2-92e1-9ac8ed3746b9.png) [Paypal Me](https://www.paypal.me/panfree23) [Buy me a coffee](https://www.buymeacoffee.com/Pan) ## Browsers support Modern browsers and Internet Explorer 10+. | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/edge/edge_48x48.png" alt="IE / Edge" width="24px" height="24px" />](https://godban.github.io/browsers-support-badges/)</br>IE / Edge | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/firefox/firefox_48x48.png" alt="Firefox" width="24px" height="24px" />](https://godban.github.io/browsers-support-badges/)</br>Firefox | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/chrome/chrome_48x48.png" alt="Chrome" width="24px" height="24px" />](https://godban.github.io/browsers-support-badges/)</br>Chrome | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/safari/safari_48x48.png" alt="Safari" width="24px" height="24px" />](https://godban.github.io/browsers-support-badges/)</br>Safari | | --------- | --------- | --------- | --------- | | IE10, IE11, Edge | last 2 versions | last 2 versions | last 2 versions | ## License [MIT](https://github.com/PanJiaChen/vue-element-admin/blob/master/LICENSE) Copyright (c) 2017-present PanJiaChen
304
Curated tutorial and resource links I've collected on React, Redux, ES6, and more
# React/Redux Links Curated tutorial and resource links I've collected on React, Redux, ES6, and more, meant to be a collection of high-quality articles and resources for someone who wants to learn about the React-Redux ecosystem, as well as a source for quality information on advanced topics and techniques. Not quite "awesome", but hopefully useful as a starting point I can give to others. Suggestions welcome. Another important resource is the **Reactiflux community on Discord**, which has chat channels dedicated to discussion of React, Redux, and other related technologies. There's always a number of people hanging out and answering questions, and it's a great place to ask questions and learn. The invite link is at **https://www.reactiflux.com**. You might also want to check out my categorized list of Redux-related addons, libraries, and utilities, at [Redux Ecosystem Links](https://github.com/markerikson/redux-ecosystem-links). Also see [Community Resources](community-resources.md) for links to other links lists, podcasts, and email newsletters. Finally, I also keep a dev blog at [blog.isquaredsoftware.com](http://blog.isquaredsoftware.com), where I write about React, Redux, Webpack, and more. ## Table of Contents #### Getting Started - [Basic Concepts and Overviews](./basic-concepts.md) - [Community Resources](./community-resources.md) - [Javascript Resources](./javascript-resources.md) - [Git Resources and Tutorials](./git-resources.md) - [Node.js and NPM](./node-js-and-npm.md) - [Webpack Tutorials](./webpack-tutorials.md) - [Boilerplates and Starter Kits](./boilerplates-and-starter-kits.md) #### Basic Tutorials - [ES6 Features and Samples](./es6-features.md) - [React Tutorials](./react-tutorials.md) - [Flux Tutorials](./flux-tutorials.md) - [Redux Tutorials](./redux-tutorials.md) - [MobX Tutorials](./mobx-tutorials.md) #### Intermediate Concepts - [Using React with ES6](./using-react-with-es6.md) - [Functional Programming](./functional-programming.md) - [Immutable Data](./immutable-data.md) - [React/Redux Testing](./react-redux-testing.md) - [React Native](./react-native.md) - [React Tips and Techniques](./react-techniques.md) #### Advanced Topics - **Architecture and Structure** - [Project Structure](./project-structure.md) - [React Component Patterns](./react-component-patterns.md) - [React Component Composition](./react-component-composition.md) - [React State Management](./react-state-management.md) - [React Architecture and Best Practices](./react-architecture.md) - [Redux Architecture and Best Practices](./redux-architecture.md) - [React/Redux Performance](./react-performance.md) - [React Deployment](./react-deployment.md) - **React**: - [React Implementation and Concepts](./react-implementation.md) - [React and Forms](./react-forms.md) - [React and AJAX](./react-ajax.md) - [React Styling](./react-styling.md) - [React Server Rendering](./react-server-rendering.md) - [React and Routing](./react-routing.md) - **Redux** - [Redux Reducers and Selectors](./redux-reducers-selectors.md) - [Redux Middleware](./redux-middleware.md) - [Redux Side Effects](./redux-side-effects.md) - [Redux UI Management](./redux-ui-management.md) - [Redux Tips and Techniques](./redux-techniques.md) - [Using Redux Without React](./redux-without-react.md) - **Other** - [Webpack Advanced Techniques](./webpack-advanced-techniques.md) - [Static Typing](./static-typing.md) #### Comparisons and Discussion - [React/Flux/Redux Pros, Cons, and Discussion](./pros-cons-discussion.md) - [Framework Comparisons](./framework-comparisons.md) ## Recommended Learning Path **You should usually learn these technologies in the following order:** 1. **"How Web Apps Work":** a series of posts that lays out the big picture of the core technologies, terms, and concepts used in client/server web apps 2. **JavaScript:** If you don't know JavaScript, nothing else will make sense 3. **React:** You can use React by itself, or with Redux and/or TypeScript. Learning it separately will minimize the number of new concepts and syntax you have to learn at once. 4. **Redux:** Redux can be used separately, but it's most commonly used with React. 5. **TypeScript:** Because it adds static types on top of JS, you need to understand JS first. Also, it's easiest to understand React and Redux first, _then_ learn how to use them with static types. The resources in this page are listed in that order. **You are not required to read every single link and article listed in this page.** However, you should try to read through as many of the articles linked in the "Recommended Primary Resources" sections as possible, especially for topics you are not already familiar with. Many of the recommended tutorials do cover the same topics, so feel free to skip past concepts you've already learned. Links in the "Additional Resources" sections are available as references and reading as needed. ### How Web Apps Work Mark's post series that describes the key terms, concepts, technologies, syntax, and data flow used in web apps. #### Recommended Primary Resources (should read) - [How Web Apps Work: HTTP and Servers](https://blog.isquaredsoftware.com/2020/11/how-web-apps-work-http-server/) - [How Web Apps Work: Client Development and Deployment](https://blog.isquaredsoftware.com/2020/11/how-web-apps-work-client-dev-deployment/) - [How Web Apps Work: Browsers, HTML, and CSS](https://blog.isquaredsoftware.com/2020/11/how-web-apps-work-html-css/) - [How Web Apps Work: JavaScript and the DOM](https://blog.isquaredsoftware.com/2020/11/how-web-apps-work-javascript-dom/) - [How Web Apps Work: AJAX, APIs, and Data Transfer](https://blog.isquaredsoftware.com/2020/11/how-web-apps-work-ajax-apis-data/) ### Javascript #### Recommended Primary Resources (should read) ##### General JS - **Slides:** [Mark's "JavaScript for Java Developers" slides](https://blog.isquaredsoftware.com/2019/05/presentation-js-for-java-devs/) - **Read:** [MDN: A re-introduction to JavaScript](https://developer.mozilla.org/en-US/docs/Web/JavaScript/A_re-introduction_to_JavaScript) - **Read:** [The Modern JavaScript Tutorial](https://javascript.info/) - **Read:** [Javascript Cheatsheet](https://javascript.pythoncheatsheet.org/) - **Exercises:** [CodeCademy - Introduction to JavaScript Tutorial](https://www.codecademy.com/learn/introduction-to-javascript) ##### Specific Topics - Array methods: - [Modern JS Tutorial - Array Methods](https://javascript.info/array-methods) - [Which Array Function When?](https://dev.to/andrew565/which-array-function-when) - Equality and Comparisons - [MDN - Equality comparisons and sameness](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Equality_comparisons_and_sameness) - [JS Equality Comparison Table](https://dorey.github.io/JavaScript-Equality-Table/) - Closures - [MDN - Closures](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Closures) - [Modern JS Tutorial - Closures](https://javascript.info/closure) - `this` keyword and scopes - [A gentle explanation of `this` keyword in JavaScript](https://dmitripavlutin.com/gentle-explanation-of-this-in-javascript/) - [`this` in JavaScript](https://zellwk.com/blog/this/) - [Everything you wanted to know about JavaScript scope](https://ultimatecourses.com/blog/everything-you-wanted-to-know-about-javascript-scope) - The JS event loop - [Watch: What the heck is the event loop anyway?](https://www.youtube.com/watch?v=8aGhZQkoFbQ&vl=en) - [The JavaScript Event Loop](https://flaviocopes.com/javascript-event-loop/) - CSS and layout - [CSS: From Zero to Hero](https://dev.to/aspittel/css-from-zero-to-hero-3o16) - [MDN - Visual Formatting Model](https://developer.mozilla.org/en-US/docs/Web/CSS/Visual_formatting_model) - [MDN - Introduction to the CSS Box Model](https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Box_Model/Introduction_to_the_CSS_box_model) - [HTML and CSS is Hard (but it doesn't have to be)](https://internetingishard.com/html-and-css/) - [A Complete Guide to Flexbox](https://css-tricks.com/snippets/css/a-guide-to-flexbox/) - [A Complete Guide to Grid](https://css-tricks.com/snippets/css/complete-guide-grid/) - Node / NPM - [How to install Node.js](https://nodejs.dev/learn/how-to-install-nodejs) - [An introduction to the npm package manager](https://nodejs.dev/learn/an-introduction-to-the-npm-package-manager) - Build Tools - [The Many Jobs of JS Build Tools](https://www.swyx.io/jobs-of-js-build-tools/) - Debugging - [The definitive guide to debugging JavaScript](https://flaviocopes.com/javascript-debugging/) - [Intro to debugging React Applications](https://medium.com/@baphemot/intro-to-debugging-reactjs-applications-67cf7a50b3dd) #### Additional Resources (read as needed) ##### General JS - **Core References:** - [MDN: JavaScript Reference](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference) - [The Modern JavaScript Tutorial](https://javascript.info/) - [Online book: JavaScript for Impatient Programmers](http://exploringjs.com/impatient-js/toc.html) - **Syntax Overviews:** - [Javascript Cheatsheet](https://javascript.pythoncheatsheet.org/) - [ES6 Overview in 350 Bullet Points](https://ponyfoo.com/articles/es6) - [ES6 Feature Examples](http://es6-features.org) - **Additional Books / References:** - [The Complete JavaScript Handbook](https://medium.freecodecamp.org/the-complete-javascript-handbook-f26b2c71719c) - [Eloquent JavaScript](https://eloquentjavascript.net/) - [Exploring JS books](http://exploringjs.com/) (cover what's new in each yearly revision of the language) - [Links: ES6+ Features and Syntax](https://github.com/markerikson/react-redux-links/blob/master/es6-features.md) (links to additional articles on new features in ES6+) - [You Don't Know JS](https://github.com/getify/You-Dont-Know-JS) (advanced concepts and understanding of JS behavior) ##### Specific Topics - Array/object methods / immutability - [Does It Mutate?](https://doesitmutate.xyz/) - [Array Explorer](https://sdras.github.io/array-explorer/) and [Object Explorer](https://sdras.github.io/object-explorer/) - JS Event Loop - [The JavaScript Event Loop](https://flaviocopes.com/javascript-event-loop/) - Regular Expressions - [A Guide to JavaScript Regular Expressions](https://flaviocopes.com/javascript-regular-expressions/) - [A Beginner's Guide to Regular Expressions in JavaScript](https://blog.bitsrc.io/a-beginners-guide-to-regular-expressions-regex-in-javascript-9c58feb27eb4) - CSS - [Online Interactive CSS Cheat Sheet](https://htmlcheatsheet.com/css/) - [A Practical CSS Cheat Sheet](https://www.toptal.com/css/css-cheat-sheet) - [GRID: A simple visual cheatsheet for CSS Grid Layout](http://grid.malven.co/) - Node / NPM - [Introduction to Node.js](https://nodejs.dev/learn) - [The package.json guide](https://nodejs.dev/learn/the-package-json-guide) - Lodash - [Lodash documentation](https://lodash.com/docs/) - Build Tools - Babel - [Babel Docs](https://babeljs.io/) - [Babel Tutorial (TutorialsPoint)](https://www.tutorialspoint.com/babeljs/index.htm) - [A Beginner's Guide to Babel](https://www.sitepoint.com/babel-beginners-guide/) - [A Short and Simple Guide to Babel](https://flaviocopes.com/babel/) - Webpack - [Webpack docs](https://webpack.js.org/) - [Webpack Academy](https://webpack.academy/) - [Webpack from First Principles](https://www.youtube.com/watch?v=WQue1AN93YU) ### React #### Recommended Primary Resources (should read) ##### General React Start with reading the official docs first. The React team is in the process of starting a major rewrite of the React docs site to focus on teaching function components and hooks first, which is now available in beta. We've linked to that rather than the existing "main" documentation. These other listed tutorials are also excellent and may explain things in a different way. - **Read: [official React docs](https://beta.reactjs.org/)** - [Getting Started](https://reactjs.org/docs/getting-started.html) (docs overview and related resources) - [Main Concepts](https://reactjs.org/docs/hello-world.html) (read the whole series, but especially these two): - [Lifting State Up](https://reactjs.org/docs/lifting-state-up.html) - [Thinking In React](https://reactjs.org/docs/thinking-in-react.html) - [React Hooks guide](https://reactjs.org/docs/hooks-intro.html) (lays out the motivation, teaches hooks, API reference, in-depth FAQ) - **Read: [React docs (converted to show hooks)](https://reactwithhooks.netlify.app/)** - [Tutorial](https://reactwithhooks.netlify.app/tutorial/tutorial.html) - **Watch:** [React Tutorial for Beginners](https://egghead.io/courses/the-beginner-s-guide-to-react) - **Read:** [Intro to React, Redux, and TypeScript for 2020](https://blog.isquaredsoftware.com/2020/12/presentations-react-redux-ts-intro/) (Mark's presentation slides) - **Read:** [Build a CRUD App in React with Hooks](https://www.taniarascia.com/crud-app-in-react-with-hooks/) - **Read:** [A Comprehensive Guide to React in 2020](https://medium.freecodecamp.org/a-comprehensive-guide-to-react-js-in-2018-ba8bb6975597) - **Exercises:** [Learn React - Interactive Tutorials](https://scrimba.com/g/glearnreact) ##### Project Setup - **Read: [Simple React Development in 2019](https://hackernoon.com/simple-react-development-in-2017-113bd563691f)** (a guide to setting up an app, development environment, and deployment) - **Use: [CodeSandbox.io](https://codesandbox.io)** (an online IDE that uses VS Code's editor, and can let you develop and run your apps completely in the browser) - **Use: [Create-React-App](https://facebook.github.io/create-react-app/)** (the official CLI tool for creating a React app with one command. Sets up a project with good default build settings out of the box.) ##### Specific Topics - Understanding how React works conceptually / internally - [React as a UI Runtime](https://overreacted.io/react-as-a-ui-runtime/) (deep dive - not _required_ reading, but will definitely help you understand React better) - [Mark Erikson: A (Mostly) Complete Guide to React Rendering Behavior](https://blog.isquaredsoftware.com/2020/05/blogged-answers-a-mostly-complete-guide-to-react-rendering-behavior/) - [Build your own React](https://pomb.us/build-your-own-react/) - State and props - [A Visual Guide to State in React](https://daveceddia.com/visual-guide-to-state-in-react/) - Component lifecycles - [React component lifecycle interactive diagram](http://projects.wojtekmaj.pl/react-lifecycle-methods-diagram/) - AJAX requests - [AJAX Request in React - How and Where to Fetch Data](https://daveceddia.com/ajax-requests-in-react/) - Immutability - [Immutability in React and Redux: The Complete Guide](https://daveceddia.com/react-redux-immutability-guide/) - [Redux docs: Immutable Update Patterns](https://redux.js.org/recipes/structuring-reducers/immutable-update-patterns) - Functional Programming basics - [The Little Idea of Functional Programming](https://jaysoo.ca/2016/01/13/functional-programming-little-ideas/) - [What is Functional Programming?](http://blog.jenkster.com/2015/12/what-is-functional-programming.html) - Forms and "controlled inputs" - [React docs - Forms](https://reactjs.org/docs/forms.html) - [Controlled and uncontrolled form inputs in React don't have to be complicated](https://goshakkk.name/controlled-vs-uncontrolled-inputs-react/) - [Transitioning from uncontrolled inputs to controlled](https://goshakkk.name/turn-uncontrolled-into-controlled/) - React's new "hooks" API - [React docs - Hooks](https://reactjs.org/docs/hooks-intro.html) (lays out the motivation, teaches hooks, API reference, in-depth FAQ) - [A Complete Guide to useEffect](https://overreacted.io/a-complete-guide-to-useeffect/) (very long article, but a must-read. Teaches how hooks use closures, defining when effects run, and much more.) - [What are React Hooks?](https://www.robinwieruch.de/react-hooks/) - [React Hooks: Not Magic, Just Arrays](https://medium.com/@ryardley/react-hooks-not-magic-just-arrays-cd4f1857236e) (looks under the hood to explain how hooks are implemented) #### Additional Resources (read as needed) ##### General React - **Resource Collections** - [Mark Erikson's React-Redux links collection (many categories of links to articles)](https://github.com/markerikson/react-redux-links) - [Mark's suggested resources for learning React](https://blog.isquaredsoftware.com/2017/12/blogged-answers-learn-react/) - [Dave Ceddia's blog](https://daveceddia.com/archives/) (everything he's written) - [Robin Wieruch's blog](https://www.robinwieruch.de/categories/react/) (also everything he's written) - **Additional Books / References** - [The Road to React](https://roadtoreact.com/) - [Learn Pure React](https://daveceddia.com/pure-react/) ### Redux #### Recommended Primary Resources (should read) ##### General Redux Start with reading the official docs first. The other tutorials are also excellent and may explain things in a different way. - **Read: [Redux core docs](https://redux.js.org/)** - **["Redux Essentials" tutorial](https://redux.js.org/tutorials/essentials/part-1-overview-concepts):** explains "how to use Redux, the right way", using the latest recommended techniques and practices like Redux Toolkit and the React-Redux API, while building a real-world-ish example app. - **["Redux Fundamentals" tutorial](https://redux.js.org/tutorials/fundamentals/part-1-overview):** teaches "how Redux works, from the ground up". including core Redux data flow and why standard Redux patterns exist. - ["Typescript quick start"](https://redux-toolkit.js.org/tutorials/typescript): explains how to configure Redux Toolkit with type safety from action creators through to selectors. - **Use: [Redux Toolkit](https://redux-toolkit.js.org/)** (an official Redux package to simplify common tasks, including store setup and writing reducers) - Example project: [https://github.com/reduxjs/redux-essentials-example-app/tree/tutorial-steps](https://github.com/reduxjs/redux-essentials-example-app/tree/tutorial-steps) - **Read: [React-Redux docs](https://react-redux.js.org/)** - **[React-Redux hooks API reference](https://react-redux.js.org/api/hooks)** - These APIs are now considered outdated, but are widely used in existing Redux codebases - [`connect()`: Extracting Data with `mapStateToProps`](https://react-redux.js.org/using-react-redux/connect-mapstate) - [`connect()`: Dispatching Actions with `mapDispatchToProps`](https://react-redux.js.org/using-react-redux/connect-mapdispatch) - **Watch:** Dan Abramov's tutorial videos on Egghead - [Getting Started with Redux](https://egghead.io/courses/getting-started-with-redux) - [Building React Apps with Idiomatic Redux](https://egghead.io/courses/building-react-applications-with-idiomatic-redux) - **Read:** [A Complete React-Redux Tutorial](https://daveceddia.com/redux-tutorial/) - **Read:** [React Redux Tutorial for Beginners: The Definitive Guide](https://www.valentinog.com/blog/redux/) - **Read:** [Leveling Up with React: Redux](https://css-tricks.com/learning-react-redux/) ##### Mark Erikson's Redux Resources - **Read: ["Idiomatic Redux" concepts and opinion series](https://blog.isquaredsoftware.com/series/idiomatic-redux/)**. A series of blog posts that describes standard Redux development best practices, why they exist, and how Redux is meant to be used. (These are not required reading to get started, but highly recommended once you understand the basics.) - Legacy resources (do not cover "Modern Redux", but still informative) - **Read: [Redux Fundamentals Workshop slices](https://blog.isquaredsoftware.com/2018/06/redux-fundamentals-workshop-slides/)**: a 2-day internal workshop that covers Redux from the ground up. Includes complete recordings of each section, slides, and an exercises repo. (Does not cover "Modern Redux", but - **Read: ["Practical Redux" blog tutorial series](https://blog.isquaredsoftware.com/series/practical-redux/)**. Covers multiple React and Redux concepts through building a larger example application ##### Specific Topics - Tradeoffs of using Redux: - [Mark Erikson: When (and when not) to Reach for Redux](https://changelog.com/posts/when-and-when-not-to-reach-for-redux) - [Dan Abramov: the Case for Flux](https://medium.com/swlh/the-case-for-flux-379b7d1982c6) - [Dan Abramov: You Might Not Need Redux](https://medium.com/@dan_abramov/you-might-not-need-redux-be46360cf367) - Reducer functions - [Redux docs - Structuring Reducers](https://redux.js.org/recipes/structuring-reducers/structuring-reducers) - Selector functions - [Idiomatic Redux: Using Reselect Selectors for Encapsulation and Performance](https://blog.isquaredsoftware.com/2017/12/idiomatic-redux-using-reselect-selectors/) - Side effects - [Stack Overflow: How do we dispatch an action with a timeout?](https://stackoverflow.com/questions/35411423/how-to-dispatch-a-redux-action-with-a-timeout/35415559#35415559) - [Stack Overflow: Why do we need middleware for async flow?](https://stackoverflow.com/questions/34570758/why-do-we-need-middleware-for-async-flow-in-redux/34599594#34599594) - [What the heck is a "thunk"?](https://daveceddia.com/what-is-a-thunk/) - [What is the right way to do asynchronous operations in Redux?](https://decembersoft.com/posts/what-is-the-right-way-to-do-asynchronous-operations-in-redux/) (side-by-side comparison of multiple side effects approaches) - [Redux Power Tools: Redux-Saga](https://formidable.com/blog/category/redux-saga/) - Normalizing data - [Redux docs - Normalizing State Shape](https://redux.js.org/recipes/structuring-reducers/normalizing-state-shape) - [Normalizing Redux Stores for Maximum Code Reuse](https://medium.com/@adamrackis/normalizing-redux-stores-for-maximum-code-reuse-ae6e3844ae95) #### Additional Resources (read as needed) - **Resource Collections** - [**Redux Style Guide**](https://redux.js.org/style-guide/style-guide): best practices and recommendations for using Redux the right way - [**Redux FAQ**](https://redux.js.org/faq) (answers to many common questions about Redux) - [Redux Ecosystem Links](https://github.com/markerikson/redux-ecosystem-links) (a curated list of Redux-related addons and utilities) - **Books and Courses** - [Pure Redux course](https://daveceddia.com/pure-redux/) by Dave Ceddia - [Redux course](https://tylermcginnis.com/courses/redux/) by Tyler McGinnis - [Learn Redux course](https://learnredux.com/) by Wes Bos (free) - [Redux in Action](https://www.manning.com/books/redux-in-action) - [The Complete Redux Book](https://leanpub.com/redux-book) (free) - [Taming the State in React](https://www.robinwieruch.de/learn-react-redux-mobx-state-management/) ##### Specific Topics - How does Redux work? - [Build Yourself a Redux](https://zapier.com/engineering/how-to-build-redux/) - [Idiomatic Redux: The History and Implementation of React-Redux](https://blog.isquaredsoftware.com/2018/11/react-redux-history-implementation/) ### TypeScript #### Recommended Primary Resources (should read) - **Read: [official TypeScript docs](https://www.typescriptlang.org/docs/home.html)** - [Typescript Playground](https://www.typescriptlang.org/play) - an interactive playground for testing typescript behavior and reproducing issues - includes some built-in examples - **Read: [Get Started with TypeScript in 2019](https://www.robertcooper.me/get-started-with-typescript-in-2019)** - **Read: [The Definitive TypeScript Guide](https://www.sitepen.com/blog/update-the-definitive-typescript-guide/)** - [TypeScript Cheat Sheet](https://www.sitepen.com/blog/typescript-cheat-sheet) - **Read: [The TypeScript Guide](https://flaviocopes.com/typescript/)** ##### Specific Topics - `interface` vs `type` - [TypeScript Interface vs Type](https://pawelgrzybek.com/typescript-interface-vs-type/) - [Interface vs Type sandbox example](https://www.typescriptlang.org/play?q=287#example/types-vs-interfaces) - ["Typescript quick start"](https://redux-toolkit.js.org/tutorials/typescript): explains how to configure Redux Toolkit with type safety from action creators through to selectors. #### Additional Resources (read as needed) - **Resource Collections** - **[React+TypeScript Cheatsheets](https://github.com/typescript-cheatsheets/react-typescript-cheatsheet)** (a definitive set of information on how to use TypeScript with React) - [React + Redux in TypeScript - Static Typing Guide](https://github.com/piotrwitek/react-redux-typescript-guide) (a comprehensive set of info on using React, Redux, and TS together, with a focus on getting complete / "correct" type coverage of an app) - **Techniques** - [Redux with Code-Splitting and Type Checking](https://www.matthewgerstman.com/tech/redux-code-split-typecheck/)
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🚀 A command line tool aims to improve front-end engineer workflow and standard, powered by TypeScript.
English | [简体中文](./README.CN.md) <h1 align="center">Feflow</h1> <p align="center"> 🚀 A tool aims to improve front-end engineer workflow and standard, powered by TypeScript. </p> <br> [![npm][npm]][npm-url] [![Build Status][build-status]][build-status-url] [![Install Size][size]][size-url] [![Downloads][downloads]][downloads-url] [![lerna][lerna]][lerna-url] [![GitHub contributors][contributors]][contributors-url] [![Issue resolution][issue-resolution]][issue-resolution-url] [![PR's welcome][pr-welcome]][pr-welcome-url] ## Introduction Feflow is an engineering solution of Tencent's open source front-end field, which is committed to improving development efficiency and specification. ## Getting Started Let's start by installing Feflow with npm. ``` npm install @feflow/cli -g ``` There are three kinds of commands in Feflow - Native Commands - `fef config` - `fef help` - `fef info` - `fef install` - `fef uninstall` - `fef list` You can write a Feflow devkit or plugin to extends commands. More detail document can be found: - [Github Wiki](https://github.com/Tencent/feflow/wiki) - [Website](https://feflowjs.com/) ## Change Log This project adheres to [Semantic Versioning](http://semver.org/). Every release, along with the migration instructions, is documented on the GitHub [Releases](https://github.com/Tencent/feflow/releases) page. ## License [MIT](LICENSE.txt) [build-status]: https://travis-ci.org/Tencent/feflow.svg [build-status-url]: https://travis-ci.org/Tencent/feflow [contributors]: https://img.shields.io/github/contributors/Tencent/feflow.svg [contributors-url]: https://github.com/Tencent/feflow/graphs/contributors [downloads]: https://img.shields.io/npm/dw/@feflow/cli.svg [downloads-url]: https://www.npmjs.com/package/@feflow/cli [issue-resolution]: https://isitmaintained.com/badge/resolution/Tencent/feflow.svg [issue-resolution-url]: https://github.com/Tencent/feflow/issues [lerna]: https://img.shields.io/badge/maintained%20with-lerna-cc00ff.svg [lerna-url]: http://www.lernajs.io/ [npm]: https://img.shields.io/npm/v/@feflow/cli.svg [npm-url]: https://www.npmjs.com/package/@feflow/cli [pr-welcome]: https://img.shields.io/badge/PRs%20-welcome-brightgreen.svg [pr-welcome-url]: https://github.com/Tencent/feflow/blob/next/.github/CONTRIBUTING.md [size]: https://packagephobia.now.sh/badge?p=@feflow/cli [size-url]: https://packagephobia.now.sh/result?p=@feflow/cli
306
📦 A simplified example of a modern module bundler written in JavaScript
## 📦 Minipack > A simplified example of a modern module bundler written in JavaScript ### Introduction As front-end developers, we spend a lot of time working with tools like [Webpack](https://github.com/webpack/webpack), [Browserify](https://github.com/browserify/browserify), and [Parcel](https://github.com/parcel-bundler/parcel). Understanding how those tools work can help us make better decisions on how we write our code. By understanding how our code turns into a bundle and how that bundle looks like we can also debug it better. The purpose of this project is to explain how most bundlers work under the hood. It contains a short implementation of a simplified but still reasonably accurate bundler. Along with the code, there are comments explaining what the code is trying to achieve. ### Cool, where do I start? Head on to the source code: [src/minipack.js](src/minipack.js). ### Try running the code Start by installing dependencies: ```sh $ npm install ``` And then run our script: ```sh $ node src/minipack.js ``` ### Additional links - [AST Explorer](https://astexplorer.net) - [Babel REPL](https://babeljs.io/repl) - [Babylon](https://github.com/babel/babel/tree/master/packages/babel-parser) - [Babel Plugin Handbook](https://github.com/thejameskyle/babel-handbook/blob/master/translations/en/plugin-handbook.md) - [Webpack: Modules](https://webpack.js.org/concepts/modules) ### Read this in other languages - [한글/Korean](https://github.com/hg-pyun/minipack-kr) - [中文/Chinese](https://github.com/chinanf-boy/minipack-explain) - [Русский/Russian](https://github.com/makewebme/build-your-own-webpack)
307
Import modules from URL instead of local node_modules
<img src="https://user-images.githubusercontent.com/8784712/51839289-d122a380-2343-11e9-90b8-bc2756c5dee9.png" alt="logo"> --- [![NPM version](https://badgen.net/npm/v/import-http)](https://npmjs.com/package/import-http) [![NPM downloads](https://badgen.net/npm/dm/import-http)](https://npmjs.com/package/import-http) [![CircleCI](https://badgen.net/circleci/github/egoist/import-http/master)](https://circleci.com/gh/egoist/import-http/tree/master) [![donate](https://badgen.net/badge/support%20me/donate/ff69b4)](https://github.com/sponsors/egoist) [![chat](https://badgen.net/badge/chat%20on/discord/7289DA)](https://chat.egoist.sh) **Please consider [donating](https://github.com/sponsors/egoist) to this project's author, [EGOIST](#author), to show your ❤️ and support.** ## Introduction - Imports source code URLs! Like `<script type="module">` and [Deno](https://github.com/denoland/deno) but implemented as a webpack/Rollup plugin. Embracing the future :) ```js import template from 'https://unpkg.com/lodash-es/template' console.log(template(`Hello <%= name %>`)({ name: 'EGOIST' })) ``` Remote code is fetched and cached on first build, and never updated until you use the `reload` option. See more about [Caching](#caching). - No more `node_modules` bloat, no dependency to install. ![image](https://unpkg.com/@egoist/media/projects/import-http/preview.svg) ## Install ```bash yarn add import-http --dev ``` ## Usage ### Webpack In your `webpack.config.js`: ```js const ImportHttpWebpackPlugin = require('import-http/webpack') module.exports = { plugins: [new ImportHttpWebpackPlugin()] } ``` That's it, try following code: ```js import React from 'https://unpkg.com/react' import Vue from 'https://unpkg.com/vue' console.log(React, Vue) ``` Run webpack and it just works. ### Rollup In your `rollup.config.js`: ```js export default { plugins: [require('import-http/rollup')()] } ``` ## Caching Resources will be fetched at the very first build, then the response will be cached in `~/.cache/import-http` dir. You can use the `reload` option to invalidate cache: ```js const ImportHttpWebpackPlugin = require('import-http/webpack') module.exports = { plugins: [ new ImportHttpWebpackPlugin({ reload: process.env.RELOAD }) ] } ``` Then run `RELOAD=true webpack` to update cache. ## Contributing 1. Fork it! 2. Create your feature branch: `git checkout -b my-new-feature` 3. Commit your changes: `git commit -am 'Add some feature'` 4. Push to the branch: `git push origin my-new-feature` 5. Submit a pull request :D ## Author **import-http** © EGOIST, Released under the [MIT](./LICENSE) License.<br> Authored and maintained by EGOIST with help from contributors ([list](https://github.com/egoist/import-http/contributors)). > [Website](https://egoist.sh) · GitHub [@EGOIST](https://github.com/egoist) · Twitter [@\_egoistlily](https://twitter.com/_egoistlily)
308
Popular JavaScript / React / Node / Mongo stack Interview questions and their answers. Many of them, I faced in actual interviews and ultimately got my first full-stack Dev job :)
# Awesome JavaScript Interviews ## Checkout my [Deep Learning | Machine Learning YouTube Channel](https://www.youtube.com/channel/UC0_a8SNpTFkmVv5SLMs1CIA/featured) [yt_cover]: /assets/Youtube_Cover.jpg [![Youtube Link][yt_cover]](https://www.youtube.com/channel/UC0_a8SNpTFkmVv5SLMs1CIA/videos) --- #### You can find me here.. - 🐦 TWITTER: https://twitter.com/rohanpaul_ai - 🟠 YouTube: https://www.youtube.com/channel/UC0_a8SNpTFkmVv5SLMs1CIA/videos - ​👨‍🔧​ Kaggle: https://www.kaggle.com/paulrohan2020 - 👨🏻‍💼 LINKEDIN: https://www.linkedin.com/in/rohan-paul-b27285129/ - 👨‍💻 GITHUB: https://github.com/rohan-paul - 🤖: My Website and Blog: https://rohan-paul-ai.netlify.app/ - 🧑‍🦰 Facebook Page: https://www.facebook.com/rohanpaulai - 📸 Instagram: https://www.instagram.com/rohan_paul_2020/ --- [logo]: https://raw.githubusercontent.com/rohan-paul/MachineLearning-DeepLearning-Code-for-my-Youtube-Channel/master/assets/yt_logo.png --- ## Below are a collection of super-popular Interview questions, along with explanations and implementation examples that I was putting together for myself while preparing for my first Full-Stack JavaScript job interviews. ## Table of Contents of this Readme file 1. [Most common Fundamental JavaScript Interview Topics & Questions](#most-common-fundamental-javascript-interview-topics--questions) 2. [Most common Tricky Javascript Interview Topics & Questions](#most-common-tricky-javascript-interview-topics--questions) 3. [Most common Async/Await and Promise related Interview Topics & Questions](#most-common-asyncawait-and-promise-related-interview-topics--questions) 4. [Most common Node Interview Topics & Questions](#most-common-node-interview-topics--questions) 5. [Most common Web-Development Architecture related Interview Topics & Questions](#most-common-web-development-architecture-related-interview-topics--questions) 6. [Most common React Interview Topics & Questions](#most-common-react-interview-topics--questions) 7. [Most common Redux Interview Topics & Questions](#most-common-redux-interview-topics--questions) 8. [Most common Angular Interview Topics & Questions](#most-common-angular-interview-topics--questions) 9. [Most common MongoDB Interview Topics & Questions](#most-common-mongodb-interview-topics--questions) 10. [Most common HTML Interview Topics & Questions](#most-common-html-interview-topics--questions) 11. [Most common CSS Interview Topics & Questions](#most-common-css-interview-topics--questions) 12. [Most common Git and Github related Interview Topics & Questions](#most-common-git-and-github-related-interview-topics--questions) 13. [Understanding the Theory and the fundamentals of some super-popular Algorithm questions](#understanding-the-theory-and-the-fundamentals-of-some-super-popular-algorithm-questions) 14. [Github Repositories with large collections of problems-and-solutions of them most popular Interview challenges](#github-repositories-with-large-collections-of-problems-and-solutions-of-them-most-popular-interview-challenges) 15. [Overall multi-factor approach for winning this huge challenge and a great journey of getting the first Developer Job](#overall-multi-factor-approach-for-winning-this-huge-challenge-and-a-great-journey-of-getting-the-first-developer-job) 16. [Other important resources](#other-important-resources) 17. [Coding Challenge Practice Platforms](#coding-challenge-practice-platforms) 18. [More curated list of general resources for JavaScript Interviews](#more-curated-list-of-general-resources-for-javascript-interviews) 19. [Most frequently asked concepts for Front End Engineering Interview](#most-frequently-asked-concepts-for-front-end-engineering-interview) 20. [List of sites where you can hunt for a developer job](#list-of-sites-where-you-can-hunt-for-a-developer-job) 21. [Want a startup job?](#want-a-startup-job) 22. [Best places to job hunt for remote jobs](#best-places-to-job-hunt-for-remote-jobs) 23. [Here are a few places to hunt for ios, react, vue and more](#here-are-a-few-places-to-hunt-for-ios-react-vue-and-more) 24. [Want a list of just JavaScript jobs?](#want-a-list-of-just-javascript-jobs) 25. [Are you looking for a junior dev job?](#are-you-looking-for-a-junior-dev-job) 26. [Women focused job boards!](#women-focused-job-boards) 27. [Want a job as a freelance dev? Here's a list](#want-a-job-as-a-freelance-dev-heres-a-list) 28. [Some useful websites for programmers](#some-useful-websites-for-programmers) 29. [When you get stuck](#when-you-get-stuck) 30. [For small project ideas](for-small-project-ideas) 31. [General Coding advice](general-coding-advice) 32. [Coding Style](#coding-style) 33. [General Good Articles](#general-good-articles) 34. [Collection of Leetcode Problem solution](#collection-of-leetcode-problem-solution) 35. [Collection of Cracking the Coding Interview Book Problem solution](#collection-of-cracking-the-coding-interview-book-problem-solution) 36. [Most common System-Design Interview Topics & Questions](#most-common-system-design-interview-topics--questions) 37. [System-Design related topics-Some very useful articles](#system-design-related-topics-some-very-useful-articles) 38. [System-Design-Company engineering blog](#system-design-company-engineering-blog) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Fundamental JavaScript Interview Topics & Questions (Below Links are all within this Repository) - [Explain event delegation](Javascript/event-delegation-propagation-bubbling.md) - [Explain how `this` works in JavaScript](Javascript/this-keyword/this-keyword-2nd-example-GREAT-Example.md) - [more-on `this` keyword](Javascript/this-keyword/this-example-custom-Array-Prototype-method.md) - [more on `this` keyword](Javascript/this-keyword/this-keyword-simplest-catagories.md) - [more-on-`this`-keyword](Javascript/this-keyword/this-keyword-1.js) - [Explain how prototypal inheritance works](Javascript/OOP-Prototypal-Inheritence/README.md) - [how-to-get-prototype-of-an-object](Javascript/OOP-Prototypal-Inheritence/how-to-get-prototype-of-an-object.md) - [Inheritance-OOP-Class-vs-Prototypes-Example](Javascript/OOP-Prototypal-Inheritence/Inheritence-OOP-Class-vs-Prototypes-Example-BEST.md) - [Inheritance-OOP-Class-vs-Prototypes-Theory](Javascript/OOP-Prototypal-Inheritence/Inheritence-OOP-Class-vs-Prototypes-Theory.md) - [Inheritence-with-classes-super-keyword-Exhaustive-Explanation](Javascript/OOP-Prototypal-Inheritence/Inheritence-with-classes-super-keyword-SIMPLEST-EXHAUSTIVE.md) - [OOP-Basics-1](Javascript/OOP-Prototypal-Inheritence/OOP-Basics-1.md) - [OOP-basics-2](Javascript/OOP-Prototypal-Inheritence/OOP-basics-2.md) - [OOP-Encapsulation-example-1](Javascript/OOP-Prototypal-Inheritence/OOP-Encapsulation-example-1.md) - [OOP-Encapsulation-example-2](Javascript/OOP-Prototypal-Inheritence/OOP-Encapsulation-example-2.md) - [OOP-Encapsulation-Theory-GOOD-Explanations-Private-Methods](Javascript/OOP-Prototypal-Inheritence/OOP-Encapsulation-Theory-GOOD-Explanations-Private-Methods.md) - [print-All-Prototypes-of-Objects](Javascript/OOP-Prototypal-Inheritence/print-All-Prototypes-of-Objects.js) - [Prototype-Example-Really-GOOD-Explanations](Javascript/OOP-Prototypal-Inheritence/Prototype-Example-Really-GOOD-Explanations.js) - [Prototype-Example-1](Javascript/OOP-Prototypal-Inheritence/Prototype-Example-1.js) - [Prototype-Example-2](Javascript/OOP-Prototypal-Inheritence/Prototype-Example-2.js) - [prototype-func-print-array-elements](Javascript/OOP-Prototypal-Inheritence/prototype-func-print-array-elements.js) - [Prototype-func-String-dasherize](Javascript/OOP-Prototypal-Inheritence/Prototype-func-String-dasherize.js) - [Prototypes-Benefits-Handling-Memory-Leaks](Javascript/OOP-Prototypal-Inheritence/Prototypes-Benefits-Handling-Memory-Leaks.md) - [Prototypes-Prevents-Memory-Leaks-1-Good-Explanation](Javascript/OOP-Prototypal-Inheritence/Prototypes-Prevents-Memory-Leaks-1-Good-Explanation.md) - [Explain the concepts around and the difference between Call, Apply and Bind](Javascript/call-apply-bind/call-function-basics-1.md) - [More on Call, Apply and Bind](Javascript/call-apply-bind/call-function-basics-2.md) - [More on Call, Apply and Bind](Javascript/call-apply-bind/call-function-basics-2.md) - [call-vs-apply-vs-bind](Javascript/call-apply-bind/call-vs-apply-vs-bind.md) - [Why bind function is needed](bind-why-its-needed) - [arrow-vs-regular-functions](Javascript/arrow-function/arrow-vs-regular-functions.md) - [when-not-to-use-arrow-function](Javascript/arrow-function/when-not-to-use-arrow-function.md) - [arrow-function-and-this-keyword](arrow-function-and-this-keyword) - [Destructuring - some examples](Javascript/ES6-Array-Helper-Methods/Destructuring_Geneal.md) - [filter method implementation](Javascript/ES6-Array-Helper-Methods/filter-implement.js) - [forEach-vs-map](Javascript/ES6-Array-Helper-Methods/forEach-vs-map.md) - [Pure-functions-basics](Javascript/Functional-Programming_Pure-Function/Pure-functions-basics.md) - [closure explanations](Javascript/js-basics/Closure/closure.md) - [closure-MOST-POPULAR-Interview Question on setTimeout](Javascript/js-basics/Closure/closure-setTimeout-MOST-POPULAR.js) - [Basics closure concepts involving setTimeout](Javascript/js-basics/Closure/closure-setTimeout.js) - [closure-tricky and great Example](Javascript/js-basics/Closure/closure-tricky-GREAT-EXAMPLE.JS) - [closure-use-case-for-creating-private-variable](Javascript/js-basics/Closure/closure-use-case-create-private-variable.js) - [closure-why-its-needed at all](Javascript/js-basics/Closure/closure-why-its-needed.js) - [More on Closure](Javascript/js-basics/Closure/closures-retains-values-of-outer-function-after-outer-returns.md) - [Custom Callback Function-1](Javascript/js-basics/custom_Callback-1.js) - [Custom Callback Function-2](Javascript/js-basics/custom_Callback-2.js) - [IIFE function in 10 different ways](Javascript/js-basics/IIFE-10-ways.js) - [IIFE](Javascript/IIFE.md) - [scope in JS - A basic-understanding](Javascript/js-basics/scope-basic-understanding.md) - [Data Types in JS](Javascript/js-data-types/data-types.md) - [BigInt-data-type](Javascript/js-data-types/BigInt-data-type.md) - [check-data-type-with-typeof](Javascript/js-data-types/check-data-type-with-typeof.js) - [data-type-mutability](Javascript/js-data-types/data-type-mutability.md) - [data-types of Number-A very popular Interview Question](Javascript/js-data-types/data-types-Number-Famous-Question.md) - [More on data-types of Number](Javascript/js-data-types/data-types-Number.md) - [data-types-symbol](Javascript/js-data-types/data-types-symbol.md) - [what-is-type-coercion](Javascript/js-data-types/what-is-type-coercion.md) - [More on coercion](Javascript/coercion.md) - [spread-operator-vs-rest-parameters](Javascript/rest-spread-destructuring/spread-operator-vs-rest-parameters.md) - [rest-spread-basic-techniques](Javascript/rest-spread-destructuring/rest-spread-basic-techniques.js) - [More on rest and spread operator](Javascript/rest-spread-destructuring/rest-spread-2.js) - [Example of Call Stack](Javascript/call-stack-good-example.md) - [const-var-let](Javascript/const-var-let.md) - [curried-function](Javascript/curried-function.md) - [execution-context-call-stack.md](Javascript/execution-context-call-stack.md) - [hashing-vs-encrypting.md](Javascript/hashing-vs-encrypting.md) - [Hoisting - The supre important concept](Javascript/hoisting.md) - [is-javascript-static-or-dynamically-typed](Javascript/is-javascript-static-or-dynamically-typed.md) - [is-JS-block-scoped-or-function-scoped](Javascript/is-JS-block-scoped-or-function-scoped.md) - [map-set-get](Javascript/map-set-get.js) - [Null-Coalescing-operator](Javascript/Null-Coalescing-operator.md) - [truthy-falsy-1](Javascript/truthy-falsy-1.js) - [truthy-falsy-2](Javascript/truthy-falsy-2.md) - [truthy-falsy-pass-by-value-vs-reference-strict-equality-use-case](Javascript/truthy-falsy-pass-by-value-vs-reference-strict-equality-use-case.js) - [passing-by-value-and-by-reference](Javascript/passing-by-value-and-by-reference.md) - [undefined-vs-not_defined](Javascript/undefined-vs-not_defined.md) - [Why-eval-function-considered-dangerous](Javascript/Why-eval-function-considered-dangerous.md) - [use-strict-describe](Javascript/use-strict-describe.md) - [How would you compare two objects in JavaScript?](Large-Collection-of-Popular-Problems-with-Solutions/Objects-Master-List-of-Problems-Super-Useful-Daily-Techniques/compare-two-objects.md) - [Memoize a function](Large-Collection-of-Popular-Problems-with-Solutions/Objects-Master-List-of-Problems-Super-Useful-Daily-Techniques/Memoize-a-function.md) - [repaint-reflow](Javascript/repaint-reflow.md) - [What are events?](Javascript/what-are-events.md) - [What are the options in a cookie](Javascript/What-are-the-options-in-a-cookie.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) --- ## Most common Tricky Javascript Interview Topics & Questions (Below Links are all within this Repository) - [Collection-of-Tricky-JS-Questlions](Javascript/Tricky-JS-Problems/Collection-of-Tricky-JS-Questlions.md) - [closure-tricky and great Example](Javascript/js-basics/Closure/closure-tricky-GREAT-EXAMPLE.js) - [logical-and-operator-Tricky Question](Javascript/Tricky-JS-Problems/logical-and-operator.js) - [Value of Null](Javascript/Tricky-JS-Problems/value-of-null.js) - [pitfall-of-using-typeof](Javascript/Tricky-JS-Problems/pitfall-of-using-typeof.md) - [What-is-the-value-of-Math.max([2,3,4,5])](Javascript/Tricky-JS-Problems/What-is-the-value-of-Math.max_2_3_4_5_.md) - [not-not-operator-in-javascript](Javascript/Tricky-JS-Problems/not-not-operator-in-javascript.md) - [why-does-adding-two-decimals-in-javascript-produce-a-wrong-result](Javascript/Tricky-JS-Problems/why-does-adding-two-decimals-in-javascript-produce-a-wrong-result.md) - [typeof-NaN](Javascript/Tricky-JS-Problems/typeof-NaN.md) - [If null is a primitive, why does typeof(null) return "object"?](Javascript/Tricky-JS-Problems/typeof-null-why-its-object.md) - [null-vs-undefined](Javascript/Tricky-JS-Problems/null-vs-undefined.md) - [Closures-Inside-Loops](Javascript/Tricky-JS-Problems/Closures-Inside-Loops.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Async/Await and Promise related Interview Topics & Questions (Below Links are all within this Repository) - [Async/Await - Understanding the fundamentals](Promise-Async-Await-Sequential-Execution/async-await-master-notes/README.md) - [asyn-await-how-its-called-asynchronous-when-it-makes-possible-to-execute-in-synchrounous-manner](Promise-Async-Await-Sequential-Execution/async-await-master-notes/asyn-await-how-its-called-asynchronous-when-it-makes-possible-to-execute-in-synchrounous-manner.md) - [Example async-await-1](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-1.js) - [Example async-await-2](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-2.js) - [Example async-await-3](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-3.js) - [async-await-absolute-basics](async-await-absolute-basics.js) - [async-await-example-when-Promise-is-preferred](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-example-when-Promise-is-preferred.js) - [converting-callback-to-Promise-and-async-await-1](Promise-Async-Await-Sequential-Execution/async-await-master-notes/converting-callback-to-Promise-and-async-await-1.md) - [converting-callback-to-Promise-and-async-await-2](Promise-Async-Await-Sequential-Execution/async-await-master-notes/converting-callback-to-Promise-and-async-await-2.md) - [setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-1](Promise-Async-Await-Sequential-Execution/async-await-master-notes/setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-1.js) - [setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-2](Promise-Async-Await-Sequential-Execution/async-await-master-notes/setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-2.js) - [Promise - Fundamental Understanding](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/README.md) - [calback-hell-resolved-with-promise](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/calback-hell-resolved-with-promise.js) - [More callback-hell-examples](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/callback-hell-examples.js) - [How-Promise-makes-code-Asynchronous-non-blocking](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/How-Promise-makes-code-Asynchronous-non-blocking.md) - [Promise Super simple-Examples](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/Promise-simple-Example.js) - [More Promise Super simple Examples](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/absolute-super-basic-Promise-creation.md) - [More Promise Super simple Examples](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/Promise-super-basic-implementation-Absolute-Basics.js) - [Understanding then in Promise](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/then-in-Promise-GOOD-Explanations.md) - [Promise-super-basic-example-transform-values-with-Promise](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/Promise-super-basic-example-transform-values-with-Promise.md) - [Promise-Absolute basic-syntax](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/Promise-super-basic-syntax-GOOD.md) - [Async-await-API-call-Simple-Example-synchronous-Fetch](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/Async-await-API-call-Simple-Example-synchronous-Fetchl-Simple-Good-Example.md) - [Async-Event-Handler-both-async-await-and-with-Promise-1](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/Async-Event-Handler-both-async-await-and-with-Promise-1.md) - [multiple-API-calls-before-executing-next-function-in-React-Promise-2](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/multiple-API-calls-before-executing-next-function-in-React-Promise-2.md) - [multiple-API-fetch-before-executing-next-function-in-React-Promise-1](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/multiple-API-fetch-before-executing-next-function-in-React-Promise-1.md) - [multiple-sequential-axios-request](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/multiple-sequential-axios-request.md) - [sequential-execution-async-await-in-Express-routes](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/sequential-execution-async-await-in-Express-routes.md) - [sequential-execution-fundamental_working-THEORY](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/sequential-execution-fundamental_working-THEORY.md) - [sequential-execution-plain-callback-in-Express-routes](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/sequential-execution-plain-callback-in-Express-routes.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Node Interview Topics & Questions (Below Links are all within this Repository) - [why-nodejs-required-at-all-and-difference-vs-plain-js](Node-Express/why-nodejs-required-at-all-and-difference-vs-plain-js.md) - [How-nodejs-works](Node-Express/How-nodejs-works.md) - [What-is-an-error-first-callback](Node-Express/What-is-an-error-first-callback.md) - [Authentication vs Authorization](Node-Express/Authentication-vs-Authorization.md) - [What is Middleware-1](Node-Express/app.use-Middleware-1.md) - [What is Middleware-2](Node-Express/app.use-Middleware-2.md) - [app.use-vs-app.get](Node-Express/app.use-vs-app.get.md) - [bcrypt-How-it-works-de-hashing](Node-Express/bcrypt-How-it-works-de-hashing.md) - [bcrypt-manually-generate-a-salted-and-encrypted-password](Node-Express/bcrypt-manually-generate-a-salted-and-encrypted-password.md) - [bodyParser_what-does-it-do](Node-Express/bodyParser_what-does-it-do.md) - [buffer-class-what-is-it](Node-Express/buffer-class-what-is-it.md) - [busboy-why-its-needed](Node-Express/busboy-why-its-needed.md) - [busboy-why-I-use-stream-to-upload-file](Node-Express/busboy-why-I-use-stream-to-upload-file.md) - [cookie-parser-what-does-it-do](Node-Express/cookie-parser-what-does-it-do.md) - [cors_Why_its_needed](Node-Express/cors_Why_its_needed.md) - [error-handling-in-node-Theory](Node-Express/error-handling-in-node-Theory.md) - [More on error-handling-in-node](Node-Express/error-handling-in-node.md) - [express-js-why-do-i-need-it](Node-Express/express-js-why-do-i-need-it.md) - [gracefully-shut-down-node-app](Node-Express/gracefully-shut-down-node-app.md) - [jwt-how-it-works](Node-Express/jwt-how-it-works.md) - [jwt-where-to-save-localStorage-vs-sessionStorage-vs-cookie](Node-Express/jwt-where-to-save-localStorage-vs-sessionStorage-vs-cookie.md) - [session-cookies-vs-JWT-Tokens-2-ways-to-authenticate](Node-Express/session-cookies-vs-JWT-Tokens-2-ways-to-authenticate.md) - [sesstionStorage-vs-localStorage-vs-Cookie](Node-Express/sesstionStorage-vs-localStorage-vs-Cookie.md) - [localForage-what-does-it-do](Node-Express/localForage-what-does-it-do.md) - [How would you do node-debugging](Node-Express/node-debugging.md) - [passport-authentication-middleware-BASIC-FLOW](Node-Express/passport-authentication-middleware-BASIC-FLOW.md) - [passport-express-session-Fundamentals-and-params](Node-Express/passport-express-session-Fundamentals-and-params.md) - [passport-express-session-how-it-works](Node-Express/passport-express-session-how-it-works.md) - [passport-workflow-with-passport-local-strategy](Node-Express/passport-workflow-with-passport-local-strategy.md) - [pipe concepts in node](Node-Express/pipe-in-node.md) - [REST-architectural-concepts](Node-Express/REST-architectural-concepts.md) - [significance-of-file-bin-www](Node-Express/significance-of-file-bin-www.md) - [Streams Concepts in Node](Node-Express/Streams.md) - [Node.js Interview Questions](https://www.interviewbit.com/node-js-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Web-Development Architecture related Interview Topics & Questions (Below Links are all within this Repository) - [critical-render-path](Web-Development-In-General/critical-render-path.md) - [How-to-Check-HTTP-Request-Response-on-Chrome](Web-Development-In-General/How-to-Check-HTTP-Request-Response-on-Chrome.md) - [HTTP-and-TCP-Difference](Web-Development-In-General/HTTP-and-TCP-Difference.md) - [HTTP-methods-put-vs-post](Web-Development-In-General/HTTP-methods-put-vs-post.md) - [HTTP-Protocol](Web-Development-In-General/HTTP-Protocol.md) - [HTTP-Status-Codes-Understanding-Express-res.status](Web-Development-In-General/HTTP-Status-Codes-Understanding-Express-res.status.md) - [More on HTTP-Status-Codes](Web-Development-In-General/HTTP-Status-Codes.md) - [http-vs-https](Web-Development-In-General/http-vs-https.md) - [minimize-page-load-time](Web-Development-In-General/minimmize-page-load-time.md) - [Postman-checking-protected-routes-from-backend](Web-Development-In-General/Postman-checking-protected-routes-from-backend.md) - [websocket-basics](Web-Development-In-General/websocket-basics.md) - [What-happens-when-you-navigate-to-an-URL](Web-Development-In-General/What-happens-when-you-navigate-to-an-URL.md) - [What-happens-when-you-navigate-to-google](Web-Development-In-General/What-happens-when-you-navigate-to-google.md) - [what-is-AJAX](Web-Development-In-General/what-is-AJAX.md) - [Web Developer Interview Questions](https://www.interviewbit.com/web-developer-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common React Interview Topics & Questions (Below Links are all within this Repository) - [Element-vs-Component-in-React](React/Element-vs-Component-in-React.md) - [What is a Prop - props-Absolute-Basics](React/props-Absolute-Basics.md) - [Life-Cycle-Fundamentals](React/Component-Life-Cycle/README.md) - [Life Cycle Methods - getDerivedStateFromProps](React/Component-Life-Cycle/getDerivedStateFromProps.md) - [Life Cycle Methods - shouldComponentUpdate-what-does-it-do](React/Component-Life-Cycle/shouldComponentUpdate-what-does-it-do.md) - [Life Cycle Methods - constructor-vs-componentwillmount](React/Component-Life-Cycle/constructor-vs-componentwillmount.md) - [React-Hooks-convert-ClassBasedForm-to-HooksBasedForm](React/Hooks/convert-ClassBasedForm-to-HooksBasedForm.md) - [hooks-updateState-with-callback](React/Hooks/updateState-with-callback.md) - [lifeCycle-methods-for-various-hooks](React/Hooks/lifeCycle-methods-for-various-hooks.md) - [Shallow-comparison-React-useEffect-compare-array-in-second-argument](React/Hooks/Shallow-comparison-React-useEffect-compare-array-in-second-argument.md) - [useEffect-basics-1](React/Hooks/useEffect-basics-1.md) - [useEffect-api-call-with-async-inside-useEffect](React/Hooks/useEffect-api-call-with-async-inside-useEffect.md) - [More on useEffect-async-call-inside](React/Hooks/useEffect-async-call-inside.md) - [useEffect-compare-array-in-second-argument-replace-ComonentDidMount-with-useRef](React/Hooks/useEffect-compare-array-in-second-argument-replace-ComonentDidMount-with-useRef.md) - [useEffect-compare-array-in-second-argument-shallow](React/Hooks/useEffect-compare-array-in-second-argument-shallow.md) - [useEffect-replace-componentDidMount-and-Update](React/Hooks/useEffect-replace-componentDidMount-and-Update.md) - [useEffect-replace-componentWillUnmount](React/Hooks/useEffect-replace-componentWillUnmount.md) - [useEffect-running-callback-after-setState-IMPORTANT](React/Hooks/useEffect-running-callback-after-setState-IMPORTANT.md) - [useEffect-with-Redux-actions](React/Hooks/useEffect-with-Redux-actions-GOOD.md) - [useReducer-basics-1](React/Hooks/useReducer-basics-1.md) - [userReducer-vs-redux-reducer](React/Hooks/userReducer-vs-redux-reducer.md) - [useState-replace-componentWillReceiveProps-getDerivedStateFromProps](React/Hooks/useState-replace-componentWillReceiveProps-getDerivedStateFromProps.md) - [styled-component-basics](React/React-Styled-Component/styled-component-basics.md) - [styled-component-a-clean-example](React/React-Styled-Component/styled-component-a-clean-example.md) - [Testing-react-shallow-renderer-basics](React/React-Testing-Jest/Testing-react-shallow-renderer-basics.md) - [snapshot-testing](React/React-Testing-Jest/snapshot-testing.md) - [React Testing - where-should-enzyme-setup-file-be-written](React/React-Testing-Jest/where-should-enzyme-setup-file-be-written.md) - [refs-in-React](React/refs-in-react/refs-in-React.md) - [refs-Call-child-method-from-parent](React/refs-in-react/refs-Call-child-method-from-parent.md) - [execute-child-function-from-parent](React/refs-in-react/execute-child-function-from-parent.md) - [refs-vs-keys-when-to-use-ref](React/refs-in-react/refs-vs-keys-when-to-use-ref.md) - [useRef-basics](React/refs-in-react/useRef-basics.md) - [context-api-basics](React/context-api-basics.md) - [controlled-unContolled-Component](React/controlled-unContolled-Component.md) - [Create-Class-avoiding-binding-in-constructor](React/Create-Class-avoiding-binding-in-constructor.md) - [destructuring_basics-js](React/destructuring_basics-js.md) - [More destructuring_example](React/destructuring_example.md) - [More Destructuring explanations and examples](React/Destructuring_General.md) - [destructuring_in_react-1](React/destructuring_in_react-1.md) - [More destructuring_in_react](React/destructuring_in_react-2.md) - [What is e.target.value](React/e.target.value.md) - [Explain-whats-wrong-with-this-React-code](React/Explain-whats-wrong-with-this-React-code.md) - [functional-component-declaration-syntax](React/functional-component-declaration-syntax.md) - [More examples on functional-component-declaration-syntax](React/functional-component-declaration-syntax-1.md) - [HOC - Higher Order Component](React/HOC.md) - [how-react-decide-to-re-render-a-component](React/how-react-decide-to-re-render-a-component.md) - [Unique keys-for-li-elements-why-its-needed](React/keys-for-li-elements-why-its-needed.md) - [onChange-updating-state-from-child](React/onChange-updating-state-from-child.md) - [pass-props-from-Parent-To-Child-Component-communication](React/pass-props-from-Parent-To-Child-Component-communication.md) - [pass-prop-to-component-rendered-by-React-Router](React/pass-prop-to-component-rendered-by-React-Router.md) - [More on pass-props-from-Child-to-parent-Component-communication](React/pass-props-from-Child-to-parent-Component-communication.md) - [More on pass-props-from-Child-to-parent-Component-communication-2](React/pass-props-from-Child-to-parent-Component-communication-2.md) - [preventDefault-in-React](React/preventDefault-in-React.md) - [pureComponent - What they are](React/pureComponent.md) - [pureComponent-Performance-benefit](React/pureComponent-Performance-benefit.md) - [react-hot-loader](React/react-hot-loader.md) - [React.Fragment](React/React.Fragment.md) - [Redirect-from-react-router-dom](React/Redirect-from-react-router-dom.md) - [server-side-rendering-react-app](React/server-side-rendering-react-app.md) - [setState-what-does-it-do](React/setState-what-does-it-do.md) - [super(props)-why-its-required](<React/super(props)-why-its-required.md>) - [this.props.children](React/this.props.children.md) - [Virtual-DOM-and-Reconciliation-Algorithm](React/Virtual-DOM-and-Reconciliation-Algorithm.md) - [What are the approaches to include polyfills in your create-react-app](React/include-polyfills.md) - [React Interview Questions](https://www.interviewbit.com/react-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Redux Interview Topics & Questions (Below Links are all within this Repository) - [What is Redux Actions](Redux/Actions.md) - [actions-why-enclosed-in-curly-braces](Redux/actions-why-enclosed-in-curly-braces.md) - [What are actions.payload](Redux/actions.payload.md) - [What is applyMiddleware](Redux/applyMiddleware.md) - [What is bindActionCreators](Redux/bindActionCreators.md) - [What is combine-Reducer](Redux/combine-Recucer.md) - [What is compose-function](Redux/compose-function.md) - [What is Connect function](Redux/Connect.md) - [What is container-component](Redux/container-component.md) - [What is createStore](Redux/createStore.md) - [Example of Currying](Redux/currying.md) - [What is dispatch](Redux/dispatch.md) - [flux-vs-redux](Redux/flux-vs-redux.md) - [What is mapDispatchToProps](Redux/mapDispatchToProps.md) - [mapStateToProps-basic-understanding-1](Redux/mapStateToProps-basic-understanding-1.md) - [mapStateToProps-basic-understanding-2](Redux/mapStateToProps-basic-understanding-2.md) - [mapStateToProps-how-exactly-it-gets-the-state-from-reducers](Redux/mapStateToProps-how-exactly-it-gets-the-state-from-reducers.md) - [What is Provider](Redux/Provider.md) - [What is Reducers](Redux/Reducers.md) - [What is Redux Thunk](Redux/redux-thunk-basics.md) - [what-is-thunk-in-programming](Redux/redux-thunk-what-is-thunk-in-programming.md) - [What is Store](Redux/Store.md) - [Why-Redux-needs-reducers-to-be-pure functions](React/immutable-state-store-in-React-Redux/Why-Redux-needs-reducers-to-be-pure-functions-VERY-GOOD-EXPLANATIONS.md) - [immutable-state-store-in-React-Redux-2](React/immutable-state-store-in-React-Redux/immutable-state-store-in-React-Redux-2.md) - [immutable-state-store-in-React-Redux-Pass-by-Reference-shallow-comapre](React/immutable-state-store-in-React-Redux/immutable-state-store-in-React-Redux-Pass-by-Reference-shallow-comapre.md) - [Redux Interview Questions](https://www.interviewbit.com/redux-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Angular Interview Topics & Questions (Below Links are all within this Repository) - [AsyncPipe-fundamentals](Angular-Topics-Interview/AsyncPipe/AsyncPipe-fundamentals.md) - [AsyncPipe-basic-Oberservable-use-case](Angular-Topics-Interview/AsyncPipe/AsyncPipe-basic-Oberservable-use-case.md) - [converting-a-subscribe-to-asyncPipe-1](Angular-Topics-Interview/AsyncPipe/converting-a-subscribe-to-asyncPipe-1.md) - [converting-a-subscribe-to-asyncPipe-Simplest-use-case](Angular-Topics-Interview/AsyncPipe/converting-a-subscribe-to-asyncPipe-Simplest-use-case.md) - [Converting-a-subscribe-to-asyncPipe-3](Converting-a-subscribe-to-asyncPipe-3) - [Component-Communications-via-Input](Angular-Topics-Interview/Component-Data-Communications/Component-Communications-via-Input.md) - [Component-Communications-via-Output-EventEmitter](Angular-Topics-Interview/Component-Data-Communications/Component-Communications-via-Output-EventEmitter.md) - [ContentChildren-basics](Angular-Topics-Interview/Decorators/ContentChildren-basics.md) - [decorators-basics-in-angular](Angular-Topics-Interview/Decorators/decorators-basics-in-angular.md) - [decorators-basics-in-typescript](Angular-Topics-Interview/Decorators/decorators-basics-in-typescript.md) - [Property-decorators-basics-in-angular-1](Angular-Topics-Interview/Decorators/Property-decorators-basics-in-angular-1.md) - [Property-Decorators-Typescript-1](Angular-Topics-Interview/Decorators/Property-Decorators-Typescript-1.md) - [Property-Decorators-Typescript-2](Angular-Topics-Interview/Decorators/Property-Decorators-Typescript-2.md) - [QueryList-basics](Angular-Topics-Interview/Decorators/QueryList-basics.md) - [TemplateRef-basics-1](Angular-Topics-Interview/Decorators/TemplateRef-basics-1.md) - [TemplateRef-basics-2](Angular-Topics-Interview/Decorators/TemplateRef-basics-2.md) - [ViewChild-basics](Angular-Topics-Interview/Decorators/ViewChild-basics.md) - [AfterViewInit-hook](Angular-Topics-Interview/Life-Cycle-Hooks/AfterViewInit-hook.md) - [ngOnChanges-Fundamentals](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnChanges-Fundamentals.md) - [ngOnChanges-SimpleChanges_interface](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnChanges-SimpleChanges_interface.md) - [ngOnInit-vs-Constructor](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnInit-vs-Constructor.md) - [ngOnInit-vs-ngAfterViewInit](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnInit-vs-ngAfterViewInit.md) - [ngOnChange-BestPractice](Angular-Topics-Interview/ng-Best_Practice/ngOnChange-BestPractice.md) - [cold-vs-hot-observable](Angular-Topics-Interview/Observables/cold-vs-hot-observable.md) - [examples-cancellable-with-takeUntil](Angular-Topics-Interview/Observables/examples-cancellable-with-takeUntil.ts) - [examples-observable-is-Lazy](Angular-Topics-Interview/Observables/examples-observable-is-Lazy.ts) - [Observable-basics](Angular-Topics-Interview/Observables/Observable-basics.md) - [Observable-simple-implementation-1](Angular-Topics-Interview/Observables/Observable-simple-implementation-1.md) - [Observable-vs-Promises](Angular-Topics-Interview/Observables/Observable-vs-Promises.md) - [subscribe-method](Angular-Topics-Interview/Observables/subscribe-method.md) - [Reading-Route-Parameters in Angular](Angular-Topics-Interview/Routing/Reading-Route-Parameters.md) - [rx-js-best-practice - Dont-pass-streams-to-components-directly](Angular-Topics-Interview/rx-js/best-practices-common-pattern/Dont-pass-streams-to-components-directly.md) - [subscribe_pattern-with-take(1)](<Angular-Topics-Interview/rx-js/best-practices-common-pattern/subscribe_pattern-with-take(1).md>) - [Best Practice - when_using_async_pipe_no_need_to_unsubscribe](Angular-Topics-Interview/rx-js/best-practices-common-pattern/when_using_async_pipe_no_need_to_unsubscribe.md) - [Is there a need to unsubscribe from the Observable the Angular HttpClient's methods return?](Angular-Topics-Interview/rx-js/angular-httpclient-unsubscribe.md) - [combineLatest-basics](Angular-Topics-Interview/rx-js/combineLatest-basics.md) - [debounceTime-usecase-input-validation](Angular-Topics-Interview/rx-js/debounceTime-usecase-input-validation.md) - [pipe-basics-how-it-works-with-example](Angular-Topics-Interview/rx-js/pipe-basics-how-it-works-with-simple-good-example.md) - [More on pipe-function-1](Angular-Topics-Interview/rx-js/pipe-function-1.md) - [More on pipe-function-2](Angular-Topics-Interview/rx-js/pipe-function-2.md) - [More on pipe-function-3](Angular-Topics-Interview/rx-js/pipe-function-3.md) - [retryWhen - I want to retry an api call 10 times (waiting one second since it fails until next execution)](Angular-Topics-Interview/rx-js/retryWhen-1.md) - [More on retryWhen-basics](Angular-Topics-Interview/rx-js/retryWhen-basics-2.md) - [switchMap-get-route-params](Angular-Topics-Interview/rx-js/switchMap-get-route-params.md) - [switchMap-good-example-for-user-input](Angular-Topics-Interview/rx-js/switchMap-good-example-for-user-input.md) - [take(1)](<Angular-Topics-Interview/rx-js/take(1).md>) - [class-in-typescript](Angular-Topics-Interview/TypeScript/Class-Definitions/class-in-typescript.md) - [generic-typescript-class-definition](Angular-Topics-Interview/TypeScript/Class-Definitions/generic-typescript-class-definition.md) - [get-method-in-typescript](Angular-Topics-Interview/TypeScript/Class-Definitions/get-method-in-typescript.md) - [proxy-in-typescript](Angular-Topics-Interview/TypeScript/Class-Definitions/proxy-in-ts.md) - [typescript - when-a-method-returns-boolean](Angular-Topics-Interview/Useful_Pattern_Observable/when-a-method-returns-boolean.md) - [ViewEncapsulation-Basics](Angular-Topics-Interview/ViewEncapsulation/ViewEncapsulation-Basics.md) - [ViewEncapsulation-None](Angular-Topics-Interview/ViewEncapsulation/ViewEncapsulation-None.md) - [component-selectors-different-way](Angular-Topics-Interview/component-selectors-different-way.md) - [ControlValueAccessor_basics](Angular-Topics-Interview/ControlValueAccessor_basics.md) - [directive-basics](Angular-Topics-Interview/directive-basics.md) - [host-selector](Angular-Topics-Interview/host-selector.md) - [ng-content](Angular-Topics-Interview/ng-content.md) - [ngModel-basics-1](Angular-Topics-Interview/ngModel-basics-1.md) - [ngModel-basics-2](Angular-Topics-Interview/ngModel-basics-2.md) - [Angular Interview Questions](https://www.interviewbit.com/angular-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common MongoDB Interview Topics & Questions (Below Links are all within this Repository) - [aggregation-in-mongodb](MongoDB/aggregation-in-mongodb.md) - [delete-single-document-from-collection](MongoDB/delete-single-document-from-collection.md) - [GridFS-storing-files-in-mongo](MongoDB/GridFS-storing-files-in-mongo.md) - [indexing-in-mongo](MongoDB/indexing-in-mongo.md) - [mongodb-quick-comands-cheat-sheet](MongoDB/mongodb-quick-comands-cheat-sheet.md) - [mongoose-exec-method](MongoDB/mongoose-exec-method.md) - [referencing-other-model-populate-method-mongoose](MongoDB/populate-method-mongoose-referencing-other-model.md) - [referencing-another-schema-in-Mongoose-1](MongoDB/referencing-another-schema-in-Mongoose-1.md) - [More on referencing-another-schema-in-Mongoose-1](MongoDB/referencing-another-schema-in-Mongoose-2.md) - [sharding-in-mongodb](MongoDB/sharding-in-mongodb.md) - [MongpDB Interview Questions](https://www.interviewbit.com/mongodb-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common HTML Interview Topics & Questions (Below Links are all within this Repository) - [Collection-of-HTML-Interview-Questions](HTML/Collection-of-HTML-Interview-Questions.md) - [DOM-fundamentals](HTML/DOM-fundamentals.md) - [HTML Interview Questions](https://www.interviewbit.com/html-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common CSS Interview Topics & Questions (Below Links are all within this Repository) - [Collection-of-CSS-Questions](CSS/Collection-of-CSS-Questions.md) - [BEM-Model](BEM-Model) - [box-Model](box-Model) - [flexbox](CSS/flexbox.md) - [flexbox-example-centering-elements](CSS/flexbox-example-centerting-elements.md) - [Grid-Layout](CSS/Grid-Layout.md) - [left-vs-margin-left](CSS/left-vs-margin-left.md) - [not-pseudo-class-selector](CSS/not-pseudo-class-selector.md) - [pseudo-class](CSS/pseudo-class.md) - [relative-absolute-fixed-position](CSS/relative-absolute-fixed-position.md) - [relative-positioning-basic-good-notes](CSS/relative-positioning-basic-good-notes.md) - [rem-unit-basics-and-converting-px](CSS/rem-unit-basics-and-converting-px.md) - [z-index](CSS/z-index.md) - [CSS Interview Questions](https://www.interviewbit.com/css-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Git and Github related Interview Topics & Questions (Below Links are all within this Repository) - [What is git stash](Git-and-Github/git-stash.md) - [What is git rebase](Git-and-Github/git-rebase/git-rebase.md) - [Resolving-merge-conflicts during git-rebase-](Git-and-Github/git-rebase/git-rebase-Resolving-merge-conflicts.md) - [git-squash-many-commits-to-a-single-one-before-PR](Git-and-Github/PR-Flow/git-squash-many-commits-to-a-single-one-before-PR.md) - [Pull-Requst-Steps-to-take-in-a-team-before-submitting-PR](Git-and-Github/PR-Flow/Pull-Requst-Steps-to-take-in-a-team-before-submitting-PR.md) - [Update-cloned-repo-in-local-machine-with-latest-master-branch](Git-and-Github/PR-Flow/Update-cloned-repo-in-local-machine-with-latest-master-branch.md) - [git-staging-area](Git-and-Github/git-staging-area.md) - [Git Interview Questions](https://www.interviewbit.com/git-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Understanding the Theory and the fundamentals of some super-popular Algorithm questions - :link: [Big O Cheatsheet](http://bigocheatsheet.com/) :link: [Quick Big O understanding for coding interviews](https://medium.com/@jayshah_84248/big-o-for-coding-interviews-e6ca8897f926) - :link: [developers/sorting-algorithms](https://www.toptal.com/developers/sorting-algorithms) - :link: [tackling-javascript-algorithms](https://medium.com/@yanganif/tackling-javascript-algorithms-66f1ac9770dc) - :link: [sorting-algorithms-in-javascript](https://github.com/benoitvallon/computer-science-in-javascript/tree/master/sorting-algorithms-in-javascript) - :link: [Learn-Data_Structure-Algorithm-by-Javascript](https://github.com/Algorithm-archive/Learn-Data_Structure-Algorithm-by-Javascript) - :book: [Grokking Algorithms](https://www.goodreads.com/book/show/22847284-grokking-algorithms-an-illustrated-guide-for-programmers-and-other-curio) - :link: [Algorithms Visualization](https://www.cs.usfca.edu/~galles/visualization/Algorithms.html) - :link: [coding-interviews-for-dummies](https://medium.freecodecamp.org/coding-interviews-for-dummies-5e048933b82b) - :link: [educative.io/collection/page/](https://www.educative.io/collection/page/5642554087309312/5679846214598656/240002) - :link: [Karp_algorithm](https://www.wikiwand.com/en/Rabin%E2%80%93Karp_algorithm) - :link: [www.geeksforgeeks.org/top-algorithms-and-data-structures-for-competitive-programming/](https://www.geeksforgeeks.org/top-algorithms-and-data-structures-for-competitive-programming/) - :link: [best javascript-algorithms github repo](https://github.com/trekhleb/javascript-algorithms) - :link: [14-patterns-to-ace-any-coding-interview-question](https://hackernoon.com/14-patterns-to-ace-any-coding-interview-question-c5bb3357f6ed) - :link: [Grokking the Coding Interview: Patterns for Coding Questions](https://www.educative.io/collection/5668639101419520/5671464854355968) - :link: [https://github.com/amejiarosario/dsa.js-data-structures-algorithms-javascript](https://github.com/amejiarosario/dsa.js-data-structures-algorithms-javascript) - :link: [coding-interview-university](https://github.com/jwasham/coding-interview-university) - :link: [reactjs-interview-questions](https://github.com/sudheerj/reactjs-interview-questions) - :link: [Front-end-Developer-Interview-Questions](https://github.com/h5bp/Front-end-Developer-Interview-Questions) - :link: [front-end-interview-handbook](https://github.com/yangshun/front-end-interview-handbook) - Almost complete answers to "Front-end Job Interview Questions" which you can use to interview potential candidates, test yourself or completely ignore - :link: [Algorithm Interview Questions](https://www.interviewbit.com/algorithm-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Github Repositories with large collections of problems-and-solutions of them most popular Interview challenges - :link: [Algorithms-Leetcode-Javascript](https://github.com/ignacio-chiazzo/Algorithms-Leetcode-Javascript) - :link: [Algorithm-in-JavaScript](https://github.com/rohan-paul/Algorithm-in-JavaScript) - :link: [Javascript-Challenges](https://github.com/rohan-paul/Javascript-Challenges) - :link: [JS-Challenges](https://github.com/rohan-paul/The-Hacking-School-Full-Stack-Bootcamp-Projects/tree/master/JS-Challenges) - :link: [code-problems-solutions](https://github.com/mkshen/code-problems-solutions) - :link: [some common problems](https://gist.github.com/Smakar20?page=1) - :link: [Cracking the Coding Interview - Javascript](https://github.com/careercup/CtCI-6th-Edition-JavaScript) - :link: [interview-questions-in-javascript](https://github.com/kennymkchan/interview-questions-in-javascript) - :link: [javascript-interview-questions](https://github.com/sudheerj/javascript-interview-questions) - :link: [javascript-Exercises](https://github.com/kolodny/exercises) - :link: [30-seconds-of-interview](https://github.com/30-seconds/30-seconds-of-interviews) - :link: [js--interview-questions](https://github.com/vvscode/js--interview-questions) - :link: [JavaScript-Code-Challenges](https://github.com/sadanandpai/javascript-code-challenges) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Overall multi-factor approach for winning this huge challenge and a great journey of getting the first Developer Job - :link: [medium.com/javascript-scene/every-developer-needs-a-code-portfolio](https://medium.com/javascript-scene/every-developer-needs-a-code-portfolio-cc79c3d92110) :link: [Collection of Resources for Interview preparations and practices](https://medium.com/@jayshah_84248/how-to-do-well-in-a-coding-interview-2bcd67e93cb5) :link: [How I cleared the Amazon SDE 2 interview](https://medium.com/@rachit138/how-i-cleared-the-amazon-sde-2-interview-f82a33706ff4) :link: [How I got 7 Job Offers in 8 Weeks ](https://blog.usejournal.com/how-i-got-7-job-offers-in-8-weeks-part-1-please-interview-me-21e6f4ded106) - :link: [/master-the-javascript-interview-soft-skills](https://medium.com/javascript-scene/master-the-javascript-interview-soft-skills-a8a5fb02c466) - :link: [google-lost-a-chance-to-hire-me-finally-amazon-hired-me](https://medium.com/@jayshah_84248/google-lost-a-chance-to-hire-me-finally-amazon-hired-me-e35076c73fe2) - :link: [the-best-way-to-learn-to-code-is-to-code-learn-app-architecture-by-building-apps](https://medium.com/javascript-scene/the-best-way-to-learn-to-code-is-to-code-learn-app-architecture-by-building-apps-7ec029db6e00) - :link: [7-key-steps-to-getting-your-first-software-engineering-job](https://medium.freecodecamp.org/7-key-steps-to-getting-your-first-software-engineering-job-6ef80543cad9) - :link: [5-key-learnings-from-the-post-bootcamp-job-search](https://medium.freecodecamp.org/5-key-learnings-from-the-post-bootcamp-job-search-9a07468d2331) - :link: [how-to-get-your-first-developer-job-in-4-months](https://medium.freecodecamp.org/https-medium-com-samwcoding-how-to-get-your-first-developer-job-in-4-months-ec86da6e5d9a) - :link: [how-to-land-your-first-dev-job-even-if-you-don-t-have-a-cs-degree](https://medium.com/swlh/how-to-land-your-first-dev-job-even-if-you-don-t-have-a-cs-degree-e83d08db4615) - :link: [how-to-land-a-top-notch-tech-job-as-a-student](https://medium.freecodecamp.org/how-to-land-a-top-notch-tech-job-as-a-student-5c97fec82f3d) - :link: [unlocking-the-javascript-code-interview-an-interviewer-perspective](https://medium.com/appsflyer/unlocking-the-javascript-code-interview-an-interviewer-perspective-f4fe06246b29) - :link: [get-that-job-at-google.html](https://steve-yegge.blogspot.com/2008/03/get-that-job-at-google.html) - :link: [i-failed-my-effing-coding-interview-ab720c339c8a](https://blog.usejournal.com/i-failed-my-effing-coding-interview) - :link: [how-i-landed-a-full-stack-developer-job-without-a-tech-degree-or-work-experience](https://medium.freecodecamp.org/how-i-landed-a-full-stack-developer-job-without-a-tech-degree-or-work-experience-6add97be2051) - :link: [here-are-4-best-ways-to-apply-for-software-engineer-jobs-and-exactly-how-to-use-them](https://medium.freecodecamp.org/here-are-4-best-ways-to-apply-for-software-engineer-jobs-and-exactly-how-to-use-them-a644a88b2241) - :link: [how-to-get-a-tech-job-with-no-previous-work-experience](https://medium.freecodecamp.org/how-to-get-a-tech-job-with-no-previous-work-experience-6d3d7d25e1) - :link: [the-hard-thing-about-learning-hard-things](https://medium.freecodecamp.org/the-hard-thing-about-learning-hard-things-168e655ac7f2) - :link: [70-job-find-websites-for-developers-other-tech-professionals](https://medium.com/@traversymedia/70-job-find-websites-for-developers-other-tech-professionals-34cdb45518be) - :link: [YouTube - 70+ Websites To Find Developer Jobs](https://www.youtube.com/watch?v=xKOPqWWmxEQ) - :link: [YouTube - I'm 47 And Now I Want to be a Programmer](https://www.youtube.com/watch?v=EJDZ2L95Sjo) - :link: [YouTube - How To Be A Well-Paid Programmer In 1 Year?](https://www.youtube.com/watch?v=V71Cv7mjgfI) - :link: [the-secret-to-being-a-top-developer-is-building-things-heres-a-list-of-fun-apps-to-build](https://medium.freecodecamp.org/the-secret-to-being-a-top-developer-is-building-things-heres-a-list-of-fun-apps-to-build-aac61ac0736c) [[↑] Back to top](#table-of-contents-of-this-readme-file) ### Other important resources - :link: [javascript cheatsheet](http://overapi.com/javascript) - :link: [Javascript cheat sheet - InterviewBit](https://www.interviewbit.com/javascript-cheat-sheet/) - :link: [Super useful es6-cheatsheet](https://github.com/DrkSephy/es6-cheatsheet) - :link: [freeCodeCamp Guide](https://guide.freecodecamp.org/) - :link: [functional-programming-in-js-map-filter-reduce](https://hackernoon.com/functional-programming-in-js-map-filter-reduce-pt-5-308a205fdd5f) - :link: [you-must-understand-these-14-javasript-functions](https://medium.com/javascript-in-plain-english/you-must-understand-these-14-javasript-functions-1f4fa1c620e2) - :link: [developer.mozilla.org/JavaScript/A_re-introduction_to_JavaScript](https://developer.mozilla.org/en-US/docs/Web/JavaScript/A_re-introduction_to_JavaScript) - :link: [developer.mozilla.org/docs/JavaScript/Guide](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide) - :book: [You-Dont-Know-JS](https://github.com/getify/You-Dont-Know-JS) - :link: [GeeksForGeeks](https://www.geeksforgeeks.org/) - :link: [Dev.To](https://dev.to/) - :link: [Stack Overflow](https://stackoverflow.com/) - :link: [Dzone](https://dzone.com/) - :link: [https://scotch.io/](https://scotch.io/) - :link: [https://30secondsofcode.org/](https://30secondsofcode.org/) - :link: [Front-end JavaScript Interviews in 2018–19](https://blog.webf.zone/front-end-javascript-interviews-in-2018-19-e17b0b10514) - :link: [Scaler Topics](https://www.scaler.com/topics/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Coding Challenge Practice Platforms - :link: [interviewing.io](https://interviewing.io/) - :link: [Leetcode](https://leetcode.com/) - :link: [HackerRank](https://www.hackerrank.com/) - :link: [CodeForces](http://codeforces.com/) - :link: [CodeChef](https://www.codechef.com) - :link: [Coderbyte](https://coderbyte.com/) - :link: [CodinGame](https://www.codingame.com/) - :link: [Cs Academy](https://csacademy.com/) - :link: [Daily Coding Problem](https://www.dailycodingproblem.com/) - :link: [Spoj](https://spoj.com/) - :link: [HackerEarth](https://hackerearth.com/) - :link: [TopCoder](https://www.topcoder.com/) - :link: [Codewars](https://codewars.com/) - :link: [Exercism](http://www.exercism.io/) - :link: [CodeFights](https://codefights.com/) - :link: [Project Euler](https://projecteuler.net/) - :link: [Interviewcake](https://www.interviewcake.com/) - :link: [InterviewBit](https://www.interviewbit.com/) - :link: [uCoder](ucoder.com.br) - :link: [LintCode](https://www.lintcode.com/) - :link: [CodeCombat](https://codecombat.com/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## More curated list of general resources for JavaScript Interviews - :link: [Follow this list in Twitter - These are some great developers who regularly gives a lot of useful advice for a wannabe dev regularly](https://twitter.com/i/lists/1273224332521717761) - :link: [https://www.thatjsdude.com/interview/js1.html](https://www.thatjsdude.com/interview/js1.html) - JS: Interview Algorithm Part-1 - :link: [https://www.thatjsdude.com/interview/js2.html](https://www.thatjsdude.com/interview/js2.html) - JS: Basics and Tricky Questions Part-2: intermediate - :link: [https://www.thatjsdude.com/interview/dom.html](https://www.thatjsdude.com/interview/dom.html) - JS: Interview Questions Part-3 - :link: [https://medium.freecodecamp.org/3-questions-to-watch-out-for-in-a-javascript-interview-725012834ccb](https://medium.freecodecamp.org/3-questions-to-watch-out-for-in-a-javascript-interview-725012834ccb) - 3 JavaScript questions to watch out for during coding interviews - :link: [https://github.com/ggomaeng/awesome-js](https://github.com/ggomaeng/awesome-js) - A curated list of javascript fundamentals and algorithms - :link: [https://github.com/Chalarangelo/30-seconds-of-code](https://github.com/Chalarangelo/30-seconds-of-code) - Curated collection of useful Javascript snippets that you can understand in 30 seconds or less. - :link: [https://medium.com/dev-bits/a-perfect-guide-for-cracking-a-javascript-interview-a-developers-perspective-23a5c0fa4d0d](https://medium.com/dev-bits/a-perfect-guide-for-cracking-a-javascript-interview-a-developers-perspective-23a5c0fa4d0d) - A perfect guide for cracking a JavaScript interview - A developer’s perspective - :link: [master-the-javascript-interview-what-s-the-difference-between-class-prototypal-inheritance-e4cd0a7562e9](https://medium.com/javascript-scene/master-the-javascript-interview-what-s-the-difference-between-class-prototypal-inheritance-e4cd0a7562e9) - Master the JavaScript Interview: What’s the Difference Between Class & Prototypal Inheritance? - :link: [https://medium.com/javascript-scene/master-the-javascript-interview-what-is-a-closure-b2f0d2152b36](https://medium.com/javascript-scene/master-the-javascript-interview-what-is-a-closure-b2f0d2152b36) - Master the JavaScript Interview: What is a Closure? - :link: [https://medium.com/javascript-scene/master-the-javascript-interview-what-is-function-composition-20dfb109a1a0](https://medium.com/javascript-scene/master-the-javascript-interview-what-is-function-composition-20dfb109a1a0) - Master the JavaScript Interview: What is Function Composition? - :link: [https://medium.com/javascript-scene/common-misconceptions-about-inheritance-in-javascript-d5d9bab29b0a](https://medium.com/javascript-scene/common-misconceptions-about-inheritance-in-javascript-d5d9bab29b0a) - Common Misconceptions About Inheritance in JavaScript - :link: [https://dev.to/arnavaggarwal/10-javascript-concepts-you-need-to-know-for-interviews?utm_source=hashnode.com](https://dev.to/arnavaggarwal/10-javascript-concepts-you-need-to-know-for-interviews?utm_source=hashnode.com) - 10 JavaScript concepts you need to know for interviews - :link: [https://hackernoon.com/a-quick-introduction-to-functional-javascript-7e6fe520e7fa](https://hackernoon.com/a-quick-introduction-to-functional-javascript-7e6fe520e7fa) - A Quick Introduction to Functional Javascript - :link: [https://github.com/ganqqwerty/123-Essential-JavaScript-Interview-Question](https://github.com/ganqqwerty/123-Essential-JavaScript-Interview-Questions) - 123-Essential-JavaScript-Interview-Question - :link: [https://www.toptal.com/javascript/interview-questions](https://www.toptal.com/javascript/interview-questions) - 37 Essential JavaScript Interview Questions - :link: [https://medium.com/coderbyte/a-tricky-javascript-interview-question-asked-by-google-and-amazon-48d212890703](https://medium.com/coderbyte/a-tricky-javascript-interview-question-asked-by-google-and-amazon-48d212890703) - A Tricky JavaScript Interview Question Asked by Google and Amazon - :link: [Many tricky and common javascript-questions](https://github.com/lydiahallie/javascript-questions) - :link: [Javascript Interview Questions]([https://github.com/lydiahallie/javascript-questions](https://www.interviewbit.com/javascript-interview-questions/) - Prepare from this comprehensive list of the latest Javascript Interview Questions and ace your interview. [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most frequently asked concepts for Front End Engineering Interview 1. call, apply and bind method 2. Polyfill for bind method 3. Currying 4. Debouncing 5. async vs defer 6. Event Bubbling & Capturing 7. Prototype & Prototypal Inheritance 8. Throttling 9. Thinking Recursively 10. Local Storage and Session Storage 11. CORS 12. sum(a)(b)(c)...(n) 13. Web Storage APIs 14. Event Loop 15. Web Sockets 16. Closures 17. Callbacks & Promises 18. Revise everything again 19. Difference between deep clone and shallow clone and how to write your own deep clone fucntion/polyfill for deepclone 20. ES6 data structures such as Map and Set. In certain cases, Map is much better suited than an Object. Probably even Server Sent Events would be a good thing to know. 21. Observable and subscribers, subject, behaviour subject and repeatable subject [[↑] Back to top](#table-of-contents-of-this-readme-file) ## List of sites where you can hunt for a developer job - :link: AngelList - https://angel.co - :link: DevITjobs.us: https://devitjobs.us - :link: DevITjobs.uk: https://devitjobs.uk - :link: Mashable: http://jobs.mashable.com/jobs - :link: Indeed: http://indeed.com - :link: StackOverflow: http://stackoverflow.com/jobs - :link: LinkedIn: http://linkedIn.com - :link: Glassdoor: http://glassdoor.com - :link: Dice: http://dice.com - :link: Monster: http://monster.com - :link: Simply Hired: http://simplyhired.com - :link: Toptal: https://toptal.com - :link: Hired - https://hired.com - :link: Muse: http://themuse.com/jobs - :link: Tuts+: http://jobs.tutsplus.com - :link: Krop: http://krop.com - :link: PowerToFly: http://powertofly.com/jobs - :link: Developers for Hire: http://developersforhire.com - :link: http://Joblist.app: http://joblist.app - :link: Fullstack Job: http://fullstackjob.com - :link: Authentic jobs: http://authenticjobs.com - :link: Jobspresso: http://jobspresso.co - :link: Jobs in Europe: http://landing.jobs - :link: TripleByte: https://triplebyte.com [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Want a startup job? - :link: AngelList: http://angel.co/jobs - :link: Product Hunt: http://producthunt.com/jobs - :link: Startup Hire: http://startuphire.com - :link: Startupers: http://startupers.com - :link: YCombinator: http://news.ycombinator.com/jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Best places to job hunt for remote jobs: - :link: FlexJobs: http://flexjobs.com - :link: WeWorkRemotely: http://weworkremotely.com - :link: RemoteOk: http://remoteok.io/remote-dev-jobs - :link: Stackoverflow: http://stackoverflow.com/jobs/remote-developer-jobs - :link: Working Nomads: http://workingnomads.co/remote-development-jobs - :link: Remote . co - https://remote.co/remote-jobs/developer/ - :link: Remoters: http://remoters.net/jobs/software-development - :link: JS Remotely: http://jsremotely.com - :link: Front-end remote: http://frontendremotejobs.com - :link: IWantRemote: http://iwantremote.com - :link: DailyRemote - https://dailyremote.com - :link: Remotive: https://remotive.io/remote-jobs/software-dev - :link: Outsourcely: http://outsourcely.com/remote-web-development-jobs - :link: Pangian: https://pangian.com/job-travel-remote/ - :link: RemoteLeads: http://remoteleads.io - :link: Remote Talent: http://remotetalent.co/jobs - :link: JustRemote: https://justremote.co/remote-developer-jobs - :link: RemoteLeaf - https://remoteleaf.com - :link: Sitepoint - https://sitepoint.com/jobs/ [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Here are a few places to hunt for ios, react, vue and more - :link: iOS: http://iosdevjobs.com - :link: React: http://reactjobboard.com - :link: Vue jobs: http://vuejobs.com - :link: Ember: http://jobs.emberjs.com - :link: Python Jobs - http://python.org/jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Want a list of just JavaScript jobs? - :link: JavaScript job XYZ: http://javascriptjob.xyz - :link: Javascript remotely: http://jsremotely.com [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Are you looking for a junior dev job? - :link: JrDevJobs: http://jrdevjobs.com - :link: Stackoverflow Junior jobs: https://stackoverflow.com/jobs/junior-developer-jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Women focused job boards! - :link: Women Who Code: http://womenwhocode.com/jobs - :link: Tech Ladies - https://hiretechladies.com [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Want a job as a freelance dev? Here's a list - :link: Freelancer: http://freelancer.com/jobs - :link: Upwork: http://upwork.com - :link: FlexJobs: http://flexjobs.com/jobs - :link: FreelancerMap: http://freelancermap.com - :link: http://Gun.io: http://gun.io - :link: Guru: http://guru.com/d/jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Some useful websites for programmers <li><a href="#when-you-get-stuck">When you get stuck</a></li> <li><a href="#for-small-project-ideas">For small project ideas</a></li> <li><a href="#general-coding-advice">General Coding advice</a></li> <li><a href="#coding-style">Coding Style</a></li> <li><a href="#general-good-articles">General Good Articles</a></li> [[↑] Back to top](#table-of-contents-of-this-readme-file) ## When you get stuck - [Codementor](https://www.codementor.io) : A mentorship community to learn from fellow developers via live 1:1 help and more. - [devRant](https://www.devrant.io) : Community where you can rant and release your stress - [Learn Anything](https://learn-anything.xyz) : Community curated knowledge graph of best paths for learning anything - [Quora](https://www.quora.com) : A place to share knowledge and better understand the world - [Stack Overflow](https://stackoverflow.com) : subscribe to their weekly newsletter and any other topic which you find interesting - [Stackoverflow High Scored JS Questions](https://dashboard.nbshare.io/apps/stackoverflow/top-javascript-questions/) : Dashboard to track top Javascript questions asked on Stackoverflow [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Ideas For small project ideas - [freeCodeCamp | React project ideas](https://medium.freecodecamp.org/every-time-you-build-a-to-do-list-app-a-puppy-dies-505b54637a5d?gi=c786640fbd11) : 27 fun app ideas you can build while learning React. - [martyr2s-mega-project-ideas-list](http://www.dreamincode.net/forums/topic/78802-martyr2s-mega-project-ideas-list/) : contains about 125 project ideas from beginner to intermediate level. - [karan/Projects](https://github.com/karan/Projects) : a large collection of small projects for beginners with - [Wrong "big projects" for beginners](http://rodiongork.tumblr.com/post/108155476418/wrong-big-projects-for-beginners) : How to choose where to start - [vicky002/1000-Projects](https://github.com/vicky002/1000_Projects) : Mega List of practical projects that one can solve in any programming language! - [reddit.com/r/AppIdeas](https://www.reddit.com/r/AppIdeas/) : A place to discuss ideas for applications, for bored developers. - [reddit.com/r/SomebodyMakeThis](https://www.reddit.com/r/SomebodyMakeThis/) : A home for ideas by people who lack time, money, or skills. - [InterviewBit | JavaScript Projects Ideas](https://www.interviewbit.com/blog/javascript-projects/) : Top 15+ JavaScript Projects Ideas. [[↑] Back to top](#table-of-contents-of-this-readme-file) ## General Coding advice - [10-ways-to-be-a-better-developer](https://stephenhaunts.files.wordpress.com/2014/04/10-ways-to-be-a-better-developer.png) : Ways to become a better dev! - [Code Review Best Practices](https://www.kevinlondon.com/2015/05/05/code-review-best-practices.html) : Kevin London's blog - [Design Patterns](https://sourcemaking.com/design_patterns) : Design Patterns explained in detail with examples. - [Develop for Performance](http://developforperformance.com) : High-performance computing techniques for software architects and developers - [How to become a programmer or the art of Googling well](https://okepi.wordpress.com/2014/08/21/how-to-become-a-programmer-or-the-art-of-googling-well/) : How to become a programmer or the art of Googling well - [How to escape tutorial purgatory as a new developer — or at any time in your career](https://medium.freecodecamp.org/how-to-escape-tutorial-purgatory-as-a-new-developer-or-at-any-time-in-your-career-e3a4b2384a40) : How to escape tutorial purgatory - [JS Project Guidelines](https://github.com/wearehive/project-guidelines) : A set of best practices for JavaScript projects. - [Learn to Code With Me](https://learntocodewith.me) : A comprehensive site resource by Laurence Bradford for developers who aims to build a career in the tech world - [Lessons From A Lifetime Of Being A Programmer](http://thecodist.com/article/lessons_from_a_lifetime_of_being_a_programmer) : The Codist Header Lessons From A Lifetime Of Being A Programmer - [Software design pattern](https://en.wikipedia.org/wiki/Software_design_pattern) : The entire collection of Design Patterns. - [Things I Wish Someone Had Told Me When I Was Learning How to Code — Free Code Camp](https://medium.freecodecamp.com/things-i-wish-someone-had-told-me-when-i-was-learning-how-to-code-565fc9dcb329?gi=fc6d0a309be) : What I’ve learned from teaching others - [What every computer science major should know](http://matt.might.net/articles/what-cs-majors-should-know/) : The Principles of Good Programming - [Working as a Software Developer](https://henrikwarne.com/2012/12/12/working-as-a-software-developer/) : Henrik Warne's blog - [The Open Web Application Security Project (OWASP)](https://www.owasp.org) : OWASP is an open community dedicated to enabling organizations to conceive, develop, acquire, operate, and maintain applications that can be trusted. - [14 Things I Wish I’d Known When Starting with MongoDB](https://www.infoq.com/articles/Starting-With-MongoDB/) - [40 Keys Computer Science Concepts Explained In Layman’s Terms](http://carlcheo.com/compsci) - [A Gentle Introduction To Graph Theory](https://dev.to/vaidehijoshi/a-gentle-introduction-to-graph-theory) - [A programmer-friendly language that compiles to Lua.](http://moonscript.org) - [A Software Developer’s Reading List](https://stevewedig.com/2014/02/03/software-developers-reading-list/) : Some good books and links in there. - [Code a TCP/IP stack](http://www.saminiir.com/lets-code-tcp-ip-stack-5-tcp-retransmission/) : Let's code a TCP/IP stack, 5: TCP Retransmission - [Codewords.recurse](https://codewords.recurse.com/issues/four/the-language-of-choice) : The language of choice - [Dive into the byte code](https://www.wikiwand.com/en/Java_bytecode) - [Expectations of a Junior Developer](http://blog.thefirehoseproject.com/posts/expectations-of-a-junior-developer/) - [Getting Started with MongoDB – An Introduction](https://studio3t.com/knowledge-base/articles/mongodb-getting-started/) - [How to install ELK](https://logit.io/blog/post/elk-stack-guide) - [Linux Inside](https://0xax.gitbooks.io/linux-insides/content/Booting/linux-bootstrap-1.html) - [List of algorithms](https://www.wikiwand.com/en/List_of_algorithms) - [Step by Step Guide to Database Normalization](https://www.databasestar.com/normalization-in-dbms/): A guide to database normalization. - [The Key To Accelerating Your Coding Skills](http://blog.thefirehoseproject.com/posts/learn-to-code-and-be-self-reliant/) - [Unicode](https://www.joelonsoftware.com/2003/10/08/the-absolute-minimum-every-software-developer-absolutely-positively-must-know-about-unicode-and-character-sets-no-excuses/) - [We are reinventing the retail industry through innovative technology](http://multithreaded.stitchfix.com) - [What every programmer absolutely, positively needs to know about encodings and character sets to work with text](http://kunststube.net/encoding/) - [What every programmer should know about memory - PDF](http://futuretech.blinkenlights.nl/misc/cpumemory.pdf) - [qotoqot - improving-focus](https://qotoqot.com/blog/improving-focus/) : How I got to 200 productive hours a month - [Pixel Beat - Unix](http://www.pixelbeat.org/docs/unix-parallel-tools.html) : Parallel processing with Unix tools - [Learning Vim](https://hackernoon.com/learning-vim-what-i-wish-i-knew-b5dca186bef7) : What I Wish I Knew - [Write a Kernel](http://arjunsreedharan.org/post/82710718100/kernel-101-lets-write-a-kernel) : Kernel 101 – Let’s write a Kernel - [Learning JavaScript Design Patterns](https://addyosmani.com/resources/essentialjsdesignpatterns/book/) : the online version of the Learning JavaScript Design Patterns published by O'Reilly, released by the author Addy Osmani under CC BY-NC-ND 3.0 - [Working with Webhooks](https://requestbin.com/blog/working-with-webhooks/) : a comprehensive guide on webhooks [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Coding Style - [Airbnb JS Style Guide](https://github.com/airbnb/javascript) : A mostly reasonable approach to JavaScript - [Airbnb Ruby Style Guide](https://github.com/airbnb/ruby) : A ruby style guide by Airbnb - [Ruby coding style guide](https://github.com/bbatsov/ruby-style-guide) : A community-driven Ruby coding style guide - [Angular Style Guide](https://github.com/johnpapa/angular-styleguide/tree/master/a1) : Officially endorsed style guide by John Pappa - [CS 106B Coding Style Guide](http://stanford.edu/class/archive/cs/cs106b/cs106b.1158/styleguide.shtml) : must see for those who create spaghetti - [Debugging Faqs](http://www.umich.edu/~eecs381/generalFAQ/Debugging.html) : Check out how to debug your program - [Directory of CS Courses (many with online lectures)](https://github.com/prakhar1989/awesome-courses) : Another online CS courses - [Directory of Online CS Courses](https://github.com/ossu/computer-science) : Free online CS courses - [Good C programming habits. • /r/C_Programming](https://www.reddit.com/r/C_Programming/comments/1vuubw/good_c_programming_habits/) : C programming habits to adopt - [Google C++ Style Guide](https://google.github.io/styleguide/cppguide.html) - [How to Report Bugs Effectively](https://www.chiark.greenend.org.uk/~sgtatham/bugs.html) : Want to report a bug but you don't how? Check out this post - [What are some bad coding habits you would recommend a beginner avoid getting into?](https://www.reddit.com/r/learnprogramming/comments/1i4ds4/what_are_some_bad_coding_habits_you_would/) : Bad habits to avoid when you get start - [PEP8 - Style Guide for Python Code](https://www.python.org/dev/peps/pep-0008/) : Style Guide for Python Code - [Standard JS Style Guide](https://standardjs.com) : JavaScript style guide, with linter & automatic code fixer - [Google Python Style Guide](https://google.github.io/styleguide/pyguide.html) : Google Python Style Guide - [Aurelia Style Guide](https://github.com/behzad888/Aurelia-styleguide) : An Aurelia style guide by Behzad Abbasi(Behzad888) - [Source Making ](https://sourcemaking.com/): Design Patterns & Refactoring - [Refactoring Guru](https://refactoring.guru/): Refactoring And Design Patterns [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Collection of Leetcode Problem solution - [github.com/AlanWei/LeetCode](https://github.com/AlanWei/LeetCode) - [github.com/LiuL0703/algorithm/tree/master/LeetCode/JavaScript](https://github.com/LiuL0703/algorithm/tree/master/LeetCode/JavaScript) - [github.com/ecmadao/algorithms/tree/master/leetcode](https://github.com/ecmadao/algorithms/tree/master/leetcode) - [github.com/paopao2/leetcode-js](https://github.com/paopao2/leetcode-js) - [github.com/cs1707/leetcode](https://github.com/cs1707/leetcode) - [github.com/EasyHard/leetcodejs](https://github.com/EasyHard/leetcodejs) - [github.com/fa-ge/leetcode](https://github.com/fa-ge/leetcode) - [github.com/ktorng/AlgoInterviewPrep/tree/master/misc/LeetCode](https://github.com/ktorng/AlgoInterviewPrep/tree/master/misc/LeetCode) - [github.com/bluesh/LeetCode](https://github.com/bluesh/LeetCode) - [github.com/chihungyu1116/leetcode-javascript](https://github.com/chihungyu1116/leetcode-javascript) - [github.com/didi0613/leetcode-javascript](https://github.com/didi0613/leetcode-javascript) - [github.com/dnshi/Leetcode/tree/master/algorithms](https://github.com/dnshi/Leetcode/tree/master/algorithms) - [github.com/xiaoyu2er/leetcode-js](https://github.com/xiaoyu2er/leetcode-js) - [blog.sodhanalibrary.com/search/label/JavaScript](http://blog.sodhanalibrary.com/search/label/JavaScript) - [github.com/imcoddy/leetcode](https://github.com/imcoddy/leetcode) - [github.com/iwantooxxoox/leetcode](https://github.com/iwantooxxoox/leetcode) - [github.com/karenpeng/leetCode](https://github.com/karenpeng/leetCode) - [github.com/KMBaby-zyl/leetcode/tree/master/Algorithms](https://github.com/KMBaby-zyl/leetcode/tree/master/Algorithms) - [github.com/MrErHu/Leetcode/tree/master/algorithms](https://github.com/MrErHu/Leetcode/tree/master/algorithms) - [github.com/zzxboy1/leetcode/tree/master/algorithms](https://github.com/zzxboy1/leetcode/tree/master/algorithms) - [github.com/loatheb/leetcode-javascript](https://github.com/loatheb/leetcode-javascript) - [github.com/paopao2/leetcode-js](https://github.com/paopao2/leetcode-js) - [github.com/theFool32/LeetCode](https://github.com/theFool32/LeetCode) - [github.com/whwei/LeetCode](https://github.com/whwei/LeetCode) - [github.com/jiangxiaoli/leetcode-javascript](https://github.com/jiangxiaoli/leetcode-javascript) - [skyyen999.gitbooks.io/-leetcode-with-javascript/content/questions/299md.html](https://skyyen999.gitbooks.io/-leetcode-with-javascript/content/questions/299md.html) - [github.com/HandsomeOne/LeetCode/tree/master/Algorithms](https://github.com/HandsomeOne/LeetCode/tree/master/Algorithms) - [github.com/zj972/leetcode/tree/master/code](https://github.com/zj972/leetcode/tree/master/code) - [github.com/xiaoliwang/leetcode/tree/master/iojs](https://github.com/xiaoliwang/leetcode/tree/master/iojs) - [github.com/dieface/leetcode/tree/master/javascript](https://github.com/dieface/leetcode/tree/master/javascript) - [github.com/magicly/leetcode/tree/master/js](https://github.com/magicly/leetcode/tree/master/js) - [github.com/LuciferChiu/leetcode/tree/master/solutions](https://github.com/LuciferChiu/leetcode/tree/master/solutions) - [github.com/alenny/leetcode/tree/master/src](https://github.com/alenny/leetcode/tree/master/src) - [github.com/kpman/leetcode/tree/master/src](https://github.com/kpman/leetcode/tree/master/src) - [github.com/hijiangtao/LeetCode-with-JavaScript/tree/master/src](https://github.com/hijiangtao/LeetCode-with-JavaScript/tree/master/src) - [www.cnblogs.com/Liok3187/default.html?page=1](https://www.cnblogs.com/Liok3187/default.html?page=1) - [github.com/yuguo/LeetCode](https://github.com/yuguo/LeetCode) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Collection of Cracking the Coding Interview Book Problem solution - [github.com/sharlatta/cracking](https://github.com/sharlatta/cracking) - [github.com/ammiranda/CrackingTheCodingInterview](https://github.com/ammiranda/CrackingTheCodingInterview) - [github.com/bryclee/ctci](https://github.com/bryclee/ctci) - [github.com/macalinao/node-ctci](https://github.com/macalinao/node-ctci) - [github.com/seemaullal/CrackingTheCodingInterview-JS](https://github.com/seemaullal/CrackingTheCodingInterview-JS) - [github.com/rcerf/MyCtci](https://github.com/rcerf/MyCtci) - [github.com/SashaBayan/CCI](https://github.com/SashaBayan/CCI) - [github.com/careercup/CtCI-6th-Edition-JavaScript-ES2015](https://github.com/careercup/CtCI-6th-Edition-JavaScript-ES2015) - [github.com/ktorng/AlgoInterviewPrep/tree/master/CrackingTheCodingInterview](https://github.com/ktorng/AlgoInterviewPrep/tree/master/CrackingTheCodingInterview) - [github.com/muddybarefeet/Cracking-the-Coding-Interview-Problems/tree/master/toyProblems](https://github.com/muddybarefeet/Cracking-the-Coding-Interview-Problems/tree/master/toyProblems) - [github.com/randy909/coding-interview/tree/master/cracking](https://github.com/randy909/coding-interview/tree/master/cracking) - [github.com/rohan-paul/Awesome-JavaScript-Interviews#collection-of-cracking-the-coding-interview-book-problem-solution](https://github.com/rohan-paul/Awesome-JavaScript-Interviews#collection-of-cracking-the-coding-interview-book-problem-solution) - [github.com/careercup/ctci/tree/master/javascript/lib/data-structures](https://github.com/careercup/ctci/tree/master/javascript/lib/data-structures) - [github.com/miguelmota/ctci-js](https://github.com/miguelmota/ctci-js) - [github.com/ChirpingMermaid/CTCI](https://github.com/ChirpingMermaid/CTCI) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## UX-CSS-Design Sense Related - [Accessibility Interview Questions](https://scottaohara.github.io/accessibility_interview_questions/) ## Most common System-Design Interview Topics & Questions (Below Links are all within this Repository) - [design-url-shortner](system-design/design-url-shortner.md) - [e-Commerce-site](system-design/e-Commerce-site.md) - [Whatsapp-Basic-Features-of-a-chat-app](system-design/Whatsapp-Basic-Features-of-a-chat-app.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## System-Design related topics-Some very useful articles - [System Interview](http://www.hiredintech.com/app#system-design) - [Scalability for Dummies](http://www.lecloud.net/tagged/scalability) - [Scalable Web Architecture and Distributed Systems](http://www.aosabook.org/en/distsys.html) - [Numbers Everyone Should Know](http://everythingisdata.wordpress.com/2009/10/17/numbers-everyone-should-know/) - [Fallacies of distributed systems](https://pages.cs.wisc.edu/~zuyu/files/fallacies.pdf) - [Scalable System Design Patterns](http://horicky.blogspot.com/2010/10/scalable-system-design-patterns.html) - [Introduction to Architecting Systems for Scale](http://lethain.com/introduction-to-architecting-systems-for-scale/) - [Transactions Across Datacenters](http://snarfed.org/transactions_across_datacenters_io.html) - [The CAP FAQ](https://github.com/henryr/cap-faq) - [Paxos Made Simple](http://research.microsoft.com/en-us/um/people/lamport/pubs/paxos-simple.pdf) - [Consistent Hashing](http://www.tom-e-white.com/2007/11/consistent-hashing.html) - [NOSQL Patterns](http://horicky.blogspot.com/2009/11/nosql-patterns.html) - [Scalability, Availability & Stability Patterns](http://www.slideshare.net/jboner/scalability-availability-stability-patterns) - [Design a CDN network-Globally Distributed Content Delivery](http://repository.cmu.edu/cgi/viewcontent.cgi?article=2112&context=compsci) - [System Design Interview Questions](https://www.interviewbit.com/system-design-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a Google document system** - [google-mobwrite](https://code.google.com/p/google-mobwrite/) - [Differential Synchronization](https://neil.fraser.name/writing/sync/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a random ID generation system** - [Announcing Snowflake](https://blog.twitter.com/2010/announcing-snowflake) - [snowflake](https://github.com/twitter/snowflake/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a key-value database** - [Introduction to Redis](http://www.slideshare.net/dvirsky/introduction-to-redis) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design the Facebook news feed function** - [What are best practices for building something like a News Feed?](http://www.quora.com/What-are-best-practices-for-building-something-like-a-News-Feed) - [What are the scaling issues to keep in mind while developing a social network feed?](http://www.quora.com/Activity-Streams/What-are-the-scaling-issues-to-keep-in-mind-while-developing-a-social-network-feed) - [Activity Feeds Architecture](http://www.slideshare.net/danmckinley/etsy-activity-feeds-architecture) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design the Facebook timeline function** - [Building Timeline](https://www.facebook.com/note.php?note_id=10150468255628920) - [Facebook Timeline](http://highscalability.com/blog/2012/1/23/facebook-timeline-brought-to-you-by-the-power-of-denormaliza.html) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a function to return the top k requests during past time interval** - [Efficient Computation of Frequent and Top-k Elements in Data Streams](http://www.cse.ust.hk/~raywong/comp5331/References/EfficientComputationOfFrequentAndTop-kElementsInDataStreams.pdf) - [An Optimal Strategy for Monitoring Top-k Queries in Streaming Windows](http://davis.wpi.edu/xmdv/docs/EDBT11-diyang.pdf) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design an online multiplayer card game** - [How to Create an Asynchronous Multiplayer Game](http://www.indieflashblog.com/how-to-create-an-asynchronous-multiplayer-game.html) - [How to Create an Asynchronous Multiplayer Game Part 2: Saving the Game State to Online Database](http://www.indieflashblog.com/how-to-create-async-part2.html) - [How to Create an Asynchronous Multiplayer Game Part 3: Loading Games from the Database](http://www.indieflashblog.com/how-to-create-async-part3.html) - [Real Time Multiplayer in HTML5](http://buildnewgames.com/real-time-multiplayer/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a graph search function** - [Building out the infrastructure for Graph Search](https://www.facebook.com/notes/facebook-engineering/under-the-hood-building-out-the-infrastructure-for-graph-search/10151347573598920) - [Indexing and ranking in Graph Search](https://www.facebook.com/notes/facebook-engineering/under-the-hood-indexing-and-ranking-in-graph-search/10151361720763920) - [The natural language interface of Graph Search](https://www.facebook.com/notes/facebook-engineering/under-the-hood-the-natural-language-interface-of-graph-search/10151432733048920) and [Erlang at Facebook](http://www.erlang-factory.com/upload/presentations/31/EugeneLetuchy-ErlangatFacebook.pdf) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a picture sharing system** - [Flickr Architecture](http://highscalability.com/flickr-architecture) - [Instagram Architecture](http://highscalability.com/blog/2011/12/6/instagram-architecture-14-million-users-terabytes-of-photos.html) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a search engine** - [How would you implement Google Search?](http://programmers.stackexchange.com/questions/38324/interview-question-how-would-you-implement-google-search) - [Implementing Search Engines](http://www.ardendertat.com/2012/01/11/implementing-search-engines/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a recommendation system** - [Hulu’s Recommendation System](http://tech.hulu.com/blog/2011/09/19/recommendation-system.html) - [Recommender Systems](http://ijcai13.org/files/tutorial_slides/td3.pdf) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a tinyurl system** - [System Design for Big Data-tinyurl](http://n00tc0d3r.blogspot.com/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a garbage collection system** - [Baby's First Garbage Collector](http://journal.stuffwithstuff.com/2013/12/08/babys-first-garbage-collector/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a scalable web crawling system** - [How can I build a web crawler from scratch?](https://www.quora.com/How-can-I-build-a-web-crawler-from-scratch) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design the Facebook chat function** - [Erlang at Facebook](http://www.erlang-factory.com/upload/presentations/31/EugeneLetuchy-ErlangatFacebook.pdf) - [Facebook Chat](https://www.facebook.com/note.php?note_id=14218138919&id=9445547199&index=0) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a trending topic system** - [Implementing Real-Time Trending Topics With a Distributed Rolling Count Algorithm in Storm](http://www.michael-noll.com/blog/2013/01/18/implementing-real-time-trending-topics-in-storm/) - [Early detection of Twitter trends explained](http://snikolov.wordpress.com/2012/11/14/early-detection-of-twitter-trends/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a cache system** - [Introduction to Memcached](http://www.slideshare.net/oemebamo/introduction-to-memcached) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## System-Design-Company engineering blog - [High Scalability](http://highscalability.com/) - [The GitHub Blog](https://github.com/blog/category/engineering) - [Engineering at Quora](http://engineering.quora.com/) - [Yelp Engineering Blog](http://engineeringblog.yelp.com/) - [Twitter Engineering](https://engineering.twitter.com/) - [Facebook Engineering](https://www.facebook.com/Engineering) - [Yammer Engineering](http://eng.yammer.com/blog/) - [Etsy Code as Craft](http://codeascraft.com/) - [Foursquare Engineering Blog](http://engineering.foursquare.com/) - [Airbnb Engineering](http://nerds.airbnb.com/) - [WebEngage Engineering Blog](http://engineering.webengage.com/) - [LinkedIn Engineering](http://engineering.linkedin.com/blog) - [The Netflix Tech Blog](http://techblog.netflix.com/) - [BankSimple Simple Blog](https://www.simple.com/engineering/) - [Square The Corner](http://corner.squareup.com/) - [SoundCloud Backstage Blog](https://developers.soundcloud.com/blog/) - [Flickr Code](http://code.flickr.net/) - [Instagram Engineering](http://instagram-engineering.tumblr.com/) - [Dropbox Tech Blog](https://tech.dropbox.com/) - [Cloudera Developer Blog](http://blog.cloudera.com/) - [Bandcamp Tech](http://bandcamptech.wordpress.com/) - [Oyster Tech Blog](http://tech.oyster.com/) - [THE REDDIT BLOG](http://www.redditblog.com/) - [Groupon Engineering Blog](https://engineering.groupon.com/) - [Songkick Technology Blog](http://devblog.songkick.com/) - [Google Research Blog](http://googleresearch.blogspot.com/) - [Pinterest Engineering Blog](http://engineering.pinterest.com/) - [Twilio Engineering Blog](http://www.twilio.com/engineering) - [Bitly Engineering Blog](http://word.bitly.com/) - [Uber Engineering Blog ](https://eng.uber.com/) - [Godaddy Engineering](http://engineering.godaddy.com/) - [Splunk Blog](http://blogs.splunk.com/) - [Coursera Engineering Blog](https://building.coursera.org/) - [PayPal Engineering Blog](https://www.paypal-engineering.com/) - [Nextdoor Engineering Blog](https://engblog.nextdoor.com/) - [Booking.com Development Blog](https://blog.booking.com/) - [Scalyr Engineering Blog ](https://blog.scalyr.com/) [[↑] Back to top](#table-of-contents-of-this-readme-file)
309
Ultra-fast bootstrapping with Angular and Electron :speedboat:
[![Angular Logo](https://www.vectorlogo.zone/logos/angular/angular-icon.svg)](https://angular.io/) [![Electron Logo](https://www.vectorlogo.zone/logos/electronjs/electronjs-icon.svg)](https://electronjs.org/) ![Maintained][maintained-badge] [![Make a pull request][prs-badge]][prs] [![License][license-badge]](LICENSE.md) [![Linux Build][linux-build-badge]][linux-build] [![MacOS Build][macos-build-badge]][macos-build] [![Windows Build][windows-build-badge]][windows-build] [![Watch on GitHub][github-watch-badge]][github-watch] [![Star on GitHub][github-star-badge]][github-star] [![Tweet][twitter-badge]][twitter] # Introduction Bootstrap and package your project with Angular 14 and Electron 21 (Typescript + SASS + Hot Reload) for creating Desktop applications. Currently runs with: - Angular v14.2.6 - Electron v21.1.1 With this sample, you can: - Run your app in a local development environment with Electron & Hot reload - Run your app in a production environment - Package your app into an executable file for Linux, Windows & Mac /!\ Hot reload only pertains to the renderer process. The main electron process is not able to be hot reloaded, only restarted. /!\ Angular CLI & Electron Builder needs Node 14 or later to work correctly. ## Getting Started *Clone this repository locally:* ``` bash git clone https://github.com/maximegris/angular-electron.git ``` *Install dependencies with npm (used by Electron renderer process):* ``` bash npm install ``` There is an issue with `yarn` and `node_modules` when the application is built by the packager. Please use `npm` as dependencies manager. If you want to generate Angular components with Angular-cli , you **MUST** install `@angular/cli` in npm global context. Please follow [Angular-cli documentation](https://github.com/angular/angular-cli) if you had installed a previous version of `angular-cli`. ``` bash npm install -g @angular/cli ``` *Install NodeJS dependencies with npm (used by Electron main process):* ``` bash cd app/ npm install ``` Why two package.json ? This project follow [Electron Builder two package.json structure](https://www.electron.build/tutorials/two-package-structure) in order to optimize final bundle and be still able to use Angular `ng add` feature. ## To build for development - **in a terminal window** -> npm start Voila! You can use your Angular + Electron app in a local development environment with hot reload! The application code is managed by `app/main.ts`. In this sample, the app runs with a simple Angular App (http://localhost:4200), and an Electron window. \ The Angular component contains an example of Electron and NodeJS native lib import. \ You can disable "Developer Tools" by commenting `win.webContents.openDevTools();` in `app/main.ts`. ## Project structure | Folder | Description | |--------|--------------------------------------------------| | app | Electron main process folder (NodeJS) | | src | Electron renderer process folder (Web / Angular) | ## How to import 3rd party libraries This sample project runs in both modes (web and electron). To make this work, **you have to import your dependencies the right way**. \ There are two kind of 3rd party libraries : - NodeJS's one - Uses NodeJS core module (crypto, fs, util...) - I suggest you add this kind of 3rd party library in `dependencies` of both `app/package.json` and `package.json (root folder)` in order to make it work in both Electron's Main process (app folder) and Electron's Renderer process (src folder). Please check `providers/electron.service.ts` to watch how conditional import of libraries has to be done when using NodeJS / 3rd party libraries in renderer context (i.e. Angular). - Web's one (like bootstrap, material, tailwind...) - It have to be added in `dependencies` of `package.json (root folder)` ## Add a dependency with ng-add You may encounter some difficulties with `ng-add` because this project doesn't use the defaults `@angular-builders`. \ For example you can find [here](HOW_TO.md) how to install Angular-Material with `ng-add`. ## Browser mode Maybe you only want to execute the application in the browser with hot reload? Just run `npm run ng:serve:web`. ## Included Commands | Command | Description | |--------------------------|-------------------------------------------------------------------------------------------------------| | `npm run ng:serve` | Execute the app in the web browser (DEV mode) | | `npm run web:build` | Build the app that can be used directly in the web browser. Your built files are in the /dist folder. | | `npm run electron:local` | Builds your application and start electron locally | | `npm run electron:build` | Builds your application and creates an app consumable based on your operating system | **Your application is optimised. Only /dist folder and NodeJS dependencies are included in the final bundle.** ## You want to use a specific lib (like rxjs) in electron main thread ? YES! You can do it! Just by importing your library in npm dependencies section of `app/package.json` with `npm install --save XXXXX`. \ It will be loaded by electron during build phase and added to your final bundle. \ Then use your library by importing it in `app/main.ts` file. Quite simple, isn't it? ## E2E Testing E2E Test scripts can be found in `e2e` folder. | Command | Description | |---------------|---------------------------| | `npm run e2e` | Execute end to end tests | Note: To make it work behind a proxy, you can add this proxy exception in your terminal `export {no_proxy,NO_PROXY}="127.0.0.1,localhost"` ## Debug with VsCode [VsCode](https://code.visualstudio.com/) debug configuration is available! In order to use it, you need the extension [Debugger for Chrome](https://marketplace.visualstudio.com/items?itemName=msjsdiag.debugger-for-chrome). Then set some breakpoints in your application's source code. Finally from VsCode press **Ctrl+Shift+D** and select **Application Debug** and press **F5**. Please note that Hot reload is only available in Renderer process. ## Branch & Packages version - Angular 4 & Electron 1 : Branch [angular4](https://github.com/maximegris/angular-electron/tree/angular4) - Angular 5 & Electron 1 : Branch [angular5](https://github.com/maximegris/angular-electron/tree/angular5) - Angular 6 & Electron 3 : Branch [angular6](https://github.com/maximegris/angular-electron/tree/angular6) - Angular 7 & Electron 3 : Branch [angular7](https://github.com/maximegris/angular-electron/tree/angular7) - Angular 8 & Electron 7 : Branch [angular8](https://github.com/maximegris/angular-electron/tree/angular8) - Angular 9 & Electron 7 : Branch [angular9](https://github.com/maximegris/angular-electron/tree/angular9) - Angular 10 & Electron 9 : Branch [angular10](https://github.com/maximegris/angular-electron/tree/angular10) - Angular 11 & Electron 12 : Branch [angular11](https://github.com/maximegris/angular-electron/tree/angular11) - Angular 12 & Electron 16 : Branch [angular12](https://github.com/maximegris/angular-electron/tree/angular12) - Angular 13 & Electron 18 : Branch [angular13](https://github.com/maximegris/angular-electron/tree/angular13) - Angular 14 & Electron 21 : (main) [maintained-badge]: https://img.shields.io/badge/maintained-yes-brightgreen [license-badge]: https://img.shields.io/badge/license-MIT-blue.svg [license]: https://github.com/maximegris/angular-electron/blob/main/LICENSE.md [prs-badge]: https://img.shields.io/badge/PRs-welcome-red.svg [prs]: http://makeapullrequest.com [linux-build-badge]: https://github.com/maximegris/angular-electron/workflows/Linux%20Build/badge.svg [linux-build]: https://github.com/maximegris/angular-electron/actions?query=workflow%3A%22Linux+Build%22 [macos-build-badge]: https://github.com/maximegris/angular-electron/workflows/MacOS%20Build/badge.svg [macos-build]: https://github.com/maximegris/angular-electron/actions?query=workflow%3A%22MacOS+Build%22 [windows-build-badge]: https://github.com/maximegris/angular-electron/workflows/Windows%20Build/badge.svg [windows-build]: https://github.com/maximegris/angular-electron/actions?query=workflow%3A%22Windows+Build%22 [github-watch-badge]: https://img.shields.io/github/watchers/maximegris/angular-electron.svg?style=social [github-watch]: https://github.com/maximegris/angular-electron/watchers [github-star-badge]: https://img.shields.io/github/stars/maximegris/angular-electron.svg?style=social [github-star]: https://github.com/maximegris/angular-electron/stargazers [twitter]: https://twitter.com/intent/tweet?text=Check%20out%20angular-electron!%20https://github.com/maximegris/angular-electron%20%F0%9F%91%8D [twitter-badge]: https://img.shields.io/twitter/url/https/github.com/maximegris/angular-electron.svg?style=social
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🌟 An universal React isomorphic boilerplate for building server-side render web app.
# React Isomorphic Boilerplate An universal React isomorphic boilerplate for building server-side render web app. [![dependencies Status](https://david-dm.org/chikara-chan/react-isomorphic-boilerplate/status.svg)](https://david-dm.org/chikara-chan/react-isomorphic-boilerplate) [![devDependencies Status](https://david-dm.org/chikara-chan/react-isomorphic-boilerplate/dev-status.svg)](https://david-dm.org/chikara-chan/react-isomorphic-boilerplate?type=dev) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen.svg)](https://github.com/chikara-chan/react-isomorphic-boilerplate/pulls) [![npm](https://img.shields.io/npm/l/express.svg)](https://github.com/chikara-chan/react-isomorphic-boilerplate/blob/master/LICENSE) ## Introduction This repository is an universal React isomorphic boilerplate for developer to quickly build a super fast and powerful web app that can be rendered both on the client and on the server using the most cutting-edge technology. Compared to others, this boilerplate has more pithily and more elegant configuration file based on environment variables, one for development, one for production. In addition, the directory structure is organized corresponding to mvc principle aim at the best practice. ## Technology Stack - [React](https://github.com/facebook/react) - [React Router](https://github.com/ReactTraining/react-router) - [Redux](https://github.com/reactjs/redux) - [Redux+](https://github.com/xgrommx/awesome-redux) - [Sass](https://github.com/sass/sass) - [PostCSS](https://github.com/postcss/postcss) - [CSS Modules](https://github.com/css-modules/css-modules) - [Koa](https://github.com/koajs/koa) - [Koa+](https://github.com/koajs) - [Webpack](https://github.com/webpack/webpack) - [Webpack+](https://webpack.js.org/loaders/) - [Babel](https://github.com/babel/babel) - [Babel+](http://babeljs.io/docs/plugins/) - [ESLint](https://github.com/eslint/eslint) - [Hot Module Replacement](https://webpack.github.io/docs/hot-module-replacement.html) - [Code Splitting](https://webpack.github.io/docs/code-splitting.html) - ~~Database~~ - ~~Test Framework~~ ## Getting Started - Require Node.js v6 or later. - `npm install` to install dependencies and devDependencies. - `npm run dev` to start up the development environment. - `npm run build` to compile and bundle the client and server files. - `npm start` to deploy the production server. ## What's included ``` react-isomorphic-boilerplate/ // root directory ├── build/ // webpack config directory │ ├── webpack.dev.config.js // config for webpack when run development bundle │ └── webpack.prod.config.js // config for webpack when run production bundle ├── client/ // client directory │ ├── about/ // `about` module │ ├── common/ // `common` module │ ├── home/ // `home` module │ ├── shared/ // shared module │ ├── explore/ // `explore` module │ ├── index.js // client entry file │ └── routes.js // client route config ├── dist/ // bundle output directory │ ├── client/ // the client side output directory │ └── server/ // the server side output directory ├── server/ // server directory │ ├── controllers/ // controllers in server │ ├── middlewares/ // custom middlewares in server │ ├── models/ // models in server │ ├── routes/ // routes in server │ ├── app.js // create koa instance in server │ ├── server.dev.js // entry file in development mode │ └── server.prod.js // entry file in production mode ├── views/ // views directory │ ├── dev/ // output files generated by tpl in development mode │ ├── prod/ // output files generated by tpl in production mode │ └── tpl // templates injected by html-webpack-plugin ├── .editorconfig // uniform the text editor behavior ├── .eslintignore // which paths should be omitted from linting ├── .eslintrc.json // specific rules for eslint ├── .gitattributes // uniform the new line perform behavior ├── .gitignore // ignore the specific files when using git ├── LICENSE // license information ├── package.json // npm entry file ├── README.md // just what you see now └── yarn.lock // lock file autogenerated by yarn ``` ## Why Isomorphic #### SEO An application that can only run in the client-side cannot serve HTML to crawlers, so it will have poor [SEO](https://en.wikipedia.org/wiki/Search_engine_optimization) by default. Web crawlers function by making a request to a web server and interpreting the result. but if the server returns a blank page, it’s not of much value. There are workarounds, but not without jumping through some hoops. #### Performance By the same token, if the server doesn’t render a full page of HTML but instead waits for client-side JavaScript to do so, users will experience a few critical seconds of blank page or loading spinner before seeing the content on the page. There are plenty of studies showing the drastic effect a slow site has on users, and thus revenue. #### Maintainability While the ideal case can lead to a nice, clean separation of concerns, inevitably some bits of application logic or view logic end up duplicated between client and server, often in different languages. Common examples are date and currency formatting, form validations, and routing logic. This makes maintenance a nightmare, especially for more complex apps. ## Problem exists yet #### [FOUC](https://www.google.com.hk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0ahUKEwimhPqTrofRAhXHkJQKHTEYCfMQFggjMAE&url=https%3a%2f%2fen%2ewikipedia%2eorg%2fwiki%2fFlash_of_unstyled_content&usg=AFQjCNGjAnNtZtjPb5oLsT9Wlf9az7hXTw) It happens when run in development mode. This is caused by deprecated using [extract-text-webpack-plugin](https://github.com/webpack/extract-text-webpack-plugin) in development for getting a seamless hmr experience.(Why deprecated? See this [Issue](https://github.com/webpack/extract-text-webpack-plugin/issues/30)) If you are not an OCD, go ahead, ignore it. #### Mismatch It happens also when run in development mode. This is caused by when you update the react component code and reload the page, the markup generated mismatches that on server render. However, once you restart the server, the checksum will be valid. So it is harmless, ignore it also. ## Links [http://www.jianshu.com/p/0ecd727107bb](http://www.jianshu.com/p/0ecd727107bb) ## License [MIT](https://github.com/chikara-chan/react-isomorphic-boilerplate/blob/master/LICENSE)
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Resolve components asynchronously, with support for code splitting and advanced server side rendering use cases.
# react-async-component 📬 Resolve components asynchronously, with support for code splitting and advanced server side rendering use cases. [![npm](https://img.shields.io/npm/v/react-async-component.svg?style=flat-square)](http://npm.im/react-async-component) [![MIT License](https://img.shields.io/npm/l/react-async-component.svg?style=flat-square)](http://opensource.org/licenses/MIT) [![Travis](https://img.shields.io/travis/ctrlplusb/react-async-component.svg?style=flat-square)](https://travis-ci.org/ctrlplusb/react-async-component) [![Codecov](https://img.shields.io/codecov/c/github/ctrlplusb/react-async-component.svg?style=flat-square)](https://codecov.io/github/ctrlplusb/react-async-component) ```jsx const AsyncProduct = asyncComponent({ resolve: () => System.import('./Product'), LoadingComponent: ({ productId }) => <div>Loading {productId}</div>, // Optional ErrorComponent: ({ error }) => <div>{error.message}</div> // Optional }); <AsyncProduct productId={1} /> // 🚀 ``` ## TOCs - [Introduction](#introduction) - [Features](#features) - [Usage](#usage) - [API](#api) - [asyncComponent(config)](#asynccomponentconfig) - [AsyncComponentProvider](#asynccomponentprovider) - [createAsyncContext](#createasynccontext) - [Server Side Rendering](#server-side-rendering) - [FAQs](#faqs) ## Introduction This library does not require that you use either Webpack or Babel. Instead it provides you a generic and "pure" Javascript/React API which allows for the expression of lazy-loaded Components. It's `Promise`-based API naturally allows you to take advantage of modern code splitting APIs (e.g `import()`, `System.import`, `require.ensure`). ## Features - Supports _any_ major code splitting API. - Show a `LoadingComponent` until your component is resolved. - Show an `ErrorComponent` if your component resolution fails. - Prevents flash-of-content by tracking already resolved Components. - Full server side rendering support, allowing client side state rehydration, avoiding React checksum errors. ## Usage Imagine you had the following `Product` component: ```jsx export default function Product({ id }) { return <div>Product {id}</div> } ``` To make this asynchronous create a new file that wraps it with `asyncComponent`, like so: ```jsx import { asyncComponent } from 'react-async-component'; export default asyncComponent({ resolve: () => System.import('./Product') }); ``` I recommend that you use the following folder/file structure: ``` |- components |- AsyncProduct |- index.js // contains asyncComponent |- Product.js // The component you want resolved asynchronously ``` Now, you can simply import `AsyncProduct` anywhere in your application and use it exactly as you would any other component. For example: ```jsx import AsyncProduct from './components/AsyncProduct' export default function MyApp() { return ( <div> <h1>Welcome to My App</h1> <AsyncProduct id={1337} /> </div> ) } ``` ## API ### `asyncComponent(config)` The asynchronous component factory. Config goes in, an asynchronous component comes out. #### Arguments - `config` (_Object_) : The configuration object for the async Component. It has the following properties available: - `resolve` (_() => Promise<Component>_) : A function that should return a `Promise` that will resolve the Component you wish to be async. - `LoadingComponent` (_Component_, Optional, default: `null`) : A Component that will be displayed until your async Component is resolved. All props will be passed to it. - `ErrorComponent` (_Component_, Optional, default: `null`) : A Component that will be displayed if any error occurred whilst trying to resolve your component. All props will be passed to it as well as an `error` prop containing the `Error`. - `name` (_String_, Optional, default: `'AsyncComponent'`) : Use this if you would like to name the created async Component, which helps when firing up the React Dev Tools for example. - `autoResolveES2015Default` (_Boolean_, Optional, default: `true`) : Especially useful if you are resolving ES2015 modules. The resolved module will be checked to see if it has a `.default` and if so then the value attached to `.default` will be used. So easy to forget to do that. 😀 - `env` (_String_, Optional) : Provide either `'node'` or `'browser'` so you can write your own environment detection. Especially useful when using PhantomJS or ElectronJS to prerender the React App. - `serverMode` (_Boolean_, Optional, default: `'resolve'`) : Only applies for server side rendering applications. Please see the documentation on server side rendering. The following values are allowed. - __`'resolve'`__ - Your asynchronous component will be resolved and rendered on the server. It's children will be checked to see if there are any nested asynchronous component instances, which will then be processed based on the `serverMode` value that was associated with them. - __`'defer'`__ - Your asynchronous component will _not_ be rendered on the server, instead deferring rendering to the client/browser. - __`'boundary'`__ - Your asynchronous component will be resolved and rendered on the server. However, if it has a nested asynchronous component instance within it's children that component will be ignored and treated as being deferred for rendering in the client/browser instead (it's serverMode will be ignored). We highly recommend that you consider using `defer` as much as you can. #### Returns A React Component. #### Examples ##### `LoadingComponent` ```jsx export default asyncComponent({ resolve: () => import('./Product'), LoadingComponent: ({ id }) => <div>Loading product {id}</div> }) ``` ##### `ErrorComponent` ```jsx export default asyncComponent({ resolve: () => import('./Product'), ErrorComponent: ({ error }) => <div>{error.message}</div> }) ``` ##### Named chunks ```jsx export default asyncComponent({ resolve: () => new Promise(resolve => // Webpack's code splitting API w/naming require.ensure( [], (require) => { resolve(require('./Product')); }, 'ChunkName' ) ) }) ``` ### `<AsyncComponentProvider />` Currently only useful when building server side rendering applications. Wraps your application allowing for efficient and effective use of asynchronous components. #### Props - `asyncContext` (_Object_) : Used so that you can gain hooks into the context for server side rendering render tracking and rehydration. See the `createAsyncContext` helper for creating an instance. - `rehydrateState` (_Object_, Optional) : Used on the "browser-side" of a server side rendering application (see the docs). This allows you to provide the state returned by the server to be used to rehydrate the client appropriately. ### `createAsyncContext()` Creates an asynchronous context for use by the `<AsyncComponentProvider />`. The context is an object that exposes the following properties to you: - `getState()` (_() => Object_) : A function that when executed gets the current state of the `<AsyncComponentProvider />`. i.e. which async components resolved / failed to resolve etc. This is especially useful for server sider rendering applications where you need to provide the server rendered state to the client instance in order to ensure the required asynchronous component instances are resolved prior to render. ## Server Side Rendering > NOTE: This section only really applies if you would like to have control over the behaviour of how your asyncComponent instances are rendered on the server. If you don't mind your asyncComponents always being resolved on the client only then you need not do any of the below. In my opinion there is great value in just server rendering your app shell and having everything else resolve on the client, however, you may have very strict SEO needs - in which case, we have your back. This library has been designed for interoperability with [`react-async-bootstrapper`](https://github.com/ctrlplusb/react-async-bootstrapper). `react-async-bootstrapper` allows us to do a "pre-render parse" of our React Element tree and execute an `asyncBootstrap` function that are attached to a components within the tree. In our case the "bootstrapping" process involves the resolution of asynchronous components so that they can be rendered "synchronously" by the server. We use this 3rd party library as it allows interoperability with other libraries which also require a "bootstrapping" process (e.g. data preloading as supported by [`react-jobs`](https://github.com/ctrlplusb/react-jobs)). Firstly, install `react-async-bootstrapper`: ``` npm install react-async-bootstrapper ``` Now, let's configure the "server" side. You could use a similar `express` (or other HTTP server) middleware configuration: ```jsx import React from 'react' import { renderToString } from 'react-dom/server' import { AsyncComponentProvider, createAsyncContext } from 'react-async-component' // 👈 import asyncBootstrapper from 'react-async-bootstrapper' // 👈 import serialize from 'serialize-javascript' import MyApp from './shared/components/MyApp' export default function expressMiddleware(req, res, next) { // Create the async context for our provider, this grants // 👇 us the ability to tap into the state to send back to the client. const asyncContext = createAsyncContext() // 👇 Ensure you wrap your application with the provider. const app = ( <AsyncComponentProvider asyncContext={asyncContext}> <MyApp /> </AsyncComponentProvider> ) // 👇 This makes sure we "bootstrap" resolve any async components prior to rendering asyncBootstrapper(app).then(() => { // We can now render our app 👇 const appString = renderToString(app) // Get the async component state. 👇 const asyncState = asyncContext.getState() const html = ` <html> <head> <title>Example</title> </head> <body> <div id="app">${appString}</div> <script type="text/javascript"> // Serialise the state into the HTML response 👇 window.ASYNC_COMPONENTS_STATE = ${serialize(asyncState)} </script> </body> </html>` res.send(html) }) } ``` Then on the "client" side you would do the following: ```jsx import React from 'react' import { render } from 'react-dom' import { AsyncComponentProvider, createAsyncContext } from 'react-async-component' // 👈 import asyncBootstrapper from 'react-async-bootstrapper' // 👈 import MyApp from './components/MyApp' // 👇 Get any "rehydrate" state sent back by the server const rehydrateState = window.ASYNC_COMPONENTS_STATE // Ensure you wrap your application with the provider, // 👇 and pass in the rehydrateState. const app = ( <AsyncComponentProvider rehydrateState={rehydrateState}> <MyApp /> </AsyncComponentProvider> ) // We run the bootstrapper again, which in this context will // ensure that all components specified by the rehydrateState // 👇 will be resolved prior to render. asyncBootstrapper(app).then(() => { // 👇 Render the app render(app, document.getElementById('app')) }); ``` ### SSR AsyncComponent Resolution Process It is worth us highlighting exactly how we go about resolving and rendering your `asyncComponent` instances on the server. This knowledge will help you become aware of potential issues with your component implementations as well as how to effectively use our provided configuration properties to create more efficient implementations. When running `react-async-bootstrapper` on the server the helper has to walk through your react element tree (depth first i.e. top down) in order to discover all the `asyncComponent` instances and resolve them in preparation for when you call the `ReactDOM.renderToString`. As it walks through the tree it has to call the `componentWillMount` method on your Components and then the `render` methods so that it can get back the child react elements for each Component and continue walking down the element tree. When it discovers an `asyncComponent` instance it will first resolve the Component that it refers to and then it will continue walking down it's child elements (unless you set the configuration for your `asyncComponent` to not allow this) in order to try and discover any nested `asyncComponent` instances. It continues doing this until it exhausts your element tree. Although this operation isn't as expensive as an actual render as we don't generate the DOM it can still be quite wasteful if you have a deep tree. Therefore we have provided a set of configuration values that allow you to massively optimise this process. See the next section below. ### SSR Performance Optimisation As discussed in the ["SSR AsyncComponent Resolution Process"](#ssr-asynccomponent-resolution-process) section above it is possible to have an inefficient implementation of your `asyncComponent` instances. Therefore we introduced a new configuration object property for the `asyncComponent` factory, called `serverMode`, which provides you with a mechanism to optimise the configuration of your async Component instances. Please see the API documentation for more information. Understand your own applications needs and use the options appropriately . I personally recommend using mostly "defer" and a bit of "boundary". Try to see code splitting as allowing you to server side render an application shell to give the user perceived performance. Of course there will be requirements otherwise (SEO), but try to isolate these components and use a "boundary" as soon as you feel you can. ## Demo You can see a "live" version [here](https://react-universally.now.sh/). This is a deployment of the ["React, Universally"](https://github.com/ctrlplusb/react-universally) starter kit that makes use of this library. Open the network tab and then click the menu items to see the asynchronous component resolving in action. ## FAQs > Let me know if you have any...
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🗄🙅‍♀️ Deploy your next serverless JavaScript function in seconds
![logo](./logo.png) [![Greenkeeper badge](https://badges.greenkeeper.io/postlight/serverless-typescript-starter.svg)](https://greenkeeper.io/) [![CircleCI](https://circleci.com/gh/postlight/serverless-typescript-starter/tree/master.svg?style=svg)](https://circleci.com/gh/postlight/serverless-typescript-starter/tree/master) [Postlight](https://postlight.com)'s Modern Serverless Starter Kit adds a light layer on top of the Serverless framework, giving you the latest in modern JavaScript (ES6 via Webpack, TypeScript if you want it, testing with Jest, linting with ESLint, and formatting with Prettier), the ease and power of Serverless, and a few handy helpers (like functions for handling warm functions and response helpers). Once installed, you can create and deploy functions with the latest ES6 features in minutes, with linting and formatting baked in. Read more about it in [this handy introduction](https://postlight.com/trackchanges/introducing-postlights-modern-serverless-starter-kit). Note: Currently, this starter kit specifically targets AWS. ## Install ```bash # If you don't already have the serverless cli installed, do that yarn global add serverless # Use the serverless cli to install this repo serverless install --url https://github.com/postlight/serverless-typescript-starter --name <your-service-name> # cd into project and set it up cd <your-service-name> # Install dependencies yarn install ``` ## Development Creating and deploying a new function takes two steps, which you can see in action with this repo's default Hello World function (if you're already familiar with Serverless, you're probably familiar with these steps). #### 1. Add your function to `serverless.yml` In the functions section of [`./serverless.yml`](./serverless.yml), you have to add your new function like so: ```yaml functions: hello: handler: src/hello.default events: - http: path: hello method: get ``` Ignoring the scheduling event, you can see here that we're setting up a function named `hello` with a handler at `src/hello.ts` (the `.default` piece is just indicating that the function to run will be the default export from that file). The `http` event says that this function will run when an http event is triggered (on AWS, this happens via API Gateway). #### 2. Create your function This starter kit's Hello World function (which you will of course get rid of) can be found at [`./src/hello.ts`](./src/hello.ts). There you can see a basic function that's intended to work in conjunction with API Gateway (i.e., it is web-accessible). Like most Serverless functions, the `hello` function is asynchronous and accepts an event & context. (This is all basic Serverless; if you've never used it, be sure to read through [their docs](https://serverless.com/framework/docs/). --- You can develop and test your lambda functions locally in a few different ways. ### Live-reloading functions To run the hello function with the event data defined in [`fixtures/event.json`](fixtures/event.json) (with live reloading), run: ```bash yarn watch:hello ``` ### API Gateway-like local dev server To spin up a local dev server that will more closely match the API Gateway endpoint/experience: ```bash yarn serve ``` ### Test your functions with Jest Jest is installed as the testrunner. To create a test, co-locate your test with the file it's testing as `<filename>.test.ts` and then run/watch tests with: ```bash yarn test ``` ### Adding new functions/files to Webpack When you add a new function to your serverless config, you don't need to also add it as a new entry for Webpack. The `serverless-webpack` plugin allows us to follow a simple convention in our `serverless.yml` file which is uses to automatically resolve your function handlers to the appropriate file: ```yaml functions: hello: handler: src/hello.default ``` As you can see, the path to the file with the function has to explicitly say where the handler file is. (If your function weren't the default export of that file, you'd do something like: `src/hello.namedExport` instead.) ### Keep your lambda functions warm Lambda functions will go "cold" if they haven't been invoked for a certain period of time (estimates vary, and AWS doesn't offer a clear answer). From the [Serverless blog](https://serverless.com/blog/keep-your-lambdas-warm/): > Cold start happens when you execute an inactive (cold) function for the first time. It occurs while your cloud provider provisions your selected runtime container and then runs your function. This process, referred to as cold start, will increase your execution time considerably. A frequently running function won't have this problem, but you can keep your function running hot by scheduling a regular ping to your lambda function. Here's what that looks like in your `serverless.yml`: ```yaml custom: warmup: enabled: true events: - schedule: rate(5 minutes) prewarm: true concurrency: 2 ``` The above config would keep all of your deployed lambda functions running warm. The `prewarm` flag will ensure your function is warmed immediately after deploys (so you don't have to wait five minutes for the first scheduled event). And by setting the `concurrency` to `2`, we're keeping two instances warm for each deployed function. Under `custom.warmup`, you can set project-wide warmup behaviors. On the other hand, if you want to set function-specific behaviours, you should use the `warmup` key under the select functions. You can browse all the options [here](https://www.npmjs.com/package/serverless-plugin-warmup#configuration). Your handler function can then handle this event like so: ```javascript const myFunc = (event, context, callback) => { // Detect the keep-alive ping from CloudWatch and exit early. This keeps our // lambda function running hot. if (event.source === 'serverless-plugin-warmup') { // serverless-plugin-warmup is the source for Scheduled events return callback(null, 'pinged'); } // ... the rest of your function }; export default myFunc; ``` Copying and pasting the above can be tedious, so we've added a higher order function to wrap your run-warm functions. You still need to config the ping in your `serverless.yml` file; then your function should look like this: ```javascript import runWarm from './utils'; const myFunc = (event, context, callback) => { // Your function logic }; export default runWarm(myFunc); ``` ### Pruning old versions of deployed functions The Serverless framework doesn't purge previous versions of functions from AWS, so the number of previous versions can grow out of hand and eventually filling up your code storage. This starter kit includes [serverless-prune-plugin](https://github.com/claygregory/serverless-prune-plugin) which automatically prunes old versions from AWS. The config for this plugin can be found in `serverless.yml` file. The defaults are: ```yaml custom: prune: automatic: true number: 5 # Number of versions to keep ``` The above config removes all but the last five stale versions automatically after each deployment. Go [here](https://medium.com/fluidity/the-dark-side-of-aws-lambda-5c9f620b7dd2) for more on why pruning is useful. ## Environment Variables If you have environment variables stored in a `.env` file, you can reference them inside your `serverless.yml` and inside your functions. Considering you have a `NAME` variable: In a function: ```node process.env.NAME ``` In `serverless.yml`: ```yaml provider: name: ${env:NAME} runtime: nodejs12.x ``` You can check the documentation [here](https://www.npmjs.com/package/serverless-dotenv-plugin). ## Deploy Assuming you've already set up your default AWS credentials (or have set a different AWS profile via [the profile field](serverless.yml#L25)): ```bash yarn deploy ``` `yarn deploy` will deploy to "dev" environment. You can deploy to `stage` or `production` with: ```bash yarn deploy:stage # -- or -- yarn deploy:production ``` After you've deployed, the output of the deploy script will give you the API endpoint for your deployed function(s), so you should be able to test the deployed API via that URL. --- 🔬 A Labs project from your friends at [Postlight](https://postlight.com). Happy coding!
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Compiles Sass to CSS
<div align="center"> <img height="170" src="https://worldvectorlogo.com/logos/sass-1.svg"> <a href="https://github.com/webpack/webpack"> <img width="200" height="200" src="https://webpack.js.org/assets/icon-square-big.svg"> </a> </div> [![npm][npm]][npm-url] [![node][node]][node-url] [![tests][tests]][tests-url] [![coverage][cover]][cover-url] [![chat][chat]][chat-url] [![size][size]][size-url] # sass-loader Loads a Sass/SCSS file and compiles it to CSS. ## Getting Started To begin, you'll need to install `sass-loader`: ```console npm install sass-loader sass webpack --save-dev ``` or ```console yarn add -D sass-loader sass webpack ``` or ```console pnpm add -D sass-loader sass webpack ``` `sass-loader` requires you to install either [Dart Sass](https://github.com/sass/dart-sass), [Node Sass](https://github.com/sass/node-sass) on your own (more documentation can be found below) or [Sass Embedded](https://github.com/sass/embedded-host-node). This allows you to control the versions of all your dependencies, and to choose which Sass implementation to use. > **Note** > > We highly recommend using [Dart Sass](https://github.com/sass/dart-sass). > **Warning** > > [Node Sass](https://github.com/sass/node-sass) does not work with [Yarn PnP](https://classic.yarnpkg.com/en/docs/pnp/) feature and doesn't support [@use rule](https://sass-lang.com/documentation/at-rules/use). > **Warning** > > [Sass Embedded](https://github.com/sass/embedded-host-node) is experimental and in `beta`, therefore some features may not work Chain the `sass-loader` with the [css-loader](https://github.com/webpack-contrib/css-loader) and the [style-loader](https://github.com/webpack-contrib/style-loader) to immediately apply all styles to the DOM or the [mini-css-extract-plugin](https://github.com/webpack-contrib/mini-css-extract-plugin) to extract it into a separate file. Then add the loader to your Webpack configuration. For example: **app.js** ```js import "./style.scss"; ``` **style.scss** ```scss $body-color: red; body { color: $body-color; } ``` **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ // Creates `style` nodes from JS strings "style-loader", // Translates CSS into CommonJS "css-loader", // Compiles Sass to CSS "sass-loader", ], }, ], }, }; ``` Finally run `webpack` via your preferred method. ### Resolving `import` at-rules Webpack provides an [advanced mechanism to resolve files](https://webpack.js.org/concepts/module-resolution/). The `sass-loader` uses Sass's custom importer feature to pass all queries to the Webpack resolving engine. Thus you can import your Sass modules from `node_modules`. ```scss @import "bootstrap"; ``` Using `~` is deprecated and can be removed from your code (**we recommend it**), but we still support it for historical reasons. Why can you remove it? The loader will first try to resolve `@import` as a relative path. If it cannot be resolved, then the loader will try to resolve `@import` inside [`node_modules`](https://webpack.js.org/configuration/resolve/#resolvemodules). Prepending module paths with a `~` tells webpack to search through [`node_modules`](https://webpack.js.org/configuration/resolve/#resolvemodules). ```scss @import "~bootstrap"; ``` It's important to prepend it with only `~`, because `~/` resolves to the home directory. Webpack needs to distinguish between `bootstrap` and `~bootstrap` because CSS and Sass files have no special syntax for importing relative files. Writing `@import "style.scss"` is the same as `@import "./style.scss";` ### Problems with `url(...)` Since Sass implementations don't provide [url rewriting](https://github.com/sass/libsass/issues/532), all linked assets must be relative to the output. - If you pass the generated CSS on to the `css-loader`, all urls must be relative to the entry-file (e.g. `main.scss`). - If you're just generating CSS without passing it to the `css-loader`, it must be relative to your web root. You will be disrupted by this first issue. It is natural to expect relative references to be resolved against the `.sass`/`.scss` file in which they are specified (like in regular `.css` files). Thankfully there are a two solutions to this problem: - Add the missing url rewriting using the [resolve-url-loader](https://github.com/bholloway/resolve-url-loader). Place it before `sass-loader` in the loader chain. - Library authors usually provide a variable to modify the asset path. [bootstrap-sass](https://github.com/twbs/bootstrap-sass) for example has an `$icon-font-path`. ## Options - **[`implementation`](#implementation)** - **[`sassOptions`](#sassoptions)** - **[`sourceMap`](#sourcemap)** - **[`additionalData`](#additionaldata)** - **[`webpackImporter`](#webpackimporter)** - **[`warnRuleAsWarning`](#warnruleaswarning)** ### `implementation` Type: ```ts type implementation = object | string; ``` Default: `sass` The special `implementation` option determines which implementation of Sass to use. By default the loader resolve the implementation based on your dependencies. Just add required implementation to `package.json` (`sass` or `node-sass` package) and install dependencies. Example where the `sass-loader` loader uses the `sass` (`dart-sass`) implementation: **package.json** ```json { "devDependencies": { "sass-loader": "^7.2.0", "sass": "^1.22.10" } } ``` Example where the `sass-loader` loader uses the `node-sass` implementation: **package.json** ```json { "devDependencies": { "sass-loader": "^7.2.0", "node-sass": "^5.0.0" } } ``` Beware the situation when `node-sass` and `sass` were installed! By default the `sass-loader` prefers `sass`. In order to avoid this situation you can use the `implementation` option. The `implementation` options either accepts `sass` (`Dart Sass`) or `node-sass` as a module. #### `object` For example, to use Dart Sass, you'd pass: ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { // Prefer `dart-sass` implementation: require("sass"), }, }, ], }, ], }, }; ``` #### `string` For example, to use Dart Sass, you'd pass: ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { // Prefer `dart-sass` implementation: require.resolve("sass"), }, }, ], }, ], }, }; ``` Note that when using `sass` (`Dart Sass`), **synchronous compilation is twice as fast as asynchronous compilation** by default, due to the overhead of asynchronous callbacks. To avoid this overhead, you can use the [fibers](https://www.npmjs.com/package/fibers) package to call asynchronous importers from the synchronous code path. We automatically inject the [`fibers`](https://github.com/laverdet/node-fibers) package (setup `sassOptions.fiber`) for `Node.js` less v16.0.0 if is possible (i.e. you need install the [`fibers`](https://github.com/laverdet/node-fibers) package). > **Warning** > > Fibers is not compatible with `Node.js` v16.0.0 or later. Unfortunately, v8 commit [dacc2fee0f](https://github.com/v8/v8/commit/dacc2fee0f815823782a7e432c79c2a7767a4765) is a breaking change and workarounds are non-trivial. ([see introduction to readme](https://github.com/laverdet/node-fibers)). **package.json** ```json { "devDependencies": { "sass-loader": "^7.2.0", "sass": "^1.22.10", "fibers": "^4.0.1" } } ``` You can disable automatically injecting the [`fibers`](https://github.com/laverdet/node-fibers) package by passing a `false` value for the `sassOptions.fiber` option. **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { implementation: require("sass"), sassOptions: { fiber: false, }, }, }, ], }, ], }, }; ``` You can also pass the `fiber` value using this code: **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { implementation: require("sass"), sassOptions: { fiber: require("fibers"), }, }, }, ], }, ], }, }; ``` ### `sassOptions` Type: ```ts type sassOptions = | import("sass").LegacyOptions<"async"> | (( content: string | Buffer, loaderContext: LoaderContext, meta: any ) => import("sass").LegacyOptions<"async">); ``` Default: defaults values for Sass implementation Options for [Dart Sass](http://sass-lang.com/dart-sass) or [Node Sass](https://github.com/sass/node-sass) implementation. > **Note** > > The `charset` option has `true` value by default for `dart-sass`, we strongly discourage change value to `false`, because webpack doesn't support files other than `utf-8`. > **Note** > > The `indentedSyntax` option has `true` value for the `sass` extension. > **Note** > > Options such as `data` and `file` are unavailable and will be ignored. > ℹ We strongly discourage change `outFile`, `sourceMapContents`, `sourceMapEmbed`, `sourceMapRoot` options because `sass-loader` automatically sets these options when the `sourceMap` option is `true`. > **Note** > > Access to the [loader context](https://webpack.js.org/api/loaders/#the-loader-context) inside the custom importer can be done using the `this.webpackLoaderContext` property. There is a slight difference between the `sass` (`dart-sass`) and `node-sass` options. Please consult documentation before using them: - [Dart Sass documentation](https://sass-lang.com/documentation/js-api/interfaces/Options) for all available `sass` options. - [Node Sass documentation](https://github.com/sass/node-sass/#options) for all available `node-sass` options. #### `object` Use an object for the Sass implementation setup. **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { sassOptions: { indentWidth: 4, includePaths: ["absolute/path/a", "absolute/path/b"], }, }, }, ], }, ], }, }; ``` #### `function` Allows to setup the Sass implementation by setting different options based on the loader context. ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { sassOptions: (loaderContext) => { // More information about available properties https://webpack.js.org/api/loaders/ const { resourcePath, rootContext } = loaderContext; const relativePath = path.relative(rootContext, resourcePath); if (relativePath === "styles/foo.scss") { return { includePaths: ["absolute/path/c", "absolute/path/d"], }; } return { includePaths: ["absolute/path/a", "absolute/path/b"], }; }, }, }, ], }, ], }, }; ``` ### `sourceMap` Type: ```ts type sourceMap = boolean; ``` Default: depends on the `compiler.devtool` value Enables/Disables generation of source maps. By default generation of source maps depends on the [`devtool`](https://webpack.js.org/configuration/devtool/) option. All values enable source map generation except `eval` and `false` value. > ℹ If a `true` the `sourceMap`, `sourceMapRoot`, `sourceMapEmbed`, `sourceMapContents` and `omitSourceMapUrl` from `sassOptions` will be ignored. **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", { loader: "css-loader", options: { sourceMap: true, }, }, { loader: "sass-loader", options: { sourceMap: true, }, }, ], }, ], }, }; ``` > ℹ In some rare cases `node-sass` can output invalid source maps (it is a `node-sass` bug). > > In order to avoid this, you can try to update `node-sass` to latest version or you can try to set within `sassOptions` the `outputStyle` option to `compressed`. **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { sourceMap: true, sassOptions: { outputStyle: "compressed", }, }, }, ], }, ], }, }; ``` ### `additionalData` Type: ```ts type additionalData = | string | ((content: string | Buffer, loaderContext: LoaderContext) => string); ``` Default: `undefined` Prepends `Sass`/`SCSS` code before the actual entry file. In this case, the `sass-loader` will not override the `data` option but just **prepend** the entry's content. This is especially useful when some of your Sass variables depend on the environment: #### `string` ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { additionalData: "$env: " + process.env.NODE_ENV + ";", }, }, ], }, ], }, }; ``` #### `function` ##### Sync ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { additionalData: (content, loaderContext) => { // More information about available properties https://webpack.js.org/api/loaders/ const { resourcePath, rootContext } = loaderContext; const relativePath = path.relative(rootContext, resourcePath); if (relativePath === "styles/foo.scss") { return "$value: 100px;" + content; } return "$value: 200px;" + content; }, }, }, ], }, ], }, }; ``` ##### Async ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { additionalData: async (content, loaderContext) => { // More information about available properties https://webpack.js.org/api/loaders/ const { resourcePath, rootContext } = loaderContext; const relativePath = path.relative(rootContext, resourcePath); if (relativePath === "styles/foo.scss") { return "$value: 100px;" + content; } return "$value: 200px;" + content; }, }, }, ], }, ], }, }; ``` ### `webpackImporter` Type: ```ts type webpackImporter = boolean; ``` Default: `true` Enables/Disables the default Webpack importer. This can improve performance in some cases. Use it with caution because aliases and `@import` at-rules starting with `~` will not work. You can pass own `importer` to solve this (see [`importer docs`](https://github.com/sass/node-sass#importer--v200---experimental)). **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { webpackImporter: false, }, }, ], }, ], }, }; ``` ### `warnRuleAsWarning` Type: ```ts type warnRuleAsWarning = boolean; ``` Default: `false` Treats the `@warn` rule as a webpack warning. > **Note** > > It will be `true` by default in the next major release. **style.scss** ```scss $known-prefixes: webkit, moz, ms, o; @mixin prefix($property, $value, $prefixes) { @each $prefix in $prefixes { @if not index($known-prefixes, $prefix) { @warn "Unknown prefix #{$prefix}."; } -#{$prefix}-#{$property}: $value; } #{$property}: $value; } .tilt { // Oops, we typo'd "webkit" as "wekbit"! @include prefix(transform, rotate(15deg), wekbit ms); } ``` The presented code will throw webpack warning instead logging. To ignore unnecessary warnings you can use the [ignoreWarnings](https://webpack.js.org/configuration/other-options/#ignorewarnings) option. **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { warnRuleAsWarning: true, }, }, ], }, ], }, }; ``` ### `api` Type: ```ts type api = "legacy" | "modern"; ``` Default: `"legacy"` Allows you to switch between `legacy` and `modern` API. You can find more information [here](https://sass-lang.com/documentation/js-api). > **Warning** > > "modern" API is experimental, so some features may not work (known: built-in `importer` is not working and files with errors is not watching on initial run), you can follow this [here](https://github.com/webpack-contrib/sass-loader/issues/774). > **Warning** > > The sass options are different for `modern` and `old` APIs. Please look at [docs](https://sass-lang.com/documentation/js-api) how to migrate on new options. **webpack.config.js** ```js module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", "css-loader", { loader: "sass-loader", options: { api: "modern", sassOptions: { // Your sass options }, }, }, ], }, ], }, }; ``` ## How to enable `@debug` output Defaults, the output of `@debug` messages is disabled. To enable it, add to **webpack.config.js** following: ```js module.exports = { stats: { loggingDebug: ["sass-loader"], }, // ... }; ``` ## Examples ### Extracts CSS into separate files For production builds it's recommended to extract the CSS from your bundle being able to use parallel loading of CSS/JS resources later on. There are four possibilities to extract a style sheet from the bundle: #### 1. [mini-css-extract-plugin](https://github.com/webpack-contrib/mini-css-extract-plugin) **webpack.config.js** ```js const MiniCssExtractPlugin = require("mini-css-extract-plugin"); module.exports = { module: { rules: [ { test: /\.s[ac]ss$/i, use: [ // fallback to style-loader in development process.env.NODE_ENV !== "production" ? "style-loader" : MiniCssExtractPlugin.loader, "css-loader", "sass-loader", ], }, ], }, plugins: [ new MiniCssExtractPlugin({ // Options similar to the same options in webpackOptions.output // both options are optional filename: "[name].css", chunkFilename: "[id].css", }), ], }; ``` #### 2. [Asset Modules](https://webpack.js.org/guides/asset-modules/) **webpack.config.js** ```js module.exports = { entry: [__dirname + "/src/scss/app.scss"], module: { rules: [ { test: /\.js$/, exclude: /node_modules/, use: [], }, { test: /\.scss$/, exclude: /node_modules/, type: "asset/resource", generator: { filename: "bundle.css", }, use: ["sass-loader"], }, ], }, }; ``` #### 3. [extract-loader](https://github.com/peerigon/extract-loader) (simpler, but specialized on the css-loader's output) #### 4. [file-loader](https://github.com/webpack-contrib/file-loader) (deprecated--should only be used in Webpack v4) **webpack.config.js** ```js module.exports = { entry: [__dirname + "/src/scss/app.scss"], module: { rules: [ { test: /\.js$/, exclude: /node_modules/, use: [], }, { test: /\.scss$/, exclude: /node_modules/, use: [ { loader: "file-loader", options: { outputPath: "css/", name: "[name].min.css" }, }, "sass-loader", ], }, ], }, }; ``` (source: https://stackoverflow.com/a/60029923/2969615) ### Source maps Enables/Disables generation of source maps. To enable CSS source maps, you'll need to pass the `sourceMap` option to the `sass-loader` _and_ the css-loader. **webpack.config.js** ```javascript module.exports = { devtool: "source-map", // any "source-map"-like devtool is possible module: { rules: [ { test: /\.s[ac]ss$/i, use: [ "style-loader", { loader: "css-loader", options: { sourceMap: true, }, }, { loader: "sass-loader", options: { sourceMap: true, }, }, ], }, ], }, }; ``` If you want to edit the original Sass files inside Chrome, [there's a good blog post](https://medium.com/@toolmantim/getting-started-with-css-sourcemaps-and-in-browser-sass-editing-b4daab987fb0). Checkout [test/sourceMap](https://github.com/webpack-contrib/sass-loader/tree/master/test) for a running example. ## Contributing Please take a moment to read our contributing guidelines if you haven't yet done so. [CONTRIBUTING](./.github/CONTRIBUTING.md) ## License [MIT](./LICENSE) [npm]: https://img.shields.io/npm/v/sass-loader.svg [npm-url]: https://npmjs.com/package/sass-loader [node]: https://img.shields.io/node/v/sass-loader.svg [node-url]: https://nodejs.org [tests]: https://github.com/webpack-contrib/sass-loader/workflows/sass-loader/badge.svg [tests-url]: https://github.com/webpack-contrib/sass-loader/actions [cover]: https://codecov.io/gh/webpack-contrib/sass-loader/branch/master/graph/badge.svg [cover-url]: https://codecov.io/gh/webpack-contrib/sass-loader [chat]: https://badges.gitter.im/webpack/webpack.svg [chat-url]: https://gitter.im/webpack/webpack [size]: https://packagephobia.now.sh/badge?p=sass-loader [size-url]: https://packagephobia.now.sh/result?p=sass-loader
314
文档着重构建一个完整的「前端技术架构图谱」,方便 F2E(Front End Engineering又称FEE、F2E) 学习与进阶。
> 更新时间:2022-06-20 16:46:44(脚本自动生成,勿手动修改,详见:info.md) # F2E-Awesome [![知识共享协议(CC协议)](https://img.shields.io/badge/License-Creative%20Commons-DC3D24.svg)](https://creativecommons.org/licenses/by-nc-sa/4.0/deed.zh) [![GitHub stars](https://img.shields.io/github/stars/f2e-awesome/knowledge.svg?style=flat&label=Star)](https://github.com/f2e-awesome/knowledge/stargazers) [![GitHub forks](https://img.shields.io/github/forks/f2e-awesome/knowledge.svg?style=flat&label=Fork)](https://github.com/f2e-awesome/knowledge/fork) [![GitHub watchers](https://img.shields.io/github/watchers/f2e-awesome/knowledge.svg?style=flat&label=Watch)](https://github.com/f2e-awesome/knowledge/watchers) ![Tags](https://github.com/f2e-awesome/knowledge/blob/master/img/tags.jpg) - 难度等级:☆ 为初级,☆☆ 为中级,☆☆☆ 为高级 - 标签体系:[开发工具](#开发工具)、[前端类库](#前端类库)、[移动端](#移动端)、[必学原理](#必学原理)、[PWA](#PWA)、[WebAssembly](#WebAssembly)、[小程序](#小程序)、[Canvas](#Canvas)、[WebGL](#WebGL)、[SVG](#SVG)、[HTML5](#HTML5)、[Elasticsearch](#Elasticsearch)、[Graphql](#Graphql)、[模块化编程](#模块化编程)、[算法](#算法)、[加密](#加密)、[数据结构](#数据结构)、[包管理](#包管理)、[Python](#Python)、[数据库](#数据库)、[设计模式](#设计模式)、[网络协议](#网络协议)、[CSS](#CSS)、[DOM](#DOM)、[函数式编程](#函数式编程)、[跨域](#跨域)、[事件模型](#事件模型)、[安全](#安全)、[前端规范](#前端规范)、[Nginx](#Nginx)、[Git](#Git)、[CDN](#CDN)、[JS](#JS)、[Linux](#Linux)、[Electron](#Electron)、[抓包工具](#抓包工具)、[测试](#测试)、[容器化](#容器化)、[DNS](#DNS)、[监控](#监控)、[数据可视化](#数据可视化)、[浏览器](#浏览器)、[前端工程化](#前端工程化)、[物联网](#物联网)、[消息队列](#消息队列)、[V8](#V8)、[DevOps](#DevOps)、[微前端](#微前端)、[LowCode](#LowCode)、[主流框架](#主流框架)、[架构](#架构)、[AI](#AI)、[面试](#面试)、[前端组织](#前端组织)、[学习网站](#学习网站)、[技术杂谈](#技术杂谈)、[优化](#优化)、[Serverless](#Serverless)、[源码学习](#源码学习)、[Web](#Web) ### 开发工具 - [Sublime Text](https://www.sublimetext.com/3) ☆☆ - [VS Code](https://code.visualstudio.com/Download/) ☆☆☆ - [Atom](https://atom.io/) ☆☆ - [WebStorm](https://www.jetbrains.com/webstorm/download/#section=windows) ☆☆☆ ### 前端类库 - JS 类库 - [jQuery](http://api.jquery.com/) ☆ - [zepto](http://www.zeptojs.cn/) ☆ - [underscore](http://www.css88.com/doc/underscore/) ☆☆ - [lodash](https://www.lodashjs.com/) ☆☆ - UI 库 ☆ - [Bulma](https://bulma.io/) - [EasyUI](http://www.jeasyui.net/) - [Bootstrap](http://www.bootcss.com/) - [Meterial Design](https://material.io) - [Wired Elements(手绘风格 UI 库)](https://juejin.im/entry/5b1dd2b2f265da6e0f70b7e1?utm_source=gold_browser_extension) - 移动端 - [SUI Mobile](http://m.sui.taobao.org/) - [MUI](http://dev.dcloud.net.cn/mui/) - 软件 - PS ☆ - AI ☆ - [精品 MAC 应用分享](http://xclient.info/?t=b4b436fb1b66a3542c9e25e85d474bd51998960d) ☆ - 视觉网站 - [Behance](https://www.behance.net/) ☆☆ - [Dribbble](https://dribbble.com/) ☆☆ - 原型工具 - Axure ☆ - [Sketch](http://www.sketchcn.com/sketch-chinese-user-manual.html) ☆ ### 移动端 - Native App - [React Native](https://facebook.github.io/react-native/) ☆☆ - [Weex](http://weex.apache.org) ☆☆ - [NativeScript](https://www.nativescript.org/) - Hybird App - Ionic ☆☆ - Cordova ☆☆ - Phonegap ☆☆ - Web App ☆ - 响应式布局 - rem ☆ - webview - 页面通信 ☆ - 原理 ☆☆ - [关于 Hbuilder](http://jartto.wang/2015/02/13/about-hbuilder/) ☆ - [移动端 Touchend 事件不触发解决方案](http://jartto.wang/2015/06/25/solutions-to-touchend-on-mobile/) ☆ - [移动Web UI库(H5框架)有哪些](https://blog.csdn.net/u013778905/article/details/78632650) ☆ - [H5 移动调试全攻略](http://jartto.wang/2018/11/01/mobile-debug/) ☆☆ - Flutter - [Awesome-Flutter](https://github.com/fluttercnclub/awesome-fluttercn) ☆ - [闲鱼Flutter互动引擎系列](https://mp.weixin.qq.com/s/oa-XUzWhhsz37Mj-Y6WkzA) ☆☆ - [深入了解 Flutter 的高性能图形渲染](https://mp.weixin.qq.com/s/RNhdYtoQ8RQcjIXJReGZWA) ☆☆☆ ### 必学原理 - [AST 抽象语法树](http://jartto.wang/2018/11/17/about-ast/) ☆☆ - [AST 与前端工程化实战](https://mp.weixin.qq.com/s/frZq6DBjK7TYV3hiqSUj3w) ☆☆ - [编译原理:从 0 写一个 js 解释器](https://zhuanlan.zhihu.com/p/137509746?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) ☆ ### PWA - [官网](https://developers.google.com/web/progressive-web-apps/) ☆☆ - [第一本 PWA 中文书](https://juejin.im/entry/5a1c394a5188255851326da5) ☆☆ - [PWA(Progressive Web App)初探总结](https://blog.csdn.net/qq_19238139/article/details/77531191) ☆ - [讲讲 PWA](https://segmentfault.com/a/1190000012353473) - [React 同构应用 PWA 升级指南](https://github.com/happylindz/blog/issues/14?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) ☆ - [9 amazing PWA secrets](https://www.creativebloq.com/features/9-amazing-pwa-secrets) ☆☆☆ - [awesome-progressive-web-apps](https://github.com/TalAter/awesome-progressive-web-apps) 打造 `PWA` 的资源集合 - [pwa.rocks](https://pwa.rocks/) 一些优秀的 `PWA` 集合 ### WebAssembly - [WebAssembly,Web 的新时代](http://blog.csdn.net/zhangzq86/article/details/61195685) ☆☆ - [来谈谈 WebAssembly 是个啥?为何说它会影响每一个 Web 开发者?](http://blog.csdn.net/wulixiaoxiao1/article/details/60581397) ☆ - [WebAssembly 系列(四)WebAssembly 工作原理](https://segmentfault.com/a/1190000008686643) ☆☆☆ - [如何评论浏览器最新的 WebAssembly 字节码技术?](https://www.zhihu.com/question/31415286) ☆☆ ### 小程序 - [快速上手小程序](http://jartto.wang/2018/01/25/quick-start-mini-programs/) ☆☆ - [细数小程序的坑](http://jartto.wang/2018/02/08/count-pit-of-mini-programs/) ☆☆ - [小程序开发 Tips](http://jartto.wang/2018/03/06/tips-of-mini-programs/) ☆☆ - [Taro 多端统一开发框架](https://github.com/NervJS/taro) ### Canvas - [玩转「Canvas」](https://juejin.im/post/5bfba4d6e51d452fd80f0f0d) ☆ - [Canvas 实现单机版贪吃蛇](https://juejin.im/post/5b115c54f265da6e65165aef?utm_source=gold_browser_extension) ☆☆☆ - [用 Canvas 画一个进度盘](https://juejin.im/post/5b25e3396fb9a00e7a3d5161?utm_source=gold_browser_extension) ☆☆ ### WebGL - [WebGL技术储备](http://taobaofed.org/blog/2015/12/21/webgl-handbook/) ☆☆ - [WebGL的实际使用](http://taobaofed.org/blog/2018/05/07/optimizing-page-performance-with-shader/) ☆☆ - [WebGL 3D版俄罗斯方块](http://www.cnblogs.com/xhload3d/p/9098386.html) ☆☆☆ ### SVG - [走进 SVG ](http://jartto.wang/2016/09/10/step-in-svg/) ☆☆ - [SVG 类库 snap.svg.js](http://snapsvg.io/) ☆☆ ### HTML5 - 初级 ☆ - [语义化](https://www.jianshu.com/p/b226910034f2) - [Audio 和 Video](https://www.w3school.com.cn/tags/html_ref_audio_video_dom.asp) - Web Storage - [HTML5 MDN](https://developer.mozilla.org/zh-CN/docs/Web/Guide/HTML/HTML5) - [HTML5 Tricks](https://www.html5tricks.com/category/html5-tutorials) - [HTML5 教程手册](https://www.html.cn/doc/html5/draganddrop/) - 中级 ☆☆ - 离线存储 - [HTML5 摄像头](http://jartto.wang/2017/11/28/h5-user-media/) - [HTML5 全屏](http://jartto.wang/2017/06/25/h5-fullscreen-api/) - [HTML5 拖放实现](http://jartto.wang/2017/10/23/html5-drag/) - [HTML5 全屏滑动组件](http://kele527.github.io/iSlider/) - [HTML5 之地理定位(Geolocation)](http://jartto.wang/2018/11/16/html5-geolocation/) - [HTML5 之消息通知(Web Notification)](http://jartto.wang/2018/10/30/html5-notification/) - [HTML5 之音频合成(SpeechSynthesis)](http://jartto.wang/2018/10/31/h5-SpeechSynthesis/) - [WebSocket](https://github.com/Pines-Cheng/blog/issues/37) - 高级 ☆☆☆ - Communication - Web Workder - [Web Worker](https://juejin.im/entry/5bcec53f6fb9a05cda77a347?utm_source=gold_browser_extension) - [Web Workers + 5 cases](https://blog.sessionstack.com/how-javascript-works-the-building-blocks-of-web-workers-5-cases-when-you-should-use-them-a547c0757f6a) - [Speedy Introduction to Web Workers](https://auth0.com/blog/speedy-introduction-to-web-workers/) - requestAnimationFrame - requestIdleCallback - 扩展 - [HTML5 API 大盘点](http://jartto.wang/2016/07/25/make-an-inventory-of-html5-api/) ☆☆ - [H5 页面滚动阻尼效果实现](https://juejin.im/post/5b24ffe3f265da59934b33f4?utm_source=gold_browser_extension) ### Elasticsearch - [Elasticsearch 官网](https://www.elastic.co/products/elasticsearch) - [基于 Elasticsearch 实现搜索建议](https://juejin.im/post/5b5a64c7518825620f57e907) ### Graphql - [graphql](https://graphql.cn/) - [apollo](https://www.apollographql.com/) - [apollo-blog](https://dev-blog.apollodata.com/) 需要翻墙 ### 模块化编程 - [CMD](https://github.com/seajs/seajs/issues/242) ☆ - [SeaJS](http://yslove.net/seajs/) ☆ - [AMD](https://github.com/amdjs/amdjs-api/wiki/AMD) ☆ - [Requirejs](http://requirejs.org/docs/optimization.html) ☆ - [JS 模块化编程之彻底弄懂 CommonJS 和 AMD/CMD!](https://www.cnblogs.com/chenguangliang/p/5856701.html) ☆ - [AMD 和 CMD 的区别有哪些?](https://www.zhihu.com/question/20351507) ☆ ### 算法 - [前端数据结构与算法入门](https://mp.weixin.qq.com/s/UgLUXLJ6bSnQ2ZIZnTqLUg) ☆ - [算法练习](https://leetcode-cn.com/problemset/all/) ☆☆ - [JavaScript 算法与数据结构](https://github.com/trekhleb/javascript-algorithms/blob/master/README.zh-CN.md) ☆☆☆ - 算法入门 ☆☆ - [算法图解1 - 二分查找和大O表示法](http://jartto.wang/2018/11/22/algorithm1/) - [算法图解2 - 数组和链表](http://jartto.wang/2018/11/25/algorithm2/) - [算法图解3 - 递归,快排](http://jartto.wang/2018/11/26/algorithm3/) - [算法图解4 - 散列表](http://jartto.wang/2018/11/27/algorithm4/) - [算法图解5 - 图和广度优先搜索](http://jartto.wang/2018/11/28/algorithm5/) - [算法图解6 - 狄克斯特拉算法与贪婪算法](http://jartto.wang/2018/11/29/algorithm6/) - [算法图解7 - 动态规划](http://jartto.wang/2018/11/29/algorithm7/) - 贪心算法 - 动态规划 - 搜索 - 图论 - 计算几何 - 数学 - 大数问题 - 矩阵计算 - [十大经典排序算法动画](https://mp.weixin.qq.com/s/giubE_Jo1NhIqTteeOmj7g) ### 加密 - [初探加密算法](http://jartto.wang/2017/12/03/exploration-the-encryption/) ☆☆☆ - [算法分析](https://pan.baidu.com/s/1bYfdZx3o5vL6MRyCit8P8w) 密码: as75 ☆☆☆ - [程序员实用算法](https://pan.baidu.com/s/1O3iGlPfW-REEW6yRTKw9oQ) 密码: mmap ☆☆☆ - 对称加密 - DES ☆☆☆ - 3DES ☆☆☆ - TDEA ☆☆☆ - Blowfish ☆☆☆ - RC2 ☆☆☆ - RC4 ☆☆☆ - RC5 ☆☆☆ - IDEA ☆☆☆ - SKIPJACK ☆☆☆ - AES ☆☆☆ - 非对称加密 - RSA ☆☆☆ - ECC(移动设备用) ☆☆☆ - Diffie-Hellman ☆☆☆ - El Gamal ☆☆☆ - DSA(数字签名用) ☆☆☆ - Hash 加密 - MD2 ☆☆☆ - MD4 ☆☆☆ - MD5 ☆☆☆ - HAVAL ☆☆☆ - SHA ☆☆☆ - 综合实践 - [OAuth2.0 的四种授权方式](https://mp.weixin.qq.com/s/YaZvBvFx2Ccmw4C2287uog) ☆☆ ### 数据结构 - 分类 - 数组 - 栈 - 队列 - 链表 - 树 - 二叉树 - 图 - 堆 - 散列表 - 链表 - 单向链表 - 双向链表 - 环链表 - [Data Structures for Beginners](https://adrianmejia.com/blog/2018/04/28/data-structures-time-complexity-for-beginners-arrays-hashmaps-linked-lists-stacks-queues-tutorial/) ☆☆ ### 包管理 - npm ☆ - cnpm ☆ - yarn ☆ - homebrew ☆ - bower ☆ ### Python - 初级 ☆ - [Python 入门指南](http://www.runoob.com/manual/pythontutorial/docs/html/) - [Python 官方文档](https://www.python.org/) - Python 笔记 - [简单语法](http://jartto.wang/2018/06/24/learn-python-3/) - [常用操作](http://jartto.wang/2018/06/12/learn-python-2/) - [Open 文件操作](http://jartto.wang/2018/05/19/learn-python-1/) - ... - 中级 ☆☆ - [30s Python](http://python.kriadmin.me/) - [爬虫](https://github.com/facert/awesome-spider) - [Scrapy](http://scrapy-chs.readthedocs.io/zh_CN/0.24/intro/overview.html) - Web 框架 - Tornado - Jinja2 - Flask - Django - 高级 ☆☆☆ - [Cook Book](http://python3-cookbook.readthedocs.io/zh_CN/latest/) - 分布式 - Celery - 移动端 - Kivy - 数据分析 - Pandas - 可视化 - Matplotlib - Seaborn - Plotly - Bokeh - 机器学习 - Tensorflow - PyTorch - MxNet ### 数据库 - MySQL ☆☆☆ - Redis ☆☆☆ - [Redis 教程](http://www.runoob.com/redis/redis-tutorial.html) - [读完这篇,你一定能真正理解 Redis 持久化](https://mp.weixin.qq.com/s/pIb--1AaJa-RARpdZaNBmA) - Memcached ☆☆☆ - [Memcached 教程](http://www.runoob.com/memcached/memcached-install.html) - [三种基本的存储引擎比较](https://mp.weixin.qq.com/s/Iemp-8dKPGXli6GtRnzFaw) ☆☆☆ ### 设计模式 - [菜鸟-设计模式](http://www.runoob.com/design-pattern/design-pattern-tutorial.html) ☆☆ - [JavaScript 设计模式](https://juejin.im/entry/5b2929b351882574bd7edddd?utm_source=gold_browser_extension) ☆ - [常用的 Javascript 设计模式](http://blog.jobbole.com/29454/) ☆☆ - [23 种设计模式全解析](https://www.cnblogs.com/susanws/p/5510229.html) - 创建型模式 - 工厂方法 - 抽象工厂 - 建造者 - 原型 - 单例 - 结构型模式 - 适配器 - 桥接 - 组合 - 装饰器 - 外观 - 享元 - 代理 - 行为型模式 - 解释器 - 模板方法 - 责任链 - 命令 - 迭代器 - 中介者 - 备忘录 - 观察者 - 状态 - 策略 - 访问者 ### 网络协议 - TCP ☆☆☆ - UDP ☆☆☆ - [HTTP 协议入门](http://jartto.wang/2016/08/04/Rudimentary-http-protocol/) ☆ - [HTTP2](http://jartto.wang/2018/03/30/grasp-http2-0/) ☆☆☆ - HTTPS ☆☆ - [一个故事讲完 HTTPS](https://mp.weixin.qq.com/s/StqqafHePlBkWAPQZg3NrA) - [图文还原 HTTPS 原理](https://mp.weixin.qq.com/s/3NKOCOeIUF2SGJnY7II9hA) - 计算机网络的 7 层协议 ☆☆☆ ### CSS - 初级 ☆ - [CSS 3 简介](https://www.html.cn/doc/css3/what/) - [CSS 实用概要](http://jartto.wang/2018/03/06/outline-of-css/) - [CSS 实用 Tips](http://jartto.wang/2017/11/12/f2e-tips/) - [CSS 三大特性](http://jartto.wang/2017/02/08/css-features/) - 盒模型 - box-sizing - IconFont - [CSS 实现水平垂直居中的 10 种方式](https://juejin.im/post/5b9a4477f265da0ad82bf921?utm_source=gold_browser_extension) - 中级 ☆☆ - [BFC](https://zhuanlan.zhihu.com/p/25321647) - [Flex](http://www.runoob.com/w3cnote/flex-grammar.html) - [Grid layout](https://www.jianshu.com/p/441d60be7d8a) - [Flexbox vs Grid:基本概念](https://www.w3cplus.com/css/flexbox-vs-grid-basic-concepts-and-related-attributes.html) - [PostCSS](https://blog.csdn.net/beverley__/article/details/72963369) - 预编译 - [SASS](http://sass.bootcss.com/docs/sass-reference/) - [LESS](http://lesscss.cn/) - [Stylus](http://stylus-lang.com/) - CSS3 动画 - [Animate CSS](https://daneden.github.io/animate.css/?) - [All Animation CSS3](http://all-animation.github.io/) - [Transform](http://www.w3school.com.cn/cssref/pr_transform.asp) - [Translate](http://www.w3school.com.cn/cssref/pr_transform.asp) - [如何检测页面滚动并执行动画](http://jartto.wang/2016/08/18/detect-page-scroll-and-execute-animation/) - [移动端无缝滚动动画实现](https://juejin.im/post/5b2b4e3fe51d4558e15b97ed?utm_source=gold_browser_extension) - 高级 ☆☆☆ - [CSS3 动画原理](http://web.jobbole.com/83549/) - [探究 CSS 解析原理](http://jartto.wang/2017/11/13/Exploring-the-principle-of-CSS-parsing/) - [详谈层合成(composite)](http://jartto.wang/2017/09/29/expand-on-performance-composite/) - [CSS Modules 使用详解](https://blog.csdn.net/xiangzhihong8/article/details/53195926) - [Web 技巧 - 动画](https://juejin.im/post/5d2b49f3f265da1bcb4f5bab) ☆☆ - 扩展 - [30s CSS](https://atomiks.github.io/30-seconds-of-css/) ☆ - [新手引导动画的 4 种实现方式](https://juejin.im/post/5bac9bd0e51d450e516296d0) ### DOM - [JavaScript HTML DOM](http://www.w3school.com.cn/js/js_htmldom.asp) ☆☆ ### 函数式编程 - [什么是函数式编程思维?](https://www.zhihu.com/question/28292740) ☆☆☆ - [我眼中的 JavaScript 函数式编程](http://taobaofed.org/blog/2017/03/16/javascript-functional-programing/) ☆☆☆ - [防抖和节流原理分析](https://juejin.im/post/5b7b88d46fb9a019e9767405) - 参数个数 Arity - 高阶组件 Higher-Order Functions (HOF) - 偏应用函数 Partial Application - 柯里化 Currying - 闭包 Closure - 自动柯里化 Auto Currying - 函数合成 Function Composition - Continuation - 纯函数 Purity - 副作用 Side effects - 幂等 Idempotent - Point-Free Style - 断言 Predicate - 约定 Contracts - 范畴 Category - [JavaScript 函数式编程术语大全](http://www.css88.com/archives/7833) - ... ### 跨域 - [JSONP](https://www.zhihu.com/question/19966531) ☆☆ - [CORS](http://jartto.wang/2016/06/27/solutions-to-CORS/) ☆☆ - [Nginx](http://www.nginx.cn/4592.html) ☆☆ ### 事件模型 - 观察者模式 ☆☆ - DOM0 级模型 ☆☆ - IE 事件模型 ☆☆ - DOM2 级模型 ☆☆ - JQuery Event 模型 ☆☆ - [JS 事件模型](https://segmentfault.com/a/1190000006934031) ☆☆ ### 安全 - [如何防止 XSS 攻击?](https://juejin.im/post/5bad9140e51d450e935c6d64) - [Web 安全之 XSS 和 CSRF](http://jartto.wang/2017/12/15/xss-and-csrf/) ☆☆☆ - [Web 安全的三个攻防姿势](https://juejin.im/post/59e6b21bf265da43247f861d) ☆☆☆ - [XSS 的原理分析与解剖](http://netsecurity.51cto.com/art/201408/448305_all.htm) ☆☆☆ - [对于 XSS 和 CSRF 你究竟了解多少](http://netsecurity.51cto.com/art/201407/446775.htm) ☆☆☆ - [CSRF 攻击的应对之道](https://www.ibm.com/developerworks/cn/web/1102_niugang_csrf/) ☆☆☆ - SQL 注入 ☆☆☆ - HTTPS ☆☆☆ - 内网渗透 ☆☆☆ - DDos 攻击 ☆☆☆ - 点击劫持 ☆☆ - Session 劫持 ☆☆ - 短信接口攻击 ☆☆ - CC ### 前端规范 - [ESLint](https://eslint.org) ☆ - [JSHint](http://www.jslint.com) ☆ - [styleLint](https://stylelint.io/) ☆ - [EditorConfig](https://editorconfig.org/) - [Airbnb JavaScript](https://github.com/airbnb/javascript?utm_source=gold_browser_extension) ** - [项目规范化开发探索](https://www.notion.so/57b80f3f75b741e3a54546c20ae5e8e7) * - [看看这些被同事喷的 JS 代码风格你写过多少](https://juejin.im/post/5becf928f265da61380ec986) * - [谷歌工程实践 - Code Review 标准](https://jimmysong.io/eng-practices/docs/review/reviewer/standard/) ** ### Nginx - [Nginx](http://jartto.wang/2017/04/15/nginx-exception-handling/) ☆☆ - [Nginx 平滑的基于权重轮询算法分析](https://tenfy.cn/2018/11/12/smooth-weighted-round-robin/?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) ☆☆☆ - [Nginx](https://github.com/nginx/nginx) ☆☆☆ - [Nginx 解决跨域问题](http://www.nginx.cn/4592.html) ☆ - [关于负载均衡的一切](https://mp.weixin.qq.com/s/xvozZjmn-CvmQMAEAyDc3w) ☆☆ - [负载均衡的算法](https://mp.weixin.qq.com/s/fkYnkT6PW0I2MS2d2Nh1jg) ☆☆ - [几种常用负载均衡架构](https://developer.51cto.com/art/201904/595761.htm) ☆☆ ### Git - [Git 学习资源汇总](http://jartto.wang/2015/09/08/summarize-the-git/) ☆ - [Git 常规操作](http://jartto.wang/2017/12/01/git-common-operate/) ☆ - [如何配置 Git 对应多个 Repository](http://jartto.wang/2017/12/19/one-git-for-more-repository/) ☆ - [Git 实践系列一:初探](http://jartto.wang/2015/09/07/git-part-1/) ☆ - [Git 钩子的作用](https://git-scm.com/book/zh/v2/%E8%87%AA%E5%AE%9A%E4%B9%89-Git-Git-%E9%92%A9%E5%AD%90) ☆☆ - [Git pre-push hook](https://www.jianshu.com/p/7a10d4db97c0) ☆☆ - [你可能会忽略的 Git 提交规范](http://jartto.wang/2018/07/08/git-commit/) ☆ - [一个维护版本日志整洁的 Git 提交规范](https://juejin.im/post/5bf7b2e9e51d45213e57be92) - [git-flow](https://www.git-tower.com/learn/git/ebook/cn/command-line/advanced-topics/git-flow) ☆☆ - [git flow 的使用](https://www.cnblogs.com/lcngu/p/5770288.html) ☆☆ ### CDN - [什么是 CDN?](https://www.zhihu.com/question/37353035) ☆☆ - [CDN 带来这些性能优化](https://juejin.im/post/5d1385b25188253dc975b577?utm_source=gold_browser_extension) ☆☆☆ ### JS - 初级 ☆ - [JavaScript ES12 新特性抢先体验](https://mp.weixin.qq.com/s/T2IkxRp_PXkhk8T_ciLvjw) ☆ - [JS 标准参考教程](https://www.kancloud.cn/kancloud/javascript-standards-reference/46466) - [原型与原型链](https://github.com/mqyqingfeng/Blog/issues/2) - [作用域](https://github.com/mqyqingfeng/Blog/issues/3)与[作用域链](https://github.com/mqyqingfeng/Blog/issues/6) - [Event Loop](https://juejin.im/post/59e85eebf265da430d571f89) - 闭包 - [反思闭包](http://jartto.wang/2017/12/18/reflective-closure/) - [深入浅出 Javascript 闭包](https://juejin.im/post/5beee511e51d453b8e543ed6) - [call 和 apply](http://jartto.wang/2016/06/28/appreciation-of-the-call-and-apply/) - [正则表达式](http://jartto.wang/2016/07/03/js-regular-expression/) - [正则表达式真的很骚,可惜你不会写](https://juejin.im/post/5b96a8e2e51d450e6a2de115) - [XHR or Fetch API ?](http://jartto.wang/2017/01/17/xhr-or-fetch-api/) - [Understanding ECMAScript 6](https://oshotokill.gitbooks.io/understandinges6-simplified-chinese/content/chapter_1.html) - [为什么要有 ES6](https://github.com/jeyvie/thoughts/blob/master/docs/why_es6.md) - [introduction to ES6 by example](http://coenraets.org/present/es6/#0) - [ES6 标准入门](http://www.waibo.wang/bible/es6/) - [ECMAScript 6 - 阮一峰](http://javascript.ruanyifeng.com/advanced/ecmascript6.html#) - [浏览器同源政策及其规避方法](http://www.138dish.cn/web/same-origin-policy.html) - 中级 ☆☆ - [JS 模板引擎](http://jartto.wang/2016/09/15/grasp-a-js-template-engine/) - [前端路由跳转基本原理](https://juejin.im/post/5c52da9ee51d45221f242804?utm_source=gold_browser_extension) - 垃圾回收 - JS 内存 - [JS 内存管理](https://blog.sessionstack.com/how-javascript-works-memory-management-how-to-handle-4-common-memory-leaks-3f28b94cfbec) - [内存管理速成教程](https://hacks.mozilla.org/2017/06/a-crash-course-in-memory-management/) - 堆和栈 - 继承 - [掌握 JS Stack Trace](http://jartto.wang/2017/12/09/grasp-js-stack-trace/) - [ES6](http://es6.ruanyifeng.com) - [Generator](https://github.com/jeyvie/understanding-ES6/blob/master/docs/8.1_iterator_generator_base.md) - [ES6-Generator 函数](https://juejin.im/post/5b1751d551882513756f0bdc) - [Promise](https://github.com/jeyvie/understanding-ES6/blob/master/docs/11.Promise.md) - [How do Promises work under the hood?](https://blog.safia.rocks/post/170154422915/how-do-promises-work-under-the-hood) - [JavaScript Promise迷你书](http://liubin.org/promises-book/) - [Module](https://github.com/jeyvie/understanding-ES6/blob/master/docs/13.module.md) - [Class](https://github.com/jeyvie/understanding-ES6/blob/master/docs/9.class.md) - [JavaScript 引擎基础:Shapes 和 Inline Caches](https://juejin.im/entry/5b27a175e51d4558c23231dc?utm_source=gold_browser_extension) - [33 Concepts Every JavaScript Developer Should Know](https://github.com/leonardomso/33-js-concepts?utm_source=gold_browser_extension) - 高级 ☆☆☆ - TypeScript - [TypeScript 官网](https://www.tslang.cn) - [深入 TypeScript 的类型系统](https://zhuanlan.zhihu.com/p/38081852) - [TypeScript 总体架构](https://github.com/Microsoft/TypeScript/wiki/Architectural-Overview) - [TypeScript 完全手册](https://zhuanlan.zhihu.com/p/83689446?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) - [如何用 Decorator 装饰你的 Typescript?](https://mp.weixin.qq.com/s/0JTvJJNX4zwE3-Kl6dMvrA) - You-Dont-Know-JS - [Up & Going](https://github.com/getify/You-Dont-Know-JS/blob/master/up%20&%20going/README.md#you-dont-know-js-up--going) - [Scope & Closures](https://github.com/getify/You-Dont-Know-JS/blob/master/scope%20&%20closures/README.md#you-dont-know-js-scope--closures) - [this & Object Prototypes](https://github.com/getify/You-Dont-Know-JS/blob/master/this%20&%20object%20prototypes/README.md#you-dont-know-js-this--object-prototypes) - [Types & Grammar](https://github.com/getify/You-Dont-Know-JS/blob/master/types%20&%20grammar/README.md#you-dont-know-js-types--grammar) - [Async & Performance](https://github.com/getify/You-Dont-Know-JS/blob/master/async%20&%20performance/README.md#you-dont-know-js-async--performance) - [ES6 & Beyond](https://github.com/getify/You-Dont-Know-JS/blob/master/es6%20&%20beyond/README.md#you-dont-know-js-es6--beyond) - [exploring ES6](http://exploringjs.com/es6/) - JavaScript 如何工作 - [对引擎、运行时、调用堆栈的概述](https://juejin.im/post/5a05b4576fb9a04519690d42) - [在 V8 引擎里 5 个优化代码的技巧](https://github.com/xitu/gold-miner/blob/master/TODO/how-javascript-works-inside-the-v8-engine-5-tips-on-how-to-write-optimized-code.md) - [内存管理 + 处理常见的4种内存泄漏](https://github.com/xitu/gold-miner/blob/master/TODO/how-javascript-works-memory-management-how-to-handle-4-common-memory-leaks.md) - [内存管理速成教程](https://mp.weixin.qq.com/s/sVcGRUZqILCVgfhzRyODTg) - [事件循环和异步编程的崛起 + 5个如何更好的使用 async/await 编码的技巧](https://github.com/xitu/gold-miner/blob/master/TODO/how-javascript-works-event-loop-and-the-rise-of-async-programming-5-ways-to-better-coding-with.md) - [深入剖析 WebSockets 和拥有 SSE 技术 的 HTTP/2,以及如何在二者中做出正确的选择](https://github.com/xitu/gold-miner/blob/master/TODO/how-javascript-works-deep-dive-into-websockets-and-http-2-with-sse-how-to-pick-the-right-path.md) - [对比 WebAssembly + 为什么在某些场景下它比 JavaScript 更合适](https://github.com/xitu/gold-miner/blob/master/TODO1/how-javascript-works-a-comparison-with-webassembly-why-in-certain-cases-its-better-to-use-it.md) - [Web Worker 的内部构造以及 5 种你应当使用它的场景](https://github.com/xitu/gold-miner/blob/master/TODO/how-javascript-works-the-building-blocks-of-web-workers-5-cases-when-you-should-use-them.md) - 扩展 - [何谓 JS 挖矿](http://jartto.wang/2017/11/08/js-dig-ore/) ☆ - [30S JS](https://github.com/Chalarangelo/30-seconds-of-code) ☆☆ - [33 Concepts Every JavaScript Developer Should Know ](https://github.com/leonardomso/33-js-concepts?utm_source=gold_browser_extension#1-call-stack) - [ES6 语法侦测](https://github.com/ruanyf/es-checker) ☆ - [初探 performance – 监控网页与程序性能](https://www.cnblogs.com/zhuyang/p/4789020.html) - [新手引导动画的4种实现方式](https://juejin.im/post/5bac9bd0e51d450e516296d0) ☆ ### Linux - ls/cd/rm/cat/chmod/chown/useradd/df/du/ps/top/head/tail ☆☆ - [Linux](http://jartto.wang/2016/06/24/linux-common-operation/) ☆☆ - [掌握 Linux 命令 Grep ](http://jartto.wang/2016/10/12/grasp-linux-grep/) ☆☆ - [Linux 实用命令](http://jartto.wang/2016/11/02/linux-common-command/) ☆☆ - [Mac 下查看端口占用情况](http://jartto.wang/2016/09/28/check-the-system-port-of-mac/) ☆☆ - [程序员必备的 Linux 基础知识](https://juejin.im/post/5b3b19856fb9a04fa42f8c71) ☆☆ - 网络操作 - curl - netstat - lsof - ifconfig - ssh - tcpdump - iptables - grep ☆☆ - sed ☆☆ - awk ☆☆☆ - [commander 将介绍如何利Javascript做为服务端脚本](http://blog.fens.me/nodejs-commander/) - chalk 命令行彩色输出 - [chokidar node文件监控](https://www.npmjs.com/package/chokidar) ### Electron - [初探 Electron - 理论篇](http://jartto.wang/2018/01/03/first-exploration-electron/) ☆☆ - [初探 Electron - 升华篇](http://jartto.wang/2018/01/04/first-exploration-electron-2/) ☆☆ - [初探 Electron - 实践篇 1](http://jartto.wang/2018/01/14/first-exploration-electron-3/) ☆☆ - [初探 Electron - 实践篇 2](http://jartto.wang/2018/01/21/first-exploration-electron-4/) ☆☆ ### 抓包工具 - [Fiddler](https://www.telerik.com/fiddler) ☆☆ - [Charles](https://www.charlesproxy.com) ☆☆ - [HttpWatch](http://www.oneapm.com/lp/bihttpwatch) ☆☆ - [spy-debugger](https://github.com/wuchangming/spy-debugger) ☆☆ - 模拟请求 - [Postman](https://www.getpostman.com) ☆☆ ### 测试 - 单元测试 - Jest ☆☆☆ - [Jasmine](https://jasmine.github.io/) ☆☆☆ - [mocha](https://segmentfault.com/a/1190000011362879) ☆☆☆ - [chai](http://www.chaijs.com/api/assert/) ☆☆☆ - [Karma](http://karma-runner.github.io/2.0/index.html) ☆☆☆ - 软件测试 - [你了解软件测试吗?](http://jartto.wang/2017/11/02/grasp-testing/) ☆☆ - 自动化测试 - [selenium_webdriver](https://www.yiibai.com/selenium/selenium_webdriver.html) ☆☆ - [Appium移动自动化测试](https://www.cnblogs.com/fnng/p/4540731.html) ☆☆ - [Appium移动自动化测试](https://www.cnblogs.com/fnng/p/4540731.html) ☆☆ - [UI 自动化测试](https://github.com/AirtestProject/Airtest) ☆☆☆ >网易UI自动化测试框架,开源的,结合AI,自动更新测试用例、自我学习和需求沉淀。智能测试方向!!!! - 应用 - [React单元测试策略及落地](https://insights.thoughtworks.cn/react-strategies-for-unit-testing/?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) - [使用 Jest 和 Enzyme 测试 React 组件](https://mp.weixin.qq.com/s/isZLVenQrAUzA77O4TYVfQ) ### 容器化 - Docker - [Docker 边学边用](http://jartto.wang/2020/07/04/learn-docker/) ☆☆ - [Docker 构建统一的前端开发环境](https://juejin.im/post/5b127087e51d450686184183?utm_source=gold_browser_extension) ☆☆ - [私服推荐 Nexus](http://dockone.io/article/2168) ☆☆☆ - [大型企业级推荐 harbor](https://blog.csdn.net/mideagroup/article/details/52053402) ☆☆☆ - [Docker 底层技术](https://www.jianshu.com/p/7a1ce51a0eba?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) ☆☆☆ - [精简 Docker 镜像的五种通用方法](https://mp.weixin.qq.com/s/tMVK62zggVwaqfPsiYGaBg) - K8s - [什么是 Kubernetes ](https://mp.weixin.qq.com/s/NqBb4FG5cVkoUkqQu7XOlg) ☆☆ - [Kubernetes 架构简介](https://mp.weixin.qq.com/s/WUntex914F98gDo-bnchLA) ☆☆ - [一文了解 Kubernetes](http://jartto.wang/2020/07/15/start-k8s/) ☆☆☆ - [Jenkins](https://jenkins.io) ☆☆☆ - [前端AB实验设计思路与实现原理](https://fed.taobao.org/blog/taofed/do71ct/frontend-ab-test) ☆☆☆ ### DNS - [DNS 缓存中毒](https://www.toutiao.com/a6652593929738781195/?tt_from=weixin&utm_campaign=client_share&wxshare_count=1&timestamp=1548950293&app=news_article&utm_source=weixin&iid=59860639007&utm_medium=toutiao_ios&group_id=6652593929738781195) - [例解 DNS 递归/迭代名称解析原理](http://blog.chinaunix.net/uid-10659021-id-3903144.html) ☆☆☆ - [浏览器输入网址后台是如何运作的](http://www.chinaz.com/web/2013/0228/293980.shtml) ☆☆ ### 监控 - [APM](https://github.com/f2e-awesome/monitoring/blob/master/README.md) ☆☆ - [前端错误日志收集方案](https://juejin.im/post/5bd2dbc7f265da0af16183f8?utm_source=gold_browser_extension) ☆ - [前端性能监控系统](https://juejin.im/entry/5b78f88be51d4538a01e9f36) ☆☆ - [前端代码异常监控实战](https://github.com/happylindz/blog/issues/5) ☆☆ - [前端一站式异常捕获方案](https://jixianqianduan.com/frontend-weboptimize/2018/02/22/front-end-react-error-capture.html) ☆☆ - [前端错误收集](https://juejin.im/post/5be2b0f6e51d4523161b92f0) ☆☆ - [如何精确统计页面停留时长](https://techblog.toutiao.com/2018/06/05/ru-he-jing-que-tong-ji-ye-mian-ting-liu-shi-chang/) ☆ - [如何优雅处理前端异常?](http://jartto.wang/2018/11/20/js-exception-handling/) ☆ - [解决 Script Error 的另类思路](https://juejin.im/post/5c00a405f265da610e7fd024) ☆☆ - [大前端时代前端监控的最佳实践](https://www.evernote.com/l/AUQuMjXPG6RBfaeWb_Y17fVmILKyZmLwgow) ☆☆☆ - [前端性能监控:window.performance](https://juejin.im/entry/58ba9cb5128fe100643da2cc) ### 数据可视化 - 图表 ☆☆ - [echarts](http://echarts.baidu.com/option.html#xAxis) - [highcharts](https://www.highcharts.com/products/highcharts/) - [g2](https://antv.alipay.com/g2/demo/index.html) - 地图 ☆☆ - [Google Map](https://developers.google.com/maps/documentation/javascript/examples/user-editable-shapes?hl=zh-cn) - [Mapbox](https://www.mapbox.com/) - [高德](http://lbs.amap.com/) - [百度](http://api.map.baidu.com/) - [腾讯](http://lbs.qq.com/) - [蜂鸟室内地图](https://www.fengmap.com/) - 埋点统计 ☆☆ - [揭开 JS 无埋点技术的神秘面纱](https://mp.weixin.qq.com/s/pGP5Oohcban0P1GAzPlAgg) ### 浏览器 - [再谈 IE 浏览器兼容问题](http://jartto.wang/2016/12/06/talk-about-ie-compatible-over-again/) ☆☆ - [图解浏览器的基本工作原理](https://zhuanlan.zhihu.com/p/47407398) ☆☆ - [what-happens-when](https://github.com/alex/what-happens-when)(输入 URL 后浏览器发生了什么) ☆☆ - [浏览器工作原理](https://www.html5rocks.com/en/tutorials/internals/howbrowserswork/) ☆☆☆ - [渲染进程的内部工作原理](https://developers.google.com/web/updates/2018/09/inside-browser-part3) ☆☆☆ - [Compositor 是如何来提高交互性能的?](https://developers.google.com/web/updates/2018/09/inside-browser-part4) ☆☆☆ - [浏览器内核渲染:重建引擎](https://juejin.im/post/5bbaa7da6fb9a05d3761aafe) - [Chrome Devtools](https://medium.com/@tomsu/devtools-tips-day-1-the-console-dollars-3aa0d93e923c) ☆☆☆ - [Chrome插件(扩展)开发全攻略](https://mp.weixin.qq.com/s/waUg3hx5HsRkyiitJdHudg) ☆ ### 前端工程化 - [Web 研发模式演变](https://github.com/lifesinger/blog/issues/184) ☆☆ - [我们是如何做好前端工程化和静态资源管理](https://aotu.io/notes/2016/07/19/A-little-exploration-of-front-end-engineering/index.html) 京东 ☆☆☆ - [百度 fis](http://fis.baidu.com/fis3/docs/beginning/intro.html) ☆☆ - [Scrat](http://scrat-team.github.io/#!/quick-start) ☆☆ - [Grunt](http://www.gruntjs.net/) ☆☆ - Gulp ☆☆ - [Gulp](https://www.gulpjs.com.cn/) - [Gulp 4](https://fettblog.eu/gulp-4-parallel-and-series/) - Webpack - [Webpack 4](https://juejin.im/post/5af8fa806fb9a07ac162876d) ☆☆☆ - [Webpack 4 配置最佳实践](https://juejin.im/post/5b304f1f51882574c72f19b0?utm_source=gold_browser_extension) - [如何十倍提高你的 webpack 构建效率](https://blog.csdn.net/u011413061/article/details/51872412?from=timeline&isappinstalled=0) ☆☆☆ - webpack 性能优化 - [减小前端资源大小](https://github.com/yued-fe/y-translation/blob/master/en/Web-Performance-Optimization-with-webpack/Introduction.md) ☆☆ - [利用好持久化缓存](https://github.com/yued-fe/y-translation/blob/master/en/Web-Performance-Optimization-with-webpack/Make-Use-of-Long-term-Caching.md) ☆☆☆ - [监控和分析应用](https://github.com/yued-fe/y-translation/blob/master/en/Web-Performance-Optimization-with-webpack/Monitor-and-analyze-the-app.md) ☆☆☆ - Rollup - [Browserify](http://browserify.org/) ☆☆ - [Parcel](http://jartto.wang/2017/12/11/chattered-about-parcel/) ☆☆ - Babel - [Babel 插件手册](https://github.com/jamiebuilds/babel-handbook/blob/master/translations/zh-Hans/plugin-handbook.md) - [babel-runtime 使用与性能优化](https://juejin.im/entry/5b108f4c6fb9a01e5868ba3d?utm_source=gold_browser_extension) - [babel-polyfill 使用与性能优化](https://juejin.im/entry/5b108f866fb9a01e49293627?utm_source=gold_browser_extension) - [什么是 Kubernetes?](https://mp.weixin.qq.com/s/NqBb4FG5cVkoUkqQu7XOlg) ☆☆ - [有赞前端质量保障体系](https://juejin.im/post/5d24096ee51d454d1d6285a1?utm_source=gold_browser_extension) ☆☆☆ - [前端工程实践之可视化搭建系统](https://www.zoo.team/article/luban-one?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) ☆☆ - [前端项目代码质量保障秘藉](https://mp.weixin.qq.com/s/djEyX7zxl51PcYcmP0zfyQ) ☆ ### 物联网 - [ruff](https://baike.baidu.com/item/ruff/19726288?fr=aladdin) ☆☆☆ - [ruff入门应用开发](https://www.imooc.com/learn/958) ☆☆☆ - [要想成为一名物联网工程师,需要学习哪些知识?](https://www.zhihu.com/question/31381245)☆ ### 消息队列 - [消息队列常见的 5 个应用场景](https://juejin.im/entry/5b59ce60e51d45198469a003) - ActiveMQ - RabbitMQ - ZeroMQ - Kafka - [了解 Kafka](http://jartto.wang/2018/10/12/about-kafka/) ☆☆ - [Kafka 入门](https://www.cnblogs.com/likehua/p/3999538.html) ☆☆ - [Kafka的架构原理,你真的理解吗?](https://mp.weixin.qq.com/s/kzM19BcDzRk1PpEMadEluA) ☆☆☆ - MetaMQ - RocketMQ - [消息队列mq总结](https://blog.csdn.net/HD243608836/article/details/80217591) ☆☆ - [缓存淘汰算法--LRU算法](https://www.evernote.com/shard/s324/sh/13a3bb3f-372b-4a93-a980-95b4cc225a46/a383727c1d79df40) ☆☆☆ >这个是各种消息队列的框架的核心算法,都是这个算法的变形 ### V8 引擎 - [Google V8 引擎运用了哪些优秀的算法?](https://www.zhihu.com/question/22498967) ☆☆☆ - [V8 引擎详解](https://blog.csdn.net/swimming_in_it_/article/details/78869549) ☆☆☆ - [Google V8](https://github.com/v8/v8) ☆☆☆ - [V8 并发标记](https://mp.weixin.qq.com/s/pv_4YRo6KjLiVxLViZTr2Q) ☆☆☆ - [V8 引擎的 5 个优化技巧](https://blog.sessionstack.com/how-javascript-works-inside-the-v8-engine-5-tips-on-how-to-write-optimized-code-ac089e62b12e) ☆☆☆ ### DevOps - [DevOps 简介](http://jartto.wang/2018/11/30/about-devops/) ☆ - [猪八戒网的 DevOps 进化论](https://mp.weixin.qq.com/s/I7hRbZrw1QsS0UP4RZIHOw) ☆☆ ### 微前端 - [了解什么是微前端](https://mp.weixin.qq.com/s/kZ3GMg0vXQwof8SX8u2EuA) ☆ - [为什么大公司一定要使用微服务?](https://mp.weixin.qq.com/s/-lxNpu89A9uN_a8f2MiKMw) ☆ - [微前端如何落地?](https://juejin.im/post/5d1d8d426fb9a07efe2dda40) ☆☆☆ - [用微前端的方式搭建类单页应用](https://tech.meituan.com/2018/09/06/fe-tiny-spa.html) ☆☆ - [Bifrost微前端框架及其在美团闪购中的实践](https://mp.weixin.qq.com/s/GgVo5KyZPlEsEeICcPyuLA) ☆☆ - [张克军:微前端架构体系](https://mp.weixin.qq.com/s/OEfRPKuPmBKvJdD_zMgFuQ) ☆☆☆ - [EMP for Vue&React 互相远程调用](https://mp.weixin.qq.com/s/KKZYzzTFBVD-rJeWr3Z7cg) ☆☆ - [字节跳动是如何落地微前端的](https://juejin.cn/post/7016900744695513125?utm_source=gold_browser_extension)☆☆☆ ### LowCode - [国内低代码平台](https://github.com/taowen/awesome-lowcode) ☆☆☆ ### 主流框架 - Angular - [依赖注入](http://jartto.wang/2014/04/24/angularjs-part-7/) ☆ - [指令 Directive](http://jartto.wang/2014/04/28/angularjs-part-9/) ☆☆ - [剖析 Angularjs 语法](http://jartto.wang/2018/02/01/analysis-of-angularjs/) ☆☆ - [build-your-own-angularjs](https://github.com/teropa/build-your-own-angularjs) - [Vue](https://cn.vuejs.org/) - [Mint-UI](http://mint-ui.github.io/#!/zh-cn) ☆ - [Element.UI](http://element.eleme.io/#/zh-CN/guide/design) ☆ - [VUE2](https://cn.vuejs.org/v2/guide/) ☆☆ - [VUEX](https://vuex.vuejs.org/) ☆☆ - [Nuxtjs](https://www.sitepoint.com/nuxt-js-universal-vue-js/) ☆ - [Nuxtjs 2.0 升级爬坑](http://jartto.wang/2019/04/23/update-nuxt2-0/) ☆ - [Axios](https://www.jianshu.com/p/df464b26ae58) ☆ - Vue-Router - [Vue-Router 实现原理](https://juejin.im/post/5b10b46df265da6e2a08a724?utm_source=gold_browser_extension) ☆☆☆ - Vue-Loader ☆☆ - [Vue.js 技术揭秘](https://ustbhuangyi.github.io/vue-analysis/) ☆☆☆ - React - 脚手架 ☆ - Create React App - Codesandbox - Rekit - [30 seconds of React](https://github.com/30-seconds/30-seconds-of-react) ☆☆ - [How Does React Tell a Class from a Function?](https://overreacted.io/how-does-react-tell-a-class-from-a-function/) ☆☆ - [Ant Design](http://jartto.wang/2016/12/14/together-to-learn-ant-design-of-react/) ☆☆ - 虚拟 Dom ☆☆ - Diff 算法 ☆☆☆ - [react-app-rewired](https://github.com/timarney/react-app-rewired) - Dva ☆☆ - [探路 Roadhog](http://jartto.wang/2017/04/25/gating-roadhog/) ☆☆ - Redux - [深入理解 Redux 中间件](https://juejin.im/post/5b237569f265da59bf79f3e9?utm_source=gold_browser_extension) ☆☆☆ - [Redux 中文文档](https://github.com/camsong/redux-in-chinese) ☆☆ - [Redux-Saga](https://github.com/superRaytin/redux-saga-in-chinese) ☆☆☆ - TakeLatest ☆☆☆ - [React 16 新特性](https://baijiahao.baidu.com/s?id=1582848543674223747&wfr=spider&for=pc) ☆☆ - React-Router@4 ☆☆ - [React 性能优化](http://www.css88.com/react/docs/optimizing-performance.html) ☆☆☆ - [21 项优化 React App 性能的技术](https://mp.weixin.qq.com/s/PSYm43GkIR9tZVWpAEWrNA) - [浅谈React性能优化的方向](https://zhuanlan.zhihu.com/p/74229420?utm_source=wechat_session&utm_medium=social&utm_oi=26811677278208&s_r=0) - React Hooks - [30分钟精通 React Hooks](https://juejin.im/post/5be3ea136fb9a049f9121014) ☆☆ - [React Hooks-概览](https://juejin.im/post/5c31ccc8f265da6170074785?utm_source=gold_browser_extension) ☆☆ - [UmiJS](http://jartto.wang/2018/05/24/taste-of-umi/) ☆☆ - Next.js ☆☆ - [Next.js 使用指南1-基本规则](http://jartto.wang/2018/05/27/nextjs-1/) - [Next.js 使用指南2-路由与加载](http://jartto.wang/2018/06/01/nextjs-2/) - [Next.js 使用指南3-高级配置](http://jartto.wang/2018/06/08/nextjs-3/) - [Ts + React + Mobx 实现移动端浏览器控制台](https://juejin.im/post/5bf278295188252e89668ed2?utm_source=gold_browser_extension#comment) - [阿里飞冰组件库](https://alibaba.github.io/ice/) ☆☆ - 单测 - [React单元测试策略及落地](https://insights.thoughtworks.cn/react-strategies-for-unit-testing/?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) - [使用 Jest 和 Enzyme 测试 React 组件](https://mp.weixin.qq.com/s/isZLVenQrAUzA77O4TYVfQ) - 应用 - [构建大型React应用程序的最佳实践](https://mp.weixin.qq.com/s/XspWR3e7Jm38Q-HJm2Ntvw) ### 架构 - [前端架构师入门技能图谱](https://mp.weixin.qq.com/s/fYC1VHibhOoxBpm8NShGWQ) ☆ - [架构师成神路线图](https://mp.weixin.qq.com/s/X_F_8OfbBDHWcUTPY2THrA) ☆☆ - [成为一名架构师得学习哪些知识?](https://mp.weixin.qq.com/s?__biz=MzUyNDkzNzczNQ==&mid=2247485986&idx=1&sn=a4fff71f0138861975865ecd97981c7c&chksm=fa24f54acd537c5c00cca8458698c801d9a7ca62e2feb1044a1424e3b8c8f9a51dd0540f7f13&token=93419027&lang=zh_CN#rd) ☆☆ - [如何画好架构图?](https://mp.weixin.qq.com/s/cqC6djHHjeFzCpFPlJGhxQ) ☆☆ - [Node.js 微服务实践](https://mp.weixin.qq.com/s?__biz=MzAxODE2MjM1MA==&mid=2651556001&idx=1&sn=601d58dc247d2f9c6f239ed8d950b540&chksm=80255f60b752d676860f98ae5523f018800ed91c24dd19afa1004a97a7bc114df02ca84498ca&xtrack=1&scene=0&subscene=131&clicktime=1552693183&ascene=7&devicetype=android-26&version=2700033b&nettype=cmnet&abtest_cookie=BAABAAoACwASABMABQAmlx4AVpkeAMyZHgDamR4A3JkeAAAA&lang=zh_CN&pass_ticket=58OgcYwPpZPMoZMSeUS45Kh9d%2Fe0tCefEY4WSDl%2BzJM%3D&wx_header=1) ☆☆☆ - [如何设计微服务](https://mp.weixin.qq.com/s?__biz=MjM5MDE0Mjc4MA==&mid=2651014354&idx=2&sn=9a356f184842908ab5004bdcfef1caac&chksm=bdbebc818ac935977deb94e3f139ce12c17afc4613d5a2535ede91470d9637471c8317c53f4e&mpshare=1&scene=1&srcid=0315aRwo0BPnixJWFnXKlR80#rd) ☆☆☆ - [各大互联网公司架构演进之路汇总](https://mp.weixin.qq.com/s/K531MIiOWIAvy4sFcbajrQ) ☆☆☆ - [开发十年,我是如何成长为一名优秀的架构师](https://mp.weixin.qq.com/s/8o4OwgdGwv4g5vUVj-1vfw) ☆☆☆ - [淘宝从几百到千万级并发的十四次架构演进之路](https://mp.weixin.qq.com/s/a1xUMOOfgCMzcngQ9xNCGw) ☆☆☆ - [设计图都不会画,还想做架构师?](https://maimai.cn/article/detail?fid=1063405301&efid=yh3ExpigfgCbJagBxj6dXw) ☆☆ - [12306的技术架构](https://mp.weixin.qq.com/s/Ty49SAs0hxpy_fbwPHBflA) ☆☆☆ - [一文读懂架构整洁之道](https://mp.weixin.qq.com/s/XAm1MO4RQYtkj3ay-2jT7A) ☆☆☆ - [如何推动基础架构项目落地](https://zhuanlan.zhihu.com/p/148209120?hmsr=toutiao.io&utm_medium=toutiao.io&utm_source=toutiao.io) ☆☆ ### AI - [机器学习模型一览:监督型、半监督型和无监督型](https://mp.weixin.qq.com/s/NQpB_jTl43ft7O02_EXHkw) ☆☆☆ - [如何在 1 秒内做到大数据精准去重?](https://mp.weixin.qq.com/s/XzVT6K3B3XfgnmTVSrchiA) ☆☆☆ - [大数据学习资源(Awesome Big Data)](https://mp.weixin.qq.com/s/wnvIADv7GXa6fFjpnzjzXQ) ☆☆☆ - [Tensorflow.js生态](https://mp.weixin.qq.com/s/LQ8mpNc5_8pU0y9LWfQXjw) ☆☆ ### 面试 - [30s 面试](https://github.com/fejes713/30-seconds-of-interviews#table-of-contents) ☆ - [面试精选之 http 缓存](https://juejin.im/post/5b3c87386fb9a04f9a5cb037#comment) ☆☆ - [张一鸣:10年面试2000人,我发现混的好的人,全都有同一个特质](https://mp.weixin.qq.com/s/S9_H4JXslq2_8GxEXVgg3w) ☆ - [2019 年前端面试都聊啥](https://juejin.im/post/5bf5610be51d452a1353b08d?utm_source=gold_browser_extension) ☆☆ - [BAT 面试总结](https://juejin.im/post/5befeb5051882511a8527dbe) ☆☆ - [JavaScript 深入之 bind 的模拟实现](https://juejin.im/post/59093b1fa0bb9f006517b906) ☆☆ - [前端面试官的套路,你懂吗?](http://jartto.wang/2019/01/06/f2e-interview/) ☆☆ - [前端 100 问](https://juejin.im/post/5d23e750f265da1b855c7bbe) - [一个 TCP 连接上面能发多少个 HTTP 请求](https://www.toutiao.com/a6706021767074284043/?tt_from=weixin&utm_campaign=client_share&wxshare_count=1&timestamp=1561608618&app=news_article&utm_source=weixin&utm_medium=toutiao_ios&req_id=20190627121018010027057145257B9C2&group_id=6706021767074284043) - [彻底弄懂前端路由](https://juejin.im/post/5d2d19ccf265da1b7f29b05f?utm_source=gold_browser_extension) ### 前端组织 - [360奇舞团](https://75team.com/) - [腾讯Web前端团队(Alloy Team)](http://www.alloyteam.com/) - [百度Web 前端研发部(FEX)](http://fex.baidu.com/) - [淘宝前端团队(FED)](http://taobaofed.org/) - [大搜车无线团队](http://f2e.souche.com/) - [京东凹凸实验室](https://aotu.io/index.html) - [蚂蚁金服·数据体验技术团队](https://juejin.im/user/59659aff5188250cf956e6dd/posts) - [前端精读周刊](https://github.com/dt-fe/weekly) - [淘系前端团队](https://tophub.today/n/x9ozQE6eXb) ### 学习网站 - [Freecodecamp](https://www.freecodecamp.org/) - [CodePen](https://codepen.io/) - [算法练习](https://leetcode-cn.com/problemset/all/) - [Pluralsight](https://www.pluralsight.com/codeschool) - [Code School](https://www.codeschool.com/) - [慕课网](https://www.imooc.com/) - [妙味课堂](https://miaov.com/) - [百度传课](https://chuanke.baidu.com/course/_webapp_____.html) ### 技术杂谈 - [一个程序员的成长之路 - 剖析别人,总结自己](https://mp.weixin.qq.com/s/zWPjfHiYxx0HH9lE99Yijw) ☆☆☆ > 张云龙,全民直播CTO,也是个前端工程师 - [秒杀系统优化思路](https://blog.csdn.net/csdn265/article/details/51461466) ☆☆☆ >尽量将请求拦截在系统上游(越上游越好), 读多写少的常用多使用缓存(缓存抗读压力) - [客户端高可用建设体系](https://juejin.im/post/5b10afc06fb9a01e39624d3d?utm_source=gold_browser_extension) >2000万日订单背后:美团外卖客户端高可用建设体系 - [缓存架构设计](https://mp.weixin.qq.com/s/YxGeisz0L9Ja2dwsiZz01w) ☆☆☆ >微博应对日访问量百亿级的缓存架构设 - [前端重构方案](https://mp.weixin.qq.com/s/H9Dvm_5F8hdBrZynlNdlfw) ☆☆ >规范、技术选型、性能优化、构建工具、开发效率 - [Taro - 多端开发框架](https://juejin.im/entry/5b19155bf265da6e083be667?utm_source=gold_browser_extension) ☆☆ >京东多端统一开发框架 - Taro - [你可能不知道的前端知识点](https://github.com/justjavac/the-front-end-knowledge-you-may-not-know) ☆☆ - [V8 并发标记](https://mp.weixin.qq.com/s/pv_4YRo6KjLiVxLViZTr2Q) ☆☆☆ >引擎V8推出“并发标记”,可节省60%-70%的GC时间 - [JS 的数据结构](https://www.jianshu.com/p/5e0e8d183102) ☆☆ >谁说前端就不需要学习数据结构了? - [简话开源协议](http://jartto.wang/2018/06/29/talk-about-license/) ☆ >了解开源协议,选择最合适的协议 - [把前端监控做到极致](https://juejin.im/entry/5b3ed06d6fb9a04fe727e671?utm_source=gold_browser_extension) ☆☆ >从 采集、数据处理、分析、报警 4 个维度进一步阐述如何把前端监控做到极致 - [设计一个百万级的消息推送系统](https://juejin.im/post/5ba97ff95188255c9e02d3e3) ☆☆☆ >百万连接其实只是一个形容词,更多的是想表达如何来实现一个分布式的方案,可以灵活的水平拓展从而能支持更多的连接。 - [蚂蚁金服核心技术:百亿特征实时推荐算法揭秘](https://mp.weixin.qq.com/s/6h9MeBs89hTtWsYSZ4pZ5g) >文章提出一整套创新算法与架构,通过对TensorFlow底层的弹性改造,解决了在线学习的弹性特征伸缩和稳定性问题,并以GroupLasso和特征在线频次过滤等自研算法优化了模型稀疏性 - [前端登录,这一篇就够了](https://mp.weixin.qq.com/s?__biz=MzIxNTQ2NDExNA==&mid=100000675&idx=1&sn=0cae464adcc549b239c28199f675e6d1&chksm=1796a27e20e12b68815429681d016430fccda916c573941d9e37d9366987295ccce6394db5c7#rd) >文章列举了常见的登录方式,清晰易懂:Cookie + Session 登录、Token 登录、SSO 单点登录、OAuth 第三方登录 ### 优化 - 初级 ☆ - 图片资源 - [WebP 在项目中的实践](https://www.jianshu.com/p/73ca9e8b986a) - 代码合并 - 压缩 - 混淆 - Css sprits - 减少 HTTP 请求 - Gzip - [GZIP 的压缩原理与日常应用](https://juejin.im/post/5b793126f265da43351d5125) ☆☆☆ - Keep-Alive - DNS - 中级 ☆☆ - [图像优化原理](https://mp.weixin.qq.com/s/7aK6D0InyJs-BXUcaormKA) - [高性能网站建设的 14 个原则](http://www.cnblogs.com/mdyang/archive/2011/07/12/high-performance-web-sites.html) - [Web 优化之 Request](http://jartto.wang/2018/02/09/optimise-for-web-request/) - [如何优化高德地图(AMap)Marker 动画](http://jartto.wang/2017/08/28/how-to-optimize-marker-of-AMap/) - [Web前端优化及工具集锦](https://www.csdn.net/article/2013-09-23/2817020-web-performance-optimization) - [搜索引擎优化 SEO](https://juejin.im/post/5b163fab5188257d571f1d17?utm_source=gold_browser_extension) - 高级 ☆☆☆ - [彻底弄懂 HTTP 机制及原理](https://www.cnblogs.com/chenqf/p/6386163.html) - 缓存 - [HTML5 离线存储](http://jartto.wang/2016/07/25/make-an-inventory-of-html5-api/) - HTML 和 HTTP 头文件设置 - [HTTP 缓存](https://juejin.im/post/5b3c87386fb9a04f9a5cb037#comment) - [Meta](http://laoono.com/2016-05/html-meta-cache.html) - Expires - Cache-Control - Last-Modified / If-Modified-Since - Etag / If-None-Match - Nginx 缓存 - [关键路径渲染优化](https://juejin.im/entry/5b16a05fe51d4506b01106d9) - [关键渲染路径](https://juejin.im/post/5c3333036fb9a049f1545d27) - [前端性能优化——关键渲染路径](https://segmentfault.com/a/1190000013767948) 👍 - Storage - [indexedDB](https://blog.csdn.net/inter_peng/article/details/49133081) - [浏览器存储之争](http://jartto.wang/2018/12/02/indexeddb/) - [Service Worker](https://www.jianshu.com/p/62338c038c42) - [从性能优化的角度看缓存](https://github.com/amandakelake/blog/issues/43) - [聊一聊浏览器缓存机制](http://jartto.wang/2019/02/14/web-cache/) - [浏览器缓存机制:强缓存、协商缓存](https://github.com/amandakelake/blog/issues/41) - [数据存储:cookie、Storage、indexedDB](https://github.com/amandakelake/blog/issues/13) - [离线应用缓存:App Cache => Manifest](https://github.com/amandakelake/blog/issues/15) - 服务端缓存 - [缓存、队列(Memcached、redis、RabbitMQ)](https://www.cnblogs.com/suoning/archive/2016/08/31/5807247.html) - [缓存技术的详解](https://blog.csdn.net/qq_26517369/article/details/78330694) - [缓存淘汰算法--LRU算法](https://www.evernote.com/l/AUQTo7s_NytKk6mAlbTMIlpGo4NyfB1530A) - 扩展 - [网站性能优化实战——从 12.67s 到 1.06s 的故事](https://juejin.im/post/5b0b7d74518825158e173a0c) ☆ - [用 100 行代码提升 10 倍的性能](https://juejin.im/post/5bec223f5188250c102116b5) ☆☆ - [美团网页首帧优化实践](https://juejin.im/post/5bee7dd4e51d451f5b54cbb4) ☆☆ - [前端性能提升秘笈!](http://rdc.hundsun.com/portal/article/942.html) ☆☆ - [网站优化实战](http://jartto.wang/2019/02/16/web-optimization/) ☆☆☆ - [百度APP-Android H5首屏优化实践](https://mp.weixin.qq.com/s/AqQgDB-0dUp2ScLkqxbLZg) ☆☆☆ - [VasSonic,让你的 H5 页面首屏秒开](https://my.oschina.net/u/3447988/blog/1512025) ☆☆☆ - [Lazy Loading Video Based on Connection Speed](https://medium.com/dailyjs/lazy-loading-video-based-on-connection-speed-e2de086f9095) ☆☆☆ - [WebView性能、体验分析与优化](https://tech.meituan.com/2017/06/09/webviewperf.html) ☆☆ - [移动 H5 首屏秒开优化方案探讨](http://blog.cnbang.net/tech/3477/) ☆☆ - [手机QQ Hybrid 的架构如何优化演进](https://mp.weixin.qq.com/s/evzDnTsHrAr2b9jcevwBzA) ☆☆☆ - [高性能渲染十万条数据(虚拟列表)](https://juejin.im/post/5db684ddf265da4d495c40e5?utm_source=gold_browser_extension) ☆☆ - [网站性能指标 - FMP](http://jartto.wang/2020/03/15/about-web-fmp/) ☆☆ - [聚焦 Web 性能指标 TTI](http://jartto.wang/2020/03/29/web-tti/) ☆☆ - 工具 - [YSlow](http://yslow.org) - Performance - [Google PageSpeed](https://developers.google.com/speed/pagespeed/) - LightHouse ### Serverless - [Serverless 入门](https://mp.weixin.qq.com/s?__biz=MzA4ODUzNTE2Nw==&mid=2451046912&idx=1&sn=fc7f97c007e325f553e158fee703178f&chksm=87c41b10b0b39206bcc9cff2332fb2e5003ebd1b50d12ccd72585ffc256e98cac7ea878f064c&mpshare=1&scene=1&srcid=&sharer_sharetime=1587861292401&sharer_shareid=93284882dc8dd6a2672e2f228c47df4e#rd) ☆☆ - [Serverless 掀起新的前端技术变革](https://github.com/nodejh/nodejh.github.io/issues/49) ☆☆☆ - [当 SSR 遇上 Serverless,轻松实现页面瞬开](https://fed.taobao.org/blog/taofed/do71ct/rax-ssr-serverless-quicker) ☆☆ - [阿里自研开源框架 Midway Serverless](https://mp.weixin.qq.com/s/5l4xLdTefz8G8EbZNbon0Q) ☆☆☆ ### 源码学习 - [Lodash 源码分析(一)“Function” Methods](https://segmentfault.com/a/1190000010775719) ☆☆☆ - [Webpack 源码](https://github.com/youngwind/blog/issues/99) ☆☆☆ - [React 源码剖析系列 - 不可思议的 react diff](https://zhuanlan.zhihu.com/p/20346379) ☆☆☆ - [React 源码解析](https://juejin.im/post/5a84682ef265da4e83266cc4#comment) ☆☆☆ - [逐行阅读 Redux 源码](https://juejin.im/post/5be42fc2e51d451c6a14ce2b) ☆☆ - [解密 JQuery](http://www.cnblogs.com/aaronjs/p/3444874.html) ☆☆☆ - [Promise 的实现及解析](https://juejin.im/post/5ab466a35188257b1c7523d2) ☆☆☆ - [浅析 Redux-Saga 实现原理](https://juejin.im/post/59e083c8f265da43111f3a1f) ☆☆☆ - [Antd 源码解读](https://juejin.im/post/5a5b6d3c51882573473db9af) ☆☆☆ - [Vue.js 源码解析](https://github.com/answershuto/learnVue) ☆☆☆ - [自己动手做一个 Vue](https://github.com/fastCreator/MVVM) ☆☆☆ - [vue-come-true](https://github.com/coderzzp/vue-come-true) ☆☆☆ - [Vue.js 源码学习笔记](http://jiongks.name/blog/vue-code-review/) ☆☆☆ - [高效阅读 Github 源代码](https://juejin.im/entry/5ae731f6f265da0b7e0c0ccb?utm_source=gold_browser_extension) ☆ - [从头实现一个 koa 框架](https://zhuanlan.zhihu.com/p/35040744) ☆☆☆ ### Web 服务器端 - [Nodejs](https://nodejs.org/en/) - 基础 web 框架 - [Express](http://www.expressjs.com.cn/) ☆ - [Koa](https://koajs.com/) - [阮一峰 Koa 入门教程](http://www.ruanyifeng.com/blog/2017/08/koa.html) ☆ - [kick-off-koa](https://github.com/koajs/kick-off-koa) ☆ - [koajs examples](https://github.com/koajs/examples) ☆☆ - [koa workshop](https://github.com/koajs/workshop) ☆☆ - [hapijs](https://hapijs.com/) ☆☆ - [restify](http://restify.com/) - [fastify](https://www.fastify.io/) - [thinkjs](https://thinkjs.org/zh-cn/doc/2.2/module.html) - [nextjs](https://zeit.co/blog/next) ☆☆ - node中比较棘手的问题 - node内存泄漏排查 - node错误处理机制 - node.js cluster - [PM2 初体验](http://jartto.wang/2016/06/27/first-experience-of-pm2/) ☆ - Forever ☆☆ - 高度集成 web 框架 - [egg](http://eggjs.org/) ☆☆☆ - [nest](https://nestjs.com/) - [thinkjs](https://thinkjs.org/) - [loopback](https://loopback.io/) - [sails](https://sailsjs.com/) ☆☆ - nohup ☆☆ - Nodejs 事件循环机制: 结合[libuv](http://docs.libuv.org/en/v1.x/design.html)和 nodejs 官网的[blog](https://nodejs.org/en/docs/guides/event-loop-timers-and-nexttick/) - [剖析 nodejs 的事件循环](https://juejin.im/post/5af1413ef265da0b851cce80?utm_source=gold_browser_extension) - [Stream](https://github.com/substack/stream-handbook) ☆☆ - [Buffer](https://nodejs.org/api/buffer.html) ☆☆ - [多进程](https://nodejs.org/dist/latest-v8.x/docs/api/cluster.html) ☆☆ - [eleme node-interview](https://elemefe.github.io/node-interview/#/sections/zh-cn/) ☆☆☆ - [node debug](https://github.com/nswbmw/node-in-debugging) ☆☆ - 内存相关 ☆☆☆ - [js snapshot 相关](http://hello2dj.com/2018/03/05/heapdump%E8%A7%A3%E6%9E%90/) ☆☆☆ - [node技术进阶与实践](https://www.evernote.com/l/AURoreJGCE5F8pV7a6YwRrDBJ-gOohmRdhI) ☆☆☆ - [deno](https://github.com/ry/deno) ☆☆ - [nexus 搭建 npm 私服](https://www.jianshu.com/p/9085f47726a2) ☆☆☆ - [Nginx](https://github.com/nginx/nginx) ☆☆☆ - [nodejs 结合 dubbo 服务 node-zookeeper-dubbo](https://segmentfault.com/a/1190000013145761) ☆☆☆ - [thrifty -> nodejs实例](http://thrift.apache.org/tutorial/nodejs) ☆☆ - [nodejs-learning-guide](https://github.com/chyingp/nodejs-learning-guide) ☆☆☆ - [互联网架构为什么要做服务化?](http://www.open-open.com/lib/view/open1472132696878.html)☆☆ - [什么是微服务](https://blog.csdn.net/wuxiaobingandbob/article/details/78642020?locationNum=1&fps=1) - [服务化架构的演进与实践](https://blog.csdn.net/liubenlong007/article/details/54692241)☆☆ - [服务化实战之 dubbo、dubbox、motan、thrift、grpc等RPC框架比较及选型](https://blog.csdn.net/liubenlong007/article/details/54692241)☆☆ - [Nodejs 最佳实践](https://github.com/i0natan/nodebestpractices?utm_source=gold_browser_extension) ☆☆☆ - [技术栈:为什么 Node 是前端团队的核心技术栈](https://mp.weixin.qq.com/s/dA6M1t957G-nZ-Ir80L1kA) ☆☆☆
315
A chaining API to generate and simplify the modification of Webpack configurations.
# webpack-chain [![NPM version][npm-image]][npm-url] [![NPM downloads][npm-downloads]][npm-url] [![CI Status][ci-image]][ci-url] Use a chaining API to generate and simplify the modification of webpack 4 configurations. This documentation corresponds to v7 of webpack-chain. For previous versions, see: * [v6 docs](https://github.com/neutrinojs/webpack-chain/tree/v6) * [v5 docs](https://github.com/neutrinojs/webpack-chain/tree/v5) * [v4 docs](https://github.com/neutrinojs/webpack-chain/tree/v4) * [v3 docs](https://github.com/neutrinojs/webpack-chain/tree/v3) * [v2 docs](https://github.com/neutrinojs/webpack-chain/tree/v2) * [v1 docs](https://github.com/neutrinojs/webpack-chain/tree/v1) _Note: while webpack-chain is utilized extensively in Neutrino, this package is completely standalone and can be used by any project._ **[Chinese docs(中文文档)](https://github.com/Yatoo2018/webpack-chain/tree/zh-cmn-Hans)** ## Introduction webpack's core configuration is based on creating and modifying a potentially unwieldy JavaScript object. While this is OK for configurations on individual projects, trying to share these objects across projects and make subsequent modifications gets messy, as you need to have a deep understanding of the underlying object structure to make those changes. `webpack-chain` attempts to improve this process by providing a chainable or fluent API for creating and modifying webpack configurations. Key portions of the API can be referenced by user-specified names, which helps to standardize how to modify a configuration across projects. This is easier explained through the examples following. ## Installation `webpack-chain` requires Node.js 12 or higher. `webpack-chain` also only creates configuration objects designed for use with webpack 4. You may install this package using either Yarn or npm (choose one): **Yarn** ```bash yarn add --dev webpack-chain ``` **npm** ```bash npm install --save-dev webpack-chain ``` ## Getting Started Once you have `webpack-chain` installed, you can start creating a webpack configuration. For this guide, our example base configuration will be `webpack.config.js` in the root of our project directory. ```js // Require the webpack-chain module. This module exports a single // constructor function for creating a configuration API. const Config = require('webpack-chain'); // Instantiate the configuration with a new API const config = new Config(); // Make configuration changes using the chain API. // Every API call tracks a change to the stored configuration. config // Interact with entry points .entry('index') .add('src/index.js') .end() // Modify output settings .output .path('dist') .filename('[name].bundle.js'); // Create named rules which can be modified later config.module .rule('lint') .test(/\.js$/) .pre() .include .add('src') .end() // Even create named uses (loaders) .use('eslint') .loader('eslint-loader') .options({ rules: { semi: 'off' } }); config.module .rule('compile') .test(/\.js$/) .include .add('src') .add('test') .end() .use('babel') .loader('babel-loader') .options({ presets: [ ['@babel/preset-env', { modules: false }] ] }); // Create named plugins too! config .plugin('clean') .use(CleanPlugin, [['dist'], { root: '/dir' }]); // Export the completed configuration object to be consumed by webpack module.exports = config.toConfig(); ``` Having shared configurations is also simple. Just export the configuration and call `.toConfig()` prior to passing to webpack. ```js // webpack.core.js const Config = require('webpack-chain'); const config = new Config(); // Make configuration shared across targets // ... module.exports = config; // webpack.dev.js const config = require('./webpack.core'); // Dev-specific configuration // ... module.exports = config.toConfig(); // webpack.prod.js const config = require('./webpack.core'); // Production-specific configuration // ... module.exports = config.toConfig(); ``` ## ChainedMap One of the core API interfaces in webpack-chain is a `ChainedMap`. A `ChainedMap` operates similar to a JavaScript Map, with some conveniences for chaining and generating configuration. If a property is marked as being a `ChainedMap`, it will have an API and methods as described below: **Unless stated otherwise, these methods will return the `ChainedMap`, allowing you to chain these methods.** ```js // Remove all entries from a Map. clear() ``` ```js // Remove a single entry from a Map given its key. // key: * delete(key) ``` ```js // Fetch the value from a Map located at the corresponding key. // key: * // returns: value get(key) ``` ```js // Fetch the value from a Map located at the corresponding key. // If the key is missing, the key is set to the result of function fn. // key: * // fn: Function () -> value // returns: value getOrCompute(key, fn) ``` ```js // Set a value on the Map stored at the `key` location. // key: * // value: * set(key, value) ``` ```js // Returns `true` or `false` based on whether a Map as has a value set at a // particular key. // key: * // returns: Boolean has(key) ``` ```js // Returns an array of all the values stored in the Map. // returns: Array values() ``` ```js // Returns an object of all the entries in the backing Map // where the key is the object property, and the value // corresponding to the key. Will return `undefined` if the backing // Map is empty. // This will order properties by their name if the value is // a ChainedMap that used .before() or .after(). // returns: Object, undefined if empty entries() ``` ```js // Provide an object which maps its properties and values // into the backing Map as keys and values. // You can also provide an array as the second argument // for property names to omit from being merged. // obj: Object // omit: Optional Array merge(obj, omit) ``` ```js // Execute a function against the current configuration context // handler: Function -> ChainedMap // A function which is given a single argument of the ChainedMap instance batch(handler) ``` ```js // Conditionally execute a function to continue configuration // condition: Boolean // whenTruthy: Function -> ChainedMap // invoked when condition is truthy, given a single argument of the ChainedMap instance // whenFalsy: Optional Function -> ChainedMap // invoked when condition is falsy, given a single argument of the ChainedMap instance when(condition, whenTruthy, whenFalsy) ``` ## ChainedSet Another of the core API interfaces in webpack-chain is a `ChainedSet`. A `ChainedSet` operates similar to a JavaScript Set, with some conveniences for chaining and generating configuration. If a property is marked as being a `ChainedSet`, it will have an API and methods as described below: **Unless stated otherwise, these methods will return the `ChainedSet`, allowing you to chain these methods.** ```js // Add/append a value to the end of a Set. // value: * add(value) ``` ```js // Add a value to the beginning of a Set. // value: * prepend(value) ``` ```js // Remove all values from a Set. clear() ``` ```js // Remove a specific value from a Set. // value: * delete(value) ``` ```js // Returns `true` or `false` based on whether or not the // backing Set contains the specified value. // value: * // returns: Boolean has(value) ``` ```js // Returns an array of values contained in the backing Set. // returns: Array values() ``` ```js // Concatenates the given array to the end of the backing Set. // arr: Array merge(arr) ``` ```js // Execute a function against the current configuration context // handler: Function -> ChainedSet // A function which is given a single argument of the ChainedSet instance batch(handler) ``` ```js // Conditionally execute a function to continue configuration // condition: Boolean // whenTruthy: Function -> ChainedSet // invoked when condition is truthy, given a single argument of the ChainedSet instance // whenFalsy: Optional Function -> ChainedSet // invoked when condition is falsy, given a single argument of the ChainedSet instance when(condition, whenTruthy, whenFalsy) ``` ## Shorthand methods A number of shorthand methods exist for setting a value on a `ChainedMap` with the same key as the shorthand method name. For example, `devServer.hot` is a shorthand method, so it can be used as: ```js // A shorthand method for setting a value on a ChainedMap devServer.hot(true); // This would be equivalent to: devServer.set('hot', true); ``` A shorthand method is chainable, so calling it will return the original instance, allowing you to continue to chain. ### Config Create a new configuration object. ```js const Config = require('webpack-chain'); const config = new Config(); ``` Moving to deeper points in the API will change the context of what you are modifying. You can move back to the higher context by either referencing the top-level `config` again, or by calling `.end()` to move up one level. If you are familiar with jQuery, `.end()` works similarly. All API calls will return the API instance at the current context unless otherwise specified. This is so you may chain API calls continuously if desired. For details on the specific values that are valid for all shorthand and low-level methods, please refer to their corresponding name in the [webpack docs hierarchy](https://webpack.js.org/configuration/). ```js Config : ChainedMap ``` #### Config shorthand methods ```js config .amd(amd) .bail(bail) .cache(cache) .devtool(devtool) .context(context) .externals(externals) .loader(loader) .name(name) .mode(mode) .parallelism(parallelism) .profile(profile) .recordsPath(recordsPath) .recordsInputPath(recordsInputPath) .recordsOutputPath(recordsOutputPath) .stats(stats) .target(target) .watch(watch) .watchOptions(watchOptions) ``` #### Config entryPoints ```js // Backed at config.entryPoints : ChainedMap config.entry(name) : ChainedSet config .entry(name) .add(value) .add(value) config .entry(name) .clear() // Using low-level config.entryPoints: config.entryPoints .get(name) .add(value) .add(value) config.entryPoints .get(name) .clear() ``` #### Config output: shorthand methods ```js config.output : ChainedMap config.output .auxiliaryComment(auxiliaryComment) .chunkFilename(chunkFilename) .chunkLoadTimeout(chunkLoadTimeout) .crossOriginLoading(crossOriginLoading) .devtoolFallbackModuleFilenameTemplate(devtoolFallbackModuleFilenameTemplate) .devtoolLineToLine(devtoolLineToLine) .devtoolModuleFilenameTemplate(devtoolModuleFilenameTemplate) .devtoolNamespace(devtoolNamespace) .filename(filename) .hashFunction(hashFunction) .hashDigest(hashDigest) .hashDigestLength(hashDigestLength) .hashSalt(hashSalt) .hotUpdateChunkFilename(hotUpdateChunkFilename) .hotUpdateFunction(hotUpdateFunction) .hotUpdateMainFilename(hotUpdateMainFilename) .jsonpFunction(jsonpFunction) .library(library) .libraryExport(libraryExport) .libraryTarget(libraryTarget) .path(path) .pathinfo(pathinfo) .publicPath(publicPath) .sourceMapFilename(sourceMapFilename) .sourcePrefix(sourcePrefix) .strictModuleExceptionHandling(strictModuleExceptionHandling) .umdNamedDefine(umdNamedDefine) ``` #### Config resolve: shorthand methods ```js config.resolve : ChainedMap config.resolve .cachePredicate(cachePredicate) .cacheWithContext(cacheWithContext) .enforceExtension(enforceExtension) .enforceModuleExtension(enforceModuleExtension) .unsafeCache(unsafeCache) .symlinks(symlinks) ``` #### Config resolve alias ```js config.resolve.alias : ChainedMap config.resolve.alias .set(key, value) .set(key, value) .delete(key) .clear() ``` #### Config resolve modules ```js config.resolve.modules : ChainedSet config.resolve.modules .add(value) .prepend(value) .clear() ``` #### Config resolve aliasFields ```js config.resolve.aliasFields : ChainedSet config.resolve.aliasFields .add(value) .prepend(value) .clear() ``` #### Config resolve descriptionFields ```js config.resolve.descriptionFields : ChainedSet config.resolve.descriptionFields .add(value) .prepend(value) .clear() ``` #### Config resolve extensions ```js config.resolve.extensions : ChainedSet config.resolve.extensions .add(value) .prepend(value) .clear() ``` #### Config resolve mainFields ```js config.resolve.mainFields : ChainedSet config.resolve.mainFields .add(value) .prepend(value) .clear() ``` #### Config resolve mainFiles ```js config.resolve.mainFiles : ChainedSet config.resolve.mainFiles .add(value) .prepend(value) .clear() ``` #### Config resolveLoader The API for `config.resolveLoader` is identical to `config.resolve` with the following additions: #### Config resolveLoader moduleExtensions ```js config.resolveLoader.moduleExtensions : ChainedSet config.resolveLoader.moduleExtensions .add(value) .prepend(value) .clear() ``` #### Config resolveLoader packageMains ```js config.resolveLoader.packageMains : ChainedSet config.resolveLoader.packageMains .add(value) .prepend(value) .clear() ``` #### Config performance: shorthand methods ```js config.performance : ChainedMap config.performance .hints(hints) .maxEntrypointSize(maxEntrypointSize) .maxAssetSize(maxAssetSize) .assetFilter(assetFilter) ``` #### Configuring optimizations: shorthand methods ```js config.optimization : ChainedMap config.optimization .concatenateModules(concatenateModules) .flagIncludedChunks(flagIncludedChunks) .mergeDuplicateChunks(mergeDuplicateChunks) .minimize(minimize) .namedChunks(namedChunks) .namedModules(namedModules) .nodeEnv(nodeEnv) .noEmitOnErrors(noEmitOnErrors) .occurrenceOrder(occurrenceOrder) .portableRecords(portableRecords) .providedExports(providedExports) .removeAvailableModules(removeAvailableModules) .removeEmptyChunks(removeEmptyChunks) .runtimeChunk(runtimeChunk) .sideEffects(sideEffects) .splitChunks(splitChunks) .usedExports(usedExports) ``` #### Config optimization minimizers ```js // Backed at config.optimization.minimizers config.optimization .minimizer(name) : ChainedMap ``` #### Config optimization minimizers: adding _NOTE: Do not use `new` to create the minimizer plugin, as this will be done for you._ ```js config.optimization .minimizer(name) .use(WebpackPlugin, args) // Examples config.optimization .minimizer('css') .use(OptimizeCSSAssetsPlugin, [{ cssProcessorOptions: { safe: true } }]) // Minimizer plugins can also be specified by their path, allowing the expensive require()s to be // skipped in cases where the plugin or webpack configuration won't end up being used. config.optimization .minimizer('css') .use(require.resolve('optimize-css-assets-webpack-plugin'), [{ cssProcessorOptions: { safe: true } }]) ``` #### Config optimization minimizers: modify arguments ```js config.optimization .minimizer(name) .tap(args => newArgs) // Example config.optimization .minimizer('css') .tap(args => [...args, { cssProcessorOptions: { safe: false } }]) ``` #### Config optimization minimizers: modify instantiation ```js config.optimization .minimizer(name) .init((Plugin, args) => new Plugin(...args)); ``` #### Config optimization minimizers: removing ```js config.optimization.minimizers.delete(name) ``` #### Config plugins ```js // Backed at config.plugins config.plugin(name) : ChainedMap ``` #### Config plugins: adding _NOTE: Do not use `new` to create the plugin, as this will be done for you._ ```js config .plugin(name) .use(WebpackPlugin, args) // Examples config .plugin('hot') .use(webpack.HotModuleReplacementPlugin); // Plugins can also be specified by their path, allowing the expensive require()s to be // skipped in cases where the plugin or webpack configuration won't end up being used. config .plugin('env') .use(require.resolve('webpack/lib/EnvironmentPlugin'), [{ 'VAR': false }]); ``` #### Config plugins: modify arguments ```js config .plugin(name) .tap(args => newArgs) // Example config .plugin('env') .tap(args => [...args, 'SECRET_KEY']); ``` #### Config plugins: modify instantiation ```js config .plugin(name) .init((Plugin, args) => new Plugin(...args)); ``` #### Config plugins: removing ```js config.plugins.delete(name) ``` #### Config plugins: ordering before Specify that the current `plugin` context should operate before another named `plugin`. You cannot use both `.before()` and `.after()` on the same plugin. ```js config .plugin(name) .before(otherName) // Example config .plugin('html-template') .use(HtmlWebpackTemplate) .end() .plugin('script-ext') .use(ScriptExtWebpackPlugin) .before('html-template'); ``` #### Config plugins: ordering after Specify that the current `plugin` context should operate after another named `plugin`. You cannot use both `.before()` and `.after()` on the same plugin. ```js config .plugin(name) .after(otherName) // Example config .plugin('html-template') .after('script-ext') .use(HtmlWebpackTemplate) .end() .plugin('script-ext') .use(ScriptExtWebpackPlugin); ``` #### Config resolve plugins ```js // Backed at config.resolve.plugins config.resolve.plugin(name) : ChainedMap ``` #### Config resolve plugins: adding _NOTE: Do not use `new` to create the plugin, as this will be done for you._ ```js config.resolve .plugin(name) .use(WebpackPlugin, args) ``` #### Config resolve plugins: modify arguments ```js config.resolve .plugin(name) .tap(args => newArgs) ``` #### Config resolve plugins: modify instantiation ```js config.resolve .plugin(name) .init((Plugin, args) => new Plugin(...args)) ``` #### Config resolve plugins: removing ```js config.resolve.plugins.delete(name) ``` #### Config resolve plugins: ordering before Specify that the current `plugin` context should operate before another named `plugin`. You cannot use both `.before()` and `.after()` on the same resolve plugin. ```js config.resolve .plugin(name) .before(otherName) // Example config.resolve .plugin('beta') .use(BetaWebpackPlugin) .end() .plugin('alpha') .use(AlphaWebpackPlugin) .before('beta'); ``` #### Config resolve plugins: ordering after Specify that the current `plugin` context should operate after another named `plugin`. You cannot use both `.before()` and `.after()` on the same resolve plugin. ```js config.resolve .plugin(name) .after(otherName) // Example config.resolve .plugin('beta') .after('alpha') .use(BetaWebpackTemplate) .end() .plugin('alpha') .use(AlphaWebpackPlugin); ``` #### Config node ```js config.node : ChainedMap config.node .set('__dirname', 'mock') .set('__filename', 'mock'); ``` #### Config devServer ```js config.devServer : ChainedMap ``` #### Config devServer allowedHosts ```js config.devServer.allowedHosts : ChainedSet config.devServer.allowedHosts .add(value) .prepend(value) .clear() ``` #### Config devServer: shorthand methods ```js config.devServer .after(after) .before(before) .bonjour(bonjour) .clientLogLevel(clientLogLevel) .color(color) .compress(compress) .contentBase(contentBase) .disableHostCheck(disableHostCheck) .filename(filename) .headers(headers) .historyApiFallback(historyApiFallback) .host(host) .hot(hot) .hotOnly(hotOnly) .http2(http2) .https(https) .index(index) .info(info) .inline(inline) .lazy(lazy) .mimeTypes(mimeTypes) .noInfo(noInfo) .open(open) .openPage(openPage) .overlay(overlay) .pfx(pfx) .pfxPassphrase(pfxPassphrase) .port(port) .progress(progress) .proxy(proxy) .public(public) .publicPath(publicPath) .quiet(quiet) .setup(setup) .socket(socket) .sockHost(sockHost) .sockPath(sockPath) .sockPort(sockPort) .staticOptions(staticOptions) .stats(stats) .stdin(stdin) .useLocalIp(useLocalIp) .watchContentBase(watchContentBase) .watchOptions(watchOptions) .writeToDisk(writeToDisk) ``` #### Config module ```js config.module : ChainedMap ``` #### Config module: shorthand methods ```js config.module : ChainedMap config.module .noParse(noParse) ``` #### Config module rules: shorthand methods ```js config.module.rules : ChainedMap config.module .rule(name) .test(test) .pre() .post() .enforce(preOrPost) ``` #### Config module rules uses (loaders): creating ```js config.module.rules{}.uses : ChainedMap config.module .rule(name) .use(name) .loader(loader) .options(options) // Example config.module .rule('compile') .use('babel') .loader('babel-loader') .options({ presets: ['@babel/preset-env'] }); ``` #### Config module rules uses (loaders): modifying options ```js config.module .rule(name) .use(name) .tap(options => newOptions) // Example config.module .rule('compile') .use('babel') .tap(options => merge(options, { plugins: ['@babel/plugin-proposal-class-properties'] })); ``` #### Config module rules nested rules: ```js config.module.rules{}.rules : ChainedMap<Rule> config.module .rule(name) .rule(name) // Example config.module .rule('css') .test(/\.css$/) .use('style') .loader('style-loader') .end() .rule('postcss') .resourceQuery(/postcss/) .use('postcss') .loader('postcss-loader') ``` #### Config module rules nested rules: ordering before Specify that the current `rule` context should operate before another named `rule`. You cannot use both `.before()` and `.after()` on the same `rule`. ```js config.module.rules{}.rules : ChainedMap<Rule> config.module .rule(name) .rule(name) .before(otherName) // Example config.module .rule('css') .use('style') .loader('style-loader') .end() .rule('postcss') .resourceQuery(/postcss/) .use('postcss') .loader('postcss-loader') .end() .end() .rule('css-loader') .resourceQuery(/css-loader/) .before('postcss') .use('css-loader') .loader('css-loader') ``` #### Config module rules nested rules: ordering after Specify that the current `rule` context should operate after another named `rule`. You cannot use both `.before()` and `.after()` on the same `rule`. ```js config.module.rules{}.rules : ChainedMap<Rule> config.module .rule(name) .rule(name) .after(otherName) // Example config.module .rule('css') .use('style') .loader('style-loader') .end() .rule('postcss') .resourceQuery(/postcss/) .after('css-loader') .use('postcss') .loader('postcss-loader') .end() .end() .rule('css-loader') .resourceQuery(/css-loader/) .use('css-loader') .loader('css-loader') ``` #### Config module rules oneOfs (conditional rules): ```js config.module.rules{}.oneOfs : ChainedMap<Rule> config.module .rule(name) .oneOf(name) // Example config.module .rule('css') .oneOf('inline') .resourceQuery(/inline/) .use('url') .loader('url-loader') .end() .end() .oneOf('external') .resourceQuery(/external/) .use('file') .loader('file-loader') ``` #### Config module rules oneOfs (conditional rules): ordering before Specify that the current `oneOf` context should operate before another named `oneOf`. You cannot use both `.before()` and `.after()` on the same `oneOf`. ```js config.module .rule(name) .oneOf(name) .before() // Example config.module .rule('scss') .test(/\.scss$/) .oneOf('normal') .use('sass') .loader('sass-loader') .end() .end() .oneOf('sass-vars') .before('normal') .resourceQuery(/\?sassvars/) .use('sass-vars') .loader('sass-vars-to-js-loader') ``` #### Config module rules oneOfs (conditional rules): ordering after Specify that the current `oneOf` context should operate after another named `oneOf`. You cannot use both `.before()` and `.after()` on the same `oneOf`. ```js config.module .rule(name) .oneOf(name) .after() // Example config.module .rule('scss') .test(/\.scss$/) .oneOf('vue') .resourceQuery(/\?vue/) .use('vue-style') .loader('vue-style-loader') .end() .end() .oneOf('normal') .use('sass') .loader('sass-loader') .end() .end() .oneOf('sass-vars') .after('vue') .resourceQuery(/\?sassvars/) .use('sass-vars') .loader('sass-vars-to-js-loader') ``` #### Config module rules resolve Specify a resolve configuration to be merged over the default `config.resolve` for modules that match the rule. See "Config resolve" sections above for full syntax. **Note:** This option is supported by webpack since 4.36.1. ```js config.module .rule(name) .resolve // Example config.module .rule('scss') .test(/\.scss$/) .resolve .symlinks(true) ``` --- ### Merging Config webpack-chain supports merging in an object to the configuration instance which matches a layout similar to how the webpack-chain schema is laid out. **Note:** This object does not match the webpack configuration schema exactly (for example the `[name]` keys for entry/rules/plugins), so you may need to transform webpack configuration objects (such as those output by webpack-chain's `.toConfig()`) to match the layout below prior to passing to `.merge()`. ```js config.merge({ devtool: 'source-map' }); config.get('devtool') // "source-map" ``` ```js config.merge({ [key]: value, amd, bail, cache, context, devtool, externals, loader, mode, parallelism, profile, recordsPath, recordsInputPath, recordsOutputPath, stats, target, watch, watchOptions, entry: { [name]: [...values] }, plugin: { [name]: { plugin: WebpackPlugin, args: [...args], before, after } }, devServer: { [key]: value, clientLogLevel, compress, contentBase, filename, headers, historyApiFallback, host, hot, hotOnly, https, inline, lazy, noInfo, overlay, port, proxy, quiet, setup, stats, watchContentBase }, node: { [key]: value }, optimization: { concatenateModules, flagIncludedChunks, mergeDuplicateChunks, minimize, minimizer: { [name]: { plugin: WebpackPlugin, args: [...args], before, after } }, namedChunks, namedModules, nodeEnv, noEmitOnErrors, occurrenceOrder, portableRecords, providedExports, removeAvailableModules, removeEmptyChunks, runtimeChunk, sideEffects, splitChunks, usedExports, }, performance: { [key]: value, hints, maxEntrypointSize, maxAssetSize, assetFilter }, resolve: { [key]: value, alias: { [key]: value }, aliasFields: [...values], descriptionFields: [...values], extensions: [...values], mainFields: [...values], mainFiles: [...values], modules: [...values], plugin: { [name]: { plugin: WebpackPlugin, args: [...args], before, after } } }, resolveLoader: { [key]: value, alias: { [key]: value }, aliasFields: [...values], descriptionFields: [...values], extensions: [...values], mainFields: [...values], mainFiles: [...values], modules: [...values], moduleExtensions: [...values], packageMains: [...values], plugin: { [name]: { plugin: WebpackPlugin, args: [...args], before, after } } }, module: { [key]: value, rule: { [name]: { [key]: value, enforce, issuer, parser, resource, resourceQuery, test, include: [...paths], exclude: [...paths], rules: { [name]: Rule }, oneOf: { [name]: Rule }, use: { [name]: { loader: LoaderString, options: LoaderOptions, before, after } } } } } }) ``` ### Conditional configuration When working with instances of `ChainedMap` and `ChainedSet`, you can perform conditional configuration using `when`. You must specify an expression to `when()` which will be evaluated for truthiness or falsiness. If the expression is truthy, the first function argument will be invoked with an instance of the current chained instance. You can optionally provide a second function to be invoked when the condition is falsy, which is also given the current chained instance. ```js // Example: Only add minify plugin during production config .when(process.env.NODE_ENV === 'production', config => { config .plugin('minify') .use(BabiliWebpackPlugin); }); ``` ```js // Example: Only add minify plugin during production, // otherwise set devtool to source-map config .when(process.env.NODE_ENV === 'production', config => config.plugin('minify').use(BabiliWebpackPlugin), config => config.devtool('source-map') ); ``` ### Inspecting generated configuration You can inspect the generated webpack config using `config.toString()`. This will generate a stringified version of the config with comment hints for named rules, uses and plugins: ```js config .module .rule('compile') .test(/\.js$/) .use('babel') .loader('babel-loader'); config.toString(); /* { module: { rules: [ /* config.module.rule('compile') */ { test: /\.js$/, use: [ /* config.module.rule('compile').use('babel') */ { loader: 'babel-loader' } ] } ] } } */ ``` By default the generated string cannot be used directly as real webpack config if it contains objects and plugins that need to be required. In order to generate usable config, you can customize how objects and plugins are stringified by setting a special `__expression` property on them: ```js const sass = require('sass'); sass.__expression = `require('sass')`; class MyPlugin {} MyPlugin.__expression = `require('my-plugin')`; function myFunction () {} myFunction.__expression = `require('my-function')`; config .plugin('example') .use(MyPlugin, [{ fn: myFunction, implementation: sass, }]); config.toString(); /* { plugins: [ new (require('my-plugin'))({ fn: require('my-function'), implementation: require('sass') }) ] } */ ``` Plugins specified via their path will have their `require()` statement generated automatically: ```js config .plugin('env') .use(require.resolve('webpack/lib/ProvidePlugin'), [{ jQuery: 'jquery' }]) config.toString(); /* { plugins: [ new (require('/foo/bar/src/node_modules/webpack/lib/EnvironmentPlugin.js'))( { jQuery: 'jquery' } ) ] } */ ``` You can also call `toString` as a static method on `Config` in order to modify the configuration object prior to stringifying. ```js Config.toString({ ...config.toConfig(), module: { defaultRules: [ { use: [ { loader: 'banner-loader', options: { prefix: 'banner-prefix.txt' }, }, ], }, ], }, }) ``` ``` { plugins: [ /* config.plugin('foo') */ new TestPlugin() ], module: { defaultRules: [ { use: [ { loader: 'banner-loader', options: { prefix: 'banner-prefix.txt' } } ] } ] } } ``` [npm-image]: https://img.shields.io/npm/v/webpack-chain.svg [npm-downloads]: https://img.shields.io/npm/dt/webpack-chain.svg [npm-url]: https://www.npmjs.com/package/webpack-chain [ci-image]: https://github.com/neutrinojs/webpack-chain/actions/workflows/ci.yml/badge.svg [ci-url]: https://github.com/neutrinojs/webpack-chain/actions/workflows/ci.yml
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Example project showing how to build a Spring Boot App providing a GUI with Vue.js
# spring-boot-vuejs [![Build Status](https://github.com/jonashackt/spring-boot-vuejs/workflows/build/badge.svg)](https://github.com/jonashackt/spring-boot-vuejs/actions) [![codecov](https://codecov.io/gh/jonashackt/spring-boot-vuejs/branch/master/graph/badge.svg?token=gMQBTyKuKS)](https://codecov.io/gh/jonashackt/spring-boot-vuejs) [![License](http://img.shields.io/:license-mit-blue.svg)](https://github.com/jonashackt/spring-boot-vuejs/blob/master/LICENSE) [![renovateenabled](https://img.shields.io/badge/renovate-enabled-yellow)](https://renovatebot.com) [![versionspringboot](https://img.shields.io/badge/dynamic/xml?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/pom.xml&query=%2F%2A%5Blocal-name%28%29%3D%27project%27%5D%2F%2A%5Blocal-name%28%29%3D%27parent%27%5D%2F%2A%5Blocal-name%28%29%3D%27version%27%5D&label=springboot)](https://github.com/spring-projects/spring-boot) [![versionjava](https://img.shields.io/badge/jdk-8,_11,_15-brightgreen.svg?logo=java)](https://github.com/spring-projects/spring-boot) [![versionvuejs](https://img.shields.io/badge/dynamic/json?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package.json&query=$.dependencies.vue&label=vue&logo=vue.js)](https://vuejs.org/) [![versiontypescript](https://img.shields.io/badge/dynamic/json?color=blue&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package.json&query=$.devDependencies.typescript&label=typescript&logo=typescript)](https://www.typescriptlang.org/) [![versionbootstrap](https://img.shields.io/badge/dynamic/json?color=blueviolet&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package.json&query=$.dependencies.bootstrap&label=bootstrap&logo=bootstrap.js)](https://getbootstrap.com/) [![versionnodejs](https://img.shields.io/badge/dynamic/xml?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/pom.xml&query=%2F%2A%5Blocal-name%28%29%3D%27project%27%5D%2F%2A%5Blocal-name%28%29%3D%27build%27%5D%2F%2A%5Blocal-name%28%29%3D%27plugins%27%5D%2F%2A%5Blocal-name%28%29%3D%27plugin%27%5D%2F%2A%5Blocal-name%28%29%3D%27executions%27%5D%2F%2A%5Blocal-name%28%29%3D%27execution%27%5D%2F%2A%5Blocal-name%28%29%3D%27configuration%27%5D%2F%2A%5Blocal-name%28%29%3D%27nodeVersion%27%5D&label=nodejs&logo=node.js)](https://nodejs.org/en/) [![versionwebpack](https://img.shields.io/badge/dynamic/json?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package-lock.json&query=$.dependencies.webpack.version&label=webpack&logo=webpack)](https://webpack.js.org/) [![versionaxios](https://img.shields.io/badge/dynamic/json?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package.json&query=$.dependencies.axios&label=axios)](https://github.com/axios/axios) [![versionjest](https://img.shields.io/badge/dynamic/json?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package-lock.json&query=$.dependencies.jest.version&label=jest&logo=jest)](https://jestjs.io/) [![versionnightwatch](https://img.shields.io/badge/dynamic/json?color=brightgreen&url=https://raw.githubusercontent.com/jonashackt/spring-boot-vuejs/master/frontend/package-lock.json&query=$.dependencies.nightwatch.version&label=nightwatch)](http://nightwatchjs.org/) [![Deployed on Heroku](https://img.shields.io/badge/heroku-deployed-blueviolet.svg?logo=heroku)](https://spring-boot-vuejs.herokuapp.com/) [![Pushed to Docker Hub](https://img.shields.io/badge/docker_hub-released-blue.svg?logo=docker)](https://hub.docker.com/r/jonashackt/spring-boot-vuejs) > **If you´re a JavaMagazin / blog.codecentric.de / Softwerker reader**, consider switching to [vue-cli-v2-webpack-v3](https://github.com/jonashackt/spring-boot-vuejs/tree/vue-cli-v2-webpack-v3) ![localhost-first-run](screenshots/localhost-first-run.png) A live deployment is available on Heroku: https://spring-boot-vuejs.herokuapp.com This project is used as example in a variety of articles & as eBook: [![java-magazin-8.2018](screenshots/java-magazin-8.2018.png)](https://jaxenter.de/ausgaben/java-magazin-8-18) [![entwickler-press-092018](screenshots/entwickler-press-092018.jpg)](https://www.amazon.com/Vue-js-f%C3%BCr-alle-Wissenswertes-Einsteiger-ebook/dp/B07HQF9VX4/ref=sr_1_1?ie=UTF8&qid=1538484852&sr=8-1&keywords=Vue-js-f%C3%BCr-alle-Wissenswertes-Einsteiger-ebook) [![softwerker-vol12](screenshots/softwerker-vol12.png)](https://info.codecentric.de/softwerker-vol-12) [blog.codecentric.de/en/2018/04/spring-boot-vuejs](https://blog.codecentric.de/en/2018/04/spring-boot-vuejs) | [JavaMagazin 8.2018](https://jaxenter.de/ausgaben/java-magazin-8-18) | [entwickler.press shortcuts 229](https://www.amazon.com/Vue-js-f%C3%BCr-alle-Wissenswertes-Einsteiger-ebook/dp/B07HQF9VX4/ref=sr_1_1?ie=UTF8&qid=1538484852&sr=8-1&keywords=Vue-js-f%C3%BCr-alle-Wissenswertes-Einsteiger-ebook) | [softwerker Vol.12](https://info.codecentric.de/softwerker-vol-12) ## Upgrade procedure Get newest node & npm: ```shell brew upgrade node npm install -g npm@latest ``` Update vue-cli ```shell npm install -g @vue/cli ``` Update Vue components/plugins (see https://cli.vuejs.org/migrating-from-v3/#upgrade-all-plugins-at-once) ```shell vue upgrade ``` ## In Search of a new Web Frontend-Framework after 2 Years of absence... Well, I’m not a Frontend developer. I’m more like playing around with Spring Boot, Web- & Microservices & Docker, automating things with Ansible and Docker, Scaling things with Spring Cloud, Docker Compose, and Traefik... And the only GUIs I’m building are the "new JS framework in town"-app every two years... :) So the last one was Angular 1 - and it felt, as it was a good choice! I loved the coding experience and after a day of training, I felt able to write awesome Frontends... But now we’re 2 years later and I heard from afar, that there was a complete rewrite of Angular (2), a new kid in town from Facebook (React) and lots of ES201x stuff and dependency managers like bower and Co. So I’m now in the new 2-year-cycle of trying to cope up again - and so glad I found this article: https://medium.com/reverdev/why-we-moved-from-angular-2-to-vue-js-and-why-we-didnt-choose-react-ef807d9f4163 Key points are: * Angular 2 isn’t the way to go if you know version 1 (complete re-write, only with Typescript, loss of many of 1’s advantages, Angular 4 is coming) * React (facebookish problems (licence), need to choose btw. Redux & MObX, harder learning curve, slower coding speed) ![comparison-angular-react-vuejs](screenshots/comparison-angular-react-vuejs.png) And the [introduction phrase](https://vuejs.org/v2/guide/index.html) sounds really great: > Vue (pronounced /vjuː/, like view) is a progressive framework for building user interfaces. Unlike other monolithic frameworks, Vue is designed from the ground up to be incrementally adoptable. The core library is focused on the view layer only and is very easy to pick up and integrate with other libraries or existing projects. On the other hand, Vue is also perfectly capable of powering sophisticated Single-Page Applications when used in combination with modern tooling and supporting libraries. So I think, it could be a good idea to invest a day or so into Vue.js. Let’s have a look here! ## Setup Vue.js & Spring Boot ### Prerequisites #### MacOSX ``` brew install node npm install -g @vue/cli ``` #### Linux ``` sudo apt update sudo apt install node npm install -g @vue/cli ``` #### Windows ``` choco install npm npm install -g @vue/cli ``` ## Project setup ``` spring-boot-vuejs ├─┬ backend → backend module with Spring Boot code │ ├── src │ └── pom.xml ├─┬ frontend → frontend module with Vue.js code │ ├── src │ └── pom.xml └── pom.xml → Maven parent pom managing both modules ``` ## Backend Go to https://start.spring.io/ and initialize a Spring Boot app with `Web` and `Actuator`. Place the zip’s contents in the backend folder. Customize pom to copy content from Frontend for serving it later with the embedded Tomcat: ```xml <build> <plugins> <plugin> <groupId>org.springframework.boot</groupId> <artifactId>spring-boot-maven-plugin</artifactId> </plugin> <plugin> <artifactId>maven-resources-plugin</artifactId> <executions> <execution> <id>copy Vue.js frontend content</id> <phase>generate-resources</phase> <goals> <goal>copy-resources</goal> </goals> <configuration> <outputDirectory>src/main/resources/public</outputDirectory> <overwrite>true</overwrite> <resources> <resource> <directory>${project.parent.basedir}/frontend/target/dist</directory> <includes> <include>static/</include> <include>index.html</include> <include>favicon.ico</include> </includes> </resource> </resources> </configuration> </execution> </executions> </plugin> </plugins> </build> ``` ## Frontend Creating our `frontend` project is done by the slightly changed (we use `--no-git` here, because our parent project is already a git repository and otherwise vue CLI 3 would initialize an new one): ``` vue create frontend --no-git ``` see https://cli.vuejs.org/guide/ This will initialize a project skeleton for Vue.js in /frontend directory - it, therefore, asks some questions in the cli: ![vuejs-cli3-create](screenshots/vuejs-cli3-create.png) __Do not__ choose the default preset with `default (babel, eslint)`, because we need some more plugins for our project here (choose the Plugins with the __space bar__): ![vuejs-cli3-select-plugins](screenshots/vuejs-cli3-select-plugins.png) You can now also use the new `vue ui` command/feature to configure your project: ![vue-ui](screenshots/vue-ui.png) If you want to learn more about installing Vue.js, head over to the docs: https://vuejs.org/v2/guide/installation.html ### Use frontend-maven-plugin to handle NPM, Node, Bower, Grunt, Gulp, Webpack and so on :) If you’re a backend dev like me, this Maven plugin here https://github.com/eirslett/frontend-maven-plugin is a great help for you - because, if you know Maven, that’s everything you need! Just add this plugin to the frontend’s `pom.xml`: ```xml <build> <plugins> <plugin> <groupId>com.github.eirslett</groupId> <artifactId>frontend-maven-plugin</artifactId> <version>${frontend-maven-plugin.version}</version> <executions> <!-- Install our node and npm version to run npm/node scripts--> <execution> <id>install node and npm</id> <goals> <goal>install-node-and-npm</goal> </goals> <configuration> <nodeVersion>v10.10.0</nodeVersion> </configuration> </execution> <!-- Install all project dependencies --> <execution> <id>npm install</id> <goals> <goal>npm</goal> </goals> <!-- optional: default phase is "generate-resources" --> <phase>generate-resources</phase> <!-- Optional configuration which provides for running any npm command --> <configuration> <arguments>install</arguments> </configuration> </execution> <!-- Build and minify static files --> <execution> <id>npm run build</id> <goals> <goal>npm</goal> </goals> <configuration> <arguments>run build</arguments> </configuration> </execution> </executions> </plugin> </plugins> </build> ``` ### Tell Webpack to output the dist/ contents to target/ Commonly, node projects will create a dist/ directory for builds which contains the minified source code of the web app - but we want it all in `/target`. Therefore we need to create the optional [vue.config.js](https://cli.vuejs.org/config/#vue-config-js) and configure the `outputDir` and `assetsDir` correctly: ```javascript module.exports = { ... // Change build paths to make them Maven compatible // see https://cli.vuejs.org/config/ outputDir;: 'target/dist', assetsDir;: 'static'; } ``` ## First App run Inside the root directory, do a: ``` mvn clean install ``` Run our complete Spring Boot App: ``` mvn --projects backend spring-boot:run ``` Now go to http://localhost:8098/ and have a look at your first Vue.js Spring Boot App. ## Faster feedback with webpack-dev-server The webpack-dev-server, which will update and build every change through all the parts of the JavaScript build-chain, is pre-configured in Vue.js out-of-the-box! So the only thing needed to get fast feedback development-cycle is to cd into `frontend` and run: ``` npm run serve ``` That’s it! ## Browser developer tools extension Install vue-devtools Browser extension https://github.com/vuejs/vue-devtools and get better feedback, e.g. in Chrome: ![vue-devtools-chrome](screenshots/vue-devtools-chrome.png) ## IntelliJ integration There's a blog post: https://blog.jetbrains.com/webstorm/2018/01/working-with-vue-js-in-webstorm/ Especially the `New... Vue Component` looks quite cool :) ## HTTP calls from Vue.js to (Spring Boot) REST backend Prior to Vue 2.0, there was a build in solution (vue-resource). But from 2.0 on, 3rd party libraries are necessary. One of them is [Axios](https://github.com/mzabriskie/axios) - also see blog post https://alligator.io/vuejs/rest-api-axios/ ``` npm install axios --save ``` Calling a REST service with Axios is simple. Go into the script area of your component, e.g. Hello.vue and add: ```js import axios from 'axios' data ();{ return { response: [], errors: [] } }, callRestService ();{ axios.get(`api/hello`) .then(response => { // JSON responses are automatically parsed. this.response = response.data }) .catch(e => { this.errors.push(e) }) } } ``` In your template area you can now request a service call via calling `callRestService()` method and access `response` data: ```html <button class=”Search__button” @click="callRestService()">CALL Spring Boot REST backend service</button> <h3>{{ response }}</h3> ``` ### The problem with SOP Single-Origin Policy (SOP) could be a problem if we want to develop our app. Because the webpack-dev-server runs on http://localhost:8080 and our Spring Boot REST backend on http://localhost:8098. We need to use Cross-Origin Resource Sharing Protocol (CORS) to handle that (read more background info about CORS here https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS) #### Enabling Axios CORS support Create a central Axios configuration file called `http-commons.js`: ```js import axios from 'axios' export const AXIOS = axios.create({ baseURL: `http://localhost:8098`, headers: { 'Access-Control-Allow-Origin': 'http://localhost:8080' } }) ``` Here we allow requests to the base URL of our Spring Boot App on port 8098 to be accessible from 8080. Now we could use this configuration inside our Components, e.g. in `Hello.vue`: ```js import {AXIOS} from './http-common' export default { name: 'hello', data () { return { posts: [], errors: [] } }, methods: { // Fetches posts when the component is created. callRestService () { AXIOS.get(`hello`) .then(response => { // JSON responses are automatically parsed. this.posts = response.data }) .catch(e => { this.errors.push(e) }) } } ``` #### Enabling Spring Boot CORS support Additionally, we need to configure our Spring Boot backend to answer with the appropriate CORS HTTP Headers in its responses (there's a good tutorial here: https://spring.io/guides/gs/rest-service-cors/). Therefore we add the annotation `@CrossOrigin` to our BackendController: ```java @CrossOrigin(origins = "http://localhost:8080") @RequestMapping(path = "/hello") public @ResponseBody String sayHello() { LOG.info("GET called on /hello resource"); return HELLO_TEXT; } ``` Now our Backend will respond CORS-enabled and will accept requests from 8080. But as this only enables CORS on one method, we have to repeatedly add this annotation to all of our REST endpoints, which isn’t a nice style. We should use a global solution to allow access with CORS enabled to all of our REST resources. This could be done in the `SpringBootVuejsApplication.class`: ```java // Enable CORS globally @Bean public WebMvcConfigurer corsConfigurer() { return new WebMvcConfigurerAdapter() { @Override public void addCorsMappings(CorsRegistry registry) { registry.addMapping("/api/*").allowedOrigins("http://localhost:8080"); } }; } ``` Now all calls to resources behind `api/` will return the correct CORS headers. #### But STOP! Webpack & Vue have something much smarter for us to help us with SOP! Thanks to my colleague [Daniel](https://www.codecentric.de/team/dre/) who pointed me to the nice proxying feature of Webpack dev-server, we don't need to configure all the complex CORS stuff anymore! According to the [Vue CLI 3 docs](https://cli.vuejs.org/config) the only thing we need to [configure is a devserver-proxy](https://cli.vuejs.org/config/#devserver-proxy) for our webpack devserver requests. This could be done easily in the optional [vue.config.js](https://cli.vuejs.org/config/#vue-config-js) inside `devServer.proxy`: ```js module.exports = { // proxy all webpack dev-server requests starting with /api // to our Spring Boot backend (localhost:8098) using http-proxy-middleware // see https://cli.vuejs.org/config/#devserver-proxy devServer: { proxy: { '/api': { target: 'http://localhost:8098', ws: true, changeOrigin: true } } }, ... } ``` With this configuration in place, the webpack dev-server uses the [http-proxy-middleware](https://github.com/chimurai/http-proxy-middleware), which is a really handy component, to proxy all frontend-requests from http://localhost:8080 --> http://localhost:8098 - incl. Changing the Origin accordingly. This is used in the webpack build process to configure the proxyMiddleware (you don't need to change something here!): ```js // proxy api requests Object.keys(proxyTable).forEach(function (context) { var options = proxyTable[context]; if (typeof options === 'string') { options = { target: options } } app.use(proxyMiddleware(options.filter || context, options)) }) ``` ## Using history mode for nicer URLs If we use the default configuration of the generated Vue.js template, we see URLs with a `#` inside them - like this: ``` http://localhost:8098/#/bootstrap or http://localhost:8098/#/user ``` With the usage of __[HTML5 history mode](https://router.vuejs.org/guide/essentials/history-mode.html#html5-history-mode)__, we can achieve much nicer URLs without the `#` in them. Only thing to do in the Vue.js frontend is to configure our router accordingly inside the [router.js](frontend/src/router.js): ``` ... Vue.use(Router); const router = new Router({ mode: 'history', // uris without hashes #, see https://router.vuejs.org/guide/essentials/history-mode.html#html5-history-mode routes: [ { path: '/', component: Hello }, { path: '/callservice', component: Service }, ... ``` That's nearly everything. BUT only nearly! If one clicks on a link inside our frontend, the user is correctly send to the wished component. But if the user enters the URL directly into the Browser, we get a `Whitelabel Error Page` because our Spring Boot backend gives us a __HTTP 404__ - since this URL isn't present in the backend: ![html5-history-mode-whitelabel-error-page-404](screenshots/html5-history-mode-whitelabel-error-page-404.gif) The solution is to redirect or better forward the user to the frontend (router) again. The [Vue.js docs don't provide an example configuration for Spring Boot](https://router.vuejs.org/guide/essentials/history-mode.html#example-server-configurations), but luckily [there are other resources](https://www.baeldung.com/spring-redirect-and-forward). In essence we have to implement a forwarding controller in our [BackendController](backend/src/main/java/de/jonashackt/springbootvuejs/controller/BackendController.java): ``` // Forwards all routes to FrontEnd except: '/', '/index.html', '/api', '/api/**' // Required because of 'mode: history' usage in frontend routing, see README for further details @RequestMapping(value = "{_:^(?!index\\.html|api).$}") public String redirectApi() { LOG.info("URL entered directly into the Browser, so we need to redirect..."); return "forward:/"; } ``` This controller will forward every request other then `'/', '/index.html', '/api', '/api/**'` to our Vue.js frontend. ## Bootstrap & Vue.js There’s a nice integration of Bootstrap in Vue.js: https://bootstrap-vue.js.org/ ``` npm install bootstrap-vue ``` Now you can use all the pretty Bootstrap stuff with ease like: ``` <b-btn @click="callRestService()">CALL Spring Boot REST backend service</b-btn> ``` instead of ``` <button type="button" class=”btn” @click="callRestService()">CALL Spring Boot REST backend service</button> ``` The docs contain all the possible components: https://bootstrap-vue.js.org/docs/components/alert/ See some elements, when you go to http://localhost:8080/#/bootstrap/ - this should look like this: ![bootstrap-styled-vuejs](screenshots/bootstrap-styled-vuejs.png) A good discussion about various UI component frameworks: http://vuetips.com/bootstrap ## Heroku Deployment As you may already read, the app is automatically deployed to Heroku on https://spring-boot-vuejs.herokuapp.com/. The project makes use of the nice Heroku Pipelines feature, where we do get a full Continuous Delivery pipeline with nearly no effort: ![heroku-pipeline](screenshots/heroku-pipeline.png) And with the help of super cool `Automatic deploys`, we have our GitHub Actions build our app after every push to master - and with the checkbox set to `Wait for CI to pass before deploy` - the app gets also automatically deployed to Heroku - but only, if the GitHub Actions (and Codegov...) build succeeded: ![heroku-automatic-deploys](screenshots/heroku-automatic-deploys.png) You only have to connect your Heroku app to GitHub, activate Automatic deploys and set the named checkbox. That's everything! #### Accessing Spring Boot REST backend on Heroku from Vue.js frontend Frontend needs to know the Port of our Spring Boot backend API, which is [automatically set by Heroku every time, we (re-)start our App](https://stackoverflow.com/a/12023039/4964553). > You can [try out your Heroku app locally](https://devcenter.heroku.com/articles/heroku-local)! Just create a .env-File with all your Environment variables and run `heroku local`! To access the Heroku set port, we need to use relative paths inside our Vue.js application instead of hard-coded hosts and ports! All we need to do is to configure Axios in such a way inside our [frontend/src/components/http-common.js](https://github.com/jonashackt/spring-boot-vuejs/blob/master/frontend/src/components/http-common.js): ``` export const AXIOS = axios.create({ baseURL: `/api` }) ``` #### Using Heroku's Postgres as Database for Spring Boot backend and Vue.js frontend First, add [Heroku Postgres database](https://elements.heroku.com/addons/heroku-postgresql) for your Heroku app. Then follow these instructions on Stackoverflow to configure all needed Environment variables in Heroku: https://stackoverflow.com/a/49978310/4964553 Mind the addition to the backend's [pom.xml](backend/pom.xml) described here: https://stackoverflow.com/a/49970142/4964553 Now you're able to use Spring Data's magic - all you need is an Interface like [UserRepository.java](backend/src/main/java/de/jonashackt/springbootvuejs/repository/UserRepository.java): ```java package de.jonashackt.springbootvuejs.repository; import de.jonashackt.springbootvuejs.domain.User; import org.springframework.data.repository.CrudRepository; import org.springframework.data.repository.query.Param; import java.util.List; public interface UserRepository extends CrudRepository<User, Long> { List<User> findByLastName(@Param("lastname") String lastname); List<User> findByFirstName(@Param("firstname") String firstname); } ``` Now write your Testcases accordingly like [UserRepositoryTest.java](backend/src/test/java/de/jonashackt/springbootvuejs/repository/UserRepositoryTest.java): ```java package de.jonashackt.springbootvuejs.repository; import de.jonashackt.springbootvuejs.domain.User; import org.junit.Before; import org.junit.Test; import org.junit.runner.RunWith; import org.springframework.beans.factory.annotation.Autowired; import org.springframework.boot.test.autoconfigure.orm.jpa.DataJpaTest; import org.springframework.boot.test.autoconfigure.orm.jpa.TestEntityManager; import org.springframework.test.context.junit4.SpringRunner; import java.util.List; import static org.hamcrest.Matchers.contains; import static org.junit.Assert.*; @RunWith(SpringRunner.class) @DataJpaTest public class UserRepositoryTest { @Autowired private TestEntityManager entityManager; @Autowired private UserRepository users; private final User norbertSiegmund = new User("Norbert", "Siegmund"); private final User jonasHecht = new User("Jonas", "Hecht"); @Before public void fillSomeDataIntoOurDb() { // Add new Users to Database entityManager.persist(norbertSiegmund); entityManager.persist(jonasHecht); } @Test public void testFindByLastName() throws Exception { // Search for specific User in Database according to lastname List<User> usersWithLastNameSiegmund = users.findByLastName("Siegmund"); assertThat(usersWithLastNameSiegmund, contains(norbertSiegmund)); } @Test public void testFindByFirstName() throws Exception { // Search for specific User in Database according to firstname List<User> usersWithFirstNameJonas = users.findByFirstName("Jonas"); assertThat(usersWithFirstNameJonas, contains(jonasHecht)); } } ``` Then include this functionality in your REST-API - see [BackendController.java](backend/src/main/java/de/jonashackt/springbootvuejs/controller/BackendController.java): ```java @RequestMapping(path = "/user", method = RequestMethod.POST) @ResponseStatus(HttpStatus.CREATED) public @ResponseBody long addNewUser (@RequestParam String firstName, @RequestParam String lastName) { User user = new User(firstName, lastName); userRepository.save(user); LOG.info(user.toString() + " successfully saved into DB"); return user.getId(); } ``` and use it from the Vue.js frontend, see [User.vue](frontend/src/components/User.vue): ```html <template> <div class="user"> <h1>Create User</h1> <h3>Just some database interaction...</h3> <input type="text" v-model="user.firstName" placeholder="first name"> <input type="text" v-model="user.lastName" placeholder="last name"> <button @click="createUser()">Create User</button> <div v-if="showResponse"><h6>User created with Id: {{ response }}</h6></div> <button v-if="showResponse" @click="retrieveUser()">Retrieve user {{user.id}} data from database</button> <h4 v-if="showRetrievedUser">Retrieved User {{retrievedUser.firstName}} {{retrievedUser.lastName}}</h4> </div> </template> <script> // import axios from 'axios' import {AXIOS} from './http-common' export default { name: 'user', data () { return { response: [], errors: [], user: { lastName: '', firstName: '', id: 0 }, showResponse: false, retrievedUser: {}, showRetrievedUser: false } }, methods: { // Fetches posts when the component is created. createUser () { var params = new URLSearchParams(); params.append('firstName', this.user.firstName); params.append('lastName', this.user.lastName); AXIOS.post(`/user`, params) .then(response => { // JSON responses are automatically parsed. this.response = response.data; this.user.id = response.data; console.log(response.data); this.showResponse = true }) .catch(e => { this.errors.push(e) }) }, retrieveUser () { AXIOS.get(`/user/` + this.user.id) .then(response => { // JSON responses are automatically parsed. this.retrievedUser = response.data; console.log(response.data); this.showRetrievedUser = true }) .catch(e => { this.errors.push(e) }) } } } </script> ``` ## Testing ### Install vue-test-utils https://github.com/vuejs/vue-test-utils `npm install --save-dev @vue/test-utils` ### Jest Jest is a new shooting star in the sky of JavaScript testing frameworks: https://facebook.github.io/jest/ Intro-Blogpost: https://blog.codecentric.de/2017/06/javascript-unit-tests-sind-schwer-aufzusetzen-keep-calm-use-jest/ Examples: https://github.com/vuejs/vue-test-utils-jest-example Vue.js Jest Docs: https://vue-test-utils.vuejs.org/guides/#testing-single-file-components-with-jest A Jest Unittest looks like [Hello.spec.js](frontend/test/components/Hello.spec.js): ```js import { shallowMount } from '@vue/test-utils'; import Hello from '@/components/Hello' describe('Hello.vue', () => { it('should render correct hello message', () => { // Given const hellowrapped = shallowMount(Hello, { propsData: { hellomsg: 'Welcome to your Jest powered Vue.js App' }, stubs: ['router-link', 'router-view'] }); // When const contentH1 = hellowrapped.find('h1'); // Then expect(contentH1.text()).toEqual('Welcome to your Jest powered Vue.js App'); }) }) ``` To pass Component props while using Vue.js Router, see https://stackoverflow.com/a/37940045/4964553. How to test components with `router-view` or `router-link` https://vue-test-utils.vuejs.org/guides/using-with-vue-router.html#testing-components-that-use-router-link-or-router-view. The test files itself could be named `xyz.spec.js` or `xyz.test.js` - and could reside nearly everywhere in the project. ##### Jest Configuration The Jest run-configuration is done inside the [package.json](frontend/package.json): ```js "scripts";: { ... "test:unit";: "vue-cli-service test:unit --coverage",; .... }, ``` Jest can be configured via `jest.config.js` in your project root, or the `jest` field in [package.json](frontend/package.json). In our case we especially need to configure `coverageDirectory`: ```json ], "jest": { ... "coverageDirectory": "<rootDir>/tests/unit/coverage", "collectCoverageFrom": [ "src/**/*.{js,vue}", "!src/main.js", "!src/router/index.js", "!**/node_modules/**" ] } } ``` Jest needs to know the right output directory `/tests/unit/coverage` to show a correct output when `npm run test:unit` is run (or the corresponding Maven build). If you run the Jest Unit tests now with: `npm run test:unit` - you´ll recognize the table of test covered files: ![unittestrun-jest](screenshots/unittestrun-jest.png) ##### Integration in Maven build (via frontend-maven-plugin) Inside the [pom.xml](pom.xml) we always automatically run the Jest Unittests with the following configuration: ```xml <!-- Run Unit tests --> <execution> <id>npm run test:unit</id> <goals> <goal>npm</goal> </goals> <!-- optional: default phase is "generate-resources" --> <phase>test</phase> <!-- Optional configuration which provides for running any npm command --> <configuration> <arguments>run test:unit</arguments> </configuration> </execution> ``` This will integrate the Jest Unittests right after the npm run build command, just you are used to in Java-style projects: ![maven-integration-jest-unittests](screenshots/maven-integration-jest-unittests.png) And don't mind the depiction with `ERROR` - this is just a known bug: https://github.com/eirslett/frontend-maven-plugin/issues/584 ##### Run Jest tests inside IntelliJ First, we need to install the NodeJS IntelliJ plugin (https://www.jetbrains.com/help/idea/developing-node-js-applications.html), which isn't bundled with IntelliJ by default: ![nodejs-intellij-plugin](screenshots/nodejs-intellij-plugin.png) IntelliJ Jest integration docs: https://www.jetbrains.com/help/idea/running-unit-tests-on-jest.html The automatic search inside the [package.json](frontend/package.json) for the Jest configuration file [jest.conf.js](frontend/test/unit/jest.conf.js) doesn't seem to work right now, so we have to manually configure the `scripts` part of: ``` "unit": "jest --config test/unit/jest.conf.js --coverage", ``` inside the Run Configuration under `Jest` and `All Tests`: ![configure-jest-inside-intellij](screenshots/configure-jest-inside-intellij.png) Now, when running `All Tests`, this should look like you're already used to Unittest IntelliJ-Integration: ![run-jest-inside-intellij](screenshots/run-jest-inside-intellij.png) ## End-2-End (E2E) tests with Nightwatch Great tooling: http://nightwatchjs.org/ - Nightwatch controls WebDriver / Selenium standalone Server in own child process and abstracts from those, providing a handy DSL for Acceptance tests: Docs: http://nightwatchjs.org/gettingstarted/#browser-drivers-setup ![http://nightwatchjs.org/img/operation.png](http://nightwatchjs.org/img/operation.png) Nightwatch is configured through the [nightwatch.conf.js](/frontend/test/e2e/nightwatch.conf.js). Watch out for breaking changes in 1.x: https://github.com/nightwatchjs/nightwatch/wiki/Migrating-to-Nightwatch-1.0 More options could be found in the docs: http://nightwatchjs.org/gettingstarted/#settings-file #### Write Nightwatch tests An example Nightwatch test is provided in [HelloAcceptance.test.js](/frontend/test/e2e/specs/HelloAcceptance.test.js): ```js module.exports = { 'default e2e tests': browser => { browser .url(process.env.VUE_DEV_SERVER_URL) .waitForElementVisible('#app', 5000) .assert.elementPresent('.hello') .assert.containsText('h1', 'Welcome to your Vue.js powered Spring Boot App') .assert.elementCount('img', 1) .end() } } ``` ##### Run E2E Tests `npm run test:e2e` ## Run all tests `npm test` ## NPM Security npm Security - npm@6 https://medium.com/npm-inc/announcing-npm-6-5d0b1799a905 `npm audit` https://blog.npmjs.org/post/173719309445/npm-audit-identify-and-fix-insecure Run `npm audit fix` to update the vulnerable packages. Only in situations, where nothing else helps, try `npm audit fix --force` (this will also install braking changes) https://nodejs.org/en/blog/vulnerability/june-2018-security-releases/ ---> __Update NPM regularly__ https://docs.npmjs.com/troubleshooting/try-the-latest-stable-version-of-npm `npm install -g npm@latest` ---> __Update Packages regularly__ https://docs.npmjs.com/getting-started/updating-local-packages `npm outdated` `npm update` ## Shift from templates to plugin-based architecture in Vue Cli 3 In the long run, templates like the main [webpack](https://github.com/vuejs-templates/webpack) are deprecated in the Vue.js universe: https://vuejsdevelopers.com/2018/03/26/vue-cli-3/ Plugins bring the following benefits compared to templates: * No lock in, as plugins can be added at any point in the development lifecycle * Zero config plugins allow you to spend time developing rather than configuring * Easy to upgrade, as configuration can be customized without “ejecting” * Allows developers to make their own plugins and presets Starting point: https://cli.vuejs.org/ #### OMG! My package.json is so small - Vue CLI 3 Plugins From https://cli.vuejs.org/guide/plugins-and-presets.html: > Vue CLI uses a plugin-based architecture. If you inspect a newly created project's package.json, you will find dependencies that start with `@vue/cli-plugin-`. Plugins can modify the internal webpack configuration and inject commands to `vue-cli-service`. Most of the features listed during the project creation process are implemented as plugins. With plugings, extensions to an existing project could also be made via: `vue add pluginName`. E.g. if you want to add Nightwatch E2E tests to your project, just run `vue add @vue/e2e-nightwatch`. All scoped packages are available here: https://github.com/vuejs/vue-cli/tree/dev/packages/%40vue These new Vue CLI 3 plugin architecture cleans our big `package.json` to a really neat compact thing. This was the old big dependency block: ````json "devDependencies": { "@vue/test-utils": "^1.0.0-beta.25", "autoprefixer": "^7.1.2", "babel-core": "^6.26.3", "babel-helper-vue-jsx-merge-props": "^2.0.3", "babel-jest": "^21.0.2", "babel-loader": "^7.1.5", "babel-plugin-dynamic-import-node": "^1.2.0", "babel-plugin-syntax-jsx": "^6.18.0", "babel-plugin-transform-es2015-modules-commonjs": "^6.26.0", "babel-plugin-transform-runtime": "^6.22.0", "babel-plugin-transform-vue-jsx": "^3.5.0", "babel-preset-env": "^1.7.0", "babel-preset-stage-2": "^6.22.0", "babel-register": "^6.22.0", "chalk": "^2.4.1", "chromedriver": "^2.41.0", "copy-webpack-plugin": "^4.5.2", "cross-spawn": "^5.0.1", "css-loader": "^0.28.0", "extract-text-webpack-plugin": "^3.0.0", "file-loader": "^1.1.4", "friendly-errors-webpack-plugin": "^1.6.1", "html-webpack-plugin": "^2.30.1", "jest": "^22.0.4", "jest-serializer-vue": "^0.3.0", "nightwatch": "^1.0.11", "node-notifier": "^5.1.2", "optimize-css-assets-webpack-plugin": "^3.2.0", "ora": "^1.2.0", "portfinder": "^1.0.17", "postcss-import": "^11.0.0", "postcss-loader": "^2.1.6", "postcss-url": "^7.2.1", "rimraf": "^2.6.0", "selenium-server": "^3.14.0", "semver": "^5.5.1", "shelljs": "^0.7.6", "uglifyjs-webpack-plugin": "^1.3.0", "url-loader": "^1.1.1", "vue-jest": "^1.0.2", "vue-loader": "^13.7.3", "vue-style-loader": "^3.0.1", "vue-template-compiler": "^2.5.17", "webpack": "^3.6.0", "webpack-bundle-analyzer": "^2.13.1", "webpack-dev-server": "^2.11.3", "webpack-merge": "^4.1.4" }, ```` As you can see, we´re not only maintaining our high-level libraries of choice like nightwatch, jest and so on. We´re also maintaining libraries that they use itself. Now this is over with Vue CLI 3. Let´s have a look at the super clean dependency block now: ```json "devDependencies": { "@vue/cli-plugin-babel": "^3.0.3", "@vue/cli-plugin-e2e-nightwatch": "^3.0.3", "@vue/cli-plugin-unit-jest": "^3.0.3", "@vue/cli-service": "^3.0.3", "@vue/test-utils": "^1.0.0-beta.20", "babel-core": "7.0.0-bridge.0", "babel-jest": "^23.0.1", "node-sass": "^4.9.0", "sass-loader": "^7.0.1", "vue-template-compiler": "^2.5.17" }, ``` As you dig into the directories like `node_modules/@vue/cli-plugin-e2e-nightwatch`, you´ll find where the used libraries of nightwatch are configured - in the respective `package.json` there: ```json "dependencies": { "@vue/cli-shared-utils": "^3.0.2", "chromedriver": "^2.40.0", "deepmerge": "^2.1.1", "execa": "^0.10.0", "nightwatch": "^0.9.21", "selenium-server": "^3.13.0" }, ``` This is really cool, I have to admit! #### The vue.config.js file Vue CLI 3 removes the need for explicit configuration files - and thus you wont find any `build` or `config` directories in your projects root any more. This now implements a "convention over configuration" approach, which makes it much easier to kick-start a Vue.js project, as it provides widly used defaults to webpack etc. It also eases the upgradeability of Vue.js projects - or even makes it possible. __But__: How do we configure webpack etc. for CORS handling, the build directories and so on? This could be done with the optional [vue.config.js](https://cli.vuejs.org/config/#vue-config-js): ```javascript module.exports = { // proxy all webpack dev-server requests starting with /api // to our Spring Boot backend (localhost:8098) using http-proxy-middleware // see https://cli.vuejs.org/config/#devserver-proxy devServer: { proxy: { '/api': { target: 'http://localhost:8098', ws: true, changeOrigin: true } } }, // Change build paths to make them Maven compatible // see https://cli.vuejs.org/config/ outputDir: 'target/dist' } ``` #### Updating Vue in an existing project Update your local `@vue/cli` to the latest version: ``` npm install -g @vue/cli ``` Then update Vue.js and all your other JS dependencies with: ``` cd frontend npm update ``` ## Upgrade to Vue.js 3.x/4.x next Let's move from 2.6.x -> 3.x/4.x next here. > Be aware that [the latest version of vue currently is `2.6.x` and `3.x` is considered `next`](https://www.npmjs.com/package/vue)! There are some resources: https://v3.vuejs.org/guide/migration/introduction.html#quickstart https://johnpapa.net/vue2-to-vue3/ And if we are using 3.x, we can even migrate to 4.x: https://cli.vuejs.org/migrating-from-v3/ #### Upgrade from 2.x to 3.x There's a migration tooling, simply use: ```shell vue add vue-next ``` This took around 3 minutes or more on my MacBook and changed some files: ![vue-js-2.x-to-3.x-next-upgrade](screenshots/vue-js-2.x-to-3.x-next-upgrade.png) The [package.json](frontend/package.json) got some new or upgraded deps: ![vue-js-2.x-to-3.x-next-upgrade-dependencies](screenshots/vue-js-2.x-to-3.x-next-upgrade-dependencies.png) [As John stated in his post](https://johnpapa.net/vue2-to-vue3/) it's strange to find `beta` versions with `vue`, `vue-router` and `vuex`. So in order to see what a fresh skeleton would produce, let's also create one in another dir ([I assume you have `npm install -g @vue/cli` installed](https://v3.vuejs.org/guide/migration/introduction.html#quickstart): ```shell mkdir vue3test && cd vue3test vue create hello-vue3 ``` I aligned my project to match the latest skeleton generation much better: So router, store and api got their own directories. The views are now in the correct folder `views` - and I extracted one component to use from the newly introduced `Home.vue` view: the `HelloSpringWorld.vue` component. I also went over the [package.json](frontend/package.json) and upgraded to the latest release versions instead of alphas (except `@vue/test-utils` which only has a `rc` atm). All imports were refactored too. Coming from this style: ```javascript import Vue from 'vue' import Router from 'vue-router' ``` everything now reads: ```javascript import { createApp } from 'vue'; import { createRouter, createWebHistory } from 'vue-router' ``` Also check your `router.js` or [router/index.js](frontend/src/router/index.js)! Using a path redirect like this leads to a non working routing configuration: ```javascript // otherwise redirect to home { path: '*', redirect: '/' } ``` The error in the Browser console states: ```shell Uncaught Error: Catch all routes ("*") must now be defined using a param with a custom regexp. See more at https://next.router.vuejs.org/guide/migration/#removed-star-or-catch-all-routes. ``` I changed it to the new param with regex syntax like this: ```javascript // otherwise redirect to home { path: '/:pathMatch(.*)*', redirect: '/' } ``` A crucial point to get jest to work again, was to add the following to the [jest.config.js](frontend/jest.config.js): ```javascript transform: { '^.+\\.vue$': 'vue-jest' } ``` Otherwise my tests ran into the following error: ```shell npm run test:unit > [email protected] test:unit > vue-cli-service test:unit --coverage FAIL tests/unit/views/User.spec.js ● Test suite failed to run Vue packages version mismatch: - [email protected] (/Users/jonashecht/dev/spring-boot/spring-boot-vuejs/frontend/node_modules/vue/index.js) - [email protected] (/Users/jonashecht/dev/spring-boot/spring-boot-vuejs/frontend/node_modules/vue-template-compiler/package.json) This may cause things to work incorrectly. Make sure to use the same version for both. If you are using vue-loader@>=10.0, simply update vue-template-compiler. If you are using vue-loader@<10.0 or vueify, re-installing vue-loader/vueify should bump vue-template-compiler to the latest. at Object.<anonymous> (node_modules/vue-template-compiler/index.js:10:9) ``` Luckily this so answer helped me out: https://stackoverflow.com/a/65111966/4964553 And finally Bootstrap Vue doesn't support Vue 3.x right now: https://github.com/bootstrap-vue/bootstrap-vue/issues/5196 - So I temporarily commented out the imports. #### Add TypeScript Vue 3.x is now build with TypeScript: https://v3.vuejs.org/guide/typescript-support.html > A static type system can help prevent many potential runtime errors as applications grow, which is why Vue 3 is written in TypeScript. This means you don't need any additional tooling to use TypeScript with Vue - it has first-class citizen support. There's also a huge documentation of TypeScript itself at https://www.typescriptlang.org/docs/ I can also recommend https://medium.com/js-dojo/adding-typescript-to-your-existing-vuejs-2-6-app-aaa896c2d40a To migrate your project there's the command: ```shell vue add typescript ``` The first question arises: `Use class-style component syntax? (Y/n)` whether to use class-style component syntax or not. I didn't use it. I think the interface definitions of components are concise enough without the class-style. But let's see how this will work out. So this was the output: ```shell vue add typescript WARN There are uncommitted changes in the current repository, it's recommended to commit or stash them first. ? Still proceed? Yes 📦 Installing @vue/cli-plugin-typescript... added 59 packages, removed 58 packages, and audited 2219 packages in 6s 85 packages are looking for funding run `npm fund` for details 3 low severity vulnerabilities To address all issues (including breaking changes), run: npm audit fix --force Run `npm audit` for details. ✔ Successfully installed plugin: @vue/cli-plugin-typescript ? Use class-style component syntax? No ? Use Babel alongside TypeScript (required for modern mode, auto-detected polyfills, transpiling JSX)? Yes ? Use TSLint? Yes ? Pick lint features: Lint on save ? Convert all .js files to .ts? Yes ? Allow .js files to be compiled? Yes ? Skip type checking of all declaration files (recommended for apps)? Yes 🚀 Invoking generator for @vue/cli-plugin-typescript... 📦 Installing additional dependencies... added 2 packages, and audited 2221 packages in 3s ... ✔ Successfully invoked generator for plugin: @vue/cli-plugin-typescript ``` Now I went through all the componentes and views and extended `<script>` to `<script lang="ts">`. Also I changed ```javascript export default { ``` to ```javascript import { defineComponent } from 'vue'; export default defineComponent({ ``` Now we need to transform our JavaScript code into TypeScript. A really good introduction could be found here: https://www.vuemastery.com/blog/getting-started-with-typescript-and-vuejs/ > This process will take a while, depending on your code - and mainly on your knowledge about TypeScript. But I think it's a great path to go! Don't forget to deactivate source control for `.js` and `.map` files in `src`, because these will now be generated (aka transpiled) from TypeScript and [shouldn't be checked in (anymore)](https://stackoverflow.com/a/26464907/4964553). I enhanced my [frontend/.gitignore](frontend/.gitignore) like this: ```shell # TypeScript *.map src/*.js test/*.js ``` ##### Vuex Store with TypeScript According to https://next.vuex.vuejs.org/guide/typescript-support.html#typing-store-property-in-vue-component in order to use vuex store with TypeScript, we: > must declare your own module augmentation. TLDR; we need to create a file [src/vuex.d.ts](frontend/src/vuex.d.ts): ```javascript import { ComponentCustomProperties } from 'vue' import { Store } from 'vuex' declare module '@vue/runtime-core' { // declare your own store states interface State { count: number } // provide typings for `this.$store` interface ComponentCustomProperties { $store: Store<State> } } ``` #### Bootstrap support for Vue.js 3/Next Our View [Bootstrap.vue](frontend/src/views/Bootstrap.vue) is based on the library `bootstrap-vue`, which brings in some nice Bootstrap CSS stylings & components. But bootstrap-vue isn't compatible with Vue.js 3/Next: https://github.com/bootstrap-vue/bootstrap-vue/issues/5196 and it's unclear, when it's going to support it - or even if at all. With the upgrade to Vue.js 3.x our `bootstrap-vue` based component view stopped working. There's also another change: [Bootstrap 5.x is here to be the next evolutionary step - and it even dropped the need for JQuery](https://blog.getbootstrap.com/2020/06/16/bootstrap-5-alpha/). But also Bootstrap 5.x isn't supported by `bootstrap-vue` right now. So let's try to use Bootstrap without it?! Therefore install bootstrap next (which - as like Vue.js - stands for the new version 5): ```shell npm i bootstrap@next npm i @popperjs/core ``` Since Bootstrap 5 depends on `popperjs` for tooltips (see https://getbootstrap.com/docs/5.0/getting-started/introduction/#js), we also need to include it. We can remove `"bootstrap-vue": "2.21.2"` and `"jquery": "3.6.0",` from our `package.json`. We also need to import Bootstrap inside our [main.ts](frontend/src/main.ts): ```javascript import "bootstrap/dist/css/bootstrap.min.css"; import "bootstrap"; ``` Let's try to use Bootstrap 5 inside our [Bootstrap.vue](frontend/src/views/Bootstrap.vue). And also inside the `Login.vue` and the `Protected.vue`. Using Bootstrap 5.x components without `bootstrap-vue` seems to be no problem (see docs how to use here: https://getbootstrap.com/docs/5.0/components/badge/). ## Build and run with Docker In the issue [jonashackt/spring-boot-vuejs/issues/25](https://github.com/jonashackt/spring-boot-vuejs/issues/25) the question on how to build and run our spring-boot-vuejs app with Docker. As already stated in the issue there are multiple ways of doing this. One I want to outline here is a more in-depth variant, where you'll know exacltly what's going on behind the scenes. First we'll make use of [Docker's multi-stage build feature](https://docs.docker.com/develop/develop-images/multistage-build/) - in __the first stage__ we'll build our Spring Boot Vue.js app using our established Maven build process. Let's have a look into our [Dockerfile](Dockerfile): ```dockerfile # Docker multi-stage build # 1. Building the App with Maven FROM maven:3-jdk-11 ADD . /springbootvuejs WORKDIR /springbootvuejs # Just echo so we can see, if everything is there :) RUN ls -l # Run Maven build RUN mvn clean install ``` A crucial part here is to add all necessary files into our Docker build context - but leaving out the underlying OS specific node libraries! As not leaving them out would lead [to errors like](https://stackoverflow.com/questions/37986800/node-sass-could-not-find-a-binding-for-your-current-environment?page=1&tab=active#tab-top): ``` Node Sass could not find a binding for your current environment: Linux 64-bit with Node.js 11.x ``` Therefore we create a [.dockerignore](.dockerignore) file and leave out the directories `frontend/node_modules` & `frontend/node` completely using the `frontend/node*` configuration: ``` # exclude underlying OS specific node modules frontend/node* # also leave out pre-build output folders frontend/target backend/target ``` We also ignore the pre-build output directories. In __the second stage__ of our [Dockerfile](Dockerfile) we use the build output of the first stage and prepare everything to run our Spring Boot powered Vue.js app later: ```dockerfile # Just using the build artifact and then removing the build-container FROM openjdk:11-jdk MAINTAINER Jonas Hecht VOLUME /tmp # Add Spring Boot app.jar to Container COPY --from=0 "/springbootvuejs/backend/target/backend-0.0.1-SNAPSHOT.jar" app.jar ENV JAVA_OPTS="" # Fire up our Spring Boot app by default ENTRYPOINT [ "sh", "-c", "java $JAVA_OPTS -Djava.security.egd=file:/dev/./urandom -jar /app.jar" ] ``` Now we should everything prepared to run our Docker build: ``` docker build . --tag spring-boot-vuejs:latest ``` This build can take a while, since all Maven and NPM dependencies need to be downloaded for the build. When the build is finished, simply start a Docker container based on the newly build image and prepare the correct port to be bound to the Docker host for easier access later: ``` docker run -d -p 8098:8098 --name myspringvuejs spring-boot-vuejs ``` Have a look into your running Docker containers with `docker ps` and you should see the new container: ``` $ docker ps CONTAINER ID IMAGE COMMAND CREATED STATUS PORTS NAMES 745e854d7781 spring-boot-vuejs "sh -c 'java $JAVA_O…" 12 seconds ago Up 11 seconds 0.0.0.0:8098->8098/tcp myspringvuejs ``` If you want to see the typical Spring Boot startup logs, just use `docker logs 745e854d7781 --follow`: ``` $ docker logs 745e854d7781 --follow . ____ _ __ _ _ /\\ / ___'_ __ _ _(_)_ __ __ _ \ \ \ \ ( ( )\___ | '_ | '_| | '_ \/ _` | \ \ \ \ \\/ ___)| |_)| | | | | || (_| | ) ) ) ) ' |____| .__|_| |_|_| |_\__, | / / / / =========|_|==============|___/=/_/_/_/ :: Spring Boot :: (v2.1.2.RELEASE) 2019-01-29 09:42:07.621 INFO 8 --- [ main] d.j.s.SpringBootVuejsApplication : Starting SpringBootVuejsApplication v0.0.1-SNAPSHOT on 745e854d7781 with PID 8 (/app.jar started by root in /) 2019-01-29 09:42:07.627 INFO 8 --- [ main] d.j.s.SpringBootVuejsApplication : No active profile set, falling back to default profiles: default 2019-01-29 09:42:09.001 INFO 8 --- [ main] .s.d.r.c.RepositoryConfigurationDelegate : Bootstrapping Spring Data repositories in DEFAULT mode. 2019-01-29 09:42:09.103 INFO 8 --- [ main] .s.d.r.c.RepositoryConfigurationDelegate : Finished Spring Data repository scanning in 90ms. Found 1 repository interfaces. 2019-01-29 09:42:09.899 INFO 8 --- [ main] trationDelegate$BeanPostProcessorChecker : Bean 'org.springframework.transaction.annotation.ProxyTransactionManagementConfiguration' of type [org.springframework.transaction.annotation.ProxyTransactionManagementConfiguration$$EnhancerBySpringCGLIB$$bb072d94] is not eligible for getting processed by all BeanPostProcessors (for example: not eligible for auto-proxying) 2019-01-29 09:42:10.715 INFO 8 --- [ main] o.s.b.w.embedded.tomcat.TomcatWebServer : Tomcat initialized with port(s): 8098 (http) 2019-01-29 09:42:10.765 INFO 8 --- [ main] o.apache.catalina.core.StandardService : Starting service [Tomcat] 2019-01-29 09:42:10.765 INFO 8 --- [ main] org.apache.catalina.core.StandardEngine : Starting Servlet engine: [Apache Tomcat/9.0.14] 2019-01-29 09:42:10.783 INFO 8 --- [ main] o.a.catalina.core.AprLifecycleListener : The APR based Apache Tomcat Native library which allows optimal performance in production environments was not found on the java.library.path: [/usr/java/packages/lib:/usr/lib/x86_64-linux-gnu/jni:/lib/x86_64-linux-gnu:/usr/lib/x86_64-linux-gnu:/usr/lib/jni:/lib:/usr/lib] 2019-01-29 09:42:10.920 INFO 8 --- [ main] o.a.c.c.C.[Tomcat].[localhost].[/] : Initializing Spring embedded WebApplicationContext 2019-01-29 09:42:10.921 INFO 8 --- [ main] o.s.web.context.ContextLoader : Root WebApplicationContext: initialization completed in 3209 ms 2019-01-29 09:42:11.822 INFO 8 --- [ main] com.zaxxer.hikari.HikariDataSource : HikariPool-1 - Starting... 2019-01-29 09:42:12.177 INFO 8 --- [ main] com.zaxxer.hikari.HikariDataSource : HikariPool-1 - Start completed. 2019-01-29 09:42:12.350 INFO 8 --- [ main] o.hibernate.jpa.internal.util.LogHelper : HHH000204: Processing PersistenceUnitInfo [ name: default ...] 2019-01-29 09:42:12.520 INFO 8 --- [ main] org.hibernate.Version : HHH000412: Hibernate Core {5.3.7.Final} 2019-01-29 09:42:12.522 INFO 8 --- [ main] org.hibernate.cfg.Environment : HHH000206: hibernate.properties not found 2019-01-29 09:42:12.984 INFO 8 --- [ main] o.hibernate.annotations.common.Version : HCANN000001: Hibernate Commons Annotations {5.0.4.Final} 2019-01-29 09:42:13.894 INFO 8 --- [ main] org.hibernate.dialect.Dialect : HHH000400: Using dialect: org.hibernate.dialect.H2Dialect 2019-01-29 09:42:15.644 INFO 8 --- [ main] o.h.t.schema.internal.SchemaCreatorImpl : HHH000476: Executing import script 'org.hibernate.tool.schema.internal.exec.ScriptSourceInputNonExistentImpl@64524dd' 2019-01-29 09:42:15.649 INFO 8 --- [ main] j.LocalContainerEntityManagerFactoryBean : Initialized JPA EntityManagerFactory for persistence unit 'default' 2019-01-29 09:42:16.810 INFO 8 --- [ main] o.s.s.concurrent.ThreadPoolTaskExecutor : Initializing ExecutorService 'applicationTaskExecutor' 2019-01-29 09:42:16.903 WARN 8 --- [ main] aWebConfiguration$JpaWebMvcConfiguration : spring.jpa.open-in-view is enabled by default. Therefore, database queries may be performed during view rendering. Explicitly configure spring.jpa.open-in-view to disable this warning 2019-01-29 09:42:17.116 INFO 8 --- [ main] o.s.b.a.w.s.WelcomePageHandlerMapping : Adding welcome page: class path resource [public/index.html] 2019-01-29 09:42:17.604 INFO 8 --- [ main] o.s.b.a.e.web.EndpointLinksResolver : Exposing 2 endpoint(s) beneath base path '/actuator' 2019-01-29 09:42:17.740 INFO 8 --- [ main] o.s.b.w.embedded.tomcat.TomcatWebServer : Tomcat started on port(s): 8098 (http) with context path '' 2019-01-29 09:42:17.745 INFO 8 --- [ main] d.j.s.SpringBootVuejsApplication : Started SpringBootVuejsApplication in 10.823 seconds (JVM running for 11.485) ``` Now access your Dockerized Spring Boot powererd Vue.js app inside your Browser at [http://localhost:8098](http://localhost:8098). If you have played enough with your Dockerized app, don't forget to stop (`docker stop 745e854d7781`) and remove (`docker rm 745e854d7781`) it in the end. #### Autorelease to Docker Hub on hub.docker.com We also want to have the current version of our code build and released to https://hub.docker.com/. Therefore head to the repositories tab in Docker Hub and click `Create Repository`: ![docker-hub-create-repo](screenshots/docker-hub-create-repo.png) As the docs state, there are some config options to [setup automated builds](https://docs.docker.com/docker-hub/builds/). Finally, we should see our Docker images released on https://hub.docker.com/r/jonashackt/spring-boot-vuejs and could run this app simply by executing: ``` docker run -p 8098:8098 jonashackt/spring-boot-vuejs:latest ``` This pulls the latest `jonashackt/spring-boot-vuejs` image and runs our app locally: ``` docker run -p 8098:8098 jonashackt/spring-boot-vuejs:latest Unable to find image 'jonashackt/spring-boot-vuejs:latest' locally latest: Pulling from jonashackt/spring-boot-vuejs 9a0b0ce99936: Pull complete db3b6004c61a: Pull complete f8f075920295: Pull complete 6ef14aff1139: Pull complete 962785d3b7f9: Pull complete e275e7110d81: Pull complete 0ce121b6a2ff: Pull complete 71607a6adeb3: Pull complete Digest: sha256:4037576ba5f6c58ed067eeef3ab2870a9de8dd1966a5906cb3d36d0ad98fa541 Status: Downloaded newer image for jonashackt/spring-boot-vuejs:latest . ____ _ __ _ _ /\\ / ___'_ __ _ _(_)_ __ __ _ \ \ \ \ ( ( )\___ | '_ | '_| | '_ \/ _` | \ \ \ \ \\/ ___)| |_)| | | | | || (_| | ) ) ) ) ' |____| .__|_| |_|_| |_\__, | / / / / =========|_|==============|___/=/_/_/_/ :: Spring Boot :: (v2.2.0.RELEASE) 2019-11-02 16:15:37.967 INFO 7 --- [ main] d.j.s.SpringBootVuejsApplication : Starting SpringBootVuejsApplication v0.0.1-SNAPSHOT on aa490bc6ddf4 with PID 7 (/app.jar started by root in /) 2019-11-02 16:15:37.973 INFO 7 --- [ main] d.j.s.SpringBootVuejsApplication : No active profile set, falling back to default profiles: default 2019-11-02 16:15:39.166 INFO 7 --- [ main] .s.d.r.c.RepositoryConfigurationDelegate : Bootstrapping Spring Data repositories in DEFAULT mode. 2019-11-02 16:15:39.285 INFO 7 --- [ main] .s.d.r.c.RepositoryConfigurationDelegate : Finished Spring Data repository scanning in 99ms. Found 1 repository interfaces. 2019-11-02 16:15:39.932 INFO 7 --- [ main] trationDelegate$BeanPostProcessorChecker : Bean 'org.springframework.transaction.annotation.ProxyTransactionManagementConfiguration' of type [org.springframework.transaction.annotation.ProxyTransactionManagementConfiguration] is not eligible for getting processed by all BeanPostProcessors (for example: not eligible for auto-proxying) 2019-11-02 16:15:40.400 INFO 7 --- [ main] o.s.b.w.embedded.tomcat.TomcatWebServer : Tomcat initialized with port(s): 8098 (http) 2019-11-02 16:15:40.418 INFO 7 --- [ main] o.apache.catalina.core.StandardService : Starting service [Tomcat] ... 2019-11-02 16:15:54.048 INFO 7 --- [nio-8098-exec-1] o.s.web.servlet.DispatcherServlet : Initializing Servlet 'dispatcherServlet' 2019-11-02 16:15:54.081 INFO 7 --- [nio-8098-exec-1] o.s.web.servlet.DispatcherServlet : Completed initialization in 32 ms ``` Now head over to [http://localhost:8098/](http://localhost:8098/) and see the app live :) # Run with JDK 8, 9 or 11 ff As with Spring Boot, we can define the desired Java version simply by editing our backend's [pom.xml](backend/pom.xml): ``` <properties> <java.version>1.8</java.version> </properties> ``` If you want to have `JDK9`, place a `<java.version>9</java.version>` or other versions just as you like to (see [this stackoverflow answer](https://stackoverflow.com/questions/54467287/how-to-specify-java-11-version-in-spring-spring-boot-pom-xml)). Spring Boot handles the needed `maven.compiler.release`, which tell's Java from version 9 on to build for a specific target. We just set `1.8` as the baseline here, since if we set a newer version as the standard, builds on older versions then 8 will fail (see [this build log for example](https://travis-ci.org/jonashackt/spring-boot-vuejs/builds/547227298). Additionally, we use GitHub Actions to run the Maven build on some mayor Java versions - have a look into the [build.yml](.github/workflows/build.yml) workflow: ```yaml jobs: build: runs-on: ubuntu-latest strategy: matrix: java-version: [ 8, 11, 15 ] ``` # Secure Spring Boot backend and protect Vue.js frontend Securing parts of our application must consist of two parts: securing the Spring Boot backend - and reacting on that secured backend in the Vue.js frontend. https://spring.io/guides/tutorials/spring-security-and-angular-js/ https://developer.okta.com/blog/2018/11/20/build-crud-spring-and-vue https://auth0.com/blog/vuejs2-authentication-tutorial/ https://medium.com/@zitko/structuring-a-vue-project-authentication-87032e5bfe16 ## Secure the backend API with Spring Security https://spring.io/guides/tutorials/spring-boot-oauth2 https://spring.io/guides/gs/securing-web/ https://www.baeldung.com/rest-assured-authentication Now let's focus on securing our Spring Boot backend first! Therefore we introduce a new RESTful resource, that we want to secure specifically: +---+ +---+ +---+ | | /api/hello | | /api/user | | /api/secured +---+ +---+ +---+ | | | +-----------------------------------------------------------------------+ | | | | | | | | | | | Spring Boot backend | | | +-----------------------------------------------------------------------+ #### Configure Spring Security First we add a new REST resource `/secured` inside our `BackendController we want to secure - and use in a separate frontend later: ``` @GetMapping(path="/secured") public @ResponseBody String getSecured() { LOG.info("GET successfully called on /secured resource"); return SECURED_TEXT; } ``` With Spring it is relatively easy to secure our API. Let's add `spring-boot-starter-security` to our [pom.xml](backend/pom.xml): ```xml <!-- Secure backend API --> <dependency> <groupId>org.springframework.boot</groupId> <artifactId>spring-boot-starter-security</artifactId> </dependency> <dependency> <groupId>org.springframework.security</groupId> <artifactId>spring-security-test</artifactId> <scope>test</scope> </dependency> ``` Also create a new @Configuration annotated class called [WebSecurityConfiguration.class](backend/src/main/java/de/jonashackt/springbootvuejs/configuration/WebSecurityConfiguration.java): ```java package de.jonashackt.springbootvuejs.configuration; import org.springframework.context.annotation.Configuration; import org.springframework.security.config.annotation.authentication.builders.AuthenticationManagerBuilder; import org.springframework.security.config.annotation.web.builders.HttpSecurity; import org.springframework.security.config.annotation.web.configuration.EnableWebSecurity; import org.springframework.security.config.annotation.web.configuration.WebSecurityConfigurerAdapter; import org.springframework.security.config.http.SessionCreationPolicy; @Configuration @EnableWebSecurity public class WebSecurityConfiguration extends WebSecurityConfigurerAdapter { @Override protected void configure(HttpSecurity http) throws Exception { http .sessionManagement().sessionCreationPolicy(SessionCreationPolicy.STATELESS) // No session will be created or used by spring security .and() .httpBasic() .and() .authorizeRequests() .antMatchers("/api/hello").permitAll() .antMatchers("/api/user/**").permitAll() // allow every URI, that begins with '/api/user/' .antMatchers("/api/secured").authenticated() .anyRequest().authenticated() // protect all other requests .and() .csrf().disable(); // disable cross site request forgery, as we don't use cookies - otherwise ALL PUT, POST, DELETE will get HTTP 403! } @Override protected void configure(AuthenticationManagerBuilder auth) throws Exception { auth.inMemoryAuthentication() .withUser("foo").password("{noop}bar").roles("USER"); } } ``` Using a simple `http.httpBasic()` we configure to provide a Basic Authentication for our secured resources. To deep dive into the Matcher configurations, have a look into https://docs.spring.io/spring-security/site/docs/current/reference/htmlsingle/#jc-authorize-requests #### Be aware of CSRF! __BUT:__ Be aware of the CSRF (cross site request forgery) part! The defaults will render a [HTTP 403 FORBIDDEN for any HTTP verb that modifies state (PATCH, POST, PUT, DELETE)](https://docs.spring.io/spring-security/site/docs/current/reference/htmlsingle/#csrf-configure): > by default Spring Security’s CSRF protection will produce an HTTP 403 access denied. For now we can disable the default behavior with `http.csrf().disable()` #### Testing the secured Backend See https://www.baeldung.com/rest-assured-authentication Inside our [BackendControllerTest](backend/src/test/java/de/jonashackt/springbootvuejs/controller/BackendControllerTest.java) we should check, whether our API reacts with correct HTTP 401 UNAUTHORIZED, when called without our User credentials: ``` @Test public void secured_api_should_react_with_unauthorized_per_default() { given() .when() .get("/api/secured") .then() .statusCode(HttpStatus.SC_UNAUTHORIZED); } ``` Using `rest-assured` we can also test, if one could access the API correctly with the credentials included: ``` @Test public void secured_api_should_give_http_200_when_authorized() { given() .auth().basic("foo", "bar") .when() .get("/api/secured") .then() .statusCode(HttpStatus.SC_OK) .assertThat() .body(is(equalTo(BackendController.SECURED_TEXT))); } ``` The crucial point here is to use the `given().auth().basic("foo", "bar")` configuration to inject the correct credentials properly. #### Configure credentials inside application.properties and environment variables Defining the users (and passwords) inside code (like our [WebSecurityConfiguration.class](backend/src/main/java/de/jonashackt/springbootvuejs/configuration/WebSecurityConfiguration.java)) that should be given access to our application is a test-only practice! For our super simple example application, we could have a solution quite similar - but much more safe: If we would be able to extract this code into configuration and later use Spring's powerful mechanism of overriding these configuration with environment variables, we could then store them safely inside our deployment pipelines settings, that are again secured by another login - e.g. as Heroku Config Vars. Therefore the first step would be to delete the following code: ``` @Override protected void configure(AuthenticationManagerBuilder auth) throws Exception { auth.inMemoryAuthentication() .withUser("foo").password("{noop}bar").roles("USER"); } ``` and add the following configuration to our [application.properties](backend/src/main/resources/application.properties): ``` spring.security.user.name=sina spring.security.user.password=miller ``` Running our tests using the old credentials should fail now. Providing the newer one, the test should go green again. Now introducing environment variables to the game could also be done locally inside our IDE for example. First change the test `secured_api_should_give_http_200_when_authorized` again and choose some new credentials like user `maik` with pw `meyer`. Don't change the `application.properties` right now - use your IDE's run configuration and insert two environment variables: ``` SPRING_SECURITY_USER_NAME=maik SPRING_SECURITY_USER_PASSWORD=meyer ``` Now the test should run green again with this new values. ## Protect parts of Vue.js frontend Now that we have secured a specific part of our backend API, let's also secure a part of our Vue.js frontend: +-----------------------------------------------------------------------+ | Vue.js frontend | | | | +-----------------+ +-----------------+ +-----------------+ | | | | | | | | | | | | | | | Protected | | | | | | | | | | | | | | | | Vue.js View | | | | | | | | | | | +-----------------+ +-----------------+ +-----------------+ | | | +-----------------------------------------------------------------------+ +---+ +---+ +---+ | | /api/hello | | /api/user | | /api/secured +---+ +---+ +---+ | | | +-----------------------------------------------------------------------+ | | | | | | | | | | | | | Spring Boot backend | +-----------------------------------------------------------------------+ #### Create a new Vue Login component As there is already a secured Backend API, we also want to have a secured frontend part. Every solution you find on the net seems to be quite overengineered for the "super-small-we-have-to-ship-today-app". Why should we bother with a frontend auth store like vuex at the beginning? Why start with OAuth right up front? These could be easily added later on! The simplest solution one could think about how to secure our frontend, would be to create a simple Login.vue component, that simply accesses the `/api/secured` resource every time the login is used. Therefore we use [Vue.js conditionals](https://vuejs.org/v2/guide/conditional.html) to show something on our new [Login.vue](frontend/src/components/Login.vue): ``` <template> <div class="protected" v-if="loginSuccess"> <h1><b-badge variant="success">Access to protected site granted!</b-badge></h1> <h5>If you're able to read this, you've successfully logged in.</h5> </div> <div class="unprotected" v-else-if="loginError"> <h1><b-badge variant="danger">You don't have rights here, mate :D</b-badge></h1> <h5>Seams that you don't have access rights... </h5> </div> <div class="unprotected" v-else> <h1><b-badge variant="info">Please login to get access!</b-badge></h1> <h5>You're not logged in - so you don't see much here. Try to log in:</h5> <form @submit.prevent="callLogin()"> <input type="text" placeholder="username" v-model="user"> <input type="password" placeholder="password" v-model="password"> <b-btn variant="success" type="submit">Login</b-btn> <p v-if="error" class="error">Bad login information</p> </form> </div> </template> <script> import api from './backend-api' export default { name: 'login', data () { return { loginSuccess: false, loginError: false, user: '', password: '', error: false } } } </script> ``` For now the conditional is only handled by two boolean values: `loginSuccess` and `loginError`. To bring those to life, we implement the `callLogin()` method: ``` , methods: { callLogin() { api.getSecured(this.user, this.password).then(response => { console.log("Response: '" + response.data + "' with Statuscode " + response.status) if(response.status == 200) { this.loginSuccess = true } }).catch(error => { console.log("Error: " + error) this.loginError = true }) } } ``` With this simple implementation, the Login component asks the Spring Boot backend, if a user is allowed to access the `/api/secured` resource. The [backend-api.js](frontend/src/components/backend-api.js) provides an method, which uses axios' Basic Auth feature: ``` getSecured(user, password) { return AXIOS.get(`/secured/`,{ auth: { username: user, password: password }}); } ``` Now the Login component works for the first time: ![secure-spring-vue-simple-login](screenshots/secure-spring-vue-simple-login.gif) #### Protect multiple Vue.js components Now we have a working Login component. Now let's create a new `Protected.vue` component, since we want to have something that's only accessible, if somebody has logged in correctly: ``` <template> <div class="protected" v-if="loginSuccess"> <h1><b-badge variant="success">Access to protected site granted!</b-badge></h1> <h5>If you're able to read this, you've successfully logged in.</h5> </div> <div class="unprotected" v-else> <h1><b-badge variant="info">Please login to get access!</b-badge></h1> <h5>You're not logged in - so you don't see much here. Try to log in:</h5> <router-link :to="{ name: 'Login' }" exact target="_blank">Login</router-link> </div> </template> <script> import api from './backend-api' export default { name: 'protected', data () { return { loginSuccess: false, error: false } }, methods: { // } } </script> ``` This component should only be visible, if the appropriate access was granted at the Login. Therefore we need to solve 2 problems: * __Store the login state__ * __Redirect user from Protected.vue to Login.vue, if not authenticated before__ #### Store login information with vuex The super dooper simple solution would be to simply use `LocalStorage`. But with [vuex](https://github.com/vuejs/vuex) there is a centralized state management in Vue.js, which is pretty popular. So we should invest some time to get familiar with it. There's a full guide available: https://vuex.vuejs.org/guide/ and a great introductory blog post here: https://pusher.com/tutorials/authentication-vue-vuex You could also initialize a new Vue.js project with Vue CLI and mark the `vuex` checkbox. But we try to extend the current project here. First we add [the vuex dependency](https://www.npmjs.com/package/vuex) into our [package.json](frontend/package.json): ``` ... "vue": "^2.6.10", "vue-router": "^3.0.6", "vuex": "^3.1.1" }, ``` > There are four things that go into a Vuex module: the initial [state](https://vuex.vuejs.org/guide/state.html), [getters](https://vuex.vuejs.org/guide/getters.html), [mutations](https://vuex.vuejs.org/guide/mutations.html) and [actions](https://vuex.vuejs.org/guide/actions.html) #### Define the vuex state To implement them, we create a new [store.js](frontend/src/store.js) file: ``` import Vue from 'vue' import Vuex from 'vuex' Vue.use(Vuex) export default new Vuex.Store({ state: { loginSuccess: false, loginError: false, userName: null }, mutations: { }, actions: { }, getters: { } }) ``` We only have an initial state here, which is that a login could be successful or not - and there should be a `userName`. #### Define a vuex action login() and the mutations login_success & login_error Then we have a look onto __vuex actions: They provide a way to commit mutations to the vuex store.__ As our app here is super simple, we only have one action to implement here: `login`. We omit the `logout` and `register` actions, because we only define one admin user in the Spring Boot backend right now and don't need an implemented logout right now. Both could be implemented later! We just shift our logic on how to login a user from the `Login.vue` to our vuex action method: ``` mutations: { login_success(state, name){ state.loginSuccess = true state.userName = name }, login_error(state){ state.loginError = true state.userName = name } }, actions: { async login({commit}, user, password) { api.getSecured(user, password) .then(response => { console.log("Response: '" + response.data + "' with Statuscode " + response.status); if(response.status == 200) { // place the loginSuccess state into our vuex store return commit('login_success', name); } }).catch(error => { console.log("Error: " + error); // place the loginError state into our vuex store commit('login_error', name); return Promise.reject("Invald credentials!") }) } }, ``` Instead of directly setting a boolean to a variable, we `commit` a mutation to our store if the authentication request was successful or unsuccessful. We therefore implement two simple mutations: `login_success` & `login_error` #### Last but not least: define getters for the vuex state To be able to access vuex state from within other components, we need to implement getters inside our vuex store. As we only want some simple info, we need the following getters: ``` getters: { isLoggedIn: state => state.loginSuccess, hasLoginErrored: state => state.loginError } ``` #### Use vuex Store inside the Login component and forward to Protected.vue, if Login succeeded Instead of directly calling the auth endpoint via axios inside our Login component, we now want to use our vuex store and its actions instead. Therefore we don't even need to import the [store.js](frontend/src/store.js) inside our `Login.vue`, we can simply access it through `$store`. Thy is that? Because we already did that inside our [main.js](frontend/src/main.js): ``` import store from './store' ... new Vue({ router, store, render: h => h(App) }).$mount('#app') ``` With that configuration `store` and `router` are accessible from within every Vue component with the `$` prefixed :) If we have a look into our `Login.vue` we see that in action: ``` callLogin() { this.$store.dispatch('login', { user: this.user, password: this.password}) .then(() => this.$router.push('/Protected')) .catch(error => { this.error.push(error) }) } ``` Here we access our vuex store action `login` and issue a login request to our Spring Boot backend. If this succeeds, we use the Vue `$router` to forward the user to our `Protected.vue` component. #### Redirect user from Protected.vue to Login.vue, if not authenticated before Now let's enhance our [router.js](frontend/src/router.js) slightly. We use the Vue.js routers' [meta field](https://router.vuejs.org/guide/advanced/meta.html) feature to check, whether a user is loggin in already and therefore should be able to access our Protected component with the URI `/protected` : ``` { path: '/protected', component: Protected, meta: { requiresAuth: true } }, ``` We also add a new behavior to our router, that checks if it requires authentication every time a route is accessed. If so, it will redirect to our Login component: ``` router.beforeEach((to, from, next) => { if (to.matched.some(record => record.meta.requiresAuth)) { // this route requires auth, check if logged in // if not, redirect to login page. if (!store.getters.isLoggedIn) { next({ path: '/login' }) } else { next(); } } else { next(); // make sure to always call next()! } }); ``` Now if one clicks onto `Protected` and didn't login prior, our application redirects to `Login` automatically: ![secure-spring-redirect-to-login](screenshots/secure-spring-redirect-to-login.gif) With this redirect, we also don't need the part with `<div class="protected" v-if="loginSuccess">` inside our Login.vue, since in case of a successful login, the user is directly redirected to the Protected.vue. ## Check auth state at secured backend endpoints We're now already where we wanted to be at the first place: Our Spring Boot backend has a secured API endpoint, which works with simple user/password authentication. And our Vue.js frontend uses this endpoint to do a Login and protect the `Protected` component, if the user didn't log in before. The login state is held in the frontend, using the `vuex` store. Now if we want to go a step ahead and call a secured API endpoint in the backend from within our `Protected` frontend component, we need to fully store the credentials inside our `vuex` store, so we could access our secured resource +-----------------------------------------------------------------------+ | Vue.js frontend | | +----------------------------------------+ | | | vuex store | | | +----------------------------------------+ | | | | | | +-----------------+ +-----------------+ +-----------------+ | | | | | | | | | | | | | Login.vue | | Protected | | | | | | | | | | | +-----------------+ +-----------------+ +-----------------+ | | | | | +-------------------------------------------|---------------|-----------+ |-------------| | +---+ +---+ +---+ | | /api/hello | | /api/user | | /api/secured +---+ +---+ +---+ | | | +-----------------------------------------------------------------------+ | | | | | | | | | | | | | Spring Boot backend | +-----------------------------------------------------------------------+ Therefore we enhance our [store.js](frontend/src/store.js): ``` export default new Vuex.Store({ state: { loginSuccess: false, loginError: false, userName: null, userPass: null, response: [] }, mutations: { login_success(state, payload){ state.loginSuccess = true; state.userName = payload.userName; state.userPass = payload.userPass; }, ... }, actions: { login({commit}, {user, password}) { ... // place the loginSuccess state into our vuex store commit('login_success', { userName: user, userPass: password }); ... getters: { isLoggedIn: state => state.loginSuccess, hasLoginErrored: state => state.loginError, getUserName: state => state.userName, getUserPass: state => state.userPass } ``` > Be sure to use the current way to define and [interact with vuex mutations](https://vuex.vuejs.org/guide/mutations.html). Lot's of blog posts are using an old way of committing multiple parameters like `commit('auth_success', token, user)`. This DOES NOT work anymore. Only the first parameter will be set, the others are lost! Now inside our [Protected.vue](frontend/src/components/Protected.vue), we can use the stored credentials to access our `/secured` endpoint: ``` <script> import api from './backend-api' import store from './../store' export default { name: 'protected', data () { return { backendResponse: '', securedApiCallSuccess: false, errors: null } }, methods: { getSecuredTextFromBackend() { api.getSecured(store.getters.getUserName, store.getters.getUserPass) .then(response => { console.log("Response: '" + response.data + "' with Statuscode " + response.status); this.securedApiCallSuccess = true; this.backendResponse = response.data; }) .catch(error => { console.log("Error: " + error); this.errors = error; }) } } } ``` Feel free to create a nice GUI based on `securedApiCallSuccess`, `backendResponse` and `errors` :) # Links Nice introductory video: https://www.youtube.com/watch?v=z6hQqgvGI4Y Examples: https://vuejs.org/v2/examples/ Easy to use web-based Editor: https://vuejs.org/v2/examples/
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Curriculum for learning front-end development during #100DaysOfCode.
**Note:** this resource is old! I will be archiving this repository by the end of July 2021 as I feel that many of the recommendations here are outdated for learning front-end web development in 2021. --- <p align="center"> <img alt="#100DaysOfCode Front-End Development" src="https://i.imgur.com/dwYOP0B.jpg" /> </p> **Please support this repo by giving it a star ⭐️ at the top of the page and [follow me](https://github.com/nas5w) for more resources!** Want to learn more about frontend development? Consider: - signing up for my [free newsletter](https://buttondown.email/devtuts?100DoC) where I periodically send out digestible bits of frontend knowledge! - subscribing to my [YouTube channel](https://www.youtube.com/c/devtutsco) where I teach JavaScript, Typescript, and React. --- This is a somewhat opinionated curriculum for learning front-end development during #100DaysOfCode. As it covers a wide range of front-end development topics, it can be thought of as more of a "survey" style course rather than a deep dive into any one area. Ideally, your takeaway from completing this curriculum will be some familiarity with each topic and the ability to easily dive deeper in any area in the future when necessary. This curriculum was influenced significantly by Kamran Ahmed's [Modern Frontend Developer](https://medium.com/tech-tajawal/modern-frontend-developer-in-2018-4c2072fa2b9c) roadmap. Please check it out--it is excellent. **Note**: I know front-end development means a lot of different things to a lot of people! If you're a front-end developer and you think this guide could be improved, please let me know by raising an issue as described in the [Contributing](#contributing) section. Thank you! # Translations Thanks to some incredible contributors, this curriculum has been translated into the following languages! - [Russian русский](/ru) (translation by [@Ibochkarev](https://github.com/Ibochkarev) and [@JonikUl](https://github.com/JonikUl)) - [Chinese 中文](/chinese) (translation by [@simplefeel](https://github.com/simplefeel)) - [Portuguese Português](/portuguese) (translation by [@Zardosh](https://github.com/Zardosh)) - [Polish polski](/polish) (translation by [@mbiesiad](https://github.com/mbiesiad)) - [Malay/Indonesia](/Malay) (translation by [@asyraf-labs](https://github.com/asyraf-labs)) - [Vietnamese Tiếng Việt](/Vietnam) (translation by [@duca7](https://github.com/duca7)) - [Japanese 日本語](/japanese) (translation by [miily8310s](https://github.com/miily8310s)) - [Bangla বাংলা](/bangla) (translation by [mirajus-salehin](https://github.com/mirajus-salehin)) # :calendar: Curriculum The underlying principle of this repository is [timeboxing](https://en.wikipedia.org/wiki/Timeboxing). If you have spent any amount of time in the past trying to learn web development or a similar skill, you have likely experienced going down a rabbit hole on any one particular topic. This repository aims to assign a certain number of days to each technology and encourages you to move to the next once that number of days is up. It is anticipated that everyone is at a different level of proficiency when starting this challenge, and that's okay. Beginner and expert front-end developers alike can benefit from timeboxed practice in each of these areas. The recommended day-by-day activities are as follows: - Days 1-8: [HTML](#html) - Days 9-16: [CSS](#css) - Days 17-24: [JavaScript Basics](#javascript) - Days 25-27: [jQuery](#jquery) - Days 28-33: [Responsive Web Design](#rwd) - Days 34-36: [Accessibility](#accessibility) - Days 37-39: [Git](#git) - Days 40-44: [Node and NPM](#node) - Days 45-50: [Sass](#sass) - Days 51-54: [Bootstrap](#bootstrap) - Day 55: [BEM](#bem) - Days 57-61: [Gulp](#gulp) - Days 62-65: [Webpack](#webpack) - Day 66: [ESLint](#eslint) - Days 68-83: [React](#react) - Days 84-89: [Redux](#redux) - Days 90-94: [Jest](#jest) - Days 95-97: [TypeScript](#typescript) - Days 98-100: [NextJS](#nextjs) # :mag_right: The Details Below you can find a little information about each topic in the curriculum as well as some ideas/guidance on what to do for each. For inspiration on projects to do alongside this curriculum, see the [Project Ideas section](#project-ideas). As part of the timeboxing principle, it's okay if you don't get through all of the items in the "Learning Areas and Ideas" sections. You should instead focus on getting the most you can out of the number of days assigned to each area and then move on. <a name="html"></a> ![HTML](https://i.imgur.com/O0F5XSR.jpg) Hypertext Markup Language (HTML) is the standard markup language for creating web pages and web applications. With Cascading Style Sheets (CSS) and JavaScript, it forms a triad of cornerstone technologies for the World Wide Web. Web browsers receive HTML documents from a web server or from local storage and render the documents into multimedia web pages. HTML describes the structure of a web page semantically and originally included cues for the appearance of the document. (Source: [Wikipedia](https://en.wikipedia.org/wiki/HTML)) ### :bulb: Quick Takeaway HTML is really the foundation of web development. Even in the javascript-based frameworks, you end up writing HTML in one form or another. ### :book: Learning Areas and Ideas - Take the [Basic HTML and HTML5 section](https://learn.freecodecamp.org/) on freeCodeCamp. - HTML page structure - HTML elements - Nesting HTML elements - Semantic markup - Links / multiple pages - Images - Audio/video media - Forms and form elements - Create a multi-page website! (See [Project Ideas](#project-ideas) if you need some inspiration). <a name="css"></a> ![CSS](https://i.imgur.com/028GOR0.jpg) Cascading Style Sheets (CSS) is a style sheet language used for describing the presentation of a document written in a markup language like HTML. CSS is a cornerstone technology of the World Wide Web, alongside HTML and JavaScript. CSS is designed to enable the separation of presentation and content, including layout, colors, and fonts. This separation can improve content accessibility, provide more flexibility and control in the specification of presentation characteristics, enable multiple web pages to share formatting by specifying the relevant CSS in a separate .css file, and reduce complexity and repetition in the structural content. (Source: [Wikipedia](https://en.wikipedia.org/wiki/Cascading_Style_Sheets)) ### :bulb: Quick Takeaway CSS is another essential component of web development. While it is mainly used to style and position HTML elements, it has become increasingly capable of more dynamic tasks (e.g., animations) that would once be handled by javascript. ### :book: Learning Areas and Ideas - Take the [Basic CSS, CSS flexbox, and CSS grid sections](https://learn.freecodecamp.org/) on freeCodeCamp. - In-line CSS - `<style>` tags - External CSS with `<link>` - Styling elements - Selectors - Floats, clearing floats - Layouts (grid, flexbox) - Fonts, custom fonts - Style the HTML page(s) you made when learning HTML! <a name="javascript"></a> ![JavaScript](https://i.imgur.com/oHdD86j.jpg) JavaScript , often abbreviated as JS, is a high-level, interpreted programming language that conforms to the ECMAScript specification. It is a language that is also characterized as dynamic, weakly typed, prototype-based and multi-paradigm. Alongside HTML and CSS, JavaScript is one of the three core technologies of the World Wide Web. JavaScript enables interactive web pages and thus is an essential part of web applications. The vast majority of websites use it, and all major web browsers have a dedicated JavaScript engine to execute it. (Source: [Wikipedia](https://en.wikipedia.org/wiki/JavaScript)) ### :bulb: Quick Takeaway JavaScript has become increasingly important in the front-end world. While it was once used mainly to make pages dynamic, it is now the foundation of many front-end frameworks. These frameworks handle a lot of the tasks that were formerly handled by the back-end (e.g., routing and displaying different views). ### :book: Learning Areas and Ideas - Take the [Basic JavaScript and ES6 sections](https://learn.freecodecamp.org/) on freeCodeCamp. - Too many language fundamentals to list here! - `<script>` tag and placement - Accessing HTML elements - The event loop, call stack, and event queue - Prototypal Inheritance - Reference vs. value - Add some dynamic elements or logic to your HTML/CSS page(s) developed earlier! <a name="jquery"></a> ![jQuery](https://i.imgur.com/m9j02Fo.jpg) jQuery is a fast, small, and feature-rich JavaScript library. It makes things like HTML document traversal and manipulation, event handling, animation, and Ajax much simpler with an easy-to-use API that works across a multitude of browsers. With a combination of versatility and extensibility, jQuery has changed the way that millions of people write JavaScript. (Source: [jQuery.com](https://jquery.com/)) ### :bulb: Quick Takeaway After you have spent some time with plain (also called "vanilla") javascript, you may find some tasks a bit cumbersome, especially those related to accessing and manipulating HTML elements. For quite a while, jQuery was the go-to library for making these kinds of tasks easier and consistent across different browsers. Nowadays, jQuery isn't necessarily "mandatory" learning because of advancements in vanilla javascript, CSS, and newer javascript frameworks (we'll look at frameworks later). Still, it would be beneficial to take a little time to learn some jQuery and apply it to a small project. ### :book: Learning Areas and Ideas - Take the [jQuery section](https://learn.freecodecamp.org/) on freeCodeCamp. - Document ready - Selectors - Toggle classes - Animation - Add or move HTML elements - Add jQuery to your site! <a name="rwd"></a> ![Responsive Web Design](https://i.imgur.com/Bt1zWwq.jpg) Responsive web design (RWD) is an approach to web design that makes web pages render well on a variety of devices and window or screen sizes. Recent work also considers the viewer proximity as part of the viewing context as an extension for RWD. Content, design and performance are necessary across all devices to ensure usability and satisfaction. A site designed with RWD adapts the layout to the viewing environment by using fluid, proportion-based grids, flexible images, and CSS3 media queries, an extension of the @media rule. (Source: [Wikipedia](https://en.wikipedia.org/wiki/Responsive_web_design)) ### :bulb: Quick Takeaway Responsive web design is all about making web applications look and function properly on all types of device. A quick-and-dirty example would be that a website should look and function properly both in a desktop web browser and on a mobile phone browser. An understanding of responsive design is crucial for any front-end developer! ### :book: Learning Areas and Ideas - Take the [Responsive Web Design Principles section](https://learn.freecodecamp.org/) on freeCodeCamp. - Media queries, breakpoints - Responsive images - Make your website responsive! - Use Chrome DevTools to view your site on different devices/viewports. <a name="accessibility"></a> ![Accessibility](https://i.imgur.com/ayioMQw.jpg) Web accessibility is the inclusive practice of ensuring there are no barriers that prevent interaction with, or access to, websites on the World Wide Web by people with disabilities. When sites are correctly designed, developed and edited, generally all users have equal access to information and functionality. (Source: [Wikipedia](https://en.wikipedia.org/wiki/Web_accessibility)) ### :bulb: Quick Takeaway Accessibility, often written as a11y, is one of the most important topics in front-end web development, yet it seems to often get short shrift. Creating accessible web applications is not only ethically sound, but also makes a lot of business sense considering the additional audience that will be able to view your applications when they are accessible. ### :book: Learning Areas and Ideas - Take the [Applied Accessibility section](https://learn.freecodecamp.org/) on freeCodeCamp. - Read some content on [The A11Y Project](https://a11yproject.com/about) - Review their [checklist](https://a11yproject.com/checklist) - Update your site(s) for accessibility based on this checklist <a name="git"></a> ![Git](https://i.imgur.com/5QoNJqs.jpg) Git is a free and open source distributed version control system designed to handle everything from small to very large projects with speed and efficiency. (Source: [git-scm.com](https://git-scm.com/)) ### :bulb: Quick Takeaway Version/code control is an essential part of any web developer's toolkit. There are a number of different version control systems, but Git is by far the most prevalent at the moment. You can (and should!) use it to track your projects as you learn! ### :book: Learning Areas and Ideas - [Git Tutorial for Beginners (Video)](https://www.youtube.com/watch?v=HVsySz-h9r4) - Install git - Set up a [github](https://github.com) account - Learn the most-used git commands: - init - clone - add - commit - push - pull - merge - rebase - Add your existing projects to github! <a name="node"></a> ![Node and NPM](https://i.imgur.com/8ik2alD.jpg) Node.js is an open-source, cross-platform JavaScript run-time environment that executes JavaScript code outside of a browser. JavaScript is used primarily for client-side scripting, in which scripts written in JavaScript are embedded in a webpage's HTML and run client-side by a JavaScript engine in the user's web browser. Node.js lets developers use JavaScript to write command line tools and for server-side scripting—running scripts server-side to produce dynamic web page content before the page is sent to the user's web browser. Consequently, Node.js represents a "JavaScript everywhere" paradigm, unifying web application development around a single programming language, rather than different languages for server side and client side scripts. (Source: [Wikipedia](https://en.wikipedia.org/wiki/Node.js)) ### :bulb: Quick Takeaway While Node.js is typically known as a back-end solution, it is used quite frequently to support front-end development. It does this in a number of ways, including things like running build tools, testing, and linting (all to be covered soon!). Node Package Manager (npm) is another great feature of Node and can be used to manage dependencies of your project (i.e., code libraries your project might rely on -- jQuery is an example!). ### :book: Learning Areas and Ideas - Research node and how it is different than the browser - Install node (npm comes with it) - Create a simple javascript file and run it with node - Use NPM to manage any dependencies in your existing project(s) (e.g., jQuery!) <a name="sass"></a> ![Sass](https://i.imgur.com/ZRedLge.jpg) Sass is an extension of CSS that adds power and elegance to the basic language. It allows you to use variables, nested rules, mixins, inline imports, and more, all with a fully CSS-compatible syntax. Sass helps keep large stylesheets well-organized, and get small stylesheets up and running quickly, particularly with the help of the Compass style library. (Source: [sass-lang.com](https://sass-lang.com/documentation/file.SASS_REFERENCE.html)) ### :bulb: Quick Takeaway Sass allows you to write CSS in a more programmatic way. If you've done some CSS, you might have noticed that you end up repeating a lot of information--for example, specifying the same color code. In Sass, you can use things like variables, loops, and nesting to reduce redundancy and increase readability. After writing your code in Sass, you can quickly and easily compile it to regular CSS. ### :book: Learning Areas and Ideas - [Install Sass](https://sass-lang.com/install) globally with npm! - [Sass Crash Course Video](https://www.youtube.com/watch?v=roywYSEPSvc) - Follow the [Learn Sass](https://sass-lang.com/guide) tutorial and/or [freeCodeCamp](https://learn.freecodecamp.org/) Sass tutorial. - Update your existing site to generate your CSS using Sass! <a name="bootstrap"></a> ![Bootstrap](https://i.imgur.com/cJ21eH2.jpg) \* Some alternatives: Foundation, Bulma, Materialize Bootstrap is a free and open-source front-end framework for developing websites and web applications. It contains HTML and CSS-based design templates for typography, forms, buttons, navigation and other interface components, as well as optional JavaScript extensions. (Source: [Wikipedia](<https://en.wikipedia.org/wiki/Bootstrap_(front-end_framework)>)) ### :bulb: Quick Takeaway There are many options for laying out, styling, and making your web application dynamic, but you'll find that starting with a framework helps you tremendously in getting a head start. Bootstrap is one such framework, but it is definitely far from the only option! I recommend getting familiar with one framework like this, but it's far more important to grasp HTML, CSS, and JavaScript fundamentals than it is to get caught up in any one framework. ### :book: Learning Areas and Ideas - Learn what Bootstrap is and why you would want to use it - [Bootstrap 4 Crash Course (Video)](https://www.youtube.com/watch?v=hnCmSXCZEpU) - Complete the Bootstrap section on [freeCodeCamp](https://learn.freecodecamp.org/) - Refactor your site using bootstrap! <a name="bem"></a> ![BEM](https://i.imgur.com/MCvMRQl.jpg) The Block, Element, Modifier methodology (commonly referred to as BEM) is a popular naming convention for classes in HTML and CSS. Developed by the team at Yandex, its goal is to help developers better understand the relationship between the HTML and CSS in a given project. (Source: [css-tricks.com](https://css-tricks.com/bem-101/)) ### :bulb: Quick Takeaway It's important to know naming and organization systems like BEM exist and why they are used. Do some research here, but at a beginner level I wouldn't recommend devoting too much time to the subject. ### :book: Learning Areas and Ideas - Read the [BEM introduction](http://getbem.com/introduction/) - [Why I Use BEM (Video)](https://www.youtube.com/watch?v=SLjHSVwXYq4) - Create a simple webpage using BEM conventions. <a name="gulp"></a> ![Gulp](https://i.imgur.com/KQrByqq.jpg) Gulp is a toolkit for automating painful or time-consuming tasks in your development workflow, so you can stop messing around and build something. (Source: [gulpjs.com](https://gulpjs.com/)) ### :bulb: Quick Takeaway In modern front-end development, you'll often find yourself needing to automate tasks like bundling, moving files, and injecting references into HTML files. Gulp is one tool that can help you do these things! ### :book: Learning Areas and Ideas - Install gulp with npm - Follow the [gulp for beginners tutorial](https://css-tricks.com/gulp-for-beginners/) on CSS-Tricks - In your website, set up gulp to: - Compile Sass for you - Put the generated CSS file in `build` subdirectory - Move your web pages to the build directory - Inject a reference to your generated CSS file into your web pages <a name="webpack"></a> ![Webpack](https://i.imgur.com/0rx82Kl.jpg) At its core, webpack is a static module bundler for modern JavaScript applications. When webpack processes your application, it internally builds a dependency graph which maps every module your project needs and generates one or more bundles. (Source: [webpack.js.org](https://webpack.js.org/concepts/)) ### :bulb: Quick Takeaway Imagine that you have a large web development project with a number of different developers working on a lot of different tasks. Rather than all working in the same files, you might want to modularize them as much as possible. Webpack helps enable this by letting your team work modularly and then, come time to build the application, Webpack will stick it all together: HTML, CSS/Sass, JavasScript, images, etc. Webpack isn't the only module bundler, but it seems to be the front-runner at the moment. ### :book: Learning Areas and Ideas - Read [webpack concepts](https://webpack.js.org/concepts/) - [What is Webpack, How does it work? (Video)](https://www.youtube.com/watch?v=GU-2T7k9NfI) - [This webpack tutorial](https://hackernoon.com/a-tale-of-webpack-4-and-how-to-finally-configure-it-in-the-right-way-4e94c8e7e5c1) <a name="eslint"></a> ![ESLint](https://i.imgur.com/CJb6ZnL.jpg) ESLint is an open source JavaScript linting utility originally created by Nicholas C. Zakas in June 2013. Code linting is a type of static analysis that is frequently used to find problematic patterns or code that doesn’t adhere to certain style guidelines. There are code linters for most programming languages, and compilers sometimes incorporate linting into the compilation process. (Source: [eslint.org](https://eslint.org/docs/about/)) ### :bulb: Quick Takeaway Linting is a fantastic tool for code quality, readability, and consistency. Using a linter will help you catch syntax and formatting mistakes before they go to production. You can run linters manually or include them in your build/deployment process. ### :book: Learning Areas and Ideas - Install eslint using npm - [How to Setup VS Code + Prettier + ESLint (Video)](https://www.youtube.com/watch?v=YIvjKId9m2c) - Lint your JavaScript <a name="react"></a> ![React](https://i.imgur.com/uLYz15W.jpg) \* Some alternatives: Vue, Angular, Ember React (also known as React.js or ReactJS) is a JavaScript library for building user interfaces. It is maintained by Facebook and a community of individual developers and companies. React can be used as a base in the development of single-page or mobile applications. Complex React applications usually require the use of additional libraries for state management, routing, and interaction with an API. (source: [Wikipedia](<https://en.wikipedia.org/wiki/React_(JavaScript_library)>)) ### :bulb: Quick Takeaway Front-end JavaScript frameworks are at the forefront of modern front-end development. One important takeaway here is that React, despite being incredibly popular, is only a library for building user interfaces whereas frameworks like Vue and Angular aim to be more full-featured. For example, if you build an application with in React that needs to route to different views, you'll need to bring in something like `react-router`. ### :book: Learning Areas and Ideas - Take the [React tutorial](https://reactjs.org/tutorial/tutorial.html) - [Learn React with Mosh](https://www.youtube.com/watch?v=Ke90Tje7VS0) - Refactor your website as a React app! - Note: `create-react-app` is a convenient tool to scaffold new React projects. <a name="redux"></a> ![Redux](https://i.imgur.com/S9H2Dbp.jpg) Redux is a predictable state container for JavaScript apps. It helps you write applications that behave consistently, run in different environments (client, server, and native), and are easy to test. On top of that, it provides a great developer experience, such as live code editing combined with a time traveling debugger. (Source: [redux.js.org](https://redux.js.org/introduction/getting-started)) ### :bulb: Quick Takeaway As you build bigger and bigger front-end applications, you start realizing that it's hard to maintain application state: things like the if the user is logged in, who the user is, and generally what's going on in the application. Redux is a great library that helps you maintain a single source of state on which your application can base its logic. ### :book: Learning Areas and Ideas - This [Redux video tutorial](https://www.youtube.com/watch?v=93p3LxR9xfM) - This [Redux video series](https://egghead.io/courses/getting-started-with-redux) by Dan Abramov, creator of Redux - Take note of the [Redux three principles](https://redux.js.org/introduction/three-principles) - Single source of truth - State is read-only - Changes are made with pure functions - Add Redux state management to your app! <a name="jest"></a> ![Jest](https://i.imgur.com/Cr39axw.jpg) Jest is a delightful JavaScript Testing Framework with a focus on simplicity. It works with projects using: Babel, TypeScript, Node, React, Angular, Vue and more! (Source: [jestjs.io](https://jestjs.io)) ### :bulb: Quick Takeaway It is very important to set up automated testing for your front-end projects. Setting up automated testing will allow you to make future changes with confidence--if you make changes and your tests still pass, you will be fairly comfortable you didn't break any existing functionality. There are too many testing frameworks to list; Jest is simply one of my favorties. ### :book: Learning Areas and Ideas - Learn [Jest basics](https://jestjs.io/docs/en/getting-started) - If you used `create-react-app`, [Jest is already configured](https://facebook.github.io/create-react-app/docs/running-tests). - Add tests to your application! <a name="typescript"></a> ![TypeScript](https://i.imgur.com/BZROJNs.jpg) \* Alternative: Flow TypeScript is an open-source programming language developed and maintained by Microsoft. It is a strict syntactical superset of JavaScript, and adds optional static typing to the language. TypeScript is designed for development of large applications and transcompiles to JavaScript. As TypeScript is a superset of JavaScript, existing JavaScript programs are also valid TypeScript programs. TypeScript may be used to develop JavaScript applications for both client-side and server-side (Node.js) execution. (Source: [Wikipedia](https://en.wikipedia.org/wiki/TypeScript)) ### :bulb: Quick Takeaway JavaScript is dynamically typed. However, it is a common belief that static typing (i.e., specifying variable types, classes, interfaces ahead of time) is both clearer and reduces the likelihood of defects/bugs. Regardless of how you feel on the topic, it's important to at least get a feel for a statically-typed version of JavaScript like TypeScript. Note that TypeScript compiles down to JavaScript so it can be interpreted by browsers (i.e., browsers don't natively interpret TypeScript). ### :book: Learning Areas and Ideas - [Learn TypeScript in 5 minutes](https://medium.freecodecamp.org/learn-typescript-in-5-minutes-13eda868daeb) - [Learn TypeScript in 50 minutes (Video)](https://www.youtube.com/watch?v=WBPrJSw7yQA) - Optionally [create a React app with TypeScript](https://levelup.gitconnected.com/typescript-and-react-using-create-react-app-a-step-by-step-guide-to-setting-up-your-first-app-6deda70843a4) <a name="nextjs"></a> ![NextJS](https://i.imgur.com/YNtW38J.jpg) Next.js is a minimalistic framework for server-rendered React applications. (Source: [Next.js — React Server Side Rendering Done Right](https://hackernoon.com/next-js-react-server-side-rendering-done-right-f9700078a3b6)) ### :bulb: Quick Takeaway Now we're getting advanced! By now you've built a React (or Vue or Angular) application that does quite a bit of work in the browser. For various reasons (e.g., SEO, concerns over client performance), you might actually want your front-end application to be rendered on the server rather than the client. That's where a framework like next.js comes in. ### :book: Learning Areas and Ideas - Next.js [Getting Started](https://nextjs.org/learn/) - [Next.js Crash Course (Video)](https://www.youtube.com/watch?v=IkOVe40Sy0U) - Create a Next.js app or migrate your existing app to Next.js # But What About X? This list is supposed to give you broad exposure to the front-end ecosystem, but it's simply impossible to hit on every single topic, not to mention the myriad tools within each area! If you do think I missed something very important, please see the [Contributing](#contributing) section to see how you can help make this guide better. # Project Ideas As you progress through #100DaysOfCode, you'll want one or multiple projects to which you can apply your new knowledge. In this section, I attempt to provide a few project ideas that you can use. Alternatively, you're encouraged to come up with your own project ideas as those ideas may interest and motivate you more. - Beginner ideas: - Build a portfolio website - Intermediate/Advanced ideas: - Build a tweet analysis app (If you know back-end and API integration already) # Need Help? Generally, I have found the following resources invaluable to learning software development: - Googling the issue - [StackOverflow](http://www.stackoverflow.com) (There's a good chance your question has already been asked and will be a high-ranking result when googling). - [Mozilla MDN Web Docs](https://developer.mozilla.org/en-US/) - [freeCodeCamp](https://www.freecodecamp.org/) - Local software development Meetups! Most are very friendly to all experience levels. If you'd like my input on anything, feel free to [connect with me on Twitter](http://www.twitter.com/nas5w) and I'll do my best to try to offer some assistance. If you think there's an issue with the curriculum or have a recommendation, see the [contributing section](#contributing) below. # Contributing ## Spread the Word If you appreciate the work done here, you can contribute significantly by spreading the word about this repository, including things like: - Starring and forking this repository - Sharing this repository on social media ## Contribute to this Repository This is a work in progress and I very much appreciate any help in maintaining this knowledge base! When contributing to this repository, please first discuss the change you wish to make via issue before making a change. Otherwise, it will be very hard to understand your proposal and could potentially result in you putting in a lot of work to a change that won't get merged. Please note that everyone involved in this project is either trying to learn or trying to help--Please be nice! ## Pull Request Process 1. Create an issue outlining the proposed pull request. 2. Obtain approval from a project owner to make the proposed change. 3. Create the pull request.
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📚 Study guide and introduction to the modern front end stack.
Grab Front End Guide == [![Front End Developer Desk](images/desk.png)](https://dribbble.com/shots/3577639-Isometric-Developer-Desk) _Credits: [Illustration](https://dribbble.com/shots/3577639-Isometric-Developer-Desk) by [@yangheng](https://dribbble.com/yangheng)_ _This guide has been cross-posted on [Free Code Camp](https://medium.freecodecamp.com/grabs-front-end-guide-for-large-teams-484d4033cc41)._ [Grab](https://www.grab.com) is Southeast Asia (SEA)'s leading transportation platform and our mission is to drive SEA forward, leveraging on the latest technology and the talented people we have in the company. As of May 2017, we handle [2.3 million rides daily](https://www.bloomberg.com/news/videos/2017-05-11/tans-says-company-has-more-than-850-000-drivers-video) and we are growing and hiring at a rapid scale. To keep up with Grab's phenomenal growth, our web team and web platforms have to grow as well. Fortunately, or unfortunately, at Grab, the web team has been [keeping up](https://blog.daftcode.pl/hype-driven-development-3469fc2e9b22) with the latest best practices and has incorporated the modern JavaScript ecosystem in our web apps. The result of this is that our new hires or back end engineers, who are not necessarily well-acquainted with the modern JavaScript ecosystem, may feel overwhelmed by the barrage of new things that they have to learn just to complete their feature or bug fix in a web app. Front end development has never been so complex and exciting as it is today. New tools, libraries, frameworks and plugins emerge every other day and there is so much to learn. It is imperative that newcomers to the web team are guided to embrace this evolution of the front end, learn to navigate the ecosystem with ease, and get productive in shipping code to our users as fast as possible. We have come up with a study guide to introduce why we do what we do, and how we handle front end at scale. This study guide is inspired by ["A Study Plan to Cure JavaScript Fatigue"](https://medium.freecodecamp.com/a-study-plan-to-cure-javascript-fatigue-8ad3a54f2eb1#.g9egaapps) and is mildly opinionated in the sense that we recommend certain libraries/frameworks to learn for each aspect of front end development, based on what is currently deemed most suitable at Grab. We explain why a certain library/framework/tool is chosen and provide links to learning resources to enable the reader to pick it up on their own. Alternative choices that may be better for other use cases are provided as well for reference and further self-exploration. If you are familiar with front end development and have been consistently keeping up with the latest developments, this guide will probably not be that useful to you. It is targeted at newcomers to front end. If your company is exploring a modern JavaScript stack as well, you may find this study plan useful to your company too! Feel free to adapt it to your needs. We will update this study plan periodically, according to our latest work and choices. *- Grab Web Team* **Pre-requisites** - Good understanding of core programming concepts. - Comfortable with basic command line actions and familiarity with source code version control systems such as Git. - Experience in web development. Have built server-side rendered web apps using frameworks like Ruby on Rails, Django, Express, etc. - Understanding of how the web works. Familiarity with web protocols and conventions like HTTP and RESTful APIs. ### Table of Contents - [Single-page Apps (SPAs)](#single-page-apps-spas) - [New-age JavaScript](#new-age-javascript) - [User Interface](#user-interface---react) - [State Management](#state-management---fluxredux) - [Coding with Style](#coding-with-style---css-modules) - [Maintainability](#maintainability) - [Testing](#testing---jest--enzyme) - [Linting JavaScript](#linting-javascript---eslint) - [Linting CSS](#linting-css---stylelint) - [Formatting Code](#formatting-code---prettier) - [Types](#types---flow) - [Build System](#build-system---webpack) - [Package Management](#package-management---yarn) - [Continuous Integration](#continuous-integration) - [Hosting and CDN](#hosting-and-cdn) - [Deployment](#deployment) - [Monitoring](#monitoring) Certain topics can be skipped if you have prior experience in them. ## Single-page Apps (SPAs) Web developers these days refer to the products they build as web apps, rather than websites. While there is no strict difference between the two terms, web apps tend to be highly interactive and dynamic, allowing the user to perform actions and receive a response for their action. Traditionally, the browser receives HTML from the server and renders it. When the user navigates to another URL, a full-page refresh is required and the server sends fresh new HTML for the new page. This is called server-side rendering. However in modern SPAs, client-side rendering is used instead. The browser loads the initial page from the server, along with the scripts (frameworks, libraries, app code) and stylesheets required for the whole app. When the user navigates to other pages, a page refresh is not triggered. The URL of the page is updated via the [HTML5 History API](https://developer.mozilla.org/en-US/docs/Web/API/History_API). New data required for the new page, usually in JSON format, is retrieved by the browser via [AJAX](https://developer.mozilla.org/en-US/docs/AJAX/Getting_Started) requests to the server. The SPA then dynamically updates the page with the data via JavaScript, which it has already downloaded in the initial page load. This model is similar to how native mobile apps work. The benefits: - The app feels more responsive and users do not see the flash between page navigations due to full-page refreshes. - Fewer HTTP requests are made to the server, as the same assets do not have to be downloaded again for each page load. - Clear separation of the concerns between the client and the server; you can easily build new clients for different platforms (e.g. mobile, chatbots, smart watches) without having to modify the server code. You can also modify the technology stack on the client and server independently, as long as the API contract is not broken. The downsides: - Heavier initial page load due to loading of framework, app code, and assets required for multiple pages.<sup><a href="#fn1" id="ref1">1</a></sup> - There's an additional step to be done on your server which is to configure it to route all requests to a single entry point and allow client-side routing to take over from there. - SPAs are reliant on JavaScript to render content, but not all search engines execute JavaScript during crawling, and they may see empty content on your page. This inadvertently hurts the Search Engine Optimization (SEO) of your app. <sup><a href="#fn2" id="ref2">2</a></sup>. However, most of the time, when you are building apps, SEO is not the most important factor, as not all the content needs to be indexable by search engines. To overcome this, you can either server-side render your app or use services such as [Prerender](https://prerender.io/) to "render your javascript in a browser, save the static HTML, and return that to the crawlers". While traditional server-side rendered apps are still a viable option, a clear client-server separation scales better for larger engineering teams, as the client and server code can be developed and released independently. This is especially so at Grab when we have multiple client apps hitting the same API server. As web developers are now building apps rather than pages, organization of client-side JavaScript has become increasingly important. In server-side rendered pages, it is common to use snippets of jQuery to add user interactivity to each page. However, when building large apps, just jQuery is insufficient. After all, jQuery is primarily a library for DOM manipulation and it's not a framework; it does not define a clear structure and organization for your app. JavaScript frameworks have been created to provide higher-level abstractions over the DOM, allowing you to keep state in memory, out of the DOM. Using frameworks also brings the benefits of reusing recommended concepts and best practices for building apps. A new engineer on the team who is unfamiliar with the code base, but has experience with a framework, will find it easier to understand the code because it is organized in a structure that they are familiar with. Popular frameworks have a lot of tutorials and guides, and tapping on the knowledge and experience from colleagues and the community will help new engineers get up to speed. #### Study Links - [Single Page App: advantages and disadvantages](http://stackoverflow.com/questions/21862054/single-page-app-advantages-and-disadvantages) - [The (R)Evolution of Web Development](http://blog.isquaredsoftware.com/presentations/2016-10-revolution-of-web-dev/) - [Here's Why Client Side Rendering Won](https://medium.freecodecamp.com/heres-why-client-side-rendering-won-46a349fadb52) ## New-age JavaScript Before you dive into the various aspects of building a JavaScript web app, it is important to get familiar with the language of the web - JavaScript, or ECMAScript. JavaScript is an incredibly versatile language which you can also use to build [web servers](https://nodejs.org/en/), [native mobile apps](https://facebook.github.io/react-native/) and [desktop apps](https://electron.atom.io/). Prior to 2015, the last major update was ECMAScript 5.1, in 2011. However, in the recent years, JavaScript has suddenly seen a huge burst of improvements within a short span of time. In 2015, ECMAScript 2015 (previously called ECMAScript 6) was released and a ton of syntactic constructs were introduced to make writing code less unwieldy. If you are curious about it, Auth0 has written a nice article on the [history of JavaScript](https://auth0.com/blog/a-brief-history-of-javascript/). Till this day, not all browsers have fully implemented the ES2015 specification. Tools such as [Babel](https://babeljs.io/) enable developers to write ES2015 in their apps and Babel transpiles them down to ES5 to be compatible for browsers. Being familiar with both ES5 and ES2015 is crucial. ES2015 is still relatively new and a lot of open source code and Node.js apps are still written in ES5. If you are doing debugging in your browser console, you might not be able to use ES2015 syntax. On the other hand, documentation and example code for many modern libraries that we will introduce later below are still written in ES2015. At Grab, we use [babel-preset-env](https://github.com/babel/babel-preset-env) to enjoy the productivity boost from the syntactic improvements the future of JavaScript provides and we have been loving it so far. `babel-preset-env` intelligently determines which Babel plugins are necessary (which new language features are not supported and have to be transpiled) as browsers increase native support for more ES language features. If you prefer using language features that are already stable, you may find that [babel-preset-stage-3](https://babeljs.io/docs/plugins/preset-stage-3/), which is a complete specification that will most likely be implemented in browsers, will be more suitable. Spend a day or two revising ES5 and exploring ES2015. The more heavily used features in ES2015 include "Arrows and Lexical This", "Classes", "Template Strings", "Destructuring", "Default/Rest/Spread operators", and "Importing and Exporting modules". **Estimated Duration: 3-4 days.** You can learn/lookup the syntax as you learn the other libraries and try building your own app. #### Study Links - [Learn ES5 on Codecademy](https://www.codecademy.com/learn/learn-javascript) - [Learn ES6 on Codecademy](https://www.codecademy.com/learn/introduction-to-javascript) - [Learn ES2015 on Babel](https://babeljs.io/learn-es2015/) - [ES6 Katas](http://es6katas.org/) - [You Don't Know JS](https://github.com/getify/You-Dont-Know-JS) (Advanced content, optional for beginners) - [Answers to Front End Job Interview Questions — JavaScript](https://github.com/yangshun/front-end-interview-handbook/blob/master/questions/javascript-questions.md) ## User Interface - React <img alt="React Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/react-logo.svg" width="256px" /> If any JavaScript project has taken the front end ecosystem by storm in recent years, that would be [React](https://facebook.github.io/react/). React is a library built and open-sourced by the smart people at Facebook. In React, developers write components for their web interface and compose them together. React brings about many radical ideas and encourages developers to [rethink best practices](https://www.youtube.com/watch?v=DgVS-zXgMTk). For many years, web developers were taught that it was a good practice to write HTML, JavaScript and CSS separately. React does the exact opposite, and encourages that you write your HTML and [CSS in your JavaScript](https://speakerdeck.com/vjeux/react-css-in-js) instead. This sounds like a crazy idea at first, but after trying it out, it actually isn't as weird as it sounds initially. Reason being the front end development scene is shifting towards a paradigm of component-based development. The features of React: - **Declarative** - You describe what you want to see in your view and not how to achieve it. In the jQuery days, developers would have to come up with a series of steps to manipulate the DOM to get from one app state to the next. In React, you simply change the state within the component and the view will update itself according to the state. It is also easy to determine how the component will look like just by looking at the markup in the `render()` method. - **Functional** - The view is a pure function of `props` and `state`. In most cases, a React component is defined by `props` (external parameters) and `state` (internal data). For the same `props` and `state`, the same view is produced. Pure functions are easy to test, and the same goes for functional components. Testing in React is made easy because a component's interfaces are well-defined and you can test the component by supplying different `props` and `state` to it and comparing the rendered output. - **Maintainable** - Writing your view in a component-based fashion encourages reusability. We find that defining a component's `propTypes` make React code self-documenting as the reader can know clearly what is needed to use that component. Lastly, your view and logic is self-contained within the component, and should not be affected nor affect other components. That makes it easy to shift components around during large-scale refactoring, as long as the same `props` are supplied to the component. - **High Performance** - You might have heard that React uses a virtual DOM (not to be confused with [shadow DOM](https://developer.mozilla.org/en-US/docs/Web/Web_Components/Shadow_DOM)) and it re-renders everything when there is a change in state. Why is there a need for a virtual DOM? While modern JavaScript engines are fast, reading from and writing to the DOM is slow. React keeps a lightweight virtual representation of the DOM in memory. Re-rendering everything is a misleading term. In React it actually refers to re-rendering the in-memory representation of the DOM, not the actual DOM itself. When there's a change in the underlying data of the component, a new virtual representation is created, and compared against the previous representation. The difference (minimal set of changes required) is then patched to the real browser DOM. - **Ease of Learning** - Learning React is pretty simple. The React API surface is relatively small compared to [this](https://angular.io/docs/ts/latest/api/); there are only a few APIs to learn and they do not change often. The React community is one of the largest, and along with that comes a vibrant ecosystem of tools, open-sourced UI components, and a ton of great resources online to get you started on learning React. - **Developer Experience** - There are a number of tools that improves the development experience with React. [React Developer Tools](https://github.com/facebook/react-devtools) is a browser extension that allows you to inspect your component, view and manipulate its `props` and `state`. [Hot reloading](https://github.com/gaearon/react-hot-loader) with webpack allows you to view changes to your code in your browser, without you having to refresh the browser. Front end development involves a lot of tweaking code, saving and then refreshing the browser. Hot reloading helps you by eliminating the last step. When there are library updates, Facebook provides [codemod scripts](https://github.com/reactjs/react-codemod) to help you migrate your code to the new APIs. This makes the upgrading process relatively pain-free. Kudos to the Facebook team for their dedication in making the development experience with React great. <br> ![React Devtools Demo](images/react-devtools-demo.gif) Over the years, new view libraries that are even more performant than React have emerged. React may not be the fastest library out there, but in terms of the ecosystem, overall usage experience and benefits, it is still one of the greatest. Facebook is also channeling efforts into making React even faster with a [rewrite of the underlying reconciliation algorithm](https://github.com/acdlite/react-fiber-architecture). The concepts that React introduced has taught us how to write better code, more maintainable web apps and made us better engineers. We like that. We recommend going through the [tutorial](https://facebook.github.io/react/tutorial/tutorial.html) on building a tic-tac-toe game on the React homepage to get a feel of what React is and what it does. For more in-depth learning, check out the Egghead course, [Build Your First Production Quality React App](https://egghead.io/courses/build-your-first-production-quality-react-app). It covers some advanced concepts and real-world usages that are not covered by the React documentation. [Create React App](https://github.com/facebookincubator/create-react-app) by Facebook is a tool to scaffold a React project with minimal configuration and is highly recommended to use for starting new React projects. React is a library, not a framework, and does not deal with the layers below the view - the app state. More on that later. **Estimated Duration: 3-4 days.** Try building simple projects like a to-do list, Hacker News clone with pure React. You will slowly gain an appreciation for it and perhaps face some problems along the way that isn't solved by React, which brings us to the next topic... #### Study Links - [React Official Tutorial](https://facebook.github.io/react/tutorial/tutorial.html) - [Egghead Course - Build Your First Production Quality React App](https://egghead.io/courses/build-your-first-production-quality-react-app) - [Simple React Development in 2017](https://hackernoon.com/simple-react-development-in-2017-113bd563691f) - [Presentational and Container Components](https://medium.com/@dan_abramov/smart-and-dumb-components-7ca2f9a7c7d0#.5iexphyg5) #### Alternatives - [Angular](https://angular.io/) - [Ember](https://www.emberjs.com/) - [Vue](https://vuejs.org/) - [Cycle](https://cycle.js.org/) ## State Management - Flux/Redux <img alt="Redux Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/redux-logo.svg" width="256px" /> As your app grows bigger, you may find that the app structure becomes a little messy. Components throughout the app may have to share and display common data but there is no elegant way to handle that in React. After all, React is just the view layer, it does not dictate how you structure the other layers of your app, such as the model and the controller, in traditional MVC paradigms. In an effort to solve this, Facebook invented Flux, an app architecture that complements React's composable view components by utilizing a unidirectional data flow. Read more about how Flux works [here](https://facebook.github.io/flux/docs/in-depth-overview.html). In summary, the Flux pattern has the following characteristics: - **Unidirectional data flow** - Makes the app more predictable as updates can be tracked easily. - **Separation of concerns** - Each part in the Flux architecture has clear responsibilities and are highly decoupled. - **Works well with declarative programming** - The store can send updates to the view without specifying how to transition views between states. As Flux is not a framework per se, developers have tried to come up with many implementations of the Flux pattern. Eventually, a clear winner emerged, which was [Redux](http://redux.js.org/). Redux combines the ideas from Flux, [Command pattern](https://www.wikiwand.com/en/Command_pattern) and [Elm architecture](https://guide.elm-lang.org/architecture/) and is the de facto state management library developers use with React these days. Its core concepts are: - App **state** is described by a single plain old JavaScript object (POJO). - Dispatch an **action** (also a POJO) to modify the state. - **Reducer** is a pure function that takes in current state and action to produce a new state. The concepts sound simple, but they are really powerful as they enable apps to: - Have their state rendered on the server, booted up on the client. - Trace, log and backtrack changes in the whole app. - Implement undo/redo functionality easily. The creator of Redux, [Dan Abramov](https://github.com/gaearon), has taken great care in writing up detailed documentation for Redux, along with creating comprehensive video tutorials for learning [basic](https://egghead.io/courses/getting-started-with-redux) and [advanced](https://egghead.io/courses/building-react-applications-with-idiomatic-redux) Redux. They are extremely helpful resources for learning Redux. **Combining View and State** While Redux does not necessarily have to be used with React, it is highly recommended as they play very well with each other. React and Redux have a lot of ideas and traits in common: - **Functional composition paradigm** - React composes views (pure functions) while Redux composes pure reducers (also pure functions). Output is predictable given the same set of input. - **Easy To Reason About** - You may have heard this term many times but what does it actually mean? We interpret it as having control and understanding over our code - Our code behaves in ways we expect it to, and when there are problems, we can find them easily. Through our experience, React and Redux makes debugging simpler. As the data flow is unidirectional, tracing the flow of data (server responses, user input events) is easier and it is straightforward to determine which layer the problem occurs in. - **Layered Structure** - Each layer in the app / Flux architecture is a pure function, and has clear responsibilities. It is relatively easy to write tests for pure functions. You have to centralize changes to your app within the reducer, and the only way to trigger a change is to dispatch an action. - **Development Experience** - A lot of effort has gone into creating tools to help in debugging and inspecting the app while development, such as [Redux DevTools](https://github.com/gaearon/redux-devtools). <br> ![Redux Devtools Demo](images/redux-devtools-demo.gif) Your app will likely have to deal with async calls like making remote API requests. [redux-thunk](https://github.com/gaearon/redux-thunk) and [redux-saga](https://github.com/redux-saga/redux-saga) were created to solve those problems. They may take some time to understand as they require understanding of functional programming and generators. Our advice is to deal with it only when you need it. [react-redux](https://github.com/reactjs/react-redux) is an official React binding for Redux and is very simple to learn. **Estimated Duration: 4 days.** The egghead courses can be a little time-consuming but they are worth spending time on. After learning Redux, you can try incorporating it into the React projects you have built. Does Redux solve some of the state management issues you were struggling with in pure React? #### Study Links - [Flux Homepage](http://facebook.github.io/flux) - [Redux Homepage](http://redux.js.org/) - [Egghead Course - Getting Started with Redux](https://egghead.io/courses/getting-started-with-redux) - [Egghead Course - Build React Apps with Idiomatic Redux](https://egghead.io/courses/building-react-applications-with-idiomatic-redux) - [React Redux Links](https://github.com/markerikson/react-redux-links) - [You Might Not Need Redux](https://medium.com/@dan_abramov/you-might-not-need-redux-be46360cf367) #### Alternatives - [MobX](https://github.com/mobxjs/mobx) ## Coding with Style - CSS Modules <img alt="CSS Modules Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/css-modules-logo.svg" width="256px" /> CSS (Cascading Style Sheets) are rules to describe how your HTML elements look. Writing good CSS is hard. It usually takes many years of experience and frustration of shooting yourself in the foot before one is able to write maintainable and scalable CSS. CSS, having a global namespace, is fundamentally designed for web documents, and not really for web apps that favor a components architecture. Hence, experienced front end developers have designed methodologies to guide people on how to write organized CSS for complex projects, such as using [SMACSS](https://smacss.com/), [BEM](http://getbem.com/), [SUIT CSS](http://suitcss.github.io/), etc. However, the encapsulation of styles that these methodologies bring about are artificially enforced by conventions and guidelines. They break the moment developers do not follow them. As you might have realized by now, the front end ecosystem is saturated with tools, and unsurprisingly, tools have been invented to [partially solve some of the problems](https://speakerdeck.com/vjeux/react-css-in-js) with writing CSS at scale. "At scale" means that many developers are working on the same large project and touching the same stylesheets. There is no community-agreed approach on writing [CSS in JS](https://github.com/MicheleBertoli/css-in-js) at the moment, and we are hoping that one day a winner would emerge, just like Redux did, among all the Flux implementations. For now, we are banking on [CSS Modules](https://github.com/css-modules/css-modules). CSS modules is an improvement over existing CSS that aims to fix the problem of global namespace in CSS; it enables you to write styles that are local by default and encapsulated to your component. This feature is achieved via tooling. With CSS modules, large teams can write modular and reusable CSS without fear of conflict or overriding other parts of the app. However, at the end of the day, CSS modules are still being compiled into normal globally-namespaced CSS that browsers recognize, and it is still important to learn and understand how raw CSS works. If you are a total beginner to CSS, Codecademy's [HTML & CSS course](https://www.codecademy.com/learn/learn-html-css) will be a good introduction to you. Next, read up on the [Sass preprocessor](http://sass-lang.com/), an extension of the CSS language which adds syntactic improvements and encourages style reusability. Study the CSS methodologies mentioned above, and lastly, CSS modules. **Estimated Duration: 3-4 days.** Try styling up your app using the SMACSS/BEM approach and/or CSS modules. #### Study Links - [Learn HTML & CSS course on Codecademy](https://www.codecademy.com/learn/learn-html-css) - [Intro to HTML/CSS on Khan Academy](https://www.khanacademy.org/computing/computer-programming/html-css) - [SMACSS](https://smacss.com/) - [BEM](http://getbem.com/introduction/) - [SUIT CSS](http://suitcss.github.io/) - [CSS Modules Specification](https://github.com/css-modules/css-modules) - [Sass Homepage](http://sass-lang.com/) - [Answers to Front End Job Interview Questions — HTML](https://github.com/yangshun/tech-interview-handbook/blob/master/front-end/interview-questions.md#html-questions) - [Answers to Front End Job Interview Questions — CSS](https://github.com/yangshun/tech-interview-handbook/blob/master/front-end/interview-questions.md#css-questions) #### Alternatives - [JSS](https://github.com/cssinjs/jss) - [Styled Components](https://github.com/styled-components/styled-components) ## Maintainability Code is read more frequently than it is written. This is especially true at Grab, where the team size is large and we have multiple engineers working across multiple projects. We highly value readability, maintainability and stability of the code and there are a few ways to achieve that: "Extensive testing", "Consistent coding style" and "Typechecking". Also when you are in a team, sharing same practices becomes really important. Check out these [JavaScript Project Guidelines](https://github.com/wearehive/project-guidelines) for instance. ## Testing - Jest + Enzyme <img alt="Jest Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/jest-logo.svg" width="164px" /> [Jest](http://facebook.github.io/jest/) is a testing library by Facebook that aims to make the process of testing pain-free. As with Facebook projects, it provides a great development experience out of the box. Tests can be run in parallel resulting in shorter duration. During watch mode, by default, only the tests for the changed files are run. One particular feature we like is "Snapshot Testing". Jest can save the generated output of your React component and Redux state and save it as serialized files, so you wouldn't have to manually come up with the expected output yourself. Jest also comes with built-in mocking, assertion and test coverage. One library to rule them all! ![Jest Demo](images/jest-demo.gif) React comes with some testing utilities, but [Enzyme](http://airbnb.io/enzyme/) by Airbnb makes it easier to generate, assert, manipulate and traverse your React components' output with a jQuery-like API. It is recommended that Enzyme be used to test React components. Jest and Enzyme makes writing front end tests fun and easy. When writing tests becomes enjoyable, developers write more tests. It also helps that React components and Redux actions/reducers are relatively easy to test because of clearly defined responsibilities and interfaces. For React components, we can test that given some `props`, the desired DOM is rendered, and that callbacks are fired upon certain simulated user interactions. For Redux reducers, we can test that given a prior state and an action, a resulting state is produced. The documentation for Jest and Enzyme are pretty concise, and it should be sufficient to learn them by reading it. **Estimated Duration: 2-3 days.** Try writing Jest + Enzyme tests for your React + Redux app! #### Study Links - [Jest Homepage](http://facebook.github.io/jest/) - [Testing React Applications with Jest](https://auth0.com/blog/testing-react-applications-with-jest/) - [Enzyme Homepage](http://airbnb.io/enzyme/) - [Enzyme: JavaScript Testing utilities for React](https://medium.com/airbnb-engineering/enzyme-javascript-testing-utilities-for-react-a417e5e5090f) #### Alternatives - [AVA](https://github.com/avajs/ava) - [Karma](https://karma-runner.github.io/) ## Linting JavaScript - ESLint <img alt="ESLint Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/eslint-logo.svg" width="256px" /> A linter is a tool to statically analyze code and finds problems with them, potentially preventing bugs/runtime errors and at the same time, enforcing a coding style. Time is saved during pull request reviews when reviewers do not have to leave nitpicky comments on coding style. [ESLint](http://eslint.org/) is a tool for linting JavaScript code that is highly extensible and customizable. Teams can write their own lint rules to enforce their custom styles. At Grab, we use Airbnb's [`eslint-config-airbnb`](https://www.npmjs.com/package/eslint-config-airbnb) preset, that has already been configured with the common good coding style in the [Airbnb JavaScript style guide](https://github.com/airbnb/javascript). For the most part, using ESLint is as simple as tweaking a configuration file in your project folder. There's nothing much to learn about ESLint if you're not writing new rules for it. Just be aware of the errors when they surface and Google it to find out the recommended style. **Estimated Duration: 1/2 day.** Nothing much to learn here. Add ESLint to your project and fix the linting errors! #### Study Links - [ESLint Homepage](http://eslint.org/) - [Airbnb JavaScript Style Guide](https://github.com/airbnb/javascript) #### Alternatives - [Standard](https://github.com/standard/standard) - [JSHint](http://jshint.com/) - [XO](https://github.com/xojs/xo) ## Linting CSS - stylelint <img alt="stylelint Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/stylelint-logo.svg" width="256px" /> As mentioned earlier, good CSS is notoriously hard to write. Usage of static analysis tools on CSS can help to maintain our CSS code quality and coding style. For linting CSS, we use stylelint. Like ESLint, stylelint is designed in a very modular fashion, allowing developers to turn rules on/off and write custom plugins for it. Besides CSS, stylelint is able to parse SCSS and has experimental support for Less, which lowers the barrier for most existing code bases to adopt it. ![stylelint Demo](images/stylelint-demo.png) Once you have learnt ESLint, learning stylelint would be effortless considering their similarities. stylelint is currently being used by big companies like [Facebook](https://code.facebook.com/posts/879890885467584/improving-css-quality-at-facebook-and-beyond/), [Github](https://github.com/primer/stylelint-config-primer) and [Wordpress](https://github.com/WordPress-Coding-Standards/stylelint-config-wordpress). One downside of stylelint is that the autofix feature is not fully mature yet, and is only able to fix for a limited number of rules. However, this issue should improve with time. **Estimated Duration: 1/2 day.** Nothing much to learn here. Add stylelint to your project and fix the linting errors! #### Study Links - [stylelint Homepage](https://stylelint.io/) - [Lint your CSS with stylelint](https://css-tricks.com/stylelint/) #### Alternatives - [Sass Lint](https://github.com/sasstools/sass-lint) - [CSS Lint](http://csslint.net/) ## Formatting Code - Prettier <img alt="Prettier Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/prettier-logo.png" width="256px" /> Another tool for enforcing consistent coding style for JavaScript and CSS is [Prettier](https://github.com/prettier/prettier). In most cases, it is recommended to setup Prettier on top of ESLint and stylelint and integrate it into the workflow. This allows the code to be formatted into consistent style automatically via commit hooks, so that developers do not need to spend time formatting the coding style manually. Note that Prettier only enforces coding style, but does not check for logic errors in the code. Hence it is not a replacement for linters. **Estimated Duration: 1/2 day.** Nothing much to learn here. Add Prettier to your project and add hooks to enforce the coding style! #### Study Links - [Prettier Homepage](https://prettier.io/) - [Prettier GitHub repo](https://github.com/prettier/prettier) - [Comparison between tools that allow you to use ESLint and Prettier together](https://gist.github.com/yangshun/318102f525ec68033bf37ac4a010eb0c) ## Types - Flow <img alt="Flow Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/flow-logo.png" width="256px" /> Static typing brings about many benefits when writing apps. They can catch common bugs and errors in your code early. Types also serve as a form of documentation for your code and improves the readability of your code. As a code base grows larger, we see the importance of types as they gives us greater confidence when we do refactoring. It is also easier to onboard new members of the team to the project when it is clear what kind of values each object holds and what each function expects. Adding types to your code comes with the trade-off of increased verbosity and a learning curve of the syntax. But this learning cost is paid upfront and amortized over time. In complex projects where the maintainability of the code matters and the people working on it change over time, adding types to the code brings about more benefits than disadvantages. Recently, I had to fix a bug in a code base that I haven’t touched in months. It was thanks to types that I could easily refresh myself on what the code was doing, and gave me confidence in the fix I made. The two biggest contenders in adding static types to JavaScript are [Flow](https://flow.org/) (by Facebook) and [TypeScript](https://www.typescriptlang.org/) (by Microsoft). As of date, there is no clear winner in the battle. For now, we have made the choice of using Flow. We find that Flow has a lower learning curve as compared to TypeScript and it requires relatively less effort to migrate an existing code base to Flow. Being built by Facebook, Flow has better integration with the React ecosystem out of the box. [James Kyle](https://twitter.com/thejameskyle), one of the authors of Flow, has [written](http://thejameskyle.com/adopting-flow-and-typescript.html) on a comparison between adopting Flow and TypeScript. Anyway, it is not extremely difficult to move from Flow to TypeScript as the syntax and semantics are quite similar, and we will re-evaluate the situation in time to come. After all, using one is better than not using any at all. Flow recently revamped their homepage and it's pretty neat now! **Estimated Duration: 1 day.** Flow is pretty simple to learn as the type annotations feel like a natural extension of the JavaScript language. Add Flow annotations to your project and embrace the power of type systems. #### Study Links - [Flow Homepage](https://flow.org/) - [TypeScript vs Flow](https://github.com/niieani/typescript-vs-flowtype) #### Alternatives - [TypeScript](https://www.typescriptlang.org/) ## Build System - webpack <img alt="webpack Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/webpack-logo.svg" width="256px" /> This part will be kept short as setting up webpack can be a tedious process and might be a turn-off to developers who are already overwhelmed by the barrage of new things they have to learn for front end development. In a nutshell, [webpack](https://webpack.js.org/) is a module bundler that compiles a front end project and its dependencies into a final bundle to be served to users. Usually, projects will already have the webpack configuration set up and developers rarely have to change it. Having an understanding of webpack is still a good to have in the long run. It is due to webpack that features like hot reloading and CSS modules are made possible. We have found the [webpack walkthrough](https://survivejs.com/webpack/foreword/) by SurviveJS to be the best resource on learning webpack. It is a good complement to the official documentation and we recommend following the walkthrough first and referring to the documentation later when the need for further customization arises. **Estimated Duration: 2 days (Optional).** #### Study Links - [webpack Homepage](https://webpack.js.org/) - [SurviveJS - Webpack: From apprentice to master](https://survivejs.com/webpack/foreword/) #### Alternatives - [Rollup](https://rollupjs.org/) - [Browserify](http://browserify.org/) - [Parcel](https://parceljs.org/) ## Package Management - Yarn <img alt="Yarn Logo" src="https://cdn.rawgit.com/grab/front-end-guide/master/images/yarn-logo.png" width="256px" /> If you take a peek into your `node_modules` directory, you will be appalled by the number of directories that are contained in it. Each babel plugin, lodash function, is a package on its own. When you have multiple projects, these packages are duplicated across each project and they are largely similar. Each time you run `npm install` in a new project, these packages are downloaded over and over again even though they already exist in some other project in your computer. There was also the problem of non-determinism in the installed packages via `npm install`. Some of our CI builds fail because at the point of time when the CI server installs the dependencies, it pulled in minor updates to some packages that contained breaking changes. This would not have happened if library authors respected [semver](http://semver.org/) and engineers did not assume that API contracts would be respected all the time. [Yarn](https://yarnpkg.com/) solves these problems. The issue of non-determinism of installed packages is handled via a `yarn.lock` file, which ensures that every install results in the exact same file structure in `node_modules` across all machines. Yarn utilizes a global cache directory within your machine, and packages that have been downloaded before do not have to be downloaded again. This also enables offline installation of dependencies! The most common Yarn commands can be found [here](https://yarnpkg.com/en/docs/usage). Most other yarn commands are similar to the `npm` equivalents and it is fine to use the `npm` versions instead. One of our favorite commands is `yarn upgrade-interactive` which makes updating dependencies a breeze especially when the modern JavaScript project requires so many dependencies these days. Do check it out! [email protected] was [released in May 2017](https://github.com/npm/npm/releases/tag/v5.0.0) and it seems to address many of the issues that Yarn aims to solve. Do keep an eye on it! **Estimated Duration: 2 hours.** #### Study Links - [Yarn Homepage](https://yarnpkg.com/) - [Yarn: A new package manager for JavaScript](https://code.facebook.com/posts/1840075619545360) #### Alternatives - [Good old npm](https://github.com/npm/npm/releases/tag/v5.0.0) ## Continuous Integration We used [Travis CI](https://travis-ci.com/) for our continuous integration (CI) pipeline. Travis is a highly popular CI on Github and its [build matrix](https://docs.travis-ci.com/user/customizing-the-build#Build-Matrix) feature is useful for repositories which contain multiple projects like Grab's. We configured Travis to do the following: - Run linting for the project. - Run unit tests for the project. - If the tests pass: - Test coverage generated by Jest is uploaded to [Codecov](https://codecov.io/). - Generate a production bundle with webpack into a `build` directory. - `tar` the `build` directory as `<hash>.tar` and upload it to an S3 bucket which stores all our tar builds. - Post a notification to Slack to inform about the Travis build result. #### Study Links - [Travis Homepage](https://travis-ci.com/) - [Codecov Homepage](https://codecov.io/) #### Alternatives - [Jenkins](https://jenkins.io/) - [CircleCI](https://circleci.com/) - [GitLab CI/CD](https://about.gitlab.com/product/continuous-integration/) ## Hosting and CDN Traditionally, web servers that receive a request for a webpage will render the contents on the server, and return a HTML page with dynamic content meant for the requester. This is known as server-side rendering. As mentioned earlier in the section on Single-page Apps, modern web applications do not involve server-side rendering, and it is sufficient to use a web server that serves static asset files. Nginx and Apache are possible options and not much configuration is required to get things up and runnning. The caveat is that the web server will have to be configured to route all requests to a single entry point and allow client-side routing to take over. The flow for front end routing goes like this: 1. Web server receives a HTTP request for a particular route, for example `/user/john`. 1. Regardless of which route the server receives, serve up `index.html` from the static assets directory. 1. The `index.html` should contain scripts that load up a JavaScript framework/library that handles client-side routing. 1. The client-side routing library reads the current route, and communicates to the MVC (or equivalent where relevant) framework about the current route. 1. The MVC JavaScript framework renders the desired view based on the route, possibly after fetching data from an API if required. Example, load up `UsersController`, fetch user data for the username `john` as JSON, combine the data with the view, and render it on the page. A good practice for serving static content is to use caching and putting them on a CDN. We use [Amazon Simple Storage Service (S3)](https://aws.amazon.com/s3/) for hosting our static website content and [Amazon CloudFront](https://aws.amazon.com/cloudfront/) as the CDN. We find that it is an affordable and reliable solution that meets our needs. S3 provides the option to "Use this bucket to host a website", which essentially directs the requests for all routes to the root of the bucket, which means we do not need our own web servers with special routing configurations. An example of a web app that we host on S3 is [Hub](https://hub.grab.com/). Other than hosting the website, we also use S3 to host the build `.tar` files generated from each successful CI build. #### Study Links - [Amazon S3 Homepage](https://aws.amazon.com/s3/) - [Hosting a Static Website on Amazon S3](https://docs.aws.amazon.com/AmazonS3/latest/dev/WebsiteHosting.html) #### Alternatives - [Google Cloud Platform](https://cloud.google.com/storage/docs/hosting-static-website) - [Now](https://zeit.co/now) ## Deployment The last step in shipping the product to our users is deployment. We used [Ansible Tower](https://www.ansible.com/tower) which is a powerful automation software that enables us to deploy our builds easily. As mentioned earlier, all our commits, upon successful build, are being uploaded to a central S3 bucket for builds. We follow semver for our releases and have commands to automatically generate release notes for the latest release. When it is time to release, we run a command to tag the latest commit and push to our code hosting environment. Travis will run the CI steps on that tagged commit and upload a tar file (such as `1.0.1.tar`) with the version to our S3 bucket for builds. On Tower, we simply have to specify the name of the `.tar` we want to deploy to our hosting bucket, and Tower does the following: 1. Download the desired `.tar` file from our builds S3 bucket. 1. Extracts the contents and swap in the configuration file for specified environment. 1. Upload the contents to the hosting bucket. 1. Post a notification to Slack to inform about the successful deployment. This whole process is done under 30 seconds and using Tower has made deployments and rollbacks easy. If we realize that a faulty deployment has occurred, we can simply find the previous stable tag and deploy it. #### Study Links - [Ansible Tower Homepage](https://www.ansible.com/tower) #### Alternatives - [Jenkins](https://jenkins.io/) ## Monitoring After shipping the product, you would also want to monitor it for any errors. Apart from network level monitoring from our CDN service provider and hosting provider, we use [Sentry](https://sentry.io/) to monitor errors that originates from the app logic. #### Study Links - [Sentry Homepage](https://sentry.io/) ### The Journey has Just Begun Congratulations on making it this far! Front end development today is [hard](https://hackernoon.com/how-it-feels-to-learn-javascript-in-2016-d3a717dd577f), but it is also more interesting than before. What we have covered so far will help any new engineer to Grab's web team to get up to speed with our technologies pretty quickly. There are many more things to be learnt, but building up a solid foundation in the essentials will aid in learning the rest of the technologies. This helpful [front end web developer roadmap](https://github.com/kamranahmedse/developer-roadmap#-front-end-roadmap) shows the alternative technologies available for each aspect. We made our technical decisions based on what was important to a rapidly growing Grab Engineering team - maintainability and stability of the code base. These decisions may or may not apply to smaller teams and projects. Do evaluate what works best for you and your company. As the front end ecosystem grows, we are actively exploring, experimenting and evaluating how new technologies can make us a more efficient team and improve our productivity. We hope that this post has given you insights into the front end technologies we use at Grab. If what we are doing interests you, [we are hiring](https://grab.careers)! *Many thanks to [Joel Low](https://github.com/lowjoel), [Li Kai](https://github.com/li-kai) and [Tan Wei Seng](https://github.com/xming13) who reviewed drafts of this article.* ### More Reading **General** - [State of the JavaScript Landscape: A Map for Newcomers](http://www.infoq.com/articles/state-of-javascript-2016) - [The Hitchhiker's guide to the modern front end development workflow](http://marcobotto.com/the-hitchhikers-guide-to-the-modern-front-end-development-workflow/) - [How it feels to learn JavaScript in 2016](https://hackernoon.com/how-it-feels-to-learn-javascript-in-2016-d3a717dd577f#.tmy8gzgvp) - [Roadmap to becoming a web developer in 2017](https://github.com/kamranahmedse/developer-roadmap#-frontend-roadmap) - [Modern JavaScript for Ancient Web Developers](https://trackchanges.postlight.com/modern-javascript-for-ancient-web-developers-58e7cae050f9) **Other Study Plans** - [A Study Plan To Cure JavaScript Fatigue](https://medium.freecodecamp.com/a-study-plan-to-cure-javascript-fatigue-8ad3a54f2eb1#.c0wnrrcwd) - [JS Stack from Scratch](https://github.com/verekia/js-stack-from-scratch) - [A Beginner’s JavaScript Study Plan](https://medium.freecodecamp.com/a-beginners-javascript-study-plan-27f1d698ea5e#.bgf49xno2) ### Footnotes <p id="fn1">1. This can be solved via <a href="https://webpack.js.org/guides/code-splitting/">webpack code splitting</a>. <a href="#ref1" title="Jump back to footnote 1 in the text.">↩</a></p> <p id="fn2">2. <a href="https://medium.com/@mjackson/universal-javascript-4761051b7ae9">Universal JS</a> to the rescue! <a href="#ref2" title="Jump back to footnote 1 in the text.">↩</a></p>
319
:mag: Sniff web framework and javascript libraries run on browsing website.
ChromeSnifferPlus ================= [![](https://img.shields.io/github/issues/justjavac/ChromeSnifferPlus.svg)](https://github.com/justjavac/ChromeSnifferPlus/issues) [![](https://img.shields.io/github/release/justjavac/ChromeSnifferPlus.svg)](https://github.com/justjavac/ChromeSnifferPlus/releases) [![Chrome Web Store](https://img.shields.io/chrome-web-store/v/fhhdlnnepfjhlhilgmeepgkhjmhhhjkh.svg)](https://chrome.google.com/webstore/detail/chrome-sniffer-plus/fhhdlnnepfjhlhilgmeepgkhjmhhhjkh) ### Introduction This extension is an extended version of the Appspector(ChromeSniffer). Sniff web framework and javascript libraries run on browsing website. With this extension, You can sniff: - javascript Library: jQuery, ExtJS, Angular ... - Web APIs: Blogger, Google Analytics ... - Web Framework: WordPress, phpBB, Drupal, MediaWiki, codeigniter ... - Web Server: PHP, Apache, nginx, IIS ... When you surf the internet with ChromeSnifferPlus, You can also find more unknown frameworks and libraries. If you are a developer, you can [Create Issues](https://github.com/justjavac/ChromeSnifferPlus/issues). view [change log](./changelog.md) ### Install - [Chrome Web Store](https://chrome.google.com/webstore/detail/chrome-sniffer-plus/fhhdlnnepfjhlhilgmeepgkhjmhhhjkh) - [Microsoft Edge](https://microsoftedge.microsoft.com/addons/detail/idjbhfcodofelbdbhaekgcecaphcgohh) ### Screenshot ![ChromeSnifferPlus Screenshot](./screenshot/shot1.png) &nbsp;&nbsp;&nbsp;&nbsp; ![ChromeSnifferPlus Screenshot](./screenshot/shot2.png) &nbsp;&nbsp;&nbsp;&nbsp; ![ChromeSnifferPlus Screenshot](./screenshot/shot3.png) &nbsp;&nbsp;&nbsp;&nbsp; ![ChromeSnifferPlus Screenshot](./screenshot/shot4.png) ### Credits - [justjavac](https://github.com/justjavac) ### License ChromeSnifferPlus is released under the GPL License. See the bundled [LICENSE](./LICENSE) file for details.
320
Reddit Enhancement Suite
# Reddit Enhancement Suite [![RES Pipeline](https://github.com/honestbleeps/Reddit-Enhancement-Suite/actions/workflows/pipeline.yml/badge.svg)](https://github.com/honestbleeps/Reddit-Enhancement-Suite/actions/workflows/pipeline.yml) [![Chat on Discord](https://img.shields.io/discord/681993947085799490?label=Discord)](https://discord.gg/UzkFNNa) ## [Please read this post before continuing.](https://www.reddit.com/r/RESAnnouncements/comments/sh83gx/announcement_life_of_reddit_enhancement_suite/) Reddit Enhancement Suite (RES) is a suite of modules that enhances your Reddit browsing experience. For general documentation, visit the [Reddit Enhancement Suite Wiki](https://www.reddit.com/r/Enhancement/wiki/index). ## Introduction Hi there! Thanks for checking out RES on GitHub. A few important notes: 1. RES is licensed under GPLv3, which means you're technically free to do whatever you wish in terms of redistribution as long as you maintain GPLv3 licensing. However, I ask out of courtesy that should you choose to release your own, separate distribution of RES, you please name it something else entirely. Unfortunately, I have run into problems in the past with people redistributing under the same name, and causing me tech support headaches. 2. I ask that you please do not distribute your own binaries of RES (e.g. with bugfixes, etc). The version numbers in RES are important references for tech support so that we can replicate bugs that users report using the same version they are, and when you distribute your own - you run the risk of polluting/confusing that. In addition, if a user overwrites his/her extension with your distributed copy, it may not properly retain their RES settings/data depending on the developer ID used, etc. I can't stop you from doing any of this. I'm just asking out of courtesy because I already spend a great deal of time providing tech support and chasing down bugs, and it's much harder when people think I'm the support guy for a separate branch of code. Thanks! Steve Sobel [email protected] ## Building and contributing See [CONTRIBUTING.md](/CONTRIBUTING.md). ## License See [LICENSE](/LICENSE). ## Changelog See the [`changelog/`](/changelog) directory for individual versions or https://redditenhancementsuite.com/releases/ for all versions.
321
The missing IntelliSense hint for GitHub and GitLab
# Octohint [![chrome web store](https://img.shields.io/chrome-web-store/v/hbkpjkfdheainjkkebeoofkpgddnnbpk.svg)](https://chrome.google.com/webstore/detail/hbkpjkfdheainjkkebeoofkpgddnnbpk) [![users](https://img.shields.io/chrome-web-store/d/hbkpjkfdheainjkkebeoofkpgddnnbpk.svg)](https://chrome.google.com/webstore/detail/hbkpjkfdheainjkkebeoofkpgddnnbpk) [![rating](https://img.shields.io/chrome-web-store/stars/hbkpjkfdheainjkkebeoofkpgddnnbpk.svg)](https://chrome.google.com/webstore/detail/hbkpjkfdheainjkkebeoofkpgddnnbpk) <img src="assets/demo.gif" alt="Demo" width="636" /> ## Introduction Octohint is a browser extension which adds IntelliSense hint to GitHub and GitLab. [Introduction at Medium](https://medium.com/@pd4d10/introducing-octohint-e1a3e4b80c47) ## Installation ### Chrome Install it from [Chrome Web Store](https://chrome.google.com/webstore/detail/octohint/hbkpjkfdheainjkkebeoofkpgddnnbpk) ### Firefox Currently you could build it from source, see web extension section of [contributing docs](CONTRIBUTING.md). Or [try this one](https://github.com/pd4d10/octohint/issues/24#issuecomment-450467200). You can use the "On your own" signing option on [Mozilla addon site](https://addons.mozilla.org/en-US/developers/addon/submit/distribution) to create a signed add-on for your self, and install it. Alternatively, you can follow [this guide](https://developer.mozilla.org/en-US/Add-ons/WebExtensions/Temporary_Installation_in_Firefox) to install it temporarly from local directory, note that add-on installed this way is temporary add-on, and will be removed every time you restart the Firefox. Make sure your version of Firefox supports web extensions. ### Opera Use this extension: [Install Chrome Extensions](https://addons.opera.com/en/extensions/details/download-chrome-extension-9/) to install Octohint from Chrome Web Store ## Features With Octohint installed, when you view code at GitHub (For example [this demo](https://github.com/pd4d10/octohint/blob/master/assets/demo.ts)), you'll get features as follows: - Mouse Hover: Show information of current token - Left Click: Show all references of current token - [⌘] + Click: Go to definition of current token (For Windows and Linux user, use [Ctrl] instead) ## Supported languages Octohint supports all languages. There are two strategies: - IntelliSense hint: TypeScript, JavaScript, CSS, LESS, SCSS - Simple token matching: All other languages It is because browser only runs JavaScript. But with help of WebAssembly, maybe we could bring other languages' IntelliSense analysis to browser! It's still in research ## Supported platforms Support GitHub and GitLab. Since GitLab CE has many versions, I'm not sure it works correctly on every version. If you find some bugs you could [submit an issue](https://github.com/pd4d10/octohint/issues/new). Bitbucket's code viewer UI has changed greatly, so there is still lots of work to do. ## Get your private site works If GitHub/GitLab/Bitbucket you are using is hosted on different site, go to chrome://extensions, click options of Octohint, then add [match patterns](https://developer.chrome.com/extensions/match_patterns) of your site, like `https://www.example.com/*`. <img src="assets/options.png" alt="options" width="422"> ## Privacy policy Octohint is a pure client thing. All code analysis are performed at your browser, which means your code and actions log like click, mousemove will never be sent to any server. Feel free to use it at your private GitHub/GitLab/Bitbucket. ## Related tools - [Octoview](https://github.com/pd4d10/octoview): The missing preview feature for GitHub ## License MIT
322
A Magical Web Recorder & Player 🖥
<p align="center"> <h1 align="center">TimeCat</h1> <h6 align="center"> A Magical Web Recorder And Player </h6> <h6 align="center"> [![GitHub issues](https://img.shields.io/github/issues-raw/oct16/TimeCat)](https://github.com/oct16/TimeCat/issues) ![GitHub last commit](https://img.shields.io/github/last-commit/oct16/timecat) [![npm (tag)](https://img.shields.io/npm/v/timecatjs/latest)](https://www.npmjs.com/package/timecatjs) <img src="./timecat.gif"> </h6> ## Description English | [中文](./README.cn.md) TimeCat is a open source web Page recording tool that generates files are not real video, but can be played like real video, completely restoring the user's actions in the browser. [🖥 Demo](https://timecatjs.com/demo) ## Documentation You can find the TimeCat documentation on the [website](https://timecatjs.com). Check out the Introduction page for a quick overview. You can improve it by sending pull requests to this [repository](https://github.com/oct16/TimeCat-Docs) ## Version [![npm (tag)](https://img.shields.io/npm/v/timecatjs/latest)](https://www.npmjs.com/package/timecatjs) #### Browsers Support | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/edge/edge_48x48.png" alt="Edge" width="24px" height="24px" />](http://godban.github.io/browsers-support-badges/)<br/>Edge | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/firefox/firefox_48x48.png" alt="Firefox" width="24px" height="24px" />](http://godban.github.io/browsers-support-badges/)<br/>Firefox | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/chrome/chrome_48x48.png" alt="Chrome" width="24px" height="24px" />](http://godban.github.io/browsers-support-badges/)<br/>Chrome | [<img src="https://raw.githubusercontent.com/alrra/browser-logos/master/src/safari/safari_48x48.png" alt="Safari" width="24px" height="24px" />](http://godban.github.io/browsers-support-badges/)<br/>Safari | | - | - | - | - | ## Chrome Plugin Provides Chrome plugin and supports one-click record and export | <img width=34 align=top src="https://www.google.com/chrome/static/images/chrome-logo.svg" />| [TimeCat-Chrome](https://chrome.google.com/webstore/detail/timecat-chrome/jgnkkambbdmhfdbdbkljlenddlbplhal) | |--|--| ## Installation #### Using [NPM](https://www.npmjs.com/package/timecatjs) ```shell $ npm i timecatjs -D ``` #### Import in Browser Add script tags in your browser and use the global variable ``TimeCat``, you can choose the follow CDN: - <a href="https://www.jsdelivr.com/package/npm/timecatjs"><img align="top" width="100" src="./assets/images/jsdelivr.png"></a> - <a href="https://unpkg.com/timecatjs"><img align="top" width="100" src="./assets/images/unpkg.png"></a> ## Usage - [Quick Start](https://timecatjs.com/docs/) - [Step By Step](https://timecatjs.com/docs/step-by-step) ## Contributing Feel free to dive in! [Open an issue](https://github.com/oct16/TimeCat/issues/new/choose) or submit [PRs](https://github.com/oct16/TimeCat/pulls) Standard Readme follows the [Contributor Covenant](https://www.contributor-covenant.org/version/2/0/code_of_conduct/) Code of Conduct ## Contributors ![https://github.com/oct16/TimeCat/graphs/contributors](https://opencollective.com/timecat/contributors.svg?width=890&button=false) ## Donation <a href="https://opencollective.com/timecat"> <img width=150 src="https://opencollective.com/static/images/opencollectivelogo-footer-n.svg" /> </a> ## License [GPL-3.0](LICENSE)
323
A Chrome DevTools fork for ClojureScript developers
null
324
A chrome extension to show online dictionary content.
# Online Dictionary Helper (with Anki support) [[中文版说明](README.zh_CN.md)] Online Dictionary Helper is a Chrome/Firefox extension to show definitions for words and phrases from online (or builtin) dictionary via users' selection on any webpage and PDF documents (using [pdf.js](https://mozilla.github.io/pdf.js/)), which also supports flash-card creation using [Anki](https://github.com/dae/anki) (with **[AnkiConnect](https://github.com/FooSoft/anki-connect)**, an Anki add-on, installed). Details on the reasons for making this extension can be found in the [background](doc/background.md) introduction if you are interested. ![Anki Notes](https://raw.githubusercontent.com/ninja33/ODH/master/doc/img/anki_001_640x400.png) What might set this extension apart is that users can grab online dictionary content with their own customized script (running under extension development mode). For development details, please check the [development guide](doc/development.md). ## How to use - [Install from Chrome Web Store](https://chrome.google.com/webstore/detail/anki-online-dictionary-he/lppjdajkacanlmpbbcdkccjkdbpllajb?hl=en) - [Install from Firefox Add-ons](https://addons.mozilla.org/en-US/firefox/addon/online-dictionary-helper/) 1. Install the extension first from Chrome Web Store or Firefox Add-ons, then configure and activate the extension on your demands in the options page. 2. Open any webpage, move your mouse cursor over the word that you want to select and translate, drag and select/double-click/press **Hotkey** (defined in options page) to select the word or phrase. 3. If the word or phrase is a clickable link, use the predefined **Hotkey** or hold the <kbd>Alt</kbd> key while selecting to translate. 4. A popup window will show up above the selection displaying the word definition. 5. (Optional) While Anki and AnkiConnect are installed and running, go to the `Services Options` tab in the options page to setup the Anki deck, type, and field names to put your **expression**, **sentence**, **reading**, **definition**, etc. 6. (Optional) Press the green **(+)** button on the top right corner of each definition in the popup window to add the word or phrase to Anki as a note. ## The Options Page The options of this extension are divided into three sections. 1. General Options - Enabled: Turn the extension on/off. - AutoSel.Hotkey: Configure the **Hotkey** to select words or phrases. Four options are available: Off(Disable the hotkey), <kbd>Shift</kbd>, <kbd>Ctrl</kbd>, and <kbd>Alt</kbd> key. - Max.Context: Set the maximum number of sentences extracted from the context of the webpage. - Max.Example: Set the maximum number of example sentences from the dictionary (requires support of the dictionary script). 2. AnkiConnect Options: Setup Anki deck/type name, and which note fields you are going to put **expression**, **sentence**, **reading**, **definition**, etc. 3. Dictionary Options: - Dictionary Script: Input your own script name here, and click <kbd>Load Script</kbd> button to load it. - Selected Dictionary: Choose the dictionary (bultin or loaded) for the definitions on your preference. ![Options Page](https://raw.githubusercontent.com/ninja33/ODH/master/doc/img/option_general_640x400_en.png) ## Development ### Getting started The source code of this extension on Github does not contain offline dictionary and English word deformation table data. You can go to the Chrome Web Store to download, or use a Chrome extension downloader to download the plugin's crx file and extract the dictionary JSON file. ### Use existing script or develop by yourself 1. You can use existing dictionary scripts in the [dictionaries list](doc/scriptlist.md). 2. Or develop the script by yourself based on [development guide](doc/development.md). 3. Or open an [issue](https://github.com/ninja33/ODH/issues) in this repo if you really need help. ### Pull request Pull requests are welcome if you want to enhance this extension, or submit your own dictionary script in the next release. - The extension source will go to [/src](https://github.com/ninja33/ODH/tree/master/src) - The dictionary script will go to [/src/dict](https://github.com/ninja33/ODH/tree/master/src/dict)
325
GUI-based Python code generator for data science, extension to Jupyter Lab, Jupyter Notebook and Google Colab.
<img src="https://i.esdrop.com/d/7o0dj05m8rnz/JNGCMedl18.png" width="45%"> [![PyPI version shields.io](https://img.shields.io/pypi/v/jupyterlab-visualpython)](https://pypi.python.org/pypi/jupyterlab-visualpython/) ![Python: 3.x](https://img.shields.io/badge/Python-3.x-yellowgreen) [![License: GPLv3](https://img.shields.io/badge/License-GPLv3-brightgreen)](https://github.com/visualpython/visualpython/blob/main/LICENSE) [![Downloads](https://static.pepy.tech/personalized-badge/visualpython?period=total&units=international_system&left_color=grey&right_color=orange&left_text=Downloads)](https://pepy.tech/project/visualpython) [![Issues: ](https://img.shields.io/github/issues/visualpython/visualpython?color=%23FF6347)](https://github.com/visualpython/visualpython/issues) [![Binder](https://mybinder.org/badge_logo.svg)](https://mybinder.org/v2/gh/visualpython/visualpython-binder/HEAD?labpath=index.ipynb) ## Introduction Visual Python is a GUI-based Python code generator, developed on the **Jupyter Lab**, **Jupyter Notebook** and **Google Colab** as an extension. <br> Visual Python is an open source project started for students who struggle with coding during Python classes for data science. <br> Try Visual Python if you would like to: <br> * manage big data with minimal coding skills. <br> * help students / business analysts / researchers to overcome learning barriers for Python. <br> * save & reuse repeatedly used codes(snippets). <br> <br> <img src="https://github.com/visualpython/visualpython/blob/main/img/Visual%20Python_2.2.8.gif?raw=true" width="95%"> ## Getting Started with Jupyter Lab ### 1. Requirements Visual Python is an extension to Jupyter Lab, so you must have Jupyter Lab installed already.<br> - Python version 3.x - Jupyter lab environment ### 2. How to Install **1) Install package from** ``` pip install jupyterlab-visualpython ``` **2) Activate Visual Python on Jupyter Lab** Click orange square button on the right side of the Jupyter Lab. ## Getting Started with Jupyter Notebook ### 1. Requirements Visual Python is an extension to Jupyter Notebook, so you must have Jupyter Notebook installed already.<br> - Python version 3.x - Jupyter notebook environment ### 2. How to Install **1) Install package from** ``` pip install visualpython ``` **2) Enable the package** ``` visualpy install ``` **3) Activate Visual Python on Jupyter Notebook** Click orange square button on the right side of the Jupyter Notebook menu bar. ### 3. Package Control Info * Usage: visualpy **[option]** <br> * Optional arguments: ``` help - show help menu install - install packages uninstall - uninstall packages upgrade - version upgrade version - version check ``` ## Getting Started with Google Colab ### 1. Requirements Visual Python is an extension to Google Colab, so you must have Google Colab opened.<br> - Google Colab ### 2. How to Install **1) Install package using Chrome Web Store** - [Link to Visual Python for Colab](https://chrome.google.com/webstore/detail/visual-python-for-colab/ccmkpknjfagaldcgidgcipbpdipfopob) **2) Open Google Colab** - [Link to Google Colab](https://colab.research.google.com/) **3) Activate Visual Python on Google Colab** ## Contributing If you are interested in contributing to the Visual Python, please see [`CONTRIBUTING.md`](CONTRIBUTING.md). <br> All skills from programmers, non-programmers, designers are welcomed. * Programming Guide: [Developer Documentation](https://bird-energy-733.notion.site/visualpython-docs-85c0274ff7564747bb8e8d77909fc8b7) * GUI Design Guide: [Visual Python GUI Kit 1.0](https://www.figma.com/community/file/976035035360380841) ## License GNU GPLv3 with Visual Python special exception (See LICENSE file). ## Mission & Vision **Mission** <br> To support technology and education so that anyone can leverage big data analytical skills to create a variety of social values. **Vision** <br> To create an environment where everyone can learn and use big data analytical skills easily. ## Support Visual Python Love Visual Python? <br> Your support will help us continue to actively develop and improve Visual Python.☕ <a href="https://www.buymeacoffee.com/visualpython" target="_blank"><img src="https://img.buymeacoffee.com/button-api/?text=Buy me a coffee&emoji=&slug=visualpython&button_colour=ffa238&font_colour=000000&font_family=Comic&outline_colour=000000&coffee_colour=FFDD00"></a>
326
A keyboard shortcut browser extension for keyboard-based navigation and tab operations with an advanced omnibar
<a name="readme"></a><h2 align="center"> <img src="icons/icon128.png" width="32" height="32" alt="" /> <span style="color: #2f508e;">Vim</span>ium <span style="color: #a55e18;">C</span> - All by Keyboard </h2> [![Version](https://img.shields.io/github/v/release/gdh1995/vimium-c?logo=GitHub&label=gdh1995%2Fvimium-c&color=critical )](https://github.com/gdh1995/vimium-c/releases) [![MIT license](https://img.shields.io/badge/license-MIT-blue)](LICENSE.txt) [![GitHub stars](https://img.shields.io/github/stars/gdh1995/vimium-c?logo=GitHub&labelColor=181717&color=critical )](https://github.com/gdh1995/vimium-c/stargazers) [![Gitee star](https://gitee.com/gdh1995/vimium-c/badge/star.svg?theme=dark )](https://gitee.com/gdh1995/vimium-c/stargazers) [![Code alerts](https://img.shields.io/lgtm/alerts/g/gdh1995/vimium-c?logo=lgtm&logoWidth=18&label=lgtm )](https://lgtm.com/projects/g/gdh1995/vimium-c/alerts/) [![Firefox 63+](https://img.shields.io/amo/v/[email protected]?logo=Firefox%20Browser&logoColor=white&label=Firefox%2063%2B&labelColor=FF7139 )](https://addons.mozilla.org/firefox/addon/vimium-c/?src=external-readme) [![users](https://img.shields.io/amo/users/[email protected]?logo=Firefox%20Browser&logoColor=white&label=users&labelColor=FF7139 )](https://addons.mozilla.org/firefox/addon/vimium-c/?src=external-readme) [![rating](https://img.shields.io/amo/rating/[email protected]?logo=Firefox%20Browser&logoColor=white&label=rating&labelColor=FF7139&color=blue )](https://addons.mozilla.org/firefox/addon/vimium-c/reviews/?src=external-readme) [![Edge 79+](https://img.shields.io/badge/dynamic/json?logo=Microsoft%20Edge&label=Edge%2079%2B&prefix=v&query=%24.version&url=https%3A%2F%2Fmicrosoftedge.microsoft.com%2Faddons%2Fgetproductdetailsbycrxid%2Faibcglbfblnogfjhbcmmpobjhnomhcdo )](https://microsoftedge.microsoft.com/addons/detail/aibcglbfblnogfjhbcmmpobjhnomhcdo) [![users](https://img.shields.io/badge/dynamic/json?logo=Microsoft%20Edge&label=users&query=%24.activeInstallCount&url=https%3A%2F%2Fmicrosoftedge.microsoft.com%2Faddons%2Fgetproductdetailsbycrxid%2Faibcglbfblnogfjhbcmmpobjhnomhcdo )](https://microsoftedge.microsoft.com/addons/detail/aibcglbfblnogfjhbcmmpobjhnomhcdo) [![rating](https://img.shields.io/badge/dynamic/json?logo=Microsoft%20Edge&label=rating&query=%24.averageRating&url=https%3A%2F%2Fmicrosoftedge.microsoft.com%2Faddons%2Fgetproductdetailsbycrxid%2Faibcglbfblnogfjhbcmmpobjhnomhcdo )](https://microsoftedge.microsoft.com/addons/detail/aibcglbfblnogfjhbcmmpobjhnomhcdo) [![Chrome 47+](https://img.shields.io/chrome-web-store/v/hfjbmagddngcpeloejdejnfgbamkjaeg?logo=Google%20Chrome&logoColor=white&label=Chrome%2047%2B&labelColor=4285F4&color=critical )](https://chrome.google.com/webstore/detail/vimium-c-all-by-keyboard/hfjbmagddngcpeloejdejnfgbamkjaeg) [![users](https://img.shields.io/chrome-web-store/users/hfjbmagddngcpeloejdejnfgbamkjaeg?logo=Google%20Chrome&logoColor=white&label=users&labelColor=4285F4&color=critical )](https://chrome.google.com/webstore/detail/vimium-c-all-by-keyboard/hfjbmagddngcpeloejdejnfgbamkjaeg) [![rating](https://img.shields.io/chrome-web-store/rating/hfjbmagddngcpeloejdejnfgbamkjaeg?logo=Google%20Chrome&logoColor=white&label=rating&labelColor=4285F4&color=critical )](https://chrome.google.com/webstore/detail/vimium-c-all-by-keyboard/hfjbmagddngcpeloejdejnfgbamkjaeg) **Visit on [Firefox Add-ons](https://addons.mozilla.org/firefox/addon/vimium-c/?src=external-readme) / [Microsoft Edge Add-ons](https://microsoftedge.microsoft.com/addons/detail/aibcglbfblnogfjhbcmmpobjhnomhcdo) / [Chrome Web Store](https://chrome.google.com/webstore/detail/vimium-c-all-by-keyboard/hfjbmagddngcpeloejdejnfgbamkjaeg )** A <span style="color: #a55e18;">C</span>ustomized [<span style="color: #2f508e;">Vim</span>ium](https://github.com/philc/vimium) (to click web page content and manipulate browser windows using only keyboard) having [**c**ontextual mapping](https://github.com/gdh1995/vimium-c/wiki/Map-a-key-to-different-commands-on-different-websites), [global short**c**uts](https://github.com/gdh1995/vimium-c/wiki/Trigger-commands-in-an-input-box#user-content-shortcut), [**c**ommand sequences](https://github.com/gdh1995/vimium-c/wiki/Auto-run-a-tree-of-commands), **C**hinese support and [inje**c**tion](https://github.com/gdh1995/vimium-c/wiki/Inject-into-other-extensions) functionality, in <span style="color: #a55e18;">**C**</span>-style code for qui**c**ker action and less resource **c**ost. [<span style="color: #2f508e;">Vim</span>ium](https://github.com/philc/vimium) 的一款<span style="color: #a55e18;">修改版</span>(可以用键盘点击网页内容、操作浏览器窗口),添加了完整的<span style="color: #a55e18;">中文</span>支持、[分场景映射](https://github.com/gdh1995/vimium-c/wiki/Map-a-key-to-different-commands-on-different-websites )、[全局快捷键](https://github.com/gdh1995/vimium-c/wiki/Trigger-commands-in-an-input-box#user-content-shortcut )和[命令序列](https://github.com/gdh1995/vimium-c/wiki/Auto-run-a-tree-of-commands )功能,还能运行在某些接受 Vimium C 的[扩展程序的私有页面](https://github.com/gdh1995/vimium-c/wiki/Inject-into-other-extensions)里,并且对CPU和内存资源的<span style="color: #a55e18;">消耗很低</span>。 [阅读中文介绍 (description in Chinese) 。](README-zh.md) This project is mainly developed and maintained by [gdh1995](https://github.com/gdh1995), and licensed under the [MIT license](LICENSE.txt). 本项目主要由 [gdh1995](https://github.com/gdh1995) 开发并维护,且以 [MIT 许可协议](LICENSE.txt) 开源。 It (the released version) supports the new Microsoft Edge, Google Chrome and other Chromium-based browsers whose core versions are >= 47, and has a perfect support for a recent Firefox (since version 63.0, desktop). It can even run on Microsoft Edge (EdgeHTML), though there're still some errors. If re-compiled from the source code, Vimium C is able to support Chromium 32~46. 它支持内核版本不低于 47 的新版 Microsoft Edge、Google Chrome 和其它以 Chromium 为内核的浏览器, 同时也能完美运行在近些年发布的 Firefox 63(桌面版)和更高版本上,甚至在 Edge (EdgeHTML 内核) 上也能正常执行大部分命令。 如果从源码重新编译,Vimum C 还可以支持 Chromium 32~46。 ![Usage Demo of Vimium C](https://gdh1995.cn/vimium-c/demo.gif) This project is hosted on https://github.com/gdh1995/vimium-c and https://gitee.com/gdh1995/vimium-c . An old name of this project is "Vimium++", which has been given up on 2018-08-21. # Project Introduction __<span style="color: #2f508e;">Vim</span>ium <span style="color: #a55e18;">C</span>:__ * [中文介绍 (description in Chinese)](README-zh.md) * a web extension for Firefox, Microsoft Edge and Google Chrome that provides keyboard-based navigation and control of the web, in the spirit of the Vim editor. * add some powerful functions and provide more configurable details and convenience. * here is its [license](LICENSE.txt) and [privacy policy](PRIVACY-POLICY.md) * the initial code is forked from [philc/vimium:master](https://github.com/philc/vimium) on 2014. * customized after translating it from CoffeeScript into JavaScript and then TypeScript. __Other extensions supporting Vimium C:__ * PDF Viewer for Vimium C * built from (modified) [PDF.js](https://github.com/mozilla/pdf.js/), and is a replacement for the extension named [PDF Viewer]( https://chrome.google.com/webstore/detail/pdf-viewer/oemmndcbldboiebfnladdacbdfmadadm) * visit it on [Chrome Web Store]( https://chrome.google.com/webstore/detail/pdf-viewer-for-vimium-c/nacjakoppgmdcpemlfnfegmlhipddanj) * Project home: [vimium-c-helpers/pdf-viewer](https://github.com/gdh1995/vimium-c-helpers/tree/master/pdf-viewer) * NewTab Adapter * take over browser's new tab settings and open another configurable URL * visit it on [Firefox Add-ons](https://addons.mozilla.org/firefox/addon/newtab-adapter/?src=external-vc-readme) / [Chrome Web Store](https://chrome.google.com/webstore/detail/newtab-adapter/cglpcedifkgalfdklahhcchnjepcckfn) * project home: [vimium-c-helpers/newtab](https://github.com/gdh1995/vimium-c-helpers/tree/master/newtab#readme) * Shortcut Forwarding Tool * provide 32 configurable shortcuts and forward them to another extension like Vimium C * visit it on [Firefox Add-ons](https://addons.mozilla.org/firefox/addon/shortcut-forwarding-tool/?src=external-vc-readme) / [Chrome Web Store]( https://chrome.google.com/webstore/detail/shortcut-forwarding-tool/clnalilglegcjmlgenoppklmfppddien) * project home: [vimium-c-helpers/shortcuts](https://github.com/gdh1995/vimium-c-helpers/tree/master/shortcuts#readme) * Modified Weidu New Tab (微度新标签页修改版) * a modified and lite version of [www.weidunewtab.com](http://www.weidunewtab.com/) (or [www.newtabplus.com](http://www.newtabplus.com/) ), with Chinese translation only * it does not take over browser's new tab settings; if needed then [NewTab Adapter]( https://chrome.google.com/webstore/detail/newtab-adapter/cglpcedifkgalfdklahhcchnjepcckfn) is recommended * visit it on [Chrome Web Store]( https://chrome.google.com/webstore/detail/微度新标签页修改版/hdnehngglnbnehkfcidabjckinphnief) <a name="changelog"></a> # Release Notes #### latest version full-featured `runKey` * key mappings: `runKey` supports inline options which look like `#a=b&c=d%20e` (wiki added) * add `openBookmark` and `vimium://run/<key-tree>` to run long command sequences with complicated options * fix some compatibility bugs * URL matching: support new `URLPattern` in W3C spec. * Vomnibar: support `mapKey` from keys to `<v-*>` (trigger commands) or `<enter>` * `dispatchEvent`: add a new mode: `key=Key,keyCode[,Code=Key]` Refer to [RELEASE-NOTES.md](RELEASE-NOTES.md). #### Known Issues There're some known issues on previous or latest versions of Chromium-based browsers, and please read https://github.com/gdh1995/vimium-c/wiki/Known-issues-on-various-versions-of-Chrome for more information. # Building If you want to compile this project manually, then you need a Node.js 13+ and npm. Please run: ``` bash npm install typescript npm install pngjs # only needed for Chromium-based browsers node scripts/tsc # ./scripts/make.sh vimium_c-debug.zip ``` `gulp local` can also compile files in place (using configurable build options), while `gulp dist` compiles and minimizes files into `dist/`. The options including `MinCVer` and `BTypes` in [gulp.tsconfig.json](scripts/gulp.tsconfig.json) are used to control supported target browsers and set a minimum browser version. <a name="donate"></a><a name="donating"></a><a name="donation"></a> # Donating / 捐赠 Vimium C is an open-source browser extension, and everyone can install and use it free of charge. If you indeed want to give its author ([[email protected]](https://github.com/gdh1995)) financial support, you may donate any small amount of money to him through [Open Collective](https://opencollective.com/vimium-c), [PayPal](https://www.paypal.me/gdh1995), [Alipay](https://intl.alipay.com/) or [WeChat](https://www.wechat.com/). Thanks a lot! Vimium C 是一款开源的浏览器扩展程序,任何人都可以安装使用它而无需支付任何费用。 如果您确实想要资助它的开发者([[email protected]](https://github.com/gdh1995)), 可以通过[支付宝](https://www.alipay.com/)、[微信](https://weixin.qq.com/)、[Open Collective]( https://opencollective.com/vimium-c) 或 [PayPal](https://www.paypal.me/gdh1995) 无偿赠与他一小笔钱。谢谢您的支持! A donation list is in / 捐赠列表详见: https://github.com/gdh1995/vimium-c/wiki/Donation-List . <img width="240" alt="gdh1995 的支付宝二维码" src="https://gdh1995.cn/alipay-recv-money.png" /> <img width="240" alt="gdh1995 的微信赞赏码" src="https://gdh1995.cn/wechat-recv-money.png" /> <img width="240" alt="PayPal QRCode of gdh1995" src="https://gdh1995.cn/paypal-recv-money.png" /> # Thanks & Licenses Vimium C: Copyright (c) Dahan Gong, Phil Crosby, Ilya Sukhar. See the [MIT license](LICENSE.txt) for details. The translation files in [_locales/](https://github.com/gdh1995/vimium-c/tree/master/_locales) belong to [CC-BY-SA-4.0](https://creativecommons.org/licenses/by-sa/4.0/), except some of those English sentences which are the same as [philc/vimium](https://github.com/philc/vimium)'s are under Vimium's MIT license. * [Vimium](https://github.com/philc/vimium): Copyright (c) 2010 Phil Crosby, Ilya Sukhar. Licensed under the [MIT license](https://github.com/philc/vimium/blob/master/MIT-LICENSE.txt). * [TypeScript](https://github.com/Microsoft/TypeScript): and modified `es.d.ts`, `es/*`, `dom.d.ts` and `chrome.d.ts` in `types/`: Copyright (c) Microsoft Corporation (All rights reserved). Licensed under the [Apache License 2.0](https://github.com/microsoft/TypeScript/blob/master/LICENSE.txt). See more on [www.typescriptlang.org](http://www.typescriptlang.org/). * [Viewer.js](https://github.com/fengyuanchen/viewerjs) ([Modified](https://github.com/gdh1995/viewerjs)): Copyright (c) 2015-present Chen Fengyuan. Licensed under the [MIT license](https://github.com/fengyuanchen/viewerjs/blob/master/LICENSE). * [JavaScript Expression Evaluator](https://github.com/silentmatt/expr-eval) ([Modified](https://github.com/gdh1995/js-expression-eval)): Copyright (c) 2015 Matthew Crumley. Licensed under the [MIT license]( https://github.com/silentmatt/expr-eval/blob/4327f05412a3046a9b527b6ec3b50843cb0428e8/LICENSE.txt). * The orange picture in the icon is from https://pixabay.com/vectors/orange-fruit-mandarin-citrus-fruit-158258/ * [微度新标签页](http://www.weidunewtab.com/): (c) 2012 杭州佐拉网络有限公司 保留所有权利. * [PDF.js](https://github.com/mozilla/pdf.js/): Copyright (c) Mozilla and individual contributors. Licensed under the [Apache License 2.0](https://github.com/mozilla/pdf.js/blob/master/LICENSE). # Declaration for Applicable Regions The [Vimium C](https://microsoftedge.microsoft.com/addons/detail/vimium-c/aibcglbfblnogfjhbcmmpobjhnomhcdo) and other extensions published by [gdh1995](https://github.com/gdh1995) are available for all people in *"all regions"* of Microsoft Edge Add-ons, Chrome Web Store and some other markets. This behavior is only to make these extensions easier to use, but<br> **DOES NOT EXPRESS OR IMPLIED** the author (gdh1995) "agrees or has no objection to" that "Taiwan" can be parallel to "China", which was an **inappropriate** status quo in the stores' (developer) pages on 2021-06-03. According to [The Constitution of the People's Republic of China]( http://www.npc.gov.cn/npc/c505/201803/e87e5cd7c1ce46ef866f4ec8e2d709ea.shtml) and international consensus, ***Taiwan is an inalienable part of the sacred territory of the People's Republic of China***.
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A set of utilities for building Redux applications in Web Extensions.
# WebExt Redux A set of utilities for building Redux applications in web extensions. This package was originally named `react-chrome-redux`. [![NPM Version][npm-image]][npm-url] [![NPM Downloads][downloads-image]][downloads-url] ## Installation This package is available on [npm](https://www.npmjs.com/package/webext-redux): ``` npm install webext-redux ``` ## Overview `webext-redux` allows you to build your Web Extension like a Redux-powered webapp. The background page holds the Redux store, while Popovers and Content-Scripts act as UI Components, passing actions and state updates between themselves and the background store. At the end of the day, you have a single source of truth (your Redux store) that describes the entire state of your extension. All UI Components follow the same basic flow: 1. UI Component dispatches action to a Proxy Store. 2. Proxy Store passes action to background script. 3. Redux Store on the background script updates its state and sends it back to UI Component. 4. UI Component is updated with updated state. ![Architecture](https://cloud.githubusercontent.com/assets/603426/18599404/329ca9ca-7c0d-11e6-9a02-5718a0fba8db.png) ## Basic Usage ([full docs here](https://github.com/tshaddix/webext-redux/wiki)) As described in the [introduction](https://github.com/tshaddix/webext-redux/wiki/Introduction#webext-redux), there are two pieces to a basic implementation of this package. ### 1. Add the *Proxy Store* to a UI Component, such as a popup ```js // popover.js import React from 'react'; import {render} from 'react-dom'; import {Provider} from 'react-redux'; import {Store} from 'webext-redux'; import App from './components/app/App'; const store = new Store(); // wait for the store to connect to the background page store.ready().then(() => { // The store implements the same interface as Redux's store // so you can use tools like `react-redux` no problem! render( <Provider store={store}> <App/> </Provider> , document.getElementById('app')); }); ``` ### 2. Wrap your Redux store in the background page with `wrapStore()` ```js // background.js import {wrapStore} from 'webext-redux'; const store; // a normal Redux store wrapStore(store); ``` That's it! The dispatches called from UI component will find their way to the background page no problem. The new state from your background page will make sure to find its way back to the UI components. ### 3. Optional: Apply any redux middleware to your *Proxy Store* with `applyMiddleware()` Just like a regular Redux store, you can apply Redux middlewares to the Proxy store by using the library provided applyMiddleware function. This can be useful for doing things such as dispatching thunks to handle async control flow. ```js // content.js import {Store, applyMiddleware} from 'webext-redux'; import thunkMiddleware from 'redux-thunk'; // Proxy store const store = new Store(); // Apply middleware to proxy store const middleware = [thunkMiddleware]; const storeWithMiddleware = applyMiddleware(store, ...middleware); // You can now dispatch a function from the proxy store storeWithMiddleware.dispatch((dispatch, getState) => { // Regular dispatches will still be routed to the background dispatch({ type: 'start-async-action' }); setTimeout(() => { dispatch({ type: 'complete-async-action' }); }, 0); }); ``` ### 4. Optional: Implement actions whose logic only happens in the background script (we call them aliases) Sometimes you'll want to make sure the logic of your action creators happen in the background script. In this case, you will want to create an alias so that the alias is proxied from the UI component and the action creator logic executes in the background script. ```js // background.js import { applyMiddleware, createStore } from 'redux'; import { alias, wrapStore } from 'webext-redux'; const aliases = { // this key is the name of the action to proxy, the value is the action // creator that gets executed when the proxied action is received in the // background 'user-clicked-alias': () => { // this call can only be made in the background script browser.notifications.create(...); }; }; const store = createStore(rootReducer, applyMiddleware( alias(aliases) ) ); ``` ```js // content.js import { Component } from 'react'; const store = ...; // a proxy store class ContentApp extends Component { render() { return ( <input type="button" onClick={ this.dispatchClickedAlias.bind(this) } /> ); } dispatchClickedAlias() { store.dispatch({ type: 'user-clicked-alias' }); } } ``` ### 5. Optional: Retrieve information about the initiator of the action There are probably going to be times where you are going to want to know who sent you a message. For example, maybe you have a UI Component that lives in a tab and you want to have it send information to a store that is managed by the background script and you want your background script to know which tab sent the information to it. You can retrieve this information by using the `_sender` property of the action. Let's look at an example of what this would look like. ```js // actions.js export const MY_ACTION = 'MY_ACTION'; export function myAction(data) { return { type: MY_ACTION, data: data, }; } ``` ```js // reducer.js import {MY_ACTION} from 'actions.js'; export function rootReducer(state = ..., action) { switch (action.type) { case MY_ACTION: return Object.assign({}, ...state, { lastTabId: action._sender.tab.id }); default: return state; } } ``` No changes are required to your actions, webext-redux automatically adds this information for you when you use a wrapped store. ## Migrating from regular Redux ### 1. dispatch Contrary to regular Redux, **all** dispatches are asynchronous and return a `Promise`. It is inevitable since proxy stores and the main store communicate via browser messaging, which is inherently asynchronous. In pure Redux, dispatches are synchronous (which may not be true with some middlewares such as `redux-thunk`). Consider this piece of code: ```js store.dispatch({ type: MODIFY_FOO_BAR, value: 'new value'}); console.log(store.getState().fooBar); ``` You can rely that `console.log` in the code above will display the modified value. In `webext-redux` on the Proxy Store side you will need to explicitly wait for the dispatch to complete: ```js store.dispatch({ type: MODIFY_FOO_BAR, value: 'new value'}).then(() => console.log(store.getState().fooBar) ); ``` or, using async/await syntax: ```js await store.dispatch({ type: MODIFY_FOO_BAR, value: 'new value'}); console.log(store.getState().fooBar); ``` ### 2. dispatch / React component updates This case is relatively rare. On the Proxy Store side, React component updates with `webext-redux` are more likely to take place after a dispatch is started and before it completes. While the code below might work (luckily?) in classical Redux, it does not anymore since the component has been updated before the `deletePost` is fully completed and `post` object is not accessible anymore in the promise handler: ```js class PostRemovePanel extends React.Component { (...) handleRemoveButtonClicked() { this.props.deletePost(this.props.post) .then(() => { this.setState({ message: `Post titled ${this.props.post.title} has just been deleted` }); }); } } ``` On the other hand, this piece of code is safe: ```js handleRemoveButtonClicked() { const post = this.props.post; this.props.deletePost(post); .then(() => { this.setState({ message: `Post titled ${post.title} has just been deleted` }); }); } } ``` ### Other If you spot any more surprises that are worth watching out for, make sure to let us know! ## Security `webext-redux` supports `onMessageExternal` which is fired when a message is sent from another extension, app, or website. By default, if `externally_connectable` is not declared in your extension's manifest, all extensions or apps will be able to send messages to your extension, but no websites will be able to. You can follow [this](https://developer.chrome.com/extensions/manifest/externally_connectable) to address your needs appropriately. ## Custom Serialization You may wish to implement custom serialization and deserialization logic for communication between the background store and your proxy store(s). Web Extension's message passing (which is used to implement this library) automatically serializes messages when they are sent and deserializes them when they are received. In the case that you have non-JSON-ifiable information in your Redux state, like a circular reference or a `Date` object, you will lose information between the background store and the proxy store(s). To manage this, both `wrapStore` and `Store` accept `serializer` and `deserializer` options. These should be functions that take a single parameter, the payload of a message, and return a serialized and deserialized form, respectively. The `serializer` function will be called every time a message is sent, and the `deserializer` function will be called every time a message is received. Note that, in addition to state updates, action creators being passed from your content script(s) to your background page will be serialized and deserialized as well. ### Example For example, consider the following `state` in your background page: ```js {todos: [ { id: 1, text: 'Write a Web extension', created: new Date(2018, 0, 1) } ]} ``` With no custom serialization, the `state` in your proxy store will look like this: ```js {todos: [ { id: 1, text: 'Write a Web extension', created: {} } ]} ``` As you can see, Web Extension's message passing has caused your date to disappear. You can pass a custom `serializer` and `deserializer` to both `wrapStore` and `Store` to make sure your dates get preserved: ```js // background.js import {wrapStore} from 'webext-redux'; const store; // a normal Redux store wrapStore(store, { serializer: payload => JSON.stringify(payload, dateReplacer), deserializer: payload => JSON.parse(payload, dateReviver) }); ``` ```js // content.js import {Store} from 'webext-redux'; const store = new Store({ serializer: payload => JSON.stringify(payload, dateReplacer), deserializer: payload => JSON.parse(payload, dateReviver) }); ``` In this example, `dateReplacer` and `dateReviver` are a custom JSON [replacer](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/stringify) and [reviver](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/parse) function, respectively. They are defined as such: ```js function dateReplacer (key, value) { // Put a custom flag on dates instead of relying on JSON's native // stringification, which would force us to use a regex on the other end return this[key] instanceof Date ? {"_RECOVER_DATE": this[key].getTime()} : value }; function dateReviver (key, value) { // Look for the custom flag and revive the date return value && value["_RECOVER_DATE"] ? new Date(value["_RECOVER_DATE"]) : value }; const stringified = JSON.stringify(state, dateReplacer) //"{"todos":[{"id":1,"text":"Write a Web extension","created":{"_RECOVER_DATE":1514793600000}}]}" JSON.parse(stringified, dateReviver) // {todos: [{ id: 1, text: 'Write a Web extension', created: new Date(2018, 0, 1) }]} ``` ## Custom Diffing and Patching Strategies On each state update, `webext-redux` generates a patch based on the difference between the old state and the new state. The patch is sent to each proxy store, where it is used to update the proxy store's state. This is more efficient than sending the entire state to each proxy store on every update. If you find that the default patching behavior is not sufficient, you can fine-tune `webext-redux` using custom diffing and patching strategies. ### Deep Diff Strategy By default, `webext-redux` uses a shallow diffing strategy to generate patches. If the identity of any of the store's top-level keys changes, their values are patched wholesale. Most of the time, this strategy will work just fine. However, in cases where a store's state is highly nested, or where many items are stored by key under a single slice of state, it can start to affect performance. Consider, for example, the following `state`: ```js { items: { "a": { ... }, "b": { ... }, "c": { ... }, "d": { ... }, // ... }, // ... } ``` If any of the individual keys under `state.items` is updated, `state.items` will become a new object (by standard Redux convention). As a result, the default diffing strategy will send then entire `state.items` object to every proxy store for patching. Since this involves serialization and deserialization of the entire object, having large objects - or many proxy stores - can create a noticeable slowdown. To mitigate this, `webext-redux` also provides a deep diffing strategy, which will traverse down the state tree until it reaches non-object values, keeping track of only the updated keys at each level of state. So, for the example above, if the object under `state.items.b` is updated, the patch will only contain those keys under `state.items.b` whose values actually changed. The deep diffing strategy can be used like so: ```js // background.js import {wrapStore} from 'webext-redux'; import deepDiff from 'webext-redux/lib/strategies/deepDiff/diff'; const store; // a normal Redux store wrapStore(store, { diffStrategy: deepDiff }); ``` ```js // content.js import {Store} from 'webext-redux'; import patchDeepDiff from 'webext-redux/lib/strategies/deepDiff/patch'; const store = new Store({ patchStrategy: patchDeepDiff }); ``` Note that the deep diffing strategy currently diffs arrays shallowly, and patches item changes based on typed equality. #### Custom Deep Diff Strategy `webext-redux` also provides a `makeDiff` function to customize the deep diffing strategy. It takes a `shouldContinue` function, which is called during diffing just after each state tree traversal, and should return a boolean indicating whether or not to continue down the tree, or to just treat the current object as a value. It is called with the old state, the new state, and the current position in the state tree (provided as a list of keys so far). Continuing the example from above, say you wanted to treat all of the individual items under `state.items` as values, rather than traversing into each one to compare its properties: ```js // background.js import {wrapStore} from 'webext-redux'; import makeDiff from 'webext-redux/lib/strategies/deepDiff/makeDiff'; const store; // a normal Redux store const shouldContinue = (oldState, newState, context) => { // If we've just traversed into a key under state.items, // stop traversing down the tree and treat this as a changed value. if (context.length === 2 && context[0] === 'items') { return false; } // Otherwise, continue down the tree. return true; } // Make the custom deep diff using the shouldContinue function const customDeepDiff = makeDiff(shouldContinue); wrapStore(store, { diffStrategy: customDeepDiff // Use the custom deep diff }); ``` Now, for each key under `state.items`, `webext-redux` will treat it as a value and patch it wholesale, rather than comparing each of its individual properties. A `shouldContinue` function of the form `(oldObj, newObj, context) => context.length === 0` is equivalent to `webext-redux`'s default shallow diffing strategy, since it will only check the top-level keys (when `context` is an empty list) and treat everything under them as changed values. ### Custom `diffStrategy` and `patchStrategy` functions You can also provide your own diffing and patching strategies, using the `diffStrategy` parameter in `wrapStore` and the `patchStrategy` parameter in `Store`, repsectively. A diffing strategy should be a function that takes two arguments - the old state and the new state - and returns a patch, which can be of any form. A patch strategy is a function that takes two arguments - the old state and a patch - and returns the new state. When using a custom diffing and patching strategy, you are responsible for making sure that they function as expected; that is, that `patchStrategy(oldState, diffStrategy(oldState, newState))` is equal to `newState`. Aside from being able to fine-tune `webext-redux`'s performance, custom diffing and patching strategies allow you to use `webext-redux` with Redux stores whose states are not vanilla Javascript objects. For example, you could implement diffing and patching strategies - along with corresponding custom serialization and deserialization functions - that allow you to handle [Immutable.js](https://github.com/facebook/immutable-js) collections. ## Docs * [Introduction](https://github.com/tshaddix/webext-redux/wiki/Introduction) * [Getting Started](https://github.com/tshaddix/webext-redux/wiki/Getting-Started) * [Advanced Usage](https://github.com/tshaddix/webext-redux/wiki/Advanced-Usage) * [API](https://github.com/tshaddix/webext-redux/wiki/API) * [Store](https://github.com/tshaddix/webext-redux/wiki/Store) * [wrapStore](https://github.com/tshaddix/webext-redux/wiki/wrapStore) * [alias](https://github.com/tshaddix/webext-redux/wiki/alias) ## Who's using this? [![Loom][loom-image]][loom-url] [![GoGuardian][goguardian-image]][goguardian-url] [![Chrome IG Story][chrome-ig-story-image]][chrome-ig-story-url] [<img src="https://user-images.githubusercontent.com/1683635/56149225-12f1dc00-5f7a-11e9-884c-8ee2805f10a0.png" height="75">][mabl-url] [![Storyful][storyful-image]][storyful-url] Using `webext-redux` in your project? We'd love to hear about it! Just [open an issue](https://github.com/tshaddix/webext-redux/issues) and let us know. [npm-image]: https://img.shields.io/npm/v/webext-redux.svg [npm-url]: https://npmjs.org/package/webext-redux [downloads-image]: https://img.shields.io/npm/dm/webext-redux.svg [downloads-url]: https://npmjs.org/package/webext-redux [loom-image]: https://cloud.githubusercontent.com/assets/603426/22037715/28c653aa-dcad-11e6-814d-d7a418d5670f.png [loom-url]: https://www.useloom.com [goguardian-image]: https://cloud.githubusercontent.com/assets/2173532/17540959/c6749bdc-5e6f-11e6-979c-c0e0da51fc63.png [goguardian-url]: https://goguardian.com [chrome-ig-story-image]: https://user-images.githubusercontent.com/2003684/34464412-895af814-ee32-11e7-86e4-b602bf58cdbc.png [chrome-ig-story-url]: https://chrome.google.com/webstore/detail/chrome-ig-story/bojgejgifofondahckoaahkilneffhmf [mabl-url]: https://www.mabl.com [storyful-image]: https://user-images.githubusercontent.com/702227/140521240-be12e5ba-4f4e-4593-80a0-352f1acfe039.jpeg [storyful-url]: https://storyful.com
328
A browser developer tool extension to inspect performance of React components.
**Looking for maintainers** # React Performance Devtool [![Build Status](https://travis-ci.org/nitin42/react-perf-devtool.svg?branch=master)](https://travis-ci.org/nitin42/react-perf-devtool) ![Release Status](https://img.shields.io/badge/status-stable-brightgreen.svg) ![Author](https://img.shields.io/badge/author-Nitin%20Tulswani-lightgrey.svg) ![current-version](https://img.shields.io/badge/version-3.1.8-blue.svg) ![extension](https://img.shields.io/badge/extension-5.3-ff69b4.svg) [![npm downloads](https://img.shields.io/npm/dt/react-perf-devtool.svg)](https://www.npmjs.com/package/react-perf-devtool) > A devtool for inspecting the performance of React Components <br/> <p align="center"> <img src="https://i.gyazo.com/332f573872d396e4f665d58e491a8ccd.png"> </p> <br/> ## Table of contents * [Introduction](#introduction) * [Demo](#demo) * [Browser extension](#browser-extension) * [Log the measures to console](#log-the-measures-to-a-console) * [Uses](#uses) * [Install](#install) * [Usage](#usage) * [Using the browser extension](#using-the-browser-extension) * [Printing the measures to console](#printing-the-measures-to-the-console) * [Description](#description) * [Phases](#phases) * [Implementation](#implementation) * [Contributing](#contributing) * [License](#license) ## Introduction **React Performance Devtool** is a browser extension for inspecting the performance of React Components. It statistically examines the performance of React components based on the measures which are collected by React using `window.performance` API. Along with the browser extension, the measures can also be inspected in a console. See the [usage](#usage) section for more details. This project started with a purpose of extending the work done by [Will Chen](https://github.com/wwwillchen) on a proposal for React performance table. You can read more about it [here](https://github.com/facebook/react-devtools/issues/801#issuecomment-350919145). ## Demo ### Browser extension A demo of the extension being used to examine the performance of React components on my website. <img src="http://g.recordit.co/m8Yv1RTR6v.gif"> ### Log the measures to a console Performance measures can also be logged to a console. With every re-render, measures are updated and logged to the console. <img src="http://g.recordit.co/YX44uaVr3I.gif"> ## Uses * Remove or unmount the component instances which are not being used. * Inspect what is blocking or taking more time after an operation has been started. * Examine the table and see for which components, you need to write [shouldComponentUpdate](https://reactjs.org/docs/react-component.html#shouldcomponentupdate) lifecycle hook. * Examine which components are taking more time to load. ## Install To use this devtool, you'll need to install a npm module which will register a listener (read more about this in [usage](#usage) section) and the browser extension. **Installing the extension** The below extensions represent the current stable release. * [Chrome extension](https://chrome.google.com/webstore/detail/react-performance-devtool/fcombecpigkkfcbfaeikoeegkmkjfbfm) * [Firefox extension](https://addons.mozilla.org/en-US/firefox/addon/nitin-tulswani/) * **Standalone app coming soon** **Installing the npm module** ``` npm install react-perf-devtool ``` A `umd` build is also available via [unpkg](https://www.unpkg.com) ```js <script crossorigin src="https://unpkg.com/[email protected]/lib/npm/hook.js"></script> ``` > This extension and package also depends on react. Please make sure you have those installed as well. > Note - The npm module is important and required to use the devtool. So make sure you've installed it before using the browser extension. ## Usage This section of the documentation explain the usage of devtool and the API for registering an observer in a React app. ### Browser Compatibility `react-perf-devtool` relies on the native `window.PerformanceObserver` API that got added in **Chrome v52** and **Firefox v57**. For further information, see the official Mozilla Docs [here](https://developer.mozilla.org/en-US/docs/Web/API/PerformanceObserver#Browser_compatibility). ### Using the browser extension To use this devtool extension, you'll need to register an observer in your app which will observe a collection of data (performance measures) over a time. **Register observer** Registering an observer is very simple and is only one function call away. Let's see how! ```js const { registerObserver } = require('react-perf-devtool') // assign the observer to the global scope, as the GC will delete it otherwise window.observer = registerObserver() ``` You can place this code inside your `index.js` file (recommended) or any other file in your app. > Note - This should only be used in development mode when you need to inspect the performance of React components. Make sure to remove it when building for production. Registering an observer hooks an object containing information about the **events** and **performance measures** of React components to the [window](https://developer.mozilla.org/en-US/docs/Web/API/Window/window) object, which can then be accessed inside the inspected window using [eval()](https://developer.mozilla.org/en-US/Add-ons/WebExtensions/API/devtools.inspectedWindow/eval). With every re-render, this object is updated with new measures and events count. The extension takes care of clearing up the memory and also the cache. You can also pass an **`option`** object and an optional **`callback`** which receives an argument containing the parsed and aggregated measures **Using the callback** An optional callback can also be passed to `registerObserver` which receives parsed measures as its argument. You can use this callback to inspect the parsed and aggregated measures, or you can integrate it with any other use case. You can also leverage these performance measures using Google Analytics by sending these measures to analytics dashboard . This process is documented [here](https://developers.google.com/web/updates/2017/06/user-centric-performance-metrics). Example - ```js const { registerObserver } = require('react-perf-devtool') function callback(measures) { // do something with the measures } // assign the observer to the global scope, as the GC will delete it otherwise window.observer = registerObserver({}, callback) ``` After you've registered the observer, start your local development server and go to `http://localhost:3000/`. > Note - This extension works only for React 16 or above versions of it. After you've installed the extension successfully, you'll see a tab called **React Performance** in Chrome Developer Tools. <img src="./art/tab.png"> ### Printing the measures to the console The performance measures can also be logged to the console. However, the process of printing the measures is not direct. You'll need to set up a server which will listen the measures. For this, you can use [micro](https://github.com/zeit/micro) by [Zeit](https://zeit.co/) which is a HTTP microservice. ``` npm install --save micro ``` You can pass an **option** object as an argument to `registerObserver` to enable logging and setting up a port number. **Using the option object** ```js { shouldLog: boolean, // default value: false port: number // default value: 8080 timeout: number // default value: 2000 } ``` You can pass three properties to the **`option`** object, `shouldLog` and `port`. * `shouldLog` - It takes a **boolean** value. If set to true, measures will be logged to the console. * `port` - Port number for the server where the measures will be send * `timeout` - A timeout value to defer the initialisation of the extension. If your application takes time to load, it's better to defer the initialisation of extension by specifying the timeout value through `timeout` property. This ensures that the extension will load only after your application has properly loaded in the browser so that the updated measures can be rendered. However, you can skip this property if your application is in small size. **Example** ```js // index.js file in your React App const React = require('react') const ReactDOM = require('react-dom') const { registerObserver } = require('react-perf-devtool') const Component = require('./Component') // Some React Component const options = { shouldLog: true, port: 8080, timeout: 12000 // Load the extension after 12 sec. } function callback(measures) { // do something with the measures } // assign the observer to the global scope, as the GC will delete it otherwise window.observer = registerObserver(options, callback) ReactDOM.render(<Component />, document.getElementById('root')) ``` ```js // server.js const { json } = require('micro') module.exports = async req => { console.log(await json(req)) return 200 } ``` ```js // package.json { "main": "server.js", "scripts": { "start-micro": "micro -p 8080" } } ``` **Schema of the measures** Below is the schema of the performance measures that are logged to the console. ```js { componentName, mount: { // Mount time averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, render: { // Render time averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, update: { // Update time averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, unmount: { // Unmount time averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, totalTimeSpent, // Total time taken by the component combining all the phases percentTimeSpent, // Percent time numberOfInstances, // Number of instances of the component // Time taken in lifecycle hooks componentWillMount: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, } componentDidMount: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, } componentWillReceiveProps: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, shouldComponentUpdate: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, componentWillUpdate: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, componentDidUpdate: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, }, componentWillUnmount: { averageTimeSpentMs, numberOfTimes, totalTimeSpentMs, } } ``` **components** You can also inspect the performance of specific components using options through **`components`** property. <img src="http://g.recordit.co/sAQGSOrCA7.gif"> Example - ```js const options = { shouldLog: true, port: 3000, components: ['App', 'Main'] // Assuming you've these components in your project } function callback(measures) { // do something with measures } // assign the observer to the global scope, as the GC will delete it otherwise window.observer = registerObserver(options, callback) ``` ## Description ### Overview section <p align="center"> <img src="https://i.gyazo.com/bae8420649749a5be0a2a7e589cdbc65.png"> </p> Overview section represents an overview of total time (%) taken by all the components in your application. ### Results section <p align="center"> <img src="https://i.gyazo.com/74a96461182539f9866db630ab645719.png"> </p> * Time taken by all the components - Shows the time taken by all the components (combining all the phases). * Time duration for committing changes - Shows the time spent in committing changes. Read more about this [here]() * Time duration for committing host effects - Shows the time spent in committing host effects i.e committing when a new tree is inserted (update) and no. of host effects (effect count in commit). * Time duration for calling lifecycle methods - Reports the time duration of calling lifecycle hooks and total no of methods called, when a lifecycle hook schedules a cascading update. * Total time ### Top section <p align="center"> <img src="https://i.gyazo.com/3728c55035bdcdc40b68919fe095e549.png" /> </p> **clear** - The clear button clears the measures from the tables and also wipes the results. **Reload the inspected window** - This button reloads the inspected window and displays the new measures. **Pending events** - This indicates the pending measures (React performance data). ### Components section <p align="center"> <img src="https://i.gyazo.com/ac983b28ac614fb13d980ae681ffd049.png"> </p> This section shows the time taken by a component in a phase, number of instances of a component and total time combining all the phases in **ms** and **%** ## Phases Given below are the different phases for which React measures the performance: * **React Tree Reconciliation** - In this phase, React renders the root node and creates a work in progress fiber. If there were some cascading updates while reconciling, it will pause any active measurements and will resumed them in a deferred loop. This is caused when a top-level update interrupts the previous render. If an error was thrown during the render phase then it captures the error by finding the nearest error boundary or it uses the root if there is no error boundary. * **Commit changes** - In this phase, the work that was completed is committed. Also, it checks whether the root node has any side-effect. If it has an effect then add it to the list (read more this list data structure [here](https://github.com/nitin42/Making-a-custom-React-renderer/blob/master/part-one.md)) or commit all the side-effects in the tree. If there is a scheduled update in the current commit, then it gives a warning about ***cascading update in lifecycle hook***. During the commit phase, updates are scheduled in the current commit. Also, updates are scheduled if the phase/stage is not [componentWillMount](https://reactjs.org/docs/react-component.html#componentwillmount) or [componentWillReceiveProps](https://reactjs.org/docs/react-component.html#componentwillreceiveprops). * **Commit host effects** - Host effects are committed whenever a new tree is inserted. With every new update that is scheduled, total host effects are calculated. This process is done in two phases, the first phase performs all the host node insertions, deletion, update and ref unmounts and the other phase performs all the lifecycle and ref callbacks. * **Commit lifecycle** - When the first pass was completed while committing the host effects, the work in progress tree became the current tree. So work in progress is current during **componentDidMount/update**. In this phase, all the lifecycles and ref callbacks are committed. **Committing lifecycles happen as a separate pass so that all the placements, updates and deletions in the entire tree have already been invoked**. ## Implementation In previous version of this devtool, performance metrics were being queried instead of listening for an event type. This required to comment the line inside the `react-dom` package (`react-dom.development.js`) so that these metrics can be captured by this tool. ### Trade-offs * Need to update the commonjs react-dom development bundle (commenting the line) * No way of sending the measures from the app frame to the console * Need to query measures rather than listening to an event once * No control on how to inspect the measures for a particular use case (for eg - log only the render and update performance of a component) But now, with the help of [Performance Observer](https://developer.mozilla.org/en-US/docs/Web/API/PerformanceObserver) API, an observer can be registered to listen to an event of a particular type and get the entries (performance measures). `react-perf-devtool` provides an API on top of the performance observer, a function that registers an observer. ```js const { registerObserver } = require('react-perf-devtool') // assign the observer to the global scope, as the GC will delete it otherwise window.observer = registerObserver() ``` This observer listens to the React performance measurement event. It hooks an object containing information about the events and performance measures of React components to the window object which can then be accessed inside the inspected window using eval(). With every re-render, this object is updated with new measures and events count. The extension takes care of clearing up the memory and also the cache. An `option` object and an optional `callback` can also be passed to `registerObserver`. The `option` object is useful when performance measures are to be logged to a console. The `callback` receives parsed and aggregated results (metrics) as its argument which can then be used for analyses. ### Benefits Calculating and aggregating the results happens inside the app frame and not in the devtool. It has its own benefits. * These measures can be send to a server for analyses * Measures can be logged to a console * Particular measures can be inspected in the console with the help of configuration object (not done with the API for it yet) * This also gives control to the developer on how to manage and inspect the measures apart from using the extension ## Todos / Ideas / Improvements - [x] New UI for devtool - [x] Make the implementation of measures generator more concrete - [ ] Add support for older versions of React - [x] Make the tool more comprehensible ## Contributing [Read the contributing guide](./CONTRIBUTING.md) ## License MIT
329
Implementations from the free course Deep Reinforcement Learning with Tensorflow and PyTorch
# [Deep Reinforcement Learning Course](https://huggingface.co/deep-rl-course/unit0/introduction) We **[launched a new free Deep Reinforcement Learning Course with Hugging Face 🤗](https://huggingface.co/deep-rl-course/unit0/introduction)** **👉 Register here** http://eepurl.com/h1pElX **👉 The course**: https://huggingface.co/deep-rl-course/unit0/introduction 📚 The syllabus: https://simoninithomas.github.io/deep-rl-course/ In this updated free course, you will: - 📖 **Study Deep Reinforcement Learning** in theory and practice. - 🧑‍💻 Learn to **use famous Deep RL libraries** such as Stable Baselines3, RL Baselines3 Zoo, Sample Factory and CleanRL. - 🤖 **Train agents in unique environments** such as SnowballFight, Huggy the Doggo 🐶, MineRL (Minecraft ⛏️), VizDoom (Doom) and classical ones such as Space Invaders and PyBullet. - 💾 **Publish your trained agents in one line of code to the Hub**. But also download powerful agents from the community. - 🏆 **Participate in challenges** where you will evaluate your agents against other teams. But also play against AI you'll train. And more! <img src="https://huggingface.co/datasets/huggingface-deep-rl-course/course-images/resolve/main/en/unit0/thumbnail.jpg"/>
330
OpenUPM - Open Source Unity Package Registry (UPM)
<p align="center"> <a href="https://openupm.com/"> <img width="180" src="https://raw.githubusercontent.com/openupm/openupm/master/docs/.vuepress/public/images/openupm-icon-256.png" alt="logo"> </a> </p> <h1 align="center"> Open Source Unity Package Registry <a href="https://twitter.com/intent/tweet?text=Get%20600%2B%20open-source%20Unity%20packages%20from%20the%20OpenUPM%20registry&url=https://openupm.com&hashtags=unity3d,openupm,upm,gamedev" alt="Tweet URL"> <img src="https://img.shields.io/twitter/url/http/shields.io.svg?style=social" /> </a> </h1> <p align="center"> <a href="https://app.netlify.com/sites/openupm/deploys"> <img src="https://api.netlify.com/api/v1/badges/5d66cc09-9f99-4b71-936a-317ee6a7b5d3/deploy-status" /> </a> <a href="https://dev.azure.com/openupm/openupm/_build/latest?definitionId=1&branchName=master"> <img src="https://dev.azure.com/openupm/openupm/_apis/build/status/openupm.openupm-pipelines?branchName=master" /> </a> <a href="https://github.com/openupm/openupm/actions"> <img src="https://github.com/openupm/openupm/workflows/CI/badge.svg" /> </a> <a href="https://mergify.io"> <img src="https://img.shields.io/endpoint.svg?url=https://gh.mergify.io/badges/openupm/openupm&style=flat" /> </a> <a href="https://discord.gg/FnUgWEP"> <img src="https://img.shields.io/discord/662675048884207616.svg" /> </a> <a href="https://twitter.com/openupmupdate"> <img alt="Twitter Follow" src="https://img.shields.io/twitter/follow/openupmupdate?style=social"> </a> </p> <p align="center"> <a href="https://openupm.com/"> <img width="80%" src="https://raw.githubusercontent.com/openupm/openupm/master/docs/.vuepress/public/images/openupm-screenshot.png" alt="logo"> </a> </p> <p align="center"> <a href="https://openupm.com/"> OpenUPM </a> | <a href="https://openupm.cn/"> OpenUPM中文网 </a> </p> *Read this in other languages: [English](README.md), [简体中文](README.zh-cn.md).* **Table of contents** - [Introduction](#introduction) - [Sponsors and backers](#sponsors-and-backers) - [Ecosystem](#ecosystem) - [Bugs and feature requests](#bugs-and-feature-requests) - [Community](#community) - [Contributors](#contributors) - [Terms and license](#terms-and-license) - [Status](#status) ## Introduction OpenUPM is an open-source service for hosting and building open-source Unity Package Manager (UPM) packages. The intention is to create a universal platform to discover, distribute, and share open-source UPM packages, and build a community along with it. OpenUPM is composed of two parts: - The managed [scoped package registry](https://docs.unity3d.com/Manual/upm-scoped.html) for hosting UPM packages. - The automatic build pipelines for tracking, building, and publishing UPM packages based on Git tags. > DISCLAIMER: OpenUPM is an open-source service, not an official service provided by Unity Technologies Inc. Learn more at [our documentations](https://openupm.com/docs/). ## Sponsors and backers OpenUPM is an independent project with its ongoing development made possible entirely thanks to the support by our awesome [sponsors, backers, and contributors](https://openupm.com/contributors/). If you'd like to join them, please consider: - [Sponsoring Favo Yang on Patreon](https://www.patreon.com/openupm) comes with exclusive perks - [Exploring other donation options](https://openupm.com/support/) - [Exploring region CN donation options](https://openupm.cn/zh/support/) <!--bronze start <h3 align="center">Bronze Sponsors</h3> <table> <tbody> <tr> <td align="center" valign="middle"> <a href="https://github.com/adrenak" target="_blank"> <img width="64px" src="https://github.com/adrenak.png?size=128"> </a> </td> </tr> </tbody> </table> bronze end--> <h3 align="center">Service Sponsors</h3> <!--bronze start--> <table> <tbody> <tr> <td align="center" valign="middle"> <a href="https://m.do.co/c/50e7f9860fa9" target="_blank"> <img width="148px" src="https://opensource.nyc3.cdn.digitaloceanspaces.com/attribution/assets/SVG/DO_Logo_horizontal_blue.svg"> </a> </td> <td align="center" valign="middle"> <a href="https://www.netlify.com/" target="_blank"> <img width="120px" src="https://www.netlify.com/img/global/badges/netlify-dark.svg"> </a> </td> </tr> </tbody> </table> <!--bronze end--> ## Ecosystem | Sub-project | Description | |---------------------------------------------------------------------------|-------------------------------| | [package.openupm.com](https://package.openupm.com) | UPM registry | | [package.openupm.cn](https://package.openupm.cn) | UPM registry for China Region | | [openupm/openupm](https://github.com/openupm/openupm) | website, package curated list | | [openupm/openupm-pipelines](https://github.com/openupm/openupm-pipelines) | build pipelines | | [openupm/openupm-cli](https://github.com/openupm/openupm-cli) | command-line tool | ## Bugs and feature requests Have a bug or a feature request? Please first search for existing and closed issues. If your problem or idea is not addressed yet, [please open a new issue](https://github.com/openupm/openupm/issues/new). ## Community - Blog regularly at [medium.com/openupm](https://medium.com/openupm) - Discuss at https://github.com/openupm/openupm/discussions - Chat at [Discord](https://discord.gg/FnUgWEP) - Contact us at [[email protected]]([email protected]) - Track package updates at [the RSS feed](https://openupm.com/feeds/updates/rss) ## Contributors Thank you to [all the people](https://openupm.com/contributors/) who already contributed to OpenUPM! ## Terms and license - Source code licensed under [BSD-3-Clause](./LICENSE) - OpenUPM website and public registry [terms-of-use](https://openupm.com/docs/terms.html) - [Code of conduct](https://openupm.com/docs/code-of-conduct.html) ## Status See https://openupm.github.io/upptime/
331
All Subjects of 42 School
# All subjects of 42 School (Paris) __All these subjects are the exclusive property of 42 School.__<br /> Any reproduction, use outside the school context of 42 or without authorization is prohibited and may be treated as copyright infringement. __If you want to see corrections files for these projects, go [HERE](https://github.com/Binary-Hackers/42_Corrections).__ ## Norme 42 - [Norme 2.0.0](https://github.com/BenjaminSouchet/42_Subjects/blob/master/04_Norme/norme_2_0_0.pdf) - [Norme 2.0.1](https://github.com/BenjaminSouchet/42_Subjects/blob/master/04_Norme/norme_2_0_1.pdf) ## Projects ### Global - [42 Commandements (T0)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/00_Global/42_commandements.pdf) - [Piscine Reloaded (T0)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/00_Global/piscine_reloaded.pdf) - [Libft (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/00_Global/libft.pdf) - [Fillit (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/00_Global/fillit.pdf) - [Get Next Line (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/00_Global/get_next_line.pdf) ### Unix branch - [Ft_ls (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_ls.pdf) - [minishell (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/minishell.pdf) - [ft_select (Optional Project) (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_select.pdf) - [21sh (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/21sh.pdf) - [Taskmaster (Optional Project) (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/taskmaster.pdf) - [42sh (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/42sh.pdf) - [Malloc (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/malloc.pdf) - [ft_script (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_script.pdf) - [Philosophers (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/philosophers.pdf) - [Nm-otool (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/nm-otool.pdf) - [Dr Quine (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/dr_quine.pdf) - [Famine (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/famine.pdf) - [LibftASM (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/asm_lib.pdf) - [Root-me | App-Systeme (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/root_me_app_systeme.pdf) - [Root-me | Cracking (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/root_me_cracking.pdf) - [Snow Crash (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/snow_crash.pdf) - [RainFall (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/Rain-Fall.pdf) - [strace (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_strace.pdf) - [GBmu (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/GBmu.pdf) - [ft_linux (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_linux.pdf) - [little-penguin-1 (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/little_penguin_1.pdf) - [Process and Memory (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/lk_process_and_mem.pdf) - [Drivers and Interrupts (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/lk_driver_and_keyboard.pdf) - [Filesystem (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/lk_filesystem.pdf) - [KFS-1 (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/kfs_1.pdf) - [KFS-2 (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/kfs_2.pdf) - [KFS-3 (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/kfs_3.pdf) - [KFS-4 (T3) _NEW_](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/kfs_4.pdf) - [Woody Woodpacker (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/woody_woodpacker.pdf) - [ft_p (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_p.pdf) - [IRC (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_irc.pdf) - [Matt Daemon (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/Matt_daemon.pdf) - [Lem-ipc (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/lemipc.pdf) - [Zappy (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/zappy.pdf) - [ft_ping (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_ping.pdf) - [ft_traceroute (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_traceroute.pdf) - [ft_nmap (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/01_Unix/ft_nmap.pdf) ### Algorithmic branch - [Ft_printf (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/ft_printf.pdf) - [Push Swap (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/push_swap.pdf) - [Filler (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/filler.pdf) - [Lem_in (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/lem-in.pdf) - [Mod1 (Optional Project) (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/mod1.pdf) - [Corewar (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/corewar.pdf) - [Corewar Championship (Optional Project) (T0)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/corewar-championship.pdf) - [ComputorV1 (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/computorv1.pdf) - [Expert System (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/expertsystem.pdf) - [N-puzzle (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/npuzzle.pdf) - [Ft_linear_regression (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/ft_linear_regression.pdf) - [Rubik (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/rubik.pdf) - [KrpSim (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/krpsim.pdf) - [Gomoku (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/02_Algorithmic/gomoku.pdf) ### Graphic branch - [FDF (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/fdf.pdf) - [Fract'Ol (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/fract_ol.pdf) - [Wolf3D (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/wolf3d.pdf) - [RTv1 (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/rtv1.pdf) - [RT (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/rt.pdf) - [Scop (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/scop.pdf) - [42run (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/42run.pdf) - [HumanGL (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/humangl.pdf) - [Particle System (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/03_Graphic/ParticleSystem.pdf) ### Web branch - [Camagru (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/04_Web/camagru.pdf) - [Matcha (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/04_Web/matcha.pdf) - [Hypertube (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/04_Web/hypertube.pdf) - [Friends with Benefits (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/04_Web/friends_with_benefits.pdf) - [Red Tetris (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/04_Web/red_tetris.pdf) - [Darkly (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/04_Web/darkly.pdf) ### OCaml branch - [H42N42 (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/05_OCaml/subject.pdf) - [ft_turing (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/05_OCaml/ft_turing.pdf) - [ft_ality (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/05_OCaml/ft_ality.pdf) ### Android / iOS branch - [Swifty Companion (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/06_Android-iOS/swifty-companion.pdf) - [Swifty Proteins (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/06_Android-iOS/swifty-protein.pdf) - [ft_hangouts (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/06_Android-iOS/ft_hangouts.pdf) ### C++ branch - [Abstract VM (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/07_CPP/abstract-vm.pdf) - [Nibbler (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/07_CPP/nibbler.pdf) - [Bomberman (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/07_CPP/bomberman.pdf) ### Unity branch - [XV (T3)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/08_Unity/XV.pdf) - [In the Shadows (T2)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/08_Unity/In_the_shadow.pdf) ### Others - [cloud-1 (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/09_Others/cloud-1.pdf) - [roger-skyline-1 (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/09_Others/roger-skyline-1.pdf) - [roger-skyline-2 (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/09_Others/roger-skyline-2.pdf) - [Docker (T1)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/09_Others/docker.pdf) - [Projet Libre (T4)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/00_Projects/09_Others/ProjetLibre.pdf) ## Piscines - [C (Languages EN & FR)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/C) - [C++ (T2)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/CPP) - [PHP (T1)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/PHP) - [Python-Django (T2)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/Python-Django) - [Ocaml (T2)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/OCaml) - [Ruby On Rails (T2)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/Ruby_On_Rails) - [Swift iOS (T2)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/iOS_Swift) - [Unity (T2)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/01_Piscines/Unity) ## Rushes - AlCu (Not Available) - [Alum1](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/alum1.pdf) - [Arkanoid](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/arkanoid.pdf) - [Carnifex (LISP)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/Carniflex.pdf) - [Cluedo (Prolog)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/cluedo.pdf) - [Domino](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/Domino.pdf) - [Factrace](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/factrace.pdf) - [Hotrace](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/hotrace.pdf) - [Introduction to iOS](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/sujet_ios.pdf) - [Introduction to Wordpress](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/wordpress.pdf) - [LLDB](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/LLDB.pdf) - [Mexican Standoff](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/mexican_standoff.pdf) - [Puissance 4](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/puissance4.pdf) - Rage Against The aPi (Not Available) - Rush admin sys et réseau 0 (Not Available) - Rush admin sys et réseau 1 (Not Available) - [wong_kar_wai (2048)](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/wong_kar_wai_2048.pdf) - [YASL](https://github.com/BenjaminSouchet/42_Subjects/blob/master/02_Rushes/yasl.pdf) ## Exam C Beginner - [See all subjects (Langs : EN / FR / RO)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/03_Exam_C) ## Others - [Peer-Evaluation (Langs : EN / FR)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/05_Others/Peer-Evaluation) - [Vogsphere Manual (Langs : EN / FR)](https://github.com/BenjaminSouchet/42_Subjects/tree/master/05_Others/Vogsphere)
332
A Toon Shader in Unity Universal Render Pipeline.
# URP Toon Shader - [Introduction](#Introduction) - [Properties](#Properties) - [SurfaceOptions](#SurfaceOptions) - [Base](#Base) - [Shadow](#Shadow) - [Specular](#Specular) - [Rim](#Rim) - [Outline](#Outline) - [AdvancedOptions](#AdvancedOptions) - [Multi Pass Batch](#Multi-Pass-Batch) - [Reference](#Reference) - [Licenses](#Licenses) ## Introduction Simple toon shader in unity universal pipeline. ![image-UnityChan](image/UnityChan.png) Genshin Impact Style(Model and Texture from miHoYo) ![image-Genshin_Sample](image/Genshin_Sample.gif) ## Properties ### SurfaceOptions ![image-SurfaceOptions](image/SurfaceOptions.png) ### Base ![image-Base](image/Base.png) ### Shadow ![image-Shadow](image/Shadow.png) #### ShadowType ##### DoubleShade Adjustable two-layer shadow.(Reference UTS) ##### RampMapShadow Shadows based on rampmap. ##### SDF_FaceShadow (Reference Genshin Impact) Used for face shadow, sample a precomputed shadow mask to generate shadows. Limit:symmetrical face uv. ![image-SDFMask](image/SDFMask.png) Need to add a script to the object, set the forward and left direction(ObjectSpace). ![image-SDFScript](image/SDFScript.png) About how to generate sdf shadow mask. Node:Generate mask in r16 format(antialiasing). https://zhuanlan.zhihu.com/p/389668800 #### SSAO (Add "ScreenSpaceAmbientOcclusion" RenderFeature) Control SSAO strength. #### CastHairShadowMask (Add "RenderFrontHairShadowMaskFeature" RenderFeature) Cast a shadow mask in screen space for face shadow.(Check it on front hair material or something) #### ReceiveHairShadowMask Sample "CastHairShadowMask" for shadow.(Check it on face material) ### Specular ![image-Specular](image/Specular.png) ### Rim ![image-Rim](image/Rim.png) - RimBlendShadow ![image-BlendRim](image/BlendRim.png) 1:RimBlendShadow=0 2:RimBlendShadow=1 3:RimBlendShadow=1 RimFlip=1 - RimFlip Flip RimBlendShadow ### Outline ![image-Outline](image/Outline.png) - UseSmoothNormal : (if use this feature, you need to check "Read/Write Enbale" in the Import Setting of the model, and then rename the model to "XXX_ol":https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline#%E5%B9%B3%E6%BB%91%E6%B3%95%E7%BA%BF%E5%AF%BC%E5%85%A5%E5%B7%A5%E5%85%B7ModelOutlineImporter) ### AdvancedOptions ![image-AdvancedOptions](image/AdvancedOptions.png) ## Multi Pass Batch In the default URP, if render multiple pass shaders(outline), the Rendering order like this: Object1.Pass1- Objcet1.Pass2- Object2.Pass1- Object2.Pass2...... ![image-BeforeBatch](image/BeforeBatch.png) It will stop SPRBatch. ![image-NotSupportBatch](image/NotSupportBatch.png) We can change the Rendering order like this by using RenderFeature: Object1.Pass1- Objcet2.Pass1- Object1.Pass2- Object2.Pass2...... ![image-AfterBatch](image/AfterBatch.png) ## Reference https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline https://github.com/you-ri/LiliumToonGraph https://github.com/Kink3d/kShading https://unity.cn/projects/china-unity-tech-week_linruofeng ## Licenses MIT "Assets/UnityChan/License" © Unity Technologies Japan/UCL
333
*Beta* - An example of how to use the Tilia packages to create great content with VRTK v4.
[![VRTK logo][VRTK-Image]](#) > ### VRTK Farm Yard Example - Virtual Reality Toolkit > A Farm Yard example scene of how to use VRTK v4 for rapidly building spatial computing solutions in the Unity software. > #### Requires the Unity software version 2020.3.24f1. [![License][License-Badge]][License] [![Backlog][Backlog-Badge]][Backlog] [![Discord][Discord-Badge]][Discord] [![Videos][Videos-Badge]][Videos] [![Twitter][Twitter-Badge]][Twitter] ## Beta Disclaimer This project was built using 2020.3.24f1 and should work as expected on that version. It is feasible to downgrade this project to a previous version of the Unity software but it may cause issues in doing so. This project uses the newer Unity software XR management system and the newer Unity Input system. This VRTK v4 Farm Yard example project has been updated to use the latest [Tilia] packages but is still in development and is missing a number of features from the previous release that used the deprecated [VRTK.Prefabs] package. The current missing features are: * Locomotion * Drag World * Pointers * PlayArea Boundary Cursor These features will be added in due course. If you want to get started with the Tilia repos then check out the [Bowling Tutorial]. ## Introduction VRTK aims to make building spatial computing solutions in the [Unity] software fast and easy for beginners as well as experienced developers. > You do not need to download anything else to get this Unity project running, simply open the downloaded Unity project in the Unity software as outlined by the Getting Started guide below. ## Getting Started ### Downloading the project * Download this project repository to your local machine using *one* of the following methods: * Git clone the repository with `git clone https://github.com/ExtendRealityLtd/VRTK.git` * Download the zip file at `https://github.com/ExtendRealityLtd/VRTK/archive/master.zip` and extract it. ### Opening the downloaded project in the Unity software > *Do not* drag and drop the VRTK project download into an existing Unity project. The VRTK repository download *is a Unity project* already and you should not nest a Unity project inside another Unity project. Follow the instructions below for opening the VRTK project within the Unity software. #### Using the Unity Hub * Open the [Unity Hub] panel. * Click the `Add` Button: ![image](https://user-images.githubusercontent.com/1029673/68544837-112cb180-03bf-11ea-8118-acd2640cfe30.png) * Browse to the local directory where the repository was downloaded to and click `Select Folder`: ![image](https://user-images.githubusercontent.com/1029673/68544843-1a1d8300-03bf-11ea-9b88-60f55eddf617.png) * The VRTK project will now show up in the Unity Hub project window, so select it to open the VRTK project in the Unity software: ![image](https://user-images.githubusercontent.com/1029673/68544856-243f8180-03bf-11ea-8890-1be86159e7f6.png) * The VRTK project will now open within the Unity software. #### Opening from within the Unity software * Select `Main Menu -> File -> Open Project` within the Unity software. * Browse to the local directory where the repository was downloaded to and click `Select Folder`. * The VRTK project will now open within the Unity software. ### Running the example scene * Open the `Assets/Samples/Farm/Scenes/ExampleScene` scene. * Enable `Maximize On Play` in the Unity Game view control bar to ensure no performance issues are caused by the Unity Editor overhead. * Play the scene in the Unity Editor (`CTRL` + `P`). * The scene should automatically play within any Unity supported XR hardware. * Explore the farm yard and enjoy! ## Made With VRTK [![image](https://cloud.githubusercontent.com/assets/1029673/21553226/210e291a-cdff-11e6-8639-91a3dddb1555.png)](http://store.steampowered.com/app/489380) [![image](https://cloud.githubusercontent.com/assets/1029673/21553234/2d105e4a-cdff-11e6-95a2-7dfdf7519e17.png)](http://store.steampowered.com/app/488760) [![image](https://cloud.githubusercontent.com/assets/1029673/21553257/5c17bf30-cdff-11e6-98ab-a017bc5cd00d.png)](http://store.steampowered.com/app/494830) [![image](https://cloud.githubusercontent.com/assets/1029673/21553262/6d82afd2-cdff-11e6-8400-882989a6252c.png)](http://store.steampowered.com/app/391640) [![image](https://cloud.githubusercontent.com/assets/1029673/21553270/7b8808f2-cdff-11e6-9adb-1e20fe557ae0.png)](http://store.steampowered.com/app/525680) [![image](https://cloud.githubusercontent.com/assets/1029673/21553293/9eef3e32-cdff-11e6-8dc7-f4a3866ac386.png)](http://store.steampowered.com/app/550360) [![image](https://user-images.githubusercontent.com/1029673/27344044-dc29bb78-55dc-11e7-80b6-a1524cb3ca14.png)](http://store.steampowered.com/app/584850) [![image](https://cloud.githubusercontent.com/assets/1029673/21553649/53ded8d8-ce01-11e6-8314-d33a873db745.png)](http://store.steampowered.com/app/510410) [![image](https://cloud.githubusercontent.com/assets/1029673/21553655/63e21e0c-ce01-11e6-90b0-477b14af993f.png)](http://store.steampowered.com/app/499760) [![image](https://cloud.githubusercontent.com/assets/1029673/21553665/713938ce-ce01-11e6-84f3-40db254292f1.png)](http://store.steampowered.com/app/548560) [![image](https://cloud.githubusercontent.com/assets/1029673/21553680/908ae95c-ce01-11e6-989f-68c38160d528.png)](http://store.steampowered.com/app/511370) [![image](https://cloud.githubusercontent.com/assets/1029673/21553683/a0afb84e-ce01-11e6-9450-aaca567f7fc8.png)](http://store.steampowered.com/app/472720) Many games and experiences have already been made with VRTK. Check out the [Made With VRTK] website to see the full list. ## Contributing If you have a cool feature you'd like to show off within the Farm Yard that can be implemented with the base Tilia packages then feel free to raise a pull request with your contribution. Please refer to the Extend Reality [Contributing guidelines] and the [project coding conventions]. ## Third Party Pacakges The VRTK v4 Farm Yard example project uses the following 3rd party package: * [Quick Outline] by Chris Nolet. ## License Code released under the [MIT License][License]. ## Disclaimer These materials are not sponsored by or affiliated with Unity Technologies or its affiliates. "Unity" is a trademark or registered trademark of Unity Technologies or its affiliates in the U.S. and elsewhere. [VRTK-Image]: https://raw.githubusercontent.com/ExtendRealityLtd/related-media/main/github/readme/vrtk.png [Unity]: https://unity3d.com/ [Made With VRTK]: https://www.vrtk.io/madewith.html [License]: LICENSE.md [Tilia]: https://www.vrtk.io/tilia.html [VRTK.Prefabs]: https://github.com/ExtendRealityLtd/VRTK.Prefabs [Unity Hub]: https://docs.unity3d.com/Manual/GettingStartedUnityHub.html [License-Badge]: https://img.shields.io/github/license/ExtendRealityLtd/VRTK.svg [Backlog-Badge]: https://img.shields.io/badge/project-backlog-78bdf2.svg [Discord-Badge]: https://img.shields.io/badge/discord--7289DA.svg?style=social&logo=discord [Videos-Badge]: https://img.shields.io/badge/youtube--e52d27.svg?style=social&logo=youtube [Twitter-Badge]: https://img.shields.io/badge/twitter--219eeb.svg?style=social&logo=twitter [License]: LICENSE.md [Backlog]: http://tracker.vrtk.io [Discord]: https://discord.com/invite/bRNS6hr [Videos]: http://videos.vrtk.io [Twitter]: https://twitter.com/VR_Toolkit [Bowling Tutorial]: https://github.com/ExtendRealityLtd/VRTK.Tutorials.VRBowling [Quick Outline]: https://github.com/chrisnolet/QuickOutline [Contributing guidelines]: https://github.com/ExtendRealityLtd/.github/blob/master/CONTRIBUTING.md [project coding conventions]: https://github.com/ExtendRealityLtd/.github/blob/master/CONVENTIONS/UNITY3D.md
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Custom InputManager for Unity
## Introduction *InputManager* is a custom input manager for Unity that allows you to rebind keys at runtime and abstract input devices for cross platform input. ### Features - Very simple to implement. It has the same public methods and variables as Unity's **Input** class. - Allows you to customize key bindings at runtime. - Allows you to use XInput for better controller support. - Allows you to convert touch input to axes and buttons on mobile devices. - Allows you to bind script methods to various input events(e.g. when the user presses a button or key) through the inspector. - Run up to four input configurations at the same time for easy local co-op input handling. - Save the key bindings to a file, to PlayerPrefs or anywhere else by implementing a simple interface. - Seamless transition from keyboard to gamepad with multiple bindings per input action. - Standardized gamepad input. Gamepad profiles map various controllers to a standard set of buttons and axes. ## Platforms Compatible with Windows Desktop, Windows Store, Linux, Mac OSX and Android(not tested on iOS but it probably works). Requires the latest version of Unity. ## Getting Started For detailed information on how to get started with this plugin visit the [Wiki](https://github.com/daemon3000/InputManager/wiki/Getting-Started) or watch the video tutorial linked below. [![Unity - Custom Input Manager Setup Tutorial](https://i.imgur.com/8axnwkG.png)](https://www.youtube.com/watch?v=F_ZIxBPU3Vs) ## Addons ### XInputDotNet This addon allows you to use [XInput](https://github.com/speps/XInputDotNet) for controller support instead of the Unity input system. **Only available on Windows platforms.** ### UI Input Module Custom standalone input module for the UI system introduced in Unity 4.6. ### Input Events This addon allows you to bind script methods to various input events(e.g. when the user presses a button or key) through the inspector. **For more information about the addons visit the [Wiki](https://github.com/daemon3000/InputManager/wiki).** ## License This software is released under the [MIT license](http://opensource.org/licenses/MIT). You can find a copy of the license in the LICENSE file included in the *InputManager* source distribution. ## Contributors - [TheSniperFan](https://github.com/TheSniperFan) - [reberzon](https://github.com/reberzon) - [Ikillnukes](https://github.com/Ikillnukes) - Felipe Mioto - Zhialus
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Human-friendly hierarchy for Unity.
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Reactive Extensions for Unity
UniRx - Reactive Extensions for Unity === Created by Yoshifumi Kawai(neuecc) [![CircleCI](https://circleci.com/gh/neuecc/UniRx.svg?style=svg)](https://circleci.com/gh/neuecc/UniRx) [![Become as Backer](https://opencollective.com/unirx/tiers/backer.svg?avatarHeight=50)](https://opencollective.com/unirx) [![Become as Sponsor](https://opencollective.com/unirx/tiers/sponsor.svg?avatarHeight=50)](https://opencollective.com/unirx) What is UniRx? --- UniRx (Reactive Extensions for Unity) is a reimplementation of the .NET Reactive Extensions. The Official Rx implementation is great but doesn't work on Unity and has issues with iOS IL2CPP compatibility. This library fixes those issues and adds some specific utilities for Unity. Supported platforms are PC/Mac/Android/iOS/WebGL/WindowsStore/etc and the library. UniRx is available on the Unity Asset Store (FREE) - http://u3d.as/content/neuecc/uni-rx-reactive-extensions-for-unity/7tT Blog for update info - https://medium.com/@neuecc Support thread on the Unity Forums: Ask me any question - http://forum.unity3d.com/threads/248535-UniRx-Reactive-Extensions-for-Unity Release Notes, see [UniRx/releases](https://github.com/neuecc/UniRx/releases) UniRx is Core Library (Port of Rx) + Platform Adaptor (MainThreadScheduler/FromCoroutine/etc) + Framework (ObservableTriggers/ReactiveProeperty/etc). > Note: async/await integration(UniRx.Async) is separated to [Cysharp/UniTask](https://github.com/Cysharp/UniTask) after ver. 7.0. Why Rx? --- Ordinarily, Network operations in Unity require the use of `WWW` and `Coroutine`. That said, using `Coroutine` is not good practice for asynchronous operations for the following (and other) reasons: 1. Coroutines can't return any values, since its return type must be IEnumerator. 2. Coroutines can't handle exceptions, because yield return statements cannot be surrounded with a try-catch construction. This kind of lack of composability causes operations to be close-coupled, which often results in huge monolithic IEnumerators. Rx cures that kind of "asynchronous blues". Rx is a library for composing asynchronous and event-based programs using observable collections and LINQ-style query operators. The game loop (every Update, OnCollisionEnter, etc), sensor data (Kinect, Leap Motion, VR Input, etc.) are all types of events. Rx represents events as reactive sequences which are both easily composable and support time-based operations by using LINQ query operators. Unity is generally single threaded but UniRx facilitates multithreading for joins, cancels, accessing GameObjects, etc. UniRx helps UI programming with uGUI. All UI events (clicked, valuechanged, etc) can be converted to UniRx event streams. Unity supports async/await from 2017 with C# upgrades, UniRx family prjects provides more lightweight, more powerful async/await integration with Unity. Please see [Cysharp/UniTask](https://github.com/Cysharp/UniTask). Introduction --- Great introduction to Rx article: [The introduction to Reactive Programming you've been missing](https://gist.github.com/staltz/868e7e9bc2a7b8c1f754). The following code implements the double click detection example from the article in UniRx: ```csharp var clickStream = Observable.EveryUpdate() .Where(_ => Input.GetMouseButtonDown(0)); clickStream.Buffer(clickStream.Throttle(TimeSpan.FromMilliseconds(250))) .Where(xs => xs.Count >= 2) .Subscribe(xs => Debug.Log("DoubleClick Detected! Count:" + xs.Count)); ``` This example demonstrates the following features (in only five lines!): * The game loop (Update) as an event stream * Composable event streams * Merging self stream * Easy handling of time based operations Network operations --- Use ObservableWWW for asynchronous network operations. Its Get/Post functions return subscribable IObservables: ```csharp ObservableWWW.Get("http://google.co.jp/") .Subscribe( x => Debug.Log(x.Substring(0, 100)), // onSuccess ex => Debug.LogException(ex)); // onError ``` Rx is composable and cancelable. You can also query with LINQ expressions: ```csharp // composing asynchronous sequence with LINQ query expressions var query = from google in ObservableWWW.Get("http://google.com/") from bing in ObservableWWW.Get("http://bing.com/") from unknown in ObservableWWW.Get(google + bing) select new { google, bing, unknown }; var cancel = query.Subscribe(x => Debug.Log(x)); // Call Dispose is cancel. cancel.Dispose(); ``` Use Observable.WhenAll for parallel requests: ```csharp // Observable.WhenAll is for parallel asynchronous operation // (It's like Observable.Zip but specialized for single async operations like Task.WhenAll) var parallel = Observable.WhenAll( ObservableWWW.Get("http://google.com/"), ObservableWWW.Get("http://bing.com/"), ObservableWWW.Get("http://unity3d.com/")); parallel.Subscribe(xs => { Debug.Log(xs[0].Substring(0, 100)); // google Debug.Log(xs[1].Substring(0, 100)); // bing Debug.Log(xs[2].Substring(0, 100)); // unity }); ``` Progress information is available: ```csharp // notifier for progress use ScheduledNotifier or new Progress<float>(/* action */) var progressNotifier = new ScheduledNotifier<float>(); progressNotifier.Subscribe(x => Debug.Log(x)); // write www.progress // pass notifier to WWW.Get/Post ObservableWWW.Get("http://google.com/", progress: progressNotifier).Subscribe(); ``` Error handling: ```csharp // If WWW has .error, ObservableWWW throws WWWErrorException to onError pipeline. // WWWErrorException has RawErrorMessage, HasResponse, StatusCode, ResponseHeaders ObservableWWW.Get("http://www.google.com/404") .CatchIgnore((WWWErrorException ex) => { Debug.Log(ex.RawErrorMessage); if (ex.HasResponse) { Debug.Log(ex.StatusCode); } foreach (var item in ex.ResponseHeaders) { Debug.Log(item.Key + ":" + item.Value); } }) .Subscribe(); ``` Using with IEnumerators (Coroutines) --- IEnumerator (Coroutine) is Unity's primitive asynchronous tool. UniRx integrates coroutines and IObservables. You can write asynchronious code in coroutines, and orchestrate them using UniRx. This is best way to control asynchronous flow. ```csharp // two coroutines IEnumerator AsyncA() { Debug.Log("a start"); yield return new WaitForSeconds(1); Debug.Log("a end"); } IEnumerator AsyncB() { Debug.Log("b start"); yield return new WaitForEndOfFrame(); Debug.Log("b end"); } // main code // Observable.FromCoroutine converts IEnumerator to Observable<Unit>. // You can also use the shorthand, AsyncA().ToObservable() // after AsyncA completes, run AsyncB as a continuous routine. // UniRx expands SelectMany(IEnumerator) as SelectMany(IEnumerator.ToObservable()) var cancel = Observable.FromCoroutine(AsyncA) .SelectMany(AsyncB) .Subscribe(); // you can stop a coroutine by calling your subscription's Dispose. cancel.Dispose(); ``` If in Unity 5.3, you can use ToYieldInstruction for Observable to Coroutine. ```csharp IEnumerator TestNewCustomYieldInstruction() { // wait Rx Observable. yield return Observable.Timer(TimeSpan.FromSeconds(1)).ToYieldInstruction(); // you can change the scheduler(this is ignore Time.scale) yield return Observable.Timer(TimeSpan.FromSeconds(1), Scheduler.MainThreadIgnoreTimeScale).ToYieldInstruction(); // get return value from ObservableYieldInstruction var o = ObservableWWW.Get("http://unity3d.com/").ToYieldInstruction(throwOnError: false); yield return o; if (o.HasError) { Debug.Log(o.Error.ToString()); } if (o.HasResult) { Debug.Log(o.Result); } // other sample(wait until transform.position.y >= 100) yield return this.transform.ObserveEveryValueChanged(x => x.position).FirstOrDefault(p => p.y >= 100).ToYieldInstruction(); } ``` Normally, we have to use callbacks when we require a coroutine to return a value. Observable.FromCoroutine can convert coroutines to cancellable IObservable[T] instead. ```csharp // public method public static IObservable<string> GetWWW(string url) { // convert coroutine to IObservable return Observable.FromCoroutine<string>((observer, cancellationToken) => GetWWWCore(url, observer, cancellationToken)); } // IObserver is a callback publisher // Note: IObserver's basic scheme is "OnNext* (OnError | Oncompleted)?" static IEnumerator GetWWWCore(string url, IObserver<string> observer, CancellationToken cancellationToken) { var www = new UnityEngine.WWW(url); while (!www.isDone && !cancellationToken.IsCancellationRequested) { yield return null; } if (cancellationToken.IsCancellationRequested) yield break; if (www.error != null) { observer.OnError(new Exception(www.error)); } else { observer.OnNext(www.text); observer.OnCompleted(); // IObserver needs OnCompleted after OnNext! } } ``` Here are some more examples. Next is a multiple OnNext pattern. ```csharp public static IObservable<float> ToObservable(this UnityEngine.AsyncOperation asyncOperation) { if (asyncOperation == null) throw new ArgumentNullException("asyncOperation"); return Observable.FromCoroutine<float>((observer, cancellationToken) => RunAsyncOperation(asyncOperation, observer, cancellationToken)); } static IEnumerator RunAsyncOperation(UnityEngine.AsyncOperation asyncOperation, IObserver<float> observer, CancellationToken cancellationToken) { while (!asyncOperation.isDone && !cancellationToken.IsCancellationRequested) { observer.OnNext(asyncOperation.progress); yield return null; } if (!cancellationToken.IsCancellationRequested) { observer.OnNext(asyncOperation.progress); // push 100% observer.OnCompleted(); } } // usecase Application.LoadLevelAsync("testscene") .ToObservable() .Do(x => Debug.Log(x)) // output progress .Last() // last sequence is load completed .Subscribe(); ``` Using for MultiThreading --- ```csharp // Observable.Start is start factory methods on specified scheduler // default is on ThreadPool var heavyMethod = Observable.Start(() => { // heavy method... System.Threading.Thread.Sleep(TimeSpan.FromSeconds(1)); return 10; }); var heavyMethod2 = Observable.Start(() => { // heavy method... System.Threading.Thread.Sleep(TimeSpan.FromSeconds(3)); return 10; }); // Join and await two other thread values Observable.WhenAll(heavyMethod, heavyMethod2) .ObserveOnMainThread() // return to main thread .Subscribe(xs => { // Unity can't touch GameObject from other thread // but use ObserveOnMainThread, you can touch GameObject naturally. (GameObject.Find("myGuiText")).guiText.text = xs[0] + ":" + xs[1]; }); ``` DefaultScheduler --- UniRx's default time based operations (Interval, Timer, Buffer(timeSpan), etc) use `Scheduler.MainThread` as their scheduler. That means most operators (except for `Observable.Start`) work on a single thread, so ObserverOn isn't needed and thread safety measures can be ignored. This is differet from the standard RxNet implementation but better suited to the Unity environment. `Scheduler.MainThread` runs under Time.timeScale's influence. If you want to ignore the time scale, use ` Scheduler.MainThreadIgnoreTimeScale` instead. MonoBehaviour triggers --- UniRx can handle MonoBehaviour events with `UniRx.Triggers`: ```csharp using UniRx; using UniRx.Triggers; // need UniRx.Triggers namespace public class MyComponent : MonoBehaviour { void Start() { // Get the plain object var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); // Add ObservableXxxTrigger for handle MonoBehaviour's event as Observable cube.AddComponent<ObservableUpdateTrigger>() .UpdateAsObservable() .SampleFrame(30) .Subscribe(x => Debug.Log("cube"), () => Debug.Log("destroy")); // destroy after 3 second:) GameObject.Destroy(cube, 3f); } } ``` Supported triggers are listed in [UniRx.wiki#UniRx.Triggers](https://github.com/neuecc/UniRx/wiki#unirxtriggers). These can also be handled more easily by directly subscribing to observables returned by extension methods on Component/GameObject. These methods inject ObservableTrigger automaticaly (except for `ObservableEventTrigger` and `ObservableStateMachineTrigger`): ```csharp using UniRx; using UniRx.Triggers; // need UniRx.Triggers namespace for extend gameObejct public class DragAndDropOnce : MonoBehaviour { void Start() { // All events can subscribe by ***AsObservable this.OnMouseDownAsObservable() .SelectMany(_ => this.UpdateAsObservable()) .TakeUntil(this.OnMouseUpAsObservable()) .Select(_ => Input.mousePosition) .Subscribe(x => Debug.Log(x)); } } ``` > Previous versions of UniRx provided `ObservableMonoBehaviour`. This is a legacy interface that is no longer supported. Please use UniRx.Triggers instead. Creating custom triggers --- Converting to Observable is the best way to handle Unity events. If the standard triggers supplied by UniRx are not enough, you can create custom triggers. To demonstrate, here's a LongTap trigger for uGUI: ```csharp public class ObservableLongPointerDownTrigger : ObservableTriggerBase, IPointerDownHandler, IPointerUpHandler { public float IntervalSecond = 1f; Subject<Unit> onLongPointerDown; float? raiseTime; void Update() { if (raiseTime != null && raiseTime <= Time.realtimeSinceStartup) { if (onLongPointerDown != null) onLongPointerDown.OnNext(Unit.Default); raiseTime = null; } } void IPointerDownHandler.OnPointerDown(PointerEventData eventData) { raiseTime = Time.realtimeSinceStartup + IntervalSecond; } void IPointerUpHandler.OnPointerUp(PointerEventData eventData) { raiseTime = null; } public IObservable<Unit> OnLongPointerDownAsObservable() { return onLongPointerDown ?? (onLongPointerDown = new Subject<Unit>()); } protected override void RaiseOnCompletedOnDestroy() { if (onLongPointerDown != null) { onLongPointerDown.OnCompleted(); } } } ``` It can be used as easily as the standard triggers: ```csharp var trigger = button.AddComponent<ObservableLongPointerDownTrigger>(); trigger.OnLongPointerDownAsObservable().Subscribe(); ``` Observable Lifecycle Management --- When is OnCompleted called? Subscription lifecycle management is very important to consider when using UniRx. `ObservableTriggers` call OnCompleted when the GameObject they are attached to is destroyed. Other static generator methods (`Observable.Timer`, `Observable.EveryUpdate`, etc...) do not stop automatically, and their subscriptions should be managed manually. Rx provides some helper methods, such as `IDisposable.AddTo` which allows you to dispose of several subscriptions at once: ```csharp // CompositeDisposable is similar with List<IDisposable>, manage multiple IDisposable CompositeDisposable disposables = new CompositeDisposable(); // field void Start() { Observable.EveryUpdate().Subscribe(x => Debug.Log(x)).AddTo(disposables); } void OnTriggerEnter(Collider other) { // .Clear() => Dispose is called for all inner disposables, and the list is cleared. // .Dispose() => Dispose is called for all inner disposables, and Dispose is called immediately after additional Adds. disposables.Clear(); } ``` If you want to automatically Dispose when a GameObjects is destroyed, use AddTo(GameObject/Component): ```csharp void Start() { Observable.IntervalFrame(30).Subscribe(x => Debug.Log(x)).AddTo(this); } ``` AddTo calls facilitate automatic Dispose. If you needs special OnCompleted handling in the pipeline, however, use `TakeWhile`, `TakeUntil`, `TakeUntilDestroy` and `TakeUntilDisable` instead: ```csharp Observable.IntervalFrame(30).TakeUntilDisable(this) .Subscribe(x => Debug.Log(x), () => Debug.Log("completed!")); ``` If you handle events, `Repeat` is an important but dangerous method. It may cause an infinite loop, so handle with care: ```csharp using UniRx; using UniRx.Triggers; public class DangerousDragAndDrop : MonoBehaviour { void Start() { this.gameObject.OnMouseDownAsObservable() .SelectMany(_ => this.gameObject.UpdateAsObservable()) .TakeUntil(this.gameObject.OnMouseUpAsObservable()) .Select(_ => Input.mousePosition) .Repeat() // dangerous!!! Repeat cause infinite repeat subscribe at GameObject was destroyed.(If in UnityEditor, Editor is freezed) .Subscribe(x => Debug.Log(x)); } } ``` UniRx provides an additional safe Repeat method. `RepeatSafe`: if contiguous "OnComplete" are called repeat stops. `RepeatUntilDestroy(gameObject/component)`, `RepeatUntilDisable(gameObject/component)` allows to stop when a target GameObject has been destroyed: ```csharp this.gameObject.OnMouseDownAsObservable() .SelectMany(_ => this.gameObject.UpdateAsObservable()) .TakeUntil(this.gameObject.OnMouseUpAsObservable()) .Select(_ => Input.mousePosition) .RepeatUntilDestroy(this) // safety way .Subscribe(x => Debug.Log(x)); ``` UniRx gurantees hot observable(FromEvent/Subject/ReactiveProperty/UnityUI.AsObservable..., there are like event) have unhandled exception durability. What is it? If subscribe in subcribe, does not detach event. ```csharp button.OnClickAsObservable().Subscribe(_ => { // If throws error in inner subscribe, but doesn't detached OnClick event. ObservableWWW.Get("htttp://error/").Subscribe(x => { Debug.Log(x); }); }); ``` This behaviour is sometimes useful such as user event handling. All class instances provide an `ObserveEveryValueChanged` method, which watches for changing values every frame: ```csharp // watch position change this.transform.ObserveEveryValueChanged(x => x.position).Subscribe(x => Debug.Log(x)); ``` It's very useful. If the watch target is a GameObject, it will stop observing when the target is destroyed, and call OnCompleted. If the watch target is a plain C# Object, OnCompleted will be called on GC. Converting Unity callbacks to IObservables --- Use Subject (or AsyncSubject for asynchronious operations): ```csharp public class LogCallback { public string Condition; public string StackTrace; public UnityEngine.LogType LogType; } public static class LogHelper { static Subject<LogCallback> subject; public static IObservable<LogCallback> LogCallbackAsObservable() { if (subject == null) { subject = new Subject<LogCallback>(); // Publish to Subject in callback UnityEngine.Application.RegisterLogCallback((condition, stackTrace, type) => { subject.OnNext(new LogCallback { Condition = condition, StackTrace = stackTrace, LogType = type }); }); } return subject.AsObservable(); } } // method is separatable and composable LogHelper.LogCallbackAsObservable() .Where(x => x.LogType == LogType.Warning) .Subscribe(); LogHelper.LogCallbackAsObservable() .Where(x => x.LogType == LogType.Error) .Subscribe(); ``` In Unity5, `Application.RegisterLogCallback` was removed in favor of `Application.logMessageReceived`, so we can now simply use `Observable.FromEvent`. ```csharp public static IObservable<LogCallback> LogCallbackAsObservable() { return Observable.FromEvent<Application.LogCallback, LogCallback>( h => (condition, stackTrace, type) => h(new LogCallback { Condition = condition, StackTrace = stackTrace, LogType = type }), h => Application.logMessageReceived += h, h => Application.logMessageReceived -= h); } ``` Stream Logger --- ```csharp // using UniRx.Diagnostics; // logger is threadsafe, define per class with name. static readonly Logger logger = new Logger("Sample11"); // call once at applicationinit public static void ApplicationInitialize() { // Log as Stream, UniRx.Diagnostics.ObservableLogger.Listener is IObservable<LogEntry> // You can subscribe and output to any place. ObservableLogger.Listener.LogToUnityDebug(); // for example, filter only Exception and upload to web. // (make custom sink(IObserver<EventEntry>) is better to use) ObservableLogger.Listener .Where(x => x.LogType == LogType.Exception) .Subscribe(x => { // ObservableWWW.Post("", null).Subscribe(); }); } // Debug is write only DebugBuild. logger.Debug("Debug Message"); // or other logging methods logger.Log("Message"); logger.Exception(new Exception("test exception")); ``` Debugging --- `Debug` operator in `UniRx.Diagnostics` namespace helps debugging. ```csharp // needs Diagnostics using using UniRx.Diagnostics; --- // [DebugDump, Normal]OnSubscribe // [DebugDump, Normal]OnNext(1) // [DebugDump, Normal]OnNext(10) // [DebugDump, Normal]OnCompleted() { var subject = new Subject<int>(); subject.Debug("DebugDump, Normal").Subscribe(); subject.OnNext(1); subject.OnNext(10); subject.OnCompleted(); } // [DebugDump, Cancel]OnSubscribe // [DebugDump, Cancel]OnNext(1) // [DebugDump, Cancel]OnCancel { var subject = new Subject<int>(); var d = subject.Debug("DebugDump, Cancel").Subscribe(); subject.OnNext(1); d.Dispose(); } // [DebugDump, Error]OnSubscribe // [DebugDump, Error]OnNext(1) // [DebugDump, Error]OnError(System.Exception) { var subject = new Subject<int>(); subject.Debug("DebugDump, Error").Subscribe(); subject.OnNext(1); subject.OnError(new Exception()); } ``` shows sequence element on `OnNext`, `OnError`, `OnCompleted`, `OnCancel`, `OnSubscribe` timing to Debug.Log. It enables only `#if DEBUG`. Unity-specific Extra Gems --- ```csharp // Unity's singleton UiThread Queue Scheduler Scheduler.MainThreadScheduler ObserveOnMainThread()/SubscribeOnMainThread() // Global StartCoroutine runner MainThreadDispatcher.StartCoroutine(enumerator) // convert Coroutine to IObservable Observable.FromCoroutine((observer, token) => enumerator(observer, token)); // convert IObservable to Coroutine yield return Observable.Range(1, 10).ToYieldInstruction(); // after Unity 5.3, before can use StartAsCoroutine() // Lifetime hooks Observable.EveryApplicationPause(); Observable.EveryApplicationFocus(); Observable.OnceApplicationQuit(); ``` Framecount-based time operators --- UniRx provides a few framecount-based time operators: Method | -------| EveryUpdate| EveryFixedUpdate| EveryEndOfFrame| EveryGameObjectUpdate| EveryLateUpdate| ObserveOnMainThread| NextFrame| IntervalFrame| TimerFrame| DelayFrame| SampleFrame| ThrottleFrame| ThrottleFirstFrame| TimeoutFrame| DelayFrameSubscription| FrameInterval| FrameTimeInterval| BatchFrame| For example, delayed invoke once: ```csharp Observable.TimerFrame(100).Subscribe(_ => Debug.Log("after 100 frame")); ``` Every* Method's execution order is ``` EveryGameObjectUpdate(in MainThreadDispatcher's Execution Order) -> EveryUpdate -> EveryLateUpdate -> EveryEndOfFrame ``` EveryGameObjectUpdate invoke from same frame if caller is called before MainThreadDispatcher.Update(I recommend MainThreadDispatcher called first than others(ScriptExecutionOrder makes -32000) EveryLateUpdate, EveryEndOfFrame invoke from same frame. EveryUpdate, invoke from next frame. MicroCoroutine --- MicroCoroutine is memory efficient and fast coroutine worker. This implemantation is based on [Unity blog's 10000 UPDATE() CALLS](http://blogs.unity3d.com/2015/12/23/1k-update-calls/), avoid managed-unmanaged overhead so gets 10x faster iteration. MicroCoroutine is automaticaly used on Framecount-based time operators and ObserveEveryValueChanged. If you want to use MicroCoroutine instead of standard unity coroutine, use `MainThreadDispatcher.StartUpdateMicroCoroutine` or `Observable.FromMicroCoroutine`. ```csharp int counter; IEnumerator Worker() { while(true) { counter++; yield return null; } } void Start() { for(var i = 0; i < 10000; i++) { // fast, memory efficient MainThreadDispatcher.StartUpdateMicroCoroutine(Worker()); // slow... // StartCoroutine(Worker()); } } ``` ![image](https://cloud.githubusercontent.com/assets/46207/15267997/86e9ed5c-1a0c-11e6-8371-14b61a09c72c.png) MicroCoroutine's limitation, only supports `yield return null` and update timing is determined start method(`StartUpdateMicroCoroutine`, `StartFixedUpdateMicroCoroutine`, `StartEndOfFrameMicroCoroutine`). If you combine with other IObservable, you can check completed property like isDone. ```csharp IEnumerator MicroCoroutineWithToYieldInstruction() { var www = ObservableWWW.Get("http://aaa").ToYieldInstruction(); while (!www.IsDone) { yield return null; } if (www.HasResult) { UnityEngine.Debug.Log(www.Result); } } ``` uGUI Integration --- UniRx can handle `UnityEvent`s easily. Use `UnityEvent.AsObservable` to subscribe to events: ```csharp public Button MyButton; // --- MyButton.onClick.AsObservable().Subscribe(_ => Debug.Log("clicked")); ``` Treating Events as Observables enables declarative UI programming. ```csharp public Toggle MyToggle; public InputField MyInput; public Text MyText; public Slider MySlider; // On Start, you can write reactive rules for declaretive/reactive ui programming void Start() { // Toggle, Input etc as Observable (OnValueChangedAsObservable is a helper providing isOn value on subscribe) // SubscribeToInteractable is an Extension Method, same as .interactable = x) MyToggle.OnValueChangedAsObservable().SubscribeToInteractable(MyButton); // Input is displayed after a 1 second delay MyInput.OnValueChangedAsObservable() .Where(x => x != null) .Delay(TimeSpan.FromSeconds(1)) .SubscribeToText(MyText); // SubscribeToText is helper for subscribe to text // Converting for human readability MySlider.OnValueChangedAsObservable() .SubscribeToText(MyText, x => Math.Round(x, 2).ToString()); } ``` For more on reactive UI programming please consult Sample12, Sample13 and the ReactiveProperty section below. ReactiveProperty, ReactiveCollection --- Game data often requires notification. Should we use properties and events (callbacks)? That's often too complex. UniRx provides ReactiveProperty, a lightweight property broker. ```csharp // Reactive Notification Model public class Enemy { public ReactiveProperty<long> CurrentHp { get; private set; } public ReactiveProperty<bool> IsDead { get; private set; } public Enemy(int initialHp) { // Declarative Property CurrentHp = new ReactiveProperty<long>(initialHp); IsDead = CurrentHp.Select(x => x <= 0).ToReactiveProperty(); } } // --- // onclick, HP decrement MyButton.OnClickAsObservable().Subscribe(_ => enemy.CurrentHp.Value -= 99); // subscribe from notification model. enemy.CurrentHp.SubscribeToText(MyText); enemy.IsDead.Where(isDead => isDead == true) .Subscribe(_ => { MyButton.interactable = false; }); ``` You can combine ReactiveProperties, ReactiveCollections and observables returned by UnityEvent.AsObservable. All UI elements are observable. Generic ReactiveProperties are not serializable or inspecatble in the Unity editor, but UniRx provides specialized subclasses of ReactiveProperty that are. These include classes such as Int/LongReactiveProperty, Float/DoubleReactiveProperty, StringReactiveProperty, BoolReactiveProperty and more (Browse them here: [InspectableReactiveProperty.cs](https://github.com/neuecc/UniRx/blob/master/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/InspectableReactiveProperty.cs)). All are fully editable in the inspector. For custom Enum ReactiveProperty, it's easy to write a custom inspectable ReactiveProperty[T]. If you needs `[Multiline]` or `[Range]` attach to ReactiveProperty, you can use `MultilineReactivePropertyAttribute` and `RangeReactivePropertyAttribute` instead of `Multiline` and `Range`. The provided derived InpsectableReactiveProperties are displayed in the inspector naturally and notify when their value is changed even when it is changed in the inspector. ![](StoreDocument/RxPropInspector.png) This functionality is provided by [InspectorDisplayDrawer](https://github.com/neuecc/UniRx/blob/master/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/InspectorDisplayDrawer.cs). You can supply your own custom specialized ReactiveProperties by inheriting from it: ```csharp public enum Fruit { Apple, Grape } [Serializable] public class FruitReactiveProperty : ReactiveProperty<Fruit> { public FruitReactiveProperty() { } public FruitReactiveProperty(Fruit initialValue) :base(initialValue) { } } [UnityEditor.CustomPropertyDrawer(typeof(FruitReactiveProperty))] [UnityEditor.CustomPropertyDrawer(typeof(YourSpecializedReactiveProperty2))] // and others... public class ExtendInspectorDisplayDrawer : InspectorDisplayDrawer { } ``` If a ReactiveProperty value is only updated within a stream, you can make it read only by using from `ReadOnlyReactiveProperty`. ```csharp public class Person { public ReactiveProperty<string> GivenName { get; private set; } public ReactiveProperty<string> FamilyName { get; private set; } public ReadOnlyReactiveProperty<string> FullName { get; private set; } public Person(string givenName, string familyName) { GivenName = new ReactiveProperty<string>(givenName); FamilyName = new ReactiveProperty<string>(familyName); // If change the givenName or familyName, notify with fullName! FullName = GivenName.CombineLatest(FamilyName, (x, y) => x + " " + y).ToReadOnlyReactiveProperty(); } } ``` Model-View-(Reactive)Presenter Pattern --- UniRx makes it possible to implement the MVP(MVRP) Pattern. ![](StoreDocument/MVP_Pattern.png) Why should we use MVP instead of MVVM? Unity doesn't provide a UI binding mechanism and creating a binding layer is too complex and loss and affects performance. Still, Views need updating. Presenters are aware of their view's components and can update them. Although there is no real binding, Observables enables subscription to notification, which can act much like the real thing. This pattern is called a Reactive Presenter: ```csharp // Presenter for scene(canvas) root. public class ReactivePresenter : MonoBehaviour { // Presenter is aware of its View (binded in the inspector) public Button MyButton; public Toggle MyToggle; // State-Change-Events from Model by ReactiveProperty Enemy enemy = new Enemy(1000); void Start() { // Rx supplies user events from Views and Models in a reactive manner MyButton.OnClickAsObservable().Subscribe(_ => enemy.CurrentHp.Value -= 99); MyToggle.OnValueChangedAsObservable().SubscribeToInteractable(MyButton); // Models notify Presenters via Rx, and Presenters update their views enemy.CurrentHp.SubscribeToText(MyText); enemy.IsDead.Where(isDead => isDead == true) .Subscribe(_ => { MyToggle.interactable = MyButton.interactable = false; }); } } // The Model. All property notify when their values change public class Enemy { public ReactiveProperty<long> CurrentHp { get; private set; } public ReactiveProperty<bool> IsDead { get; private set; } public Enemy(int initialHp) { // Declarative Property CurrentHp = new ReactiveProperty<long>(initialHp); IsDead = CurrentHp.Select(x => x <= 0).ToReactiveProperty(); } } ``` A View is a scene, that is a Unity hierarchy. Views are associated with Presenters by the Unity Engine on initialize. The XxxAsObservable methods make creating event signals simple, without any overhead. SubscribeToText and SubscribeToInteractable are simple binding-like helpers. These may be simple tools, but they are very powerful. They feel natural in the Unity environment and provide high performance and a clean architecture. ![](StoreDocument/MVRP_Loop.png) V -> RP -> M -> RP -> V completely connected in a reactive way. UniRx provides all of the adaptor methods and classes, but other MVVM(or MV*) frameworks can be used instead. UniRx/ReactiveProperty is only simple toolkit. GUI programming also benefits from ObservableTriggers. ObservableTriggers convert Unity events to Observables, so the MV(R)P pattern can be composed using them. For example, `ObservableEventTrigger` converts uGUI events to Observable: ```csharp var eventTrigger = this.gameObject.AddComponent<ObservableEventTrigger>(); eventTrigger.OnBeginDragAsObservable() .SelectMany(_ => eventTrigger.OnDragAsObservable(), (start, current) => UniRx.Tuple.Create(start, current)) .TakeUntil(eventTrigger.OnEndDragAsObservable()) .RepeatUntilDestroy(this) .Subscribe(x => Debug.Log(x)); ``` (Obsolete)PresenterBase --- > Note: > PresenterBase works enough, but too complex. > You can use simple `Initialize` method and call parent to child, it works for most scenario. > So I don't recommend using `PresenterBase`, sorry. ReactiveCommand, AsyncReactiveCommand ---- ReactiveCommand abstraction of button command with boolean interactable. ```csharp public class Player { public ReactiveProperty<int> Hp; public ReactiveCommand Resurrect; public Player() { Hp = new ReactiveProperty<int>(1000); // If dead, can not execute. Resurrect = Hp.Select(x => x <= 0).ToReactiveCommand(); // Execute when clicked Resurrect.Subscribe(_ => { Hp.Value = 1000; }); } } public class Presenter : MonoBehaviour { public Button resurrectButton; Player player; void Start() { player = new Player(); // If Hp <= 0, can't press button. player.Resurrect.BindTo(resurrectButton); } } ``` AsyncReactiveCommand is a variation of ReactiveCommand that `CanExecute`(in many cases bind to button's interactable) is changed to false until asynchronous execution was finished. ```csharp public class Presenter : MonoBehaviour { public UnityEngine.UI.Button button; void Start() { var command = new AsyncReactiveCommand(); command.Subscribe(_ => { // heavy, heavy, heavy method.... return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); }); // after clicked, button shows disable for 3 seconds command.BindTo(button); // Note:shortcut extension, bind aync onclick directly button.BindToOnClick(_ => { return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); }); } } ``` `AsyncReactiveCommand` has three constructor. * `()` - CanExecute is changed to false until async execution finished * `(IObservable<bool> canExecuteSource)` - Mixed with empty, CanExecute becomes true when canExecuteSource send to true and does not executing * `(IReactiveProperty<bool> sharedCanExecute)` - share execution status between multiple AsyncReactiveCommands, if one AsyncReactiveCommand is executing, other AsyncReactiveCommands(with same sharedCanExecute property) becomes CanExecute false until async execution finished ```csharp public class Presenter : MonoBehaviour { public UnityEngine.UI.Button button1; public UnityEngine.UI.Button button2; void Start() { // share canExecute status. // when clicked button1, button1 and button2 was disabled for 3 seconds. var sharedCanExecute = new ReactiveProperty<bool>(); button1.BindToOnClick(sharedCanExecute, _ => { return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); }); button2.BindToOnClick(sharedCanExecute, _ => { return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); }); } } ``` MessageBroker, AsyncMessageBroker --- MessageBroker is Rx based in-memory pubsub system filtered by type. ```csharp public class TestArgs { public int Value { get; set; } } --- // Subscribe message on global-scope. MessageBroker.Default.Receive<TestArgs>().Subscribe(x => UnityEngine.Debug.Log(x)); // Publish message MessageBroker.Default.Publish(new TestArgs { Value = 1000 }); ``` AsyncMessageBroker is variation of MessageBroker, can await Publish call. ```csharp AsyncMessageBroker.Default.Subscribe<TestArgs>(x => { // show after 3 seconds. return Observable.Timer(TimeSpan.FromSeconds(3)) .ForEachAsync(_ => { UnityEngine.Debug.Log(x); }); }); AsyncMessageBroker.Default.PublishAsync(new TestArgs { Value = 3000 }) .Subscribe(_ => { UnityEngine.Debug.Log("called all subscriber completed"); }); ``` UniRx.Toolkit --- `UniRx.Toolkit` includes serveral Rx-ish tools. Currently includes `ObjectPool` and `AsyncObjectPool`. It can `Rent`, `Return` and `PreloadAsync` for fill pool before rent operation. ```csharp // sample class public class Foobar : MonoBehaviour { public IObservable<Unit> ActionAsync() { // heavy, heavy, action... return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); } } public class FoobarPool : ObjectPool<Foobar> { readonly Foobar prefab; readonly Transform hierarchyParent; public FoobarPool(Foobar prefab, Transform hierarchyParent) { this.prefab = prefab; this.hierarchyParent = hierarchyParent; } protected override Foobar CreateInstance() { var foobar = GameObject.Instantiate<Foobar>(prefab); foobar.transform.SetParent(hierarchyParent); return foobar; } // You can overload OnBeforeRent, OnBeforeReturn, OnClear for customize action. // In default, OnBeforeRent = SetActive(true), OnBeforeReturn = SetActive(false) // protected override void OnBeforeRent(Foobar instance) // protected override void OnBeforeReturn(Foobar instance) // protected override void OnClear(Foobar instance) } public class Presenter : MonoBehaviour { FoobarPool pool = null; public Foobar prefab; public Button rentButton; void Start() { pool = new FoobarPool(prefab, this.transform); rentButton.OnClickAsObservable().Subscribe(_ => { var foobar = pool.Rent(); foobar.ActionAsync().Subscribe(__ => { // if action completed, return to pool pool.Return(foobar); }); }); } } ``` Visual Studio Analyzer --- For Visual Studio 2015 users, a custom analyzer, UniRxAnalyzer, is provided. It can, for example, detect when streams aren't subscribed to. ![](StoreDocument/AnalyzerReference.jpg) ![](StoreDocument/VSAnalyzer.jpg) `ObservableWWW` doesn't fire until it's subscribed to, so the analyzer warns about incorrect usage. It can be downloaded from NuGet. * Install-Package [UniRxAnalyzer](http://www.nuget.org/packages/UniRxAnalyzer) Please submit new analyzer ideas on GitHub Issues! Samples --- See [UniRx/Examples](https://github.com/neuecc/UniRx/tree/master/Assets/Plugins/UniRx/Examples) The samples demonstrate how to do resource management (Sample09_EventHandling), what is the MainThreadDispatcher, among other things. Windows Store/Phone App (NETFX_CORE) --- Some interfaces, such as `UniRx.IObservable<T>` and `System.IObservable<T>`, cause conflicts when submitting to the Windows Store App. Therefore, when using NETFX_CORE, please refrain from using such constructs as `UniRx.IObservable<T>` and refer to the UniRx components by their short name, without adding the namespace. This solves the conflicts. DLL Separation --- If you want to pre-build UniRx, you can build own dll. clone project and open `UniRx.sln`, you can see `UniRx`, it is fullset separated project of UniRx. You should define compile symbol like `UNITY;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5;` + `UNITY_EDITOR`, `UNITY_IPHONE` or other platform symbol. We can not provides pre-build binary to release page, asset store because compile symbol is different each other. UPM Package --- After Unity 2019.3.4f1, Unity 2020.1a21, that support path query parameter of git package. You can add `https://github.com/neuecc/UniRx.git?path=Assets/Plugins/UniRx/Scripts` to Package Manager or add `"com.neuecc.unirx": "https://github.com/neuecc/UniRx.git?path=Assets/Plugins/UniRx/Scripts"` to `Packages/manifest.json`. Reference --- * [UniRx/wiki](https://github.com/neuecc/UniRx/wiki) UniRx API documents. * [ReactiveX](http://reactivex.io/) The home of ReactiveX. [Introduction](http://reactivex.io/intro.html), [All operators](http://reactivex.io/documentation/operators.html) are illustrated with graphical marble diagrams, there makes easy to understand. And UniRx is official [ReactiveX Languages](http://reactivex.io/languages.html). * [Introduction to Rx](http://introtorx.com/) A great online tutorial and eBook. * [Beginner's Guide to the Reactive Extensions](http://msdn.microsoft.com/en-us/data/gg577611) Many videos, slides and documents for Rx.NET. * [The future of programming technology in Unity - UniRx -(JPN)](http://www.slideshare.net/torisoup/unity-unirx) - [Korean translation](http://www.slideshare.net/agebreak/160402-unirx) Intro slide by [@torisoup](https://github.com/torisoup) * [Reactive Programming, ​Unity 3D and you](http://slides.com/sammegidov/unirx#/) - [Repository of UniRxSimpleGame](https://github.com/Xerios/UniRxSimpleGame) Intro slide and sample game by [@Xerios](https://github.com/Xerios) * [GDC 2016 Sessions of Adventure Capialist](https://www.youtube.com/watch?v=j3YhG91mPsU&feature=youtu.be&t=9m12s) How to integrate with PlayFab API Help & Contribute --- Support thread on the Unity forum. Ask me any question - [http://forum.unity3d.com/threads/248535-UniRx-Reactive-Extensions-for-Unity](http://forum.unity3d.com/threads/248535-UniRx-Reactive-Extensions-for-Unity) Become a backer, Sponsored, one time donation are welcome, we're using [Open Collective - UniRx](https://opencollective.com/unirx/#) We welcome any contributions, be they bug reports, requests or pull request. Please consult and submit your reports or requests on GitHub issues. Source code is available in `Assets/Plugins/UniRx/Scripts`. Author's other Unity + LINQ Assets --- [LINQ to GameObject](https://github.com/neuecc/LINQ-to-GameObject-for-Unity/) is a group of GameObject extensions for Unity that allows traversing the hierarchy and appending GameObject to it like LINQ to XML. It's free and opensource on GitHub. ![](https://raw.githubusercontent.com/neuecc/LINQ-to-GameObject-for-Unity/master/Images/axis.jpg) Author Info --- Yoshifumi Kawai(a.k.a. neuecc) is a software developer in Japan. Currently founded consulting company [New World, Inc.](http://new-world.co/) He is awarding Microsoft MVP for Visual C# since 2011. Blog: https://medium.com/@neuecc (English) Blog: http://neue.cc/ (Japanese) Twitter: https://twitter.com/neuecc (Japanese) License --- This library is under the MIT License. Some code is borrowed from [Rx.NET](https://github.com/dotnet/reactive/) and [mono/mcs](https://github.com/mono/mono).
337
Unity Procedural Level Generator
<h1 align="center"> <br> Edgar for Unity <br> </h1> <h4 align="center">Configurable procedural level generator for Unity</h4> <p align="center"> <a href="https://ondrejnepozitek.github.io/Edgar-Unity/docs/introduction/"><img src="https://img.shields.io/badge/online-docs-important" /></a> <a href="https://github.com/OndrejNepozitek/Edgar-Unity/workflows/Build/badge.svg"><img src="https://github.com/OndrejNepozitek/Edgar-Unity/workflows/Build/badge.svg" /></a> <a href="https://github.com/OndrejNepozitek/Edgar-Unity/releases/tag/v2.0.0-alpha.5"><img src="https://img.shields.io/github/v/release/OndrejNepozitek/Edgar-Unity" /></a> <a href="https://assetstore.unity.com/packages/tools/utilities/edgar-pro-procedural-level-generator-212735?aid=1100lozBv&pubref=edgar-readme"><img src="https://img.shields.io/badge/buy-PRO%20version-important" /></a> <a href="https://img.shields.io/badge/Unity-%3E%3D%202018.4-blue"><img src="https://img.shields.io/badge/Unity-%3E%3D%202018.4-blue" /></a> <a href="https://discord.gg/syktZ6VWq9"><img src="https://img.shields.io/discord/795301453131415554?label=discord" /></a> </p> <p align="center"> <a href="#introduction">Introduction</a> | <a href="#key-features">Key features</a> | <a href="#pro-version">PRO version</a> | <a href="#limitations">Limitations</a> | <a href="#getting-started">Getting started</a> | <a href="#installation">Installation</a> | <a href="#workflow">Example</a> | <a href="#get-in-touch">Get in touch</a> </p> <!-- <p align="center"> <a href="https://ondrejnepozitek.github.io/Edgar-Unity/">Website</a> | <a href="https://ondrejnepozitek.github.io/Edgar-Unity/docs/introduction/">Documentation</a> | <a href="https://github.com/OndrejNepozitek/Edgar-Unity/releases">Releases</a> | <a href="https://ondrejnepozitek.itch.io/edgar-pro">PRO version on itch.io</a> | </p> --> <!-- <p align="center"> Need info? Check the <a href="https://ondrejnepozitek.github.io/Edgar-Unity/docs/introduction/">docs</a> or <a href="https://ondrejnepozitek.github.io/Edgar-Unity/">website</a> | Or <a href="https://github.com/OndrejNepozitek/Edgar-Unity/issues/new">create an issue</a> </p> --> <p align="center"> <img src="http://zuzka.nepozitek.cz/output4.gif" width='600'" </p> ## Introduction This project is a Unity plugin for procedural generation of 2D dungeons (and platformers) and aims to give game designers a **complete control** over generated levels. It combines **graph-based approach** to procedural generation with **handmade room templates** to generate levels with a **feeling of consistency**. Under the hood, the plugin uses [Edgar for .NET](https://github.com/OndrejNepozitek/Edgar-DotNet). ### Graph-based approach You decide exactly how many rooms you want in a level and how they should be connected, and the generator produces levels that follow exactly that structure. Do you want a boss room at the end of each level? Or da shop room halfway through the level? Everything is possible with a graph-based approach. ### Handmade room templates The appearance of individual rooms is controlled with so-called room templates. These are pre-authored building blocks from which the algorithm chooses when generating a level. They are created with Unity tilemaps, but they can also contain additional game objects such as lights, enemies or chests with loot. You can also assign different room templates to different types of rooms. For example, a spawn room should probably look different than a boss room. ## Key features - Procedural dungeon generator - Describe the structure of levels with a graph of rooms and connections - Control the appearance of rooms with handmade room templates - Connect rooms either directly with doors or with short corridors - Easy to customize with custom post-processing logic - Supports Unity 2018.4 and newer - Currently works only in 2D but may support 3D in future - Comprehensive [documentation](https://ondrejnepozitek.github.io/Edgar-Unity/docs/introduction/) - Multiple example scenes included ## PRO version There are two versions of this asset - free version and PRO version. The free version contains the core functions of the generator and should be fine for simple procedural dungeons. The PRO version can be bought [on the Unity Asset Store](https://assetstore.unity.com/packages/tools/utilities/edgar-pro-procedural-level-generator-212735?aid=1100lozBv&pubref=edgar-readme) and contains some additional features. As of now, the PRO version contains features like platformer generator or isometric levels and also two advanced example scenes. If you like this asset, please consider buying the PRO version to support the development. - Coroutines - Call the generator as a coroutine so that the game does not freeze when generating a level ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/generators/dungeon-generator#pro-with-coroutines)) - Custom rooms - It is possible to add additional fields to rooms and connections in a level graph ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/basics/level-graphs#pro-custom-rooms-and-connections)) - Platformers - Generator that is able to produce platformer levels ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/generators/platformer-generator), [example](https://ondrejnepozitek.github.io/Edgar-Unity/docs/examples/platformer-1)) - Isometric - Simple example of isometric levels ([example](https://ondrejnepozitek.github.io/Edgar-Unity/docs/examples/isometric-1)) - Dead Cells - Tutorial on how to generate levels that are similar to Dead Cells ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/examples/dead-cells)) - Enter the Gungeon - Tutorial on how to generate levels that are similar to Enter the Gungeon ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/examples/enter-the-gungeon/)) - Custom input - Modify a level graph before it is used in the generator (e.g. add a random secret room) ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/generators/custom-input)) - Fog of War - Hide rooms in a fog until they are explored by the player ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/guides/fog-of-war)) - Minimap support ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/guides/minimap)) - Door sockets - Use door sockets to specify which doors are compatible ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/guides/door-sockets)) - Directed level graphs - Use directed level graphs together with entrance-only and exit-only doors to have better control over generated levels ([docs](https://ondrejnepozitek.github.io/Edgar-Unity/docs/guides/directed-level-graphs)) ## Limitations - Still in alpha version - there may be some breaking changes in the API - Some level graphs may be too hard for the generator - see the [guidelines](https://ondrejnepozitek.github.io/Edgar-Unity/docs/basics/performance-tips) - The graph-based approach is not suitable for large levels - we recommend less than 30 rooms - Not everything can be configured via editor - some programming knowledge is needed for more advanced setups ## Getting started Install the asset (instructions are below) and head to the [documentation](https://ondrejnepozitek.github.io/Edgar-Unity/docs/introduction). The documentation describes all the basics and also multiple example scenes that should help you get started. ## Installation There are several ways of installing the plugin: ### via .unitypackage Go to Releases and download the unitypackage that's included in every release. Then import the package to Unity project (*Assets -> Import package -> Custom package*). #### How to update In order to be able to download a new version of the plugin, **we recommend to not change anything inside the Assets/ProceduralLevelGenerator folder**. At this stage of the project, files are often moved, renamed or deleted, and Unity does not handle that very well. The safest way to update to the new version is to completely remove the old version (*Assets/ProceduralLevelGenerator* directory) and then import the new version. (Make sure to backup your project before deleting anything.) ### via Package Manager Add the following line to the `packages/manifest.json` file under the `dependencies` section (you must have git installed): ``` "com.ondrejnepozitek.edgar.unity": "https://github.com/OndrejNepozitek/Edgar-Unity.git#upm" ``` To try the examples, go to the Package Manager, find this plugin in the list of installed assets and import examples. > Note: When importing the package, I've got some weird "DirectoryNotFoundException: Could not find a part of the path" errors even though all the files are there. If that happens to you, just ignore that. #### How to update After installing the package, Unity adds something like this to your `manifest.json`: ``` "lock": { "com.ondrejnepozitek.edgar.unity": { "hash": "fc2e2ea5a50ec4d1d23806e30b87d13cf74af04e", "revision": "upm" } } ``` Remove it to let Unity download a new version of the plugin. ### Do not clone the repository When installing the plugin, use the two methods described above. If you clone the repository directly, you will probably get an error related to some tests and missing types/namespaces. This error is caused by the fact that the plugin is developed with Unity 2018.4 (for better compatibility), but the assembly definition format was changed in newer versions (a reference to the Edgar .NET assembly is missing). ## Workflow ### 1. Draw rooms and corridors ![](https://ondrejnepozitek.github.io/Edgar-Unity/intro/room_templates_multiple.png) ### 2. Prepare the structure of the level <img src="https://ondrejnepozitek.github.io/Edgar-Unity/intro/level_graph.png" height="500" /> ### 3. Generate levels ![](https://ondrejnepozitek.github.io/Edgar-Unity/intro/generated_levels_multiple.png) ## Examples ![](https://ondrejnepozitek.github.io/Edgar-Unity/intro/example1_result1.png) ![](https://ondrejnepozitek.github.io/Edgar-Unity/intro/example1_result2.png) ![](https://ondrejnepozitek.github.io/Edgar-Unity/intro/example2_result1.png) ![](https://ondrejnepozitek.github.io/Edgar-Unity/intro/example2_result2.png) ## Get in touch If you have any questions or want to show off what you created with Edgar, come chat with us in our [discord server](https://discord.gg/syktZ6VWq9). Or if you want to contact me personally, use my email ondra-at-nepozitek.cz or send me a message on Twitter at @OndrejNepozitek. ## Terms of use The plugin can be used in both commercial and non-commercial projects, but **cannot be redistributed or resold**. If you want to include this plugin in your own asset, please contact me, and we will figure that out.
338
An MVVM & Databinding framework that can use C# and Lua to develop games
![](docs/images/icon.png) # Loxodon Framework(Unity-MVVM) [![license](https://img.shields.io/github/license/vovgou/loxodon-framework?color=blue)](https://github.com/vovgou/loxodon-framework/blob/master/LICENSE) [![release](https://img.shields.io/github/v/tag/vovgou/loxodon-framework?label=release)](https://github.com/vovgou/loxodon-framework/releases) [![openupm](https://img.shields.io/npm/v/com.vovgou.loxodon-framework?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.vovgou.loxodon-framework/) [![npm](https://img.shields.io/npm/v/com.vovgou.loxodon-framework)](https://www.npmjs.com/package/com.vovgou.loxodon-framework) [(中文版)](README_CN.md) **MVVM and Databinding for Unity3d(C# & XLua & ILRuntime)** *Developed by Clark* Requires Unity 2018.4 or higher. LoxodonFramework is a lightweight MVVM(Model-View-ViewModel) framework built specifically to target Unity3D. Databinding and localization are supported.It has a very flexible extensibility.It makes your game development faster and easier. For tutorials,examples and support,please see the project.You can also discuss the project in the Unity Forums. The plugin is compatible with MacOSX,Windows,Linux,UWP,WebGL,IOS and Android,and provides all the source code of the project. If you like this framework or think it is useful, please write a review on [AssetStore](https://assetstore.unity.com/packages/tools/gui/loxodon-framework-2-0-178583#reviews) or give me a STAR or FORK it on Github, thank you! **Tested in Unity 3D on the following platforms:** PC/Mac/Linux IOS Android UWP(window10) WebGL ## Installation For detailed installation steps, please refer to the **[installation documentation](Installation.md)**. ## English manual - [HTML](https://github.com/vovgou/loxodon-framework/blob/master/docs/LoxodonFramework_en.md) - [PDF](https://github.com/vovgou/loxodon-framework/blob/master/docs/LoxodonFramework_en.pdf) ## Key Features: - MVVM Framework; - Multiple platforms; - Higher Extensibility; - async&await (C#&Lua) - try&catch&finally for lua - XLua support(You can make your game in lua.); - Asynchronous result and asynchronous task are supported; - Scheduled Executor and Multi-threading;<br> - Messaging system support; - Preferences can be encrypted; - Localization support; - Databinding support: - Field binding; - Property binding; - Dictionary,list and array binding; - Event binding; - Unity3d's EventBase binding; - Static property and field binding; - Method binding; - Command binding; - ObservableProperty,ObservableDictionary and ObservableList binding; - Expression binding; ## Notes - .Net2.0 and .Net2.0 Subset,please use version 1.9.x. - LoxodonFramework 2.0 supports .Net4.x and .Net Standard2.0 - LoxodonFramework 2.0 supports Mono and IL2CPP ## Plugins - [Loxodon Framework OSA](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.OSA) - [Loxodon Framework Data](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.Data) - [Loxodon Framework Fody](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.Fody) - [Loxodon Framework UIToolkit](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.UIToolkit) - [Loxodon Framework ILRuntime](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.ILRuntime) - [Loxodon Framework Localization For CSV](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.LocalizationsForCsv) It supports localization files in csv format, requires Unity2018.4 or higher. - [Loxodon Framework XLua](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.XLua) It supports making games with lua scripts. - [Loxodon Framework Bundle](https://assetstore.unity.com/packages/slug/87419) Loxodon Framework Bundle is an AssetBundle manager.It provides a functionality that can automatically manage/load an AssetBundle and its dependencies from local or remote location.Asset Dependency Management including BundleManifest that keep track of every AssetBundle and all of their dependencies. An AssetBundle Simulation Mode which allows for iterative testing of AssetBundles in a the Unity editor without ever building an AssetBundle. The asset redundancy analyzer can help you find the redundant assets included in the AssetsBundles.Create a fingerprint for the asset by collecting the characteristic data of the asset. Find out the redundant assets in all AssetBundles by fingerprint comparison.it only supports the AssetBundle of Unity 5.6 or higher. ![](docs/images/bundle.png) - [Loxodon Framework Log4Net](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.Log4Net) This is a log plugin.It helps you to use Log4Net in the Unity3d. ![](docs/images/log4net.png) - [Loxodon Framework Obfuscation](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.Obfuscation) **NOTE:Please enable "Allow unsafe Code"** ![](docs/images/obfuscation_unsafe.png) **Example:** ObfuscatedInt length = 200; ObfuscatedFloat scale = 20.5f; int offset = 30; float value = (length * scale) + offset; - [Loxodon Framework Addressable](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.Addressable) - [Loxodon Framework Connection](https://github.com/vovgou/loxodon-framework?path=Loxodon.Framework.Connection) This is a network connection component, implemented using TcpClient, supports IPV6 and IPV4, automatically recognizes the current network when connecting with a domain name, and preferentially connects to the IPV4 network. - [DotNetty for Unity](https://github.com/vovgou/DotNettyForUnity) DotNetty is a port of [Netty](https://github.com/netty/netty), asynchronous event-driven network application framework for rapid development of maintainable high performance protocol servers & clients. This version is modified based on [DotNetty](https://github.com/Azure/DotNetty)'s 0.7.2 version and is a customized version for the Unity development platform. It removes some dependent libraries and passes the test under IL2CPP. - [LiteDB](https://github.com/mbdavid/LiteDB) LiteDB is a small, fast and lightweight NoSQL embedded database. ![](https://camo.githubusercontent.com/d85fc448ef9266962a8e67f17f6d16080afdce6b/68747470733a2f2f7062732e7477696d672e636f6d2f6d656469612f445f313432727a57774145434a44643f666f726d61743d6a7067266e616d653d39303078393030) ## Quick Start Create a view and view model of the progress bar. ![](docs/images/progress.png) public class ProgressBarViewModel : ViewModelBase { private string tip; private bool enabled; private float value; public ProgressBarViewModel() { } public string Tip { get { return this.tip; } set { this.Set<string>(ref this.tip, value, nameof(Tip)); } } public bool Enabled { get { return this.enabled; } set { this.Set<bool>(ref this.enabled, value, nameof(Enabled)); } } public float Value { get { return this.value; } set { this.Set<float>(ref this.value, value, nameof(Value)); } } } public class ProgressBarView : UIView { public GameObject progressBar; public Text progressTip; public Text progressText; public Slider progressSlider; protected override void Awake() { var bindingSet = this.CreateBindingSet<ProgressBar, ProgressBarViewModel>(); bindingSet.Bind(this.progressBar).For(v => v.activeSelf).To(vm => vm.Enabled).OneWay(); bindingSet.Bind(this.progressTip).For(v => v.text).To(vm => vm.Tip).OneWay(); bindingSet.Bind(this.progressText).For(v => v.text) .ToExpression(vm => string.Format("{0:0.00}%", vm.Value * 100)).OneWay(); bindingSet.Bind(this.progressSlider).For(v => v.value).To(vm => vm.Value).OneWay(); bindingSet.Build(); } } IEnumerator Unzip(ProgressBarViewModel progressBar) { progressBar.Tip = "Unziping"; progressBar.Enabled = true;//Display the progress bar for(int i=0;i<30;i++) { //TODO:Add unzip code here. progressBar.Value = (i/(float)30); yield return null; } progressBar.Enabled = false;//Hide the progress bar progressBar.Tip = ""; } ## Tutorials and Examples ![](docs/images/Launcher.gif) ![](docs/images/Databinding.gif) ![](docs/images/ListView.gif) ![](docs/images/Localization.gif) ![](docs/images/Interaction.gif) ## Introduction - Window View ![](docs/images/Window.png) - Localization ![](docs/images/Localization.png) - Databinding ![](docs/images/Databinding.png) - Variable Example ![](docs/images/Variable.png) - ListView Binding ![](docs/images/ListView.png) ## Contact Us Email: [[email protected]](mailto:[email protected]) Website: [https://vovgou.github.io/loxodon-framework/](https://vovgou.github.io/loxodon-framework/) QQ Group: 622321589 15034148
339
A curated list of awesome Unity assets, resources, and more.
Awesome Unity ============= [![Awesome](https://cdn.rawgit.com/sindresorhus/awesome/d7305f38d29fed78fa85652e3a63e154dd8e8829/media/badge.svg)](https://github.com/sindresorhus/awesome) A categorized community-driven collection of high-quality awesome Unity assets, projects, and resources. Free assets and resources are prioritized over paid when possible. Suggestions and contributions are always welcome! Make sure to read the [contribution guidelines](https://github.com/RyanNielson/awesome-unity/blob/master/CONTRIBUTING.md) for more information before submitting a pull request. Thanks to all the [contributors](https://github.com/ryannielson/awesome-unity/graphs/contributors), this wouldn't be possible without you! - [Awesome Unity](#awesome-unity) - [2D](#2d) - [AI](#ai) - [Augmented & Virtual Reality](#augmented--virtual-reality) - [Camera](#camera) - [Character Controllers](#character-controllers) - [Frameworks](#frameworks) - [Input](#input) - [Modeling](#modeling) - [Monetization](#monetization) - [Networking](#networking) - [Scripting](#scripting) - [Services](#services) - [Tweening](#tweening) - [UI](#ui) - [Utilities](#utilities) - [Video](#video) - [Visual Scripting](#visual-scripting) - [Projects](#projects) - [Games](#games) - [Resources](#resources) - [Tips and Tricks](#tips-and-tricks) - [Tutorials](#tutorials) - [Contributing](#contributing) ## 2D * [2D Rope System (Paid)](https://assetstore.unity.com/packages/tools/sprite-management/2d-rope-system-17722) - Scripts for creating any type of 2D ropes in the editor or during runtime. * [Ferr2D Terrain Tool (Paid)](https://assetstore.unity.com/packages/tools/level-design/ferr2d-terrain-tool-11653) - Quickly create handcrafted 2D landscapes and levels. * [Pixel Camera 2D](https://github.com/RyanNielson/PixelCamera2D) - A simple pixel perfect camera with scaling options for 2D Games. * [Spine (Paid)](http://esotericsoftware.com) - A skeletal animation editor with a Unity library. * [Tiled2Unity](http://www.seanba.com/tiled2unity) - Takes your [Tiled](http://www.mapeditor.org) files and creates Unity prefabs from them that are easily placed into your Unity scene. Complex collision is supported through Unity’s PolygonCollider2D class. * [Unity Anima2D](https://assetstore.unity.com/packages/2d/characters/anima2d-no-longer-supported-replaced-by-2d-animation-79840) - Advanced skeletal animation editor with support for both per-object and skinned mesh animation with an integrated in-editor skinning tool. * [UnityTiled](https://github.com/nickgravelyn/UnityTiled) - An importer for [Tiled](http://www.mapeditor.org) maps. ## AI * [A* Pathfinding Project](http://arongranberg.com/astar/) - Lightning fast pathfinding with heavily optimized algorithms and a large feature set. * [Apex Path (Paid)](https://assetstore.unity.com/packages/tools/ai/apex-path-17943) - Apex Path handles dynamic pathfinding including local avoidance steering and dynamic obstacles. * [Crystal AI](https://github.com/igiagkiozis/CrystalAI) - Crystal is a fast, scalable and extensible utility based AI framework for C# and Unity. ## Augmented & Virtual Reality * [ARToolKit](http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_about) - Augmented Reality SDK that includes libraries, utilities, and examples. * [Google VR SDK](https://developers.google.com/vr/unity) - Scripts and prefabs to help with the development of Google Daydream and Cardboard apps for Android and iOS. * [SteamVR Unity Toolkit](https://assetstore.unity.com/packages/tools/integration/vrtk-virtual-reality-toolkit-vr-toolkit-64131) - Scripts and Great examples to abstract the use of VR controller actions in Unity. * [Virtual Reality Toolkit](http://github.com/thestonefox/vrtk) - Virtual Reality framework that allows for powerful interactions, locomotion, and visual effects. * [Vuforia](https://vuforia.com/) - Augmented Reality SDK with image and object recognition, smart terrain and extended tracking features. ## Camera * [UFPS (Paid)](https://assetstore.unity.com/packages/templates/systems/ufps-ultimate-fps-2943) - Provides camera, controllers, and other effects for use in FPS games. ## Character Controllers * [CharacterController2D](https://github.com/prime31/CharacterController2D) - A 2D controller that behaves very similarly to Unity's CharacterController component. ## Frameworks * [Fungus](https://github.com/snozbot/fungus) - An easy to use Unity 3D library for creating illustrated Interactive Fiction games. * [StrangeIoC](http://strangeioc.github.io/strangeioc/) - Strange is a super-lightweight and highly extensible Inversion-of-Control (IoC) framework, written specifically for C# and Unity. * [uFrame (Paid)](https://assetstore.unity.com/packages/tools/visual-scripting/uframe-game-framework-14381) - Create maintainable games faster, better, more stable, and consistent than ever before. ## Input * [InControl](https://github.com/pbhogan/InControl) - An input manager that tames makes handler cross-platform. controller input easy. * [InputBinder](https://github.com/RyanNielson/InputBinder) - Bind game inputs to methods via code or using the inspector to add event driven input handling to your project. * [TouchKit](https://github.com/prime31/TouchKit) - Makes it easy to recognize gestures and other touch input. * [TouchScript](https://github.com/TouchScript/TouchScript) - Makes handling complex gesture interactions on any touch surface much easier. ## Modeling * [SabreCSG](http://sabrecsg.com/) - A set of [CSG](https://en.wikipedia.org/wiki/Constructive_solid_geometry) level design tools for building complex levels quickly inside Unity. ## Monetization * [Unity Monetization](https://assetstore.unity.com/packages/add-ons/services/unity-monetization-66123) - Unity Ads is a video ad network with quick and seamless integration using regular and opt-in ads. ## Networking * [Nakama](https://assetstore.unity.com/packages/tools/network/nakama-81338) - Build social and realtime games with an open-source [distributed server](https://github.com/heroiclabs/nakama). * [Photon Bolt (Paid)](https://assetstore.unity.com/packages/tools/network/photon-bolt-free-127156) - Build networked games without having to know the details of networking or write any complex networking code. * [Photon Unity Networking](https://assetstore.unity.com/packages/tools/network/photon-unity-networking-classic-free-1786) - Plug and play cloud networking that also works for local hosting. Free for up to 20 concurrent users. ## Scripting * [Easy Save 2 (Paid)](https://assetstore.unity.com/packages/tools/input-management/easy-save-the-complete-save-load-asset-768) - A fast and simple way to save and load data on all major platforms supported by Unity. * [UniStorm (Paid)](https://assetstore.unity.com/packages/tools/particles-effects/unistorm-volumetric-clouds-sky-modular-weather-and-cloud-shadows-2714) - A customizable dynamic day and night weather system that creates realistic storms and weather. ## Services * [Unity Analytics](https://docs.unity3d.com/Manual/UnityAnalyticsSetup.html) - Provides a dashboard with metrics to help track active players, sessions, retention, and revenue. ## Tweening * [DOTween](https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676) - Tween any numeric property or field (including Vectors, Rectangles, etc.), plus some non-numeric ones (like strings). This is the follow-up to HOTween. * [GoKit](https://github.com/prime31/GoKit) - An open source, lightweight tween library aimed at making tweening objects dead simple. * [iTween](https://assetstore.unity.com/packages/tools/animation/itween-84) - A simple, and easy to use animation system. * [LeanTween](https://assetstore.unity.com/packages/tools/animation/leantween-3595) - FOSS, and also the most lightweight tweening library for Unity. Allows you to tween any value you have access to via the .value() method. ## UI * [NGUI (Paid)](https://assetstore.unity.com/packages/tools/gui/ngui-next-gen-ui-2413) - A powerful UI system and event notification framework. * [TextMesh Pro](https://docs.unity3d.com/Packages/[email protected]/manual/index.html) - A alternative to render text in uGUI by using the distance field technique, which allows crisp fonts at any scale. This was recently purchased by Unity and will be integrated into the engine in the future. ## Utilities * [Consolation](https://github.com/mminer/consolation) - In-game debug console that displays output from `Debug.Log`. * [GitHub for Unity](https://unity.github.com/) - The new GitHub for Unity extension brings the GitHub workflow and more to Unity, providing support for large files with Git LFS and file locking. * [Grouping Tool](https://assetstore.unity.com/packages/tools/utilities/grouping-tool-147552) - Easily group objects together * [Scene View Bookmarks](https://github.com/mminer/scene-view-bookmarks) - Editor extension to bookmark and later recall scene views. * [SnazzyGrid (Paid)](https://assetstore.unity.com/packages/tools/level-design/snazzygrid2-19245) - Makes it easy to manage positions of assets in the scene with easy to use snapping tools and many more features to improve the scene creation workflow. * [UniMerge (Paid)](https://assetstore.unity.com/packages/tools/version-control/unimerge-9733) - Editor extension for merging scenes and prefabs, also integrates with VCS. * [UniRx](https://github.com/neuecc/UniRx) - UniRx (Reactive Extensions for Unity) is a reimplementation of the .NET Reactive Extensions. Rx cures the "asynchronous blues" without async/await. * [UnityToolbag](https://github.com/nickgravelyn/unitytoolbag) - Collection of miscellaneous open source scripts and helpers for Unity 5.0. ## Video * [Vimeo Unity SDK](https://github.com/vimeo/vimeo-unity-sdk) - Easily stream your Vimeo videos into Unity or record and publish out to Vimeo. ## Visual Scripting * [Playmaker (Paid)](https://assetstore.unity.com/packages/tools/visual-scripting/playmaker-368) - Quickly make gameplay prototypes, A.I. behaviors, animation graphs, interactive objects, and more using finite state machines. # Projects ## Games * [Nodulus](https://github.com/Hyperparticle/nodulus) - A complete puzzle game with a clever twist. Play it online. # Resources ## Tips and Tricks * [Editor Tips](http://imgur.com/a/2w7zd) - Tips in gif form showing a few ways to use the editor more efficiently. * [Unity Labs' Super Science](https://github.com/Unity-Technologies/SuperScience) - Gems of Unity Labs for user education. * [Unity Tips](https://unity3d.com/learn/tutorials/topics/tips) - Short videos showing some handy tips when using Unity. ## Tutorials * [2D Splatter Effects Using the Stencil Buffer](http://nielson.dev/2015/12/splatter-effects-in-unity-using-the-stencil-buffer) - Using the stencil buffer in Unity to draw splatter effects on surfaces. This could be used for paint or blood splatter. * [A Gentle Introduction to Shaders in Unity3D](http://www.alanzucconi.com/2015/06/10/a-gentle-introduction-to-shaders-in-unity3d) - This series of posts will introduce you to shader coding, and is oriented to developers with little to no knowledge about shaders. * [Amit’s Game Programming Information](http://www-cs-students.stanford.edu/~amitp/gameprog.html) - An great collection of general purpose game programming content. * [Catlike Coding](http://catlikecoding.com/unity/tutorials/) - Tutorials designed for learning the C# scripting side of Unity. * [Fixing Gaps Between Sprites](http://nielson.dev/2015/10/fixing-gaps-between-sprites-better-2d-in-unity-part-2) - A short tutorial about removing the small gaps that sometimes appear between adjacent sprites. * [Game Programming Patterns](http://gameprogrammingpatterns.com/contents.html) - Lots of great game development patterns useful when making games with or without Unity. * [Modern GUI Development in Unity 4.6](https://www.youtube.com/playlist?list=PLt_Y3Hw1v3QTEbh8fQV1DUOUIh9nF0k6c) - A video tutorial providing an in-depth explanation of Unity's new UI system. * [Official Video Tutorials](http://unity3d.com/learn/tutorials/modules) - The official tutorials for scripting, animation, audio, and almost anything Unity related. * [Ray Wenderlich's Tutorials](http://www.raywenderlich.com/category/unity) - Beginner and mid-level tutorials focused on learning Unity features or creating small example games. * [Unity in HoloLens](https://developer.microsoft.com/en-us/windows/holographic/unity_development_overview) - Official tutorials from Microsoft for creating Microsoft HoloLens applications. * [Unity Virtual Reality](http://docs.unity3d.com/Manual/VROverview.html) - Unity's official documentation on developing virtual reality applications. # Contributing Please see [CONTRIBUTING](https://github.com/RyanNielson/awesome-unity/blob/master/CONTRIBUTING.md) for details. TESTING
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C# modding swiss army knife, powered by cecil.
# MonoMod <a href="https://discord.gg/jm7GCZB"><img align="right" alt="MonoMod Discord" src="https://discordapp.com/api/guilds/295566538981769216/embed.png?style=banner2" /></a> General purpose .NET assembly modding "basework", powered by [cecil](https://github.com/jbevain/cecil/). *<sup>MIT-licensed.</sup>* [![Build status](https://img.shields.io/azure-devops/build/MonoMod/MonoMod/1.svg?style=flat-square)](https://dev.azure.com/MonoMod/MonoMod/_build/latest?definitionId=1) ![Deployment status](https://img.shields.io/azure-devops/release/MonoMod/572c97eb-dbaa-4a55-90e5-1d05431535bd/1/1.svg?style=flat-square) | GitHub: All | NuGet: Patcher | NuGet: Utils | NuGet: RuntimeDetour | NuGet: HookGen | |--|--|--|--|--| | [![GitHub releases](https://img.shields.io/github/downloads/MonoMod/MonoMod/total.svg?style=flat-square)](https://github.com/MonoMod/MonoMod/releases) | [![Core](https://img.shields.io/nuget/dt/MonoMod.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod/) | [![Utils](https://img.shields.io/nuget/dt/MonoMod.Utils.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod.Utils/) | [![RuntimeDetour](https://img.shields.io/nuget/dt/MonoMod.RuntimeDetour.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod.RuntimeDetour/) | [![HookGen](https://img.shields.io/nuget/dt/MonoMod.RuntimeDetour.HookGen.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod.RuntimeDetour.HookGen/) | | [![Version](https://img.shields.io/github/release/MonoMod/MonoMod.svg?style=flat-square)](https://github.com/MonoMod/MonoMod/releases) | [![Version](https://img.shields.io/nuget/v/MonoMod.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod/) | [![Version](https://img.shields.io/nuget/v/MonoMod.Utils.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod.Utils/) | [![Version](https://img.shields.io/nuget/v/MonoMod.RuntimeDetour.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod.RuntimeDetour/) | [![Version](https://img.shields.io/nuget/v/MonoMod.RuntimeDetour.HookGen.svg?style=flat-square)](https://www.nuget.org/packages/MonoMod.RuntimeDetour.HookGen/) | <sup>[... or download fresh build artifacts for the last commit.](https://dev.azure.com/MonoMod/MonoMod/_build/latest?definitionId=1)</sup> ## Sections - [Introduction](#introduction) - [Using MonoMod](#using-monomod) - [Using ModInterop (ext)](/README-ModInterop.md) - [Using RuntimeDetour & HookGen (ext)](/README-RuntimeDetour.md) - [FAQ](#faq) ### Special thanks to my [patrons on Patreon](https://www.patreon.com/0x0ade): - [Chad Yates](https://twitter.com/ChadCYates) - [Sc2ad](https://github.com/sc2ad) - Raegous - Chaser6 - [Harrison Clarke](https://twitter.com/hay_guise) - [KyleTheScientist](https://www.twitch.tv/kylethescientist) - [Renaud Bédard](https://twitter.com/renaudbedard) - [leo60228](https://leo60228.space) - [Rubydragon](https://www.twitch.tv/rubydrag0n) - Holly Magala - [Jimmy Londo (iamdadbod)](https://www.youtube.com/iamdadbod) - [Artus Elias Meyer-Toms](https://twitter.com/artuselias) ---- ## Introduction MonoMod is a modding "basework" (base tools + framework). Mods / mod loaders for the following games are already using it in one way or another: - Terraria: [tModLoader](https://github.com/blushiemagic/tModLoader), [TerrariaHooks](https://github.com/0x0ade/TerrariaHooks) - Hollow Knight: [HollowKnight.Modding](https://github.com/seanpr96/HollowKnight.Modding) - Celeste: [Everest](https://everestapi.github.io/) - Risk of Rain 2: [BepInExPack (BepInEx + MonoMod + R2API)](https://thunderstore.io/package/bbepis/BepInExPack/) - Enter the Gungeon: [Mod the Gungeon](https://modthegungeon.github.io/) - Rain World: [RainDB via Partiality](http://www.raindb.net/) - Totally Accurate Battle Simulator: [TABS-Multiplayer](https://github.com/Ceiridge/TABS-Multiplayer) - Salt and Sanctuary: [Salt.Modding](https://github.com/seanpr96/Salt.Modding) - Nimbatus: [Nimbatus-Mods via Partiality](https://github.com/OmegaRogue/Nimbatus-Mods) - Dungeon of the Endless: [DungeonOfTheEndless-Mod via Partiality](https://github.com/sc2ad/DungeonOfTheEndless-Mod) - FEZ: [FEZMod (defunct)](https://github.com/0x0ade/FEZMod-Legacy) - And many more! *Ping me on Discord if your mod uses MonoMod!* It consists of the following **modular components**: - **MonoMod:** The core MonoMod IL patcher and relinker. - **MonoMod.Utils:** Utilities and helpers that not only benefit MonoMod, but also mods in general. It contains classes such as `FastReflectionHelper`, `LimitedStream`, `DynamicMethodHelper`, `DynamicMethodDefinition`, `DynDll` and the `ModInterop` namespace. - **MonoMod.DebugIL:** Enable IL-level debugging of third-party assemblies in Visual Studio / MonoDevelop. - **MonoMod.BaseLoader:** A base on which a C# mod loader can be built upon, including a basic engine-agnostic mod content manager and mod relinker. - **MonoMod.RuntimeDetour:** A flexible and easily extensible runtime detouring library, supporting X86+ and ARMv7+, .NET Framework, .NET Core and mono. - **HookGen:** A utility to generate a "hook helper .dll" for any IL assembly. This allows you to hook methods in runtime mods as if they were events. Built with MonoMod and RuntimeDetour. ### Why? - Cross-version compatibility, even with obfuscated assemblies. - Cross-platform compatibility, even if the game uses another engine (f.e. Celeste uses XNA on Windows, FNA on macOS and Linux). - Use language features which otherwise wouldn't be supported (f.e. C# 7 in Unity 4.3). - Patch on the player's machine with a basic mod installer. No need to pre-patch, no redistribution of game data, no copyright violations. - With HookGen, runtime hooks are as simple as `On.Namespace.Type.Method += (orig, a, b, c) => { /* ... */ }` - With HookGen IL, you can manipulate IL at runtime and even inline C# delegate calls between instructions. - Modularity allows you to mix and match. Use only what you need! ---- ## Using MonoMod Drop `MonoMod.exe`, all dependencies (Utils, cecil) and your patches into the game directory. Then, in your favorite shell (cmd, bash): MonoMod.exe Assembly.exe MonoMod scans the directory for files named `[Assembly].*.mm.dll` and generates `MONOMODDED_[Assembly].exe`, which is the patched version of the assembly. ### Example Patch You've got `Celeste.exe` and want to patch the method `public override void Celeste.Player.Added(Scene scene)`. If you haven't created a mod project yet, create a shared C# library project called `Celeste.ModNameHere.mm`, targeting the same framework as `Celeste.exe`. Add `Celeste.exe`, `MonoMod.exe` and all dependencies (.Utils, cecil) as assembly references. *Note:* Make sure to set "Copy Local" to `False` on the game's assemblies. Otherwise your patch will ship with a copy of the game! ```cs #pragma warning disable CS0626 // orig_ method is marked external and has no attributes on it. namespace Celeste { // The patch_ class is in the same namespace as the original class. // This can be bypassed by placing it anywhere else and using [MonoModPatch("global::Celeste.Player")] // Visibility defaults to "internal", which hides your patch from runtime mods. // If you want to "expose" new members to runtime mods, create extension methods in a public static class PlayerExt class patch_Player : Player { // : Player lets us reuse any of its visible members without redefining them. // MonoMod creates a copy of the original method, called orig_Added. public extern void orig_Added(Scene scene); public override void Added(Scene scene) { // Do anything before. // Feel free to modify the parameters. // You can even replace the method's code entirely by ignoring the orig_ method. orig_Added(scene); // Do anything afterwards. } } } ``` Build `Celeste.ModNameHere.mm.dll`, copy it into the game's directory and run `MonoMod.exe Celeste.exe`, which generates `MONOMODDED_Celeste.exe`. *Note:* This can be automated by a post-build step in your IDE and integrated in an installer, f.e. [Everest.Installer (GUI)](https://github.com/EverestAPI/Everest.Installer), [MiniInstaller (CLI)](https://github.com/EverestAPI/Everest/blob/master/MiniInstaller/Program.cs) or [PartialityLauncher (GUI)](https://github.com/PartialityModding/PartialityLauncher). To make patching easy, yet flexible, the MonoMod patcher offers a few extra features: - `MonoMod.MonoModRules` will be executed at patch time. Your rules can define relink maps (relinking methods, fields or complete assemblies), change the patch behavior per platform or [define custom modifiers](MonoMod/Modifiers/MonoModCustomAttribute.cs) to f.e. [modify a method on IL-level using cecil.](https://github.com/MonoMod/MonoMod/issues/15#issuecomment-344570625) - For types and methods, to be ignored by MonoMod (because of a superclass that is defined in another assembly and thus shouldn't be patched), use the `MonoModIgnore` attribute. - [Check the full list of standard modifiers with their descriptions](MonoMod/Modifiers), including "patch-time hooks", proxies via `[MonoModLinkTo]` and `[MonoModLinkFrom]`, conditinal patching via `[MonoModIfFlag]` + MonoModRules, and a few more. ---- ## FAQ ### How does the patcher work? - MonoMod first checks for a `MonoMod.MonoModRules` type in your patch assembly, isolates it and executes the code. - It then copies any new types, including nested types, except for patch types and ignored types. - Afterwards, it copies each type member and patches the methods. Make sure to use `[MonoModIgnore]` on anything you don't want to change. - Finally, all relink mappings get applied and all references get fixed (method calls, field get / set operations, ...). ### How can I check if my assembly has been modded? MonoMod creates a type called "WasHere" in the namespace "MonoMod" in your assembly: ```cs if (Assembly.GetExecutingAssembly().GetType("MonoMod.WasHere") != null) { Console.WriteLine("MonoMod was here!"); } else { Console.WriteLine("Everything fine, move on."); } ``` *Note:* This can be easily bypassed. More importantly, it doesn't detect changes made using other tools like dnSpy. If you're a gamedev worried about cheating: Please don't fight against the modding community. Cheaters will find another way to cheat, and modders love to work together with gamedevs. ### Am I allowed to redistribute the patched assembly? This depends on the licensing situation of the input assemblies. If you're not sure, ask the authors of the patch and of the game / program / library. ### Is it possible to use multiple patches? Yes, as long as the patches don't affect the same regions of code. While possible, its behaviour is not strictly defined and depends on the patching order. Instead, please use runtime detours / hooks instead, as those were built with "multiple mod support" in mind.
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Mixed Reality Toolkit (MRTK) provides a set of components and features to accelerate cross-platform MR app development in Unity.
![Mixed Reality Toolkit](https://user-images.githubusercontent.com/13754172/122838732-89ea3400-d2ab-11eb-8c79-32dd84944989.png) [![MRTK_AWE_AuggieAwards_2021a](https://user-images.githubusercontent.com/13754172/142922601-f7c38745-aa50-4b50-8ad3-41992e543f5e.png)](https://www.awexr.com/usa-2021/auggie-winners) # What is the Mixed Reality Toolkit MRTK-Unity is a Microsoft-driven project that provides a set of components and features, used to accelerate cross-platform MR app development in Unity. Here are some of its functions: * Provides the **cross-platform input system and building blocks for spatial interactions and UI**. * Enables **rapid prototyping** via in-editor simulation that allows you to see changes immediately. * Operates as an **extensible framework** that provides developers the ability to swap out core components. * **Supports a wide range of devices**: | XR SDK Plugin (Unity XR Plugin Management Providers) | Supported Devices | |---|---| | Unity OpenXR Plugin (Unity 2020 or 2021 LTS) <br> (Mixed Reality OpenXR Plugin required for certain features on certain devices) | Microsoft HoloLens 2 <br> Windows Mixed Reality headsets <br> Meta Quest <br> Device running on SteamVR via OpenXR | | Windows XR Plugin | Microsoft HoloLens <br> Microsoft HoloLens 2 <br> Windows Mixed Reality headsets | | Oculus XR Plugin (Unity 2019 or newer LTS) | Meta Quest (via Oculus Integration Package) | | ARCore XR Plug-in | Android (via AR Foundation) | | ARKit XR Plug-in | iOS (via AR Foundation) | **Additional devices supported:** * Ultraleap Leap Motion controller for hand tracking (via Ultraleap's OpenXR API layer (recommended) or via [Ultraleap's Plugin for Unity](https://learn.microsoft.com/windows/mixed-reality/mrtk-unity/mrtk2/supported-devices/leap-motion-mrtk)) | NOTE: We have introduced the public preview of MRTK3, the next chapter of MRTK. For documentation, please go to the [MRTK3 documentation](https://aka.ms/mrtk3). For code, please go to the [mrtk3 branch](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk3). | | --- | # Getting started with MRTK If you're new to MRTK or Mixed Reality development in Unity, **we recommend you start at the beginning of our** [Unity development journey](https://docs.microsoft.com/windows/mixed-reality/unity-development-overview?tabs=mrtk%2Chl2) in the Microsoft Docs. The Unity development journey is specifically tailored to walk new developers through the installation, core concepts, and usage of MRTK. | IMPORTANT: The Unity development journey currently uses **MRTK version 2.8.2**, **Mixed Reality OpenXR plugin version 1.6.0** and **Unity 2020.3.42+**. | | --- | If you're an experienced Mixed Reality or MRTK developer, check the links in the next section for the newest packages and release notes. # Documentation **Starting from MRTK 2.6, we are publishing both conceptual docs and API references on docs.microsoft.com. For conceptual docs, please visit <a href="https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/">our new landing page</a>. For API references, please visit <a href="https://docs.microsoft.com/dotnet/api/microsoft.mixedreality.toolkit">the MRTK-Unity section of the dot net API explorer</a>. Existing content will remain here but will not be updated further.** | [![Release notes](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_ReleaseNotes.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/release-notes/mrtk-27-release-notes)<br/>[Release Notes](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/release-notes/mrtk-27-release-notes)| [![MRTK Overview](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_ArchitectureOverview.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/architecture/overview)<br/>[MRTK Overview](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/architecture/overview)| [![Feature Guides](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_FeatureGuides.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/button)<br/>[Feature Guides](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/button)| [![API Reference](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_APIReference.png)](https://docs.microsoft.com/dotnet/api/Microsoft.MixedReality.Toolkit?view=mixed-reality-toolkit-unity-2020-dotnet-2.6.0)<br/>[API Reference](https://docs.microsoft.com/dotnet/api/Microsoft.MixedReality.Toolkit?view=mixed-reality-toolkit-unity-2020-dotnet-2.6.0)| |:---|:---|:---|:---| # Build status | Branch | CI Status | Docs Status | |---|---|---| | `main` |[![CI Status](https://dev.azure.com/aipmr/MixedRealityToolkit-Unity-CI/_apis/build/status/public/mrtk_CI?branchName=main)](https://dev.azure.com/aipmr/MixedRealityToolkit-Unity-CI/_build/latest?definitionId=15)|[![Docs Validation (MRTK2)](https://github.com/microsoft/MixedRealityToolkit-Unity/actions/workflows/docs_mrtk2.yaml/badge.svg?branch=main)](https://github.com/microsoft/MixedRealityToolkit-Unity/actions/workflows/docs_mrtk2.yaml) # Required software | [![Windows SDK](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK170802_Short_17.png)](https://developer.microsoft.com/windows/downloads/windows-10-sdk) [Windows SDK](https://developer.microsoft.com/windows/downloads/windows-10-sdk)| [![Unity](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK170802_Short_18.png)](https://unity3d.com/get-unity/download/archive) [Unity 2018/2019/2020 LTS](https://unity3d.com/get-unity/download/archive)| [![Visual Studio 2019](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK170802_Short_19.png)](http://dev.windows.com/downloads) [Visual Studio 2019](http://dev.windows.com/downloads)| [![Emulators (optional)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK170802_Short_20.png)](https://docs.microsoft.com/windows/mixed-reality/using-the-hololens-emulator) [Emulators (optional)](https://docs.microsoft.com/windows/mixed-reality/using-the-hololens-emulator)| | :--- | :--- | :--- | :--- | Please refer to the [Install the tools](https://docs.microsoft.com/en-us/windows/mixed-reality/develop/install-the-tools) page for more detailed information. # Feature areas | [![Input System](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_InputSystem.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/overview)<br/>[Input System](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/overview)<br/>&nbsp; | [![Hand Tracking<br/> (HoloLens 2)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_HandTracking.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/hand-tracking)<br/>[Hand Tracking<br/> (HoloLens 2)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/hand-tracking)<br/>&nbsp; | [![Eye Tracking<br/> (HoloLens 2)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_EyeTracking.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/eye-tracking/eye-tracking-main)<br/>[Eye Tracking<br/> (HoloLens 2)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/eye-tracking/eye-tracking-main)<br/>&nbsp; | [![Profiles](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_Profiles.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/configuration/mixed-reality-configuration-guide)<br/>[Profiles](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/configuration/mixed-reality-configuration-guide)<br/>&nbsp; | [![Hand Tracking<br/> (Ultraleap)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_HandTracking.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/supported-devices/leap-motion-mrtk)<br/>[Hand Tracking<br/>(Ultraleap)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/supported-devices/leap-motion-mrtk)<br/>&nbsp; | | :--- | :--- | :--- | :--- | :--- | | [![UI Controls](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_UIControls.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/#ux-building-blocks)<br/>[UI Controls](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/#ux-building-blocks)<br/>&nbsp; | [![Solvers](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_Solver.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/solvers/solver)<br/>[Solvers](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/solvers/solver)<br/>&nbsp; | [![Multi-Scene<br/> Manager](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_SceneSystem.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/scene-system/scene-system-getting-started)<br/>[Multi-Scene<br/> Manager](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/scene-system/scene-system-getting-started) | [![Spatial<br/> Awareness](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_SpatialUnderstanding.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/spatial-awareness/spatial-awareness-getting-started)<br/>[Spatial<br/> Awareness](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/spatial-awareness/spatial-awareness-getting-started) | [![Diagnostic<br/> Tool](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_Diagnostics.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/diagnostics/diagnostics-system-getting-started)<br/>[Diagnostic<br/> Tool](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/diagnostics/diagnostics-system-getting-started) | | [![MRTK Standard Shader](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_StandardShader.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/rendering/mrtk-standard-shader)<br/>[MRTK Standard<br/>Shader](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/rendering/mrtk-standard-shader) | [![Speech & Dictation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_VoiceCommand.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/speech)<br/>[Speech](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/speech)<br/> & [Dictation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/dictation) | [![Boundary<br/>System](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_Boundary.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/boundary/boundary-system-getting-started)<br/>[Boundary<br/>System](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/boundary/boundary-system-getting-started)| [![In-Editor<br/>Simulation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_InputSystem.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input-simulation/input-simulation-service)<br/>[In-Editor<br/>Simulation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input-simulation/input-simulation-service) | [![Experimental<br/>Features](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_Experimental.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/contributing/experimental-features)<br/>[Experimental<br/>Features](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/contributing/experimental-features)| # UX building blocks | [![Button](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Button/MRTK_Button_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/button) [Button](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/button) | [![Bounds Control](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/bounds-control/MRTK_BoundsControl_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/bounds-control) [Bounds Control](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/bounds-control) | [![Object Manipulator](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/manipulation-handler/MRTK_Manipulation_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/object-manipulator) [Object Manipulator](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/object-manipulator) | |:--- | :--- | :--- | | A button control which supports various input methods, including HoloLens 2's articulated hand | Standard UI for manipulating objects in 3D space | Script for manipulating objects with one or two hands | | [![Slate](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Slate/MRTK_Slate_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/slate) [Slate](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/slate) | [![System Keyboard](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/system-keyboard/MRTK_SystemKeyboard_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/system-keyboard) [System Keyboard](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/system-keyboard) | [![Interactable](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Interactable/InteractableExamples.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/interactable) [Interactable](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/interactable) | | 2D style plane which supports scrolling with articulated hand input | Example script of using the system keyboard in Unity | A script for making objects interactable with visual states and theme support | | [![Solver](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Solver/MRTK_Solver_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/solvers/solver) [Solver](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/solvers/solver) | [![Object Collection](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/object-collection/MRTK_ObjectCollection_Main.jpg)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/object-collection) [Object Collection](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/object-collection) | [![Tooltip](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Tooltip/MRTK_Tooltip_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/tooltip) [Tooltip](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/tooltip) | | Various object positioning behaviors such as tag-along, body-lock, constant view size and surface magnetism | Script for laying out an array of objects in a three-dimensional shape | Annotation UI with a flexible anchor/pivot system, which can be used for labeling motion controllers and objects | | [![Slider](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Slider/MRTK_UX_Slider_Main.jpg)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/sliders) [Slider](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/sliders) | [![MRTK Standard Shader](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK-Standard-Shader/MRTK_StandardShader.jpg)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/rendering/mrtk-standard-shader) [MRTK Standard Shader](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/rendering/mrtk-standard-shader) | [![Hand Menu](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Solver/MRTK_UX_HandMenu.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/hand-menu) [Hand Menu](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/hand-menu) | | Slider UI for adjusting values supporting direct hand tracking interaction | MRTK's Standard shader supports various Fluent design elements with performance | Hand-locked UI for quick access, using the Hand Constraint Solver | | [![App Bar](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/app-bar/MRTK_AppBar_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/app-bar) [App Bar](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/app-bar) | [![Pointers](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Pointers/MRTK_Pointer_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers) [Pointers](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/pointers) | [![Fingertip Visualization](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Fingertip/MRTK_FingertipVisualization_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/fingertip-visualization) [Fingertip Visualization](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/fingertip-visualization) | | UI for Bounds Control's manual activation | Learn about various types of pointers | Visual affordance on the fingertip which improves the confidence for the direct interaction | | [![Near Menu](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/near-menu/MRTK_UX_NearMenu.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/near-menu) [Near Menu](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/near-menu) | [![Spatial Awareness](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/spatial-awareness/MRTK_SpatialAwareness_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/spatial-awareness/spatial-awareness-getting-started) [Spatial Awareness](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/spatial-awareness/spatial-awareness-getting-started) | [![Voice Command](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Input/MRTK_Input_Speech.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/speech) [Voice Command](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/speech) / [Dictation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/dictation) | | Floating menu UI for the near interactions | Make your holographic objects interact with the physical environments | Scripts and examples for integrating speech input | | [![Progress Indicator](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/progress-indicator/MRTK_ProgressIndicator_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/progress-indicator) [Progress Indicator](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/progress-indicator) | [![Dialog](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Dialog/MRTK_UX_Dialog_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/dialog) [Dialog [Experimental]](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/dialog) | [![Hand Coach](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/hand-coach/MRTK_UX_HandCoach_Main.jpg)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/hand-coach) [Hand Coach](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/hand-coach) | | Visual indicator for communicating data process or operation | UI for asking for user's confirmation or acknowledgement | Component that helps guide the user when the gesture has not been taught | | [![Hand Physics Service](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/hand-physics/MRTK_UX_HandPhysics_Main.jpg)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/experimental/hand-physics-service) [Hand Physics Service [Experimental]](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/experimental/hand-physics-service) | [![Scrolling Collection](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/scrolling-collection/ScrollingCollection_Main.jpg)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/scrolling-object-collection) [Scrolling Collection](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/ux-building-blocks/scrolling-object-collection) | [![Dock](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/Dock/MRTK_UX_Dock_Main.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/experimental/dock) [Dock [Experimental]](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/experimental/dock) | | The hand physics service enables rigid body collision events and interactions with articulated hands | An Object Collection that natively scrolls 3D objects | The Dock allows objects to be moved in and out of predetermined positions | | [![Eye Tracking: Target Selection](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/eye-tracking/mrtk_et_targetselect.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/eye-tracking/eye-tracking-target-selection) [Eye Tracking: Target Selection](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/eye-tracking/eye-tracking-target-selection) | [![Eye Tracking: Navigation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/eye-tracking/mrtk_et_navigation.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/eye-tracking/eye-tracking-navigation) [Eye Tracking: Navigation](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input/eye-tracking/eye-tracking-navigation) | [![Eye Tracking: Heat Map](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/eye-tracking/mrtk_et_heatmaps.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/example-scenes/eye-tracking-examples-overview#visualization-of-visual-attention) [Eye Tracking: Heat Map](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/example-scenes/eye-tracking-examples-overview#visualization-of-visual-attention) | | Combine eyes, voice and hand input to quickly and effortlessly select holograms across your scene | Learn how to auto-scroll text or fluently zoom into focused content based on what you are looking at | Examples for logging, loading and visualizing what users have been looking at in your app | # Tools | [![Optimize Window](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_OptimizeWindow.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/tools/optimize-window) [Optimize Window](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/tools/optimize-window) | [![Dependency Window](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_DependencyWindow.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/tools/dependency-window) [Dependency Window](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/tools/dependency-window) | ![Build Window](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_BuildWindow.png) Build Window | [![Input recording](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Icon_InputRecording.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input-simulation/input-animation-recording) [Input recording](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input-simulation/input-animation-recording) | |:--- | :--- | :--- | :--- | | Automate configuration of Mixed Reality projects for performance optimizations | Analyze dependencies between assets and identify unused assets | Configure and execute an end-to-end build process for Mixed Reality applications | Record and playback head movement and hand tracking data in editor | # Example scenes Explore MRTK's various types of interactions and UI controls through the example scenes. You can find example scenes under [**Assets/MRTK/Examples/Demos**](/Assets/MixedRealityToolkit.Examples/Demos) folder. [![Example Scene](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_Examples.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/example-scenes/hand-interaction-examples) # MRTK examples hub With the MRTK Examples Hub, you can try various example scenes in MRTK. On HoloLens 2, you can download and install [MRTK Examples Hub through the Microsoft Store app](https://www.microsoft.com/p/mrtk-examples-hub/9mv8c39l2sj4). See [Examples Hub README page](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/example-scenes/example-hub) to learn about the details on creating a multi-scene hub with MRTK's scene system and scene transition service. [![Example Scene](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_ExamplesHub.png)](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/example-scenes/hand-interaction-examples) # Sample apps made with MRTK | [![Periodic Table of the Elements](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRDL_PeriodicTable.jpg)](https://medium.com/@dongyoonpark/bringing-the-periodic-table-of-the-elements-app-to-hololens-2-with-mrtk-v2-a6e3d8362158)| [![Galaxy Explorer](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRTK_GalaxyExplorer.jpg)](https://docs.microsoft.com/windows/mixed-reality/galaxy-explorer-update)| [![Galaxy Explorer](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRDL_Surfaces.jpg)](https://docs.microsoft.com/windows/mixed-reality/galaxy-explorer-update)| |:--- | :--- | :--- | | [Periodic Table of the Elements](https://github.com/Microsoft/MRDL_Unity_PeriodicTable) is an open-source sample app which demonstrates how to use MRTK's input system and building blocks to create an app experience for HoloLens and Immersive headsets. Read the porting story: [Bringing the Periodic Table of the Elements app to HoloLens 2 with MRTK v2](https://medium.com/@dongyoonpark/bringing-the-periodic-table-of-the-elements-app-to-hololens-2-with-mrtk-v2-a6e3d8362158) |[Galaxy Explorer](https://github.com/Microsoft/GalaxyExplorer) is an open-source sample app that was originally developed in March 2016 as part of the HoloLens 'Share Your Idea' campaign. Galaxy Explorer has been updated with new features for HoloLens 2, using MRTK v2. Read the story: [The Making of Galaxy Explorer for HoloLens 2](https://docs.microsoft.com/windows/mixed-reality/galaxy-explorer-update) |[Surfaces](https://github.com/microsoft/MRDL_Unity_Surfaces) is an open-source sample app for HoloLens 2 which explores how we can create a tactile sensation with visual, audio, and fully articulated hand-tracking. Check out Microsoft MR Dev Days session [Learnings from the Surfaces app](https://channel9.msdn.com/Shows/Docs-Mixed-Reality/Learnings-from-the-MR-Surfaces-App) for the detailed design and development story. | # Session videos from Mixed Reality Dev Days 2020 | [![MRDevDays](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRDevDays_Session1.png)](https://docs.microsoft.com/shows/Mixed-Reality/Intro-to-MRTK-Unity)| [![MRDevDays](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRDevDays_Session2.png)](https://docs.microsoft.com/shows/Mixed-Reality/MRTKs-UX-Building-Blocks)| [![MRDevDays](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/MRDevDays_Session3.png)](https://docs.microsoft.com/shows/Mixed-Reality/MRTK-Performance-and-Shaders)| |:--- | :--- | :--- | | Tutorial on how to create a simple MRTK app from start to finish. Learn about interaction concepts and MRTK’s multi-platform capabilities. | Deep dive on the MRTK’s UX building blocks that help you build beautiful mixed reality experiences. | An introduction to performance tools, both in MRTK and external, as well as an overview of the MRTK Standard Shader. | See [Mixed Reality Dev Days](https://docs.microsoft.com/windows/mixed-reality/mr-dev-days-sessions) to explore more session videos. # Engage with the community * Join the conversation around MRTK on [Slack](https://holodevelopers.slack.com/). You can join the Slack community via the [automatic invitation sender](https://holodevelopersslack.azurewebsites.net/). * Ask questions about using MRTK on [Stack Overflow](https://stackoverflow.com/questions/tagged/mrtk) using the **MRTK** tag. * Search for [known issues](https://github.com/Microsoft/MixedRealityToolkit-Unity/issues) or file a [new issue](https://github.com/Microsoft/MixedRealityToolkit-Unity/issues) if you find something broken in MRTK code. * For questions about contributing to MRTK, go to the [mixed-reality-toolkit](https://holodevelopers.slack.com/messages/C2H4HT858) channel on slack. This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). For more information, see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or contact [[email protected]](mailto:[email protected]) with any additional questions or comments. # Useful resources on the Mixed Reality Dev Center | [![Discover](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-discover.png)](https://docs.microsoft.com/windows/mixed-reality/) [Discover](https://docs.microsoft.com/windows/mixed-reality/)| [![Design](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-design.png)](https://docs.microsoft.com/windows/mixed-reality/design) [Design](https://docs.microsoft.com/windows/mixed-reality/design)| [![Develop](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-develop.png)](https://docs.microsoft.com/windows/mixed-reality/development) [Develop](https://docs.microsoft.com/windows/mixed-reality/development)| [![Distribute](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-distribute.png)](https://docs.microsoft.com/windows/mixed-reality/implementing-3d-app-launchers) [Distribute](https://docs.microsoft.com/windows/mixed-reality/implementing-3d-app-launchers)| | :--------------------- | :----------------- | :------------------ | :------------------------ | | Learn to build mixed reality experiences for HoloLens and immersive headsets (VR). | Get design guides. Build user interface. Learn interactions and input. | Get development guides. Learn the technology. Understand the science. | Get your app ready for others and consider creating a 3D launcher. | # Useful resources on Azure | [![Spatial Anchors](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-azurespatialanchors.png)](https://docs.microsoft.com/azure/spatial-anchors/)<br> [Spatial Anchors](https://docs.microsoft.com/azure/spatial-anchors/)| [![Speech Services](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-azurespeechservices.png)](https://docs.microsoft.com/azure/cognitive-services/speech-service/)<br> [Speech Services](https://docs.microsoft.com/azure/cognitive-services/speech-service/)| [![Vision Services](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/images/mrdevcenter/icon-azurevisionservices.png)](https://docs.microsoft.com/azure/cognitive-services/computer-vision/)<br> [Vision Services](https://docs.microsoft.com/azure/cognitive-services/computer-vision/)| | :------------------------| :--------------------- | :---------------------- | | Spatial Anchors is a cross-platform service that allows you to create Mixed Reality experiences using objects that persist their location across devices over time.| Discover and integrate Azure powered speech capabilities like speech to text, speaker recognition or speech translation into your application.| Identify and analyze your image or video content using Vision Services like computer vision, face detection, emotion recognition or video indexer. | # Learn more about the MRTK project You can find our planning material on [our wiki](https://github.com/Microsoft/MixedRealityToolkit-Unity/wiki) under the Project Management Section. You can always see the items the team is actively working on in the Iteration Plan issue. # How to contribute Learn how you can contribute to MRTK at [Contributing](https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/contributing/contributing). **For details on the different branches used in the Mixed Reality Toolkit repositories, check this [Branch Guide here](https://github.com/Microsoft/MixedRealityToolkit-Unity/wiki/Branch-Guide).**
342
A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
<h1 align="center">SVL Simulator: An Autonomous Vehicle Simulator</h1> <div align="center"> <a href="https://github.com/lgsvl/simulator/releases/latest"> <img src="https://img.shields.io/github/release-pre/lgsvl/simulator.svg" alt="Github release" /></a> <a href=""> <img src="https://img.shields.io/github/downloads/lgsvl/simulator/total.svg" alt="Release downloads" /></a> </div> <div align="center"> <h4> <a href="https://svlsimulator.com" style="text-decoration: none"> Website</a> <span> | </span> <a href="https://svlsimulator.com/docs" style="text-decoration: none"> Documentation</a> <span> | </span> <a href="https://github.com/lgsvl/simulator/releases/latest" style="text-decoration: none"> Download</a> </h4> </div> ## Sunsetting SVL Simulator ### LG has made the difficult decision to suspend active development of SVL Simulator, as of January 1, 2022. There are no plans for any new or bugfix releases of SVL Simulator in 2022. There will be no new source code changes pushed to GitHub, and there will be no reviews or merging of Pull Requests submitted on GitHub for SVL Simulator or any of its related plug-ins. There will be no new simulator assets built and shared nor updates made to existing assets by the SVL Simulator team. We will make a reasonable effort to keep the [wise.svlsimulator.com](https://wise.svlsimulator.com) website up and running through at least Thursday, June 30, 2022, and will also maintain the [SVLSimulator.com](https://SVLSimulator.com) web site including the [simulator documentation](https://www.svlsimulator.com/docs/) pages through at least Thursday, June 30, 2022. At this time we do not plan to remove the [SVL Simulator source code](https://github.com/lgsvl/simulator) (and related plug-in) projects from GitHub. The open source project and source code will remain available for anyone who wants to build (or modify) SVL Simulator. We apologize for any inconvenience this may cause and appreciate your understanding. Sincerely, The SVL Simulator team <br/> ### Questions ##### **Q: Will SVL Simulator run locally without the [wise.svlsimulator.com](https://wise.svlsimulator.com) web site?** A: The latest released version of SVL (2021.3) requires the use of the WISE (web user interface) cloud service to download assets, configure simulation clusters, and create and launch simulations. It may be possible to remove this dependency (e.g. in a fork; see below) and then build and launch a local simulator instance. ##### **Q: Will LG release the source code for the WISE (web user interface) cloud service?** A: There are no plans at this time to release the source code for WISE. ##### **Q: Would LG be interested in transferring the SVL Simulator project to someone interested in taking over the project?** A: There are no plans at this time to transfer the SVL Simulator project (or the WISE cloud service). ##### **Q: Will the Simulator Software License Agreement be changed?** A: There are no plans at this time to change the [Simulator Software License Agreement](https://github.com/lgsvl/simulator/blob/master/LICENSE). ##### **Q: Can users share source code changes and forks of SVL Simulator?** A: As a GitHub project, anyone is able to create their own fork; in fact, there are already over 500 such forks of the [SVL Simulator project](https://github.com/lgsvl/simulator). Users can then make changes and even submit pull requests back to the original (parent) project. While we have no plans to review or merge such changes into the main project, users are free to review open PRs and create their own local build from their own or any other public fork. ##### **Q: Can users share new builds of SVL Simulator?** A: The [Simulator Software License Agreement](https://github.com/lgsvl/simulator/blob/master/LICENSE) allows you to “modify or create derivative works of the Licensed Materials” and only restricts their commercial use. Therefore, it is ok for users to share new builds of SVL Simulator as long as such builds are not sold or otherwise used for commercial purposes. ##### **Q: What about the SVL Simulator Premium product and/or cloud simulation service?** A: There are no plans at this time to offer a SVL Simulator Premium product or cloud service. ##### **Q: Can users still post technical questions on GitHub?** A: Technical questions may be posted to the [SVL Simulator Issues](https://github.com/lgsvl/simulator/issues) page on GitHub but may not be answered by the SVL Simulator team. We encourage users to help each other with questions or issues that are posted. ##### **Q: What if there are other questions not addressed in this document?** A: Other questions may be posted to the [SVL Simulator Issues](https://github.com/lgsvl/simulator/issues) page on GitHub. <br/> ------ # Project README ## Stay Informed Check out our latest [news](https://www.svlsimulator.com/news/) and subscribe to our [mailing list](http://eepurl.com/htlRjH) to get the latest updates. ## Introduction LG Electronics America R&D Lab has developed an HDRP Unity-based multi-robot simulator for autonomous vehicle developers. We provide an out-of-the-box solution which can meet the needs of developers wishing to focus on testing their autonomous vehicle algorithms. It currently has integration with The Autoware Foundation's [Autoware.auto](https://gitlab.com/autowarefoundation/autoware.auto/AutowareAuto) and Baidu's [Apollo](https://github.com/ApolloAuto/apollo) platforms, can generate HD maps, and can be immediately used for testing and validation of a whole system with little need for custom integrations. We hope to build a collaborative community among robotics and autonomous vehicle developers by open sourcing our efforts. *To use the simulator with Apollo 6.0 or master, first download the simulator binary, then follow our [Running with latest Apollo](https://www.svlsimulator.com/docs/system-under-test/apollo-master-instructions/) docs.* *To use the simulator with Autoware.auto, first download the simulator binary, then follow the guide on our [Autoware.auto](https://autowarefoundation.gitlab.io/autoware.auto/AutowareAuto/lgsvl.html).* For users in China, you can view our latest videos [here](https://space.bilibili.com/412295691) and download our simulator releases [here](https://pan.baidu.com/s/1M33ysJYZfi4vya41gmB0rw) (code: 6k91). 对于中国的用户,您也可在[哔哩哔哩](https://space.bilibili.com/412295691)上观看我们最新发布的视频,从[百度网盘](https://pan.baidu.com/s/1M33ysJYZfi4vya41gmB0rw)(提取码: 6k91)上下载使用我们的仿真器。 ## Paper If you are using SVL Simulator for your research paper, please cite our ITSC 2020 paper: [LGSVL Simulator: A High Fidelity Simulator for Autonomous Driving](https://arxiv.org/pdf/2005.03778) ``` @article{rong2020lgsvl, title={LGSVL Simulator: A High Fidelity Simulator for Autonomous Driving}, author={Rong, Guodong and Shin, Byung Hyun and Tabatabaee, Hadi and Lu, Qiang and Lemke, Steve and Mo{\v{z}}eiko, M{\=a}rti{\c{n}}{\v{s}} and Boise, Eric and Uhm, Geehoon and Gerow, Mark and Mehta, Shalin and others}, journal={arXiv preprint arXiv:2005.03778}, year={2020} } ``` ## Getting Started You can find complete and the most up-to-date guides on our [documentation website](https://www.svlsimulator.com/docs). Running the simulator with reasonable performance and frame rate (for perception related tasks) requires a high performance desktop. Below is the recommended system for running the simulator at high quality. We are currently working on performance improvements for a better experience. **Recommended system:** - 4 GHz Quad Core CPU - Nvidia GTX 1080, 8GB GPU memory - Windows 10 64 Bit The easiest way to get started with running the simulator is to download our [latest release](https://github.com/lgsvl/simulator/releases/latest) and run as a standalone executable. Currently, running the simulator in Windows yields better performance than running on Linux. ### Downloading and starting simulator 1. Download the latest release of the SVL Simulator for your supported operating system (Windows or Linux) here: [https://github.com/lgsvl/simulator/releases/latest](https://github.com/lgsvl/simulator/releases/latest) 2. Unzip the downloaded folder and run the executable. See the full installation guide [here](https://svlsimulator.com/docs/installation-guide/installing-simulator). ### Building and running from source If you would like to customize the simulator, build simulation content, or access specific features available in [Developer Mode](https://www.svlsimulator.com/docs/running-simulations/developer-mode), you can clone the project with Unity Editor, and build the project from source. Check out our instructions for getting started with building from source [here](https://www.svlsimulator.com/docs/installation-guide/build-instructions). **Note:** Please checkout the "release-*" branches or release tags for stable (ready features) and "master" branch for unstable (preview of work in progress). ## Simulator Instructions (from 2021.1 release onwards) 1. After starting the simulator, you should see a button to "Link to Cloud". 2. Use this button to link your local simulator instance to a [cluster](https://www.svlsimulator.com/docs/user-interface/web/clusters-tab) on our [web user interface](https://wise.svlsimulator.com). 3. Now create a [random traffic](https://www.svlsimulator.com/docs/creating-scenarios/random-traffic-scenarios/) simulation. For a standard setup, select "BorregasAve" for map and "Jaguar2015XE with Apollo 5.0 sensor configuration" for vehicle. Click "Run" to begin. 4. The vehicle should spawn inside the map environment that was selected. 5. Read [here](https://www.svlsimulator.com/docs/user-interface/keyboard-shortcuts/) for an explanation of all current keyboard shortcuts and controls. 6. Follow the guides on our respective [Autoware](https://github.com/lgsvl/Autoware) and [Apollo 5.0](https://github.com/lgsvl/apollo-5.0) repositories for instructions on running the platforms with the simulator. **NOTE**: If using a release older than "2021.1", please follow the instructions on our documentation [archives](https://www.svlsimulator.com/docs/archive/). ### Guide to simulator functionality Look [here](https://www.svlsimulator.com/docs) for a guide to currently available functionality and features. ## Contact Please feel free to provide feedback or ask questions by creating a Github issue. For inquiries about collaboration, please email us at [[email protected]](mailto:[email protected]). ## Copyright and License Copyright (c) 2019-2021 LG Electronics, Inc. This software contains code licensed as described in LICENSE.
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Simple and powerful Unity3d game workflow! 简单、高效、高度工业化的商业级unity3d 工作流。
![logo.png](https://cdn.nlark.com/yuque/0/2022/png/338267/1649684734342-74b652a1-d03a-4b8a-b78b-9fe82f1c9ed8.png#clientId=uc33e9e9d-324b-4&crop=0&crop=0&crop=1&crop=1&from=paste&height=136&id=ubbf7265c&margin=%5Bobject%20Object%5D&name=logo.png&originHeight=235&originWidth=923&originalType=binary&ratio=1&rotation=0&showTitle=false&size=28428&status=done&style=shadow&taskId=u199e20dc-ebb8-4095-9235-befea9ca47a&title=&width=532.9960632324219)<br />[![](https://camo.githubusercontent.com/ad53edcf98cb738e703fb694c5f465ad2f9fc58ea30287cec6e924eb9f3d9247/68747470733a2f2f696d672e736869656c64732e696f2f6e706d2f762f636f6d2e706f706f2e62646672616d65776f726b3f6c6162656c3d6f70656e75706d2672656769737472795f7572693d68747470733a2f2f7061636b6167652e6f70656e75706d2e636f6d#crop=0&crop=0&crop=1&crop=1&from=url&id=CKHaa&margin=%5Bobject%20Object%5D&originHeight=20&originWidth=106&originalType=binary&ratio=1&rotation=0&showTitle=false&status=done&style=shadow&title=)](https://openupm.cn/packages/com.popo.bdframework/) [![](https://camo.githubusercontent.com/8e53c4e75f0baf3b1cb6815fef6dc3648d0bb6b0d5fcda5a82a88b678893caf8/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f6c6963656e73652d416e74692532303939362d626c75652e7376673f7374796c653d666c61742d737175617265#crop=0&crop=0&crop=1&crop=1&from=url&id=ACfdn&margin=%5Bobject%20Object%5D&originHeight=20&originWidth=104&originalType=binary&ratio=1&rotation=0&showTitle=false&status=done&style=shadow&title=)](https://github.com/996icu/996.ICU/blob/master/LICENSE) [![](https://camo.githubusercontent.com/3e8b8686464bdeeef002f8f8ff1883c5a713366d58360ab9a61dbab60a2eb1f0/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f6c696e6b2d3939362e6963752d2532334646344435422e7376673f7374796c653d666c61742d737175617265#crop=0&crop=0&crop=1&crop=1&from=url&id=RnsS9&margin=%5Bobject%20Object%5D&originHeight=20&originWidth=80&originalType=binary&ratio=1&rotation=0&showTitle=false&status=done&style=shadow&title=)](https://996.icu/#/zh_CN) [![](https://camo.githubusercontent.com/f42c312e343cae055acb79039d4671e3ba2c8bf22c20cc2321271d778bd57542/68747470733a2f2f696d672e736869656c64732e696f2f6769746875622f6c6963656e73652f79696d656e6766616e2f42444672616d65776f726b2e436f7265#crop=0&crop=0&crop=1&crop=1&from=url&id=Wh0bY&margin=%5Bobject%20Object%5D&originHeight=20&originWidth=120&originalType=binary&ratio=1&rotation=0&showTitle=false&status=done&style=shadow&title=)](https://github.com/yimengfan/BDFramework.Core/blob/master/LICENSE) <a name="JYyl0"></a> # 作者寄语(Introduction) Simple! Easy! Professional! This‘s a powerful Unity3d game workflow!<br />BDFramework的设计理念永远是:**工业化、流水线化、专业化!**<br />永远致力于打造高效的商业游戏工作流.<br />BDFramework大部分功能开发都是围绕一整条工作流,以**Pipeline**的形式放出.<br />如:**BuildPipeline、PublishPipeline、DevOps** 等...<br />对于第三方库使用也都是为了Pipeline深度定制,很多时候为了一些使用体验优化会编写大量的Editor编码.<br />这也是BDFramework的设计理念之一:<br />**能编辑器解决的,就不要业务层解决!能自动化的,就不要手动!**<br />BDFramework没有什么看上去很酷炫的功能,大都是一点一滴的积累,一点点的增加自动化,一点点的增加业务编码的体验.也正是因为有这样的坚持,才会有这套框架的出现.<br />更多的是做一些商业技术方案的分享和讨论.<br />因为一些特殊原因,只能放出一些游戏基建方案Pipeline的实现,<br />不会有对具体业务逻辑的解决方案,所以整套workflow更像是一套游戏开发脚手架.<br />望理解!<br />最后,<br />虽然该框架能开箱即用,但我个人建议且鼓励 :**进行自己的思考,并为自己项目进行改造!**<br />有任何疑问也欢迎讨论~ <a name="CDDBb"></a> # 社区(Community) <a name="rwqWf"></a> **在线discussions** [点击](https://github.com/yimengfan/BDFramework.Core/discussions) #### 第九第十艺术交流:184111890 (QQ Group:184111890) [点击加群](https://jq.qq.com/?_wv=1027&k=OSxzhgK4) If you find a bug or have some suggestions,please make issue! I'll get back to you!<br />任何问题直接提issue,24小时内必解决 (有时候邮件抽风,没收到,需要在群里at下我~)<br />github地址: [https://github.com/yimengfan/BDFramework.Core](https://github.com/yimengfan/BDFramework.Core)<br />gitee地址: [https://gitee.com/yimengfan/BDFramework.Core](https://gitee.com/yimengfan/BDFramework.Core) (国内比较快) <a name="UpQig"></a> # 文档(Document) [**中文 Wiki**](https://www.yuque.com/naipaopao/eg6gik) <a name="sVFFi"></a> #### [English Wiki](http://www.nekosang.com/) <a name="Am01R"></a> #### [视频教程(video)](https://www.bilibili.com/video/av78814115/) <a name="YTPRV"></a> #### [博客(Blog)](https://zhuanlan.zhihu.com/c_177032018) <a name="HbQIU"></a> # 发布(Publish) <a name="ZnfmW"></a> ### [Release版本](https://github.com/yimengfan/BDFramework.Core/releases) 注:所有bug修复和新特性加入会先提交到Master分支。待审核期通过,稳定则会发布Release版本 <a name="eTY04"></a> ### Unity3d支持(Unity3d Support ) <a name="tVsZB"></a> #### Unity2018 - [ObsoleteBranch](https://github.com/yimengfan/BDFramework.Core/tree/2018.4.23LTS) <a name="KksVM"></a> #### _Unity2019 - Master_ (推荐) <a name="zbYcr"></a> #### Unity2020 - [TestBranch](https://github.com/yimengfan/BDFramework.Core/tree/2020.4LTS) <a name="J516L"></a> #### Unity2021 - [TestBranch](https://github.com/yimengfan/BDFramework.Core/tree/2021.2.13f1) 版本开发流程:<br />=》修改、Fixed bug、新功能加入 基于**Master(目前为Unity2019)**<br />=》Merge to Unity2020 、Unity2021测试 <a name="KgTix"></a> ## V2.1版本: <a name="cCRDG"></a> #### -增加BuildPipeline! <a name="djGGK"></a> #### -增加PublishPipeline! <a name="ZlwLG"></a> #### -增加HotfixPipeline! <a name="cRXGd"></a> #### -全面支持DevOps工作流. <a name="POKmD"></a> ## V2版本: <a name="Ntb9l"></a> #### 1.全面升级为UPM管理: [urp版本安装引导](https://www.yuque.com/naipaopao/eg6gik/xy8dm4) <a name="gVc3P"></a> #### 2.全面适配URP管线工作流 <a name="ZGUIj"></a> #### 3.全面定制Unity Editor环境,升级编辑器操作。更便捷、人性化的开发体验 <a name="Tx18X"></a> #### 4.全面优化框架启动速度,重构部分远古代码。 <a name="f0nHB"></a> #### 5.UFlux UI工作流全面升级:更智能的值绑定、更简单的工作流、更方便的自定义扩展、DI等... <a name="UCGPm"></a> #### 6.更全面的文档 <a name="AtPY4"></a> #### 7.商业级的Demo加入,后续会开放免费商业级项目开发教程 <a name="zmnID"></a> ## V1版本: <a name="egIJX"></a> ### C#热更(C# hotfix): - 自定义编译服务 - 可选工程剥离(热更可以不拆工程) - 一键打包热更DLL - 兼容DevOps、CI、CD. <a name="nPrZv"></a> ### 表格管理(Table Manage): - Excel一键生成Class - Excel一键生成Sqlite、Json、Xml等 - 服务器、本地表格分开导出. - 自定义配置保留字段、单条记录等. - SQLite ORM工具(兼容热更) - 自定义表格逻辑检测. - 兼容DevOps、CI、CD. <a name="nzWwO"></a> ### 资源管理(Assets Manage): - 重新定制目录管理规范、指导管理. - 一套API自动切换AB和Editor模式,保留Resources.load习惯. - 可视化连线打包逻辑、0冗余打包. - 可扩展打包规则 - 分包机制. - 打包逻辑纠错机制. - 内置增量打包机制,防止不同机器、工程打包AB不同情况. - 自动图集管理. - 自动搜集Shader Keyword. - 可寻址加载系统. - Assetbundle混淆机制,一定程度下防破解资源. - Assetbundle 同、异步加载校验. - Assetbundle 加载性能测试. - Editor下完整支持 - 兼容DevOps、CI、CD. <a name="vZ1Sq"></a> ### 一键版本发布(Publish): - 代码、资源、表格一键打包,版本管理自动下载. - 内置本机文件服务器 - 兼容DevOps、CI、CD. <a name="USJsq"></a> ### UI工作流(UFlux): - 提供一套Flux ui管理机制(类似MVI) - 完善的UI管理,可配合任意NGUI、UGUI、FairyGUI等使用 - 完整的UI抽象:Windows、Component、State、Props... - 支持UI管理、值绑定、数据监听、数据流、状态管理等 - 支持DI依赖注入. <a name="xbVI7"></a> ### 业务管理(Logic Manage): - 管理器和被管理类自动注册 - 在此之上BD实现了ScreenviewManger,UIManager,EventManager...等一些管理器.使用者根据自己的需求可以实现其他的管理器. - Editor下完整支持. <a name="U7Z68"></a> ### 导航机制(Navication): - 模块、用户Timeline等导航机制. - 方便做模块调度、划分等逻辑... <a name="XD9Xc"></a> ### 全面定制Editor: - 提供完整的编辑器生命周期,方便可定制、拓展. - **完整的测试用例,保证框架的稳定.** - 所有功能全面兼容DevOps、CI、CD等工具. - 其他大量的定制Editor,以保证使用体验...(太多了统计不过来) **有很多细枝末节的系统就不列举了...** <a name="B34PH"></a> # 安装使用(Start) <a name="LVozC"></a> #### OpenUPM(强烈推荐): <a name="IPx5B"></a> #### [链接](https://www.yuque.com/naipaopao/eg6gik/xy8dm4) <a name="oGh5G"></a> #### Release版: **使用Open UPM更新框架:**<br />Step: - open **Edit/Project Settings/Package Manager** - add a new Scoped Registry (or edit the existing OpenUPM entry) - **Name** package.openupm.cn - **URL** [https://package.openupm.cn](https://package.openupm.cn/) - **Scope(s)** com.ourpalm.ilruntime 、com.popo.bdframework - click Save (or Apply) Then open the "**Package Manger"** editor windows. Switch menuitem to "**My Registries** ". You can see the BDFramework ,you can select the new version.<br />[![](https://camo.githubusercontent.com/baa458f5ab7bf39c7465812d5190ca750e38d0aa034206e34e99c138d23b079c/68747470733a2f2f63646e2e6e6c61726b2e636f6d2f79757175652f302f323032312f706e672f3333383236372f313633393830393230353935322d34393231343461352d356431632d346431622d386137332d6536636332643734383262372e706e6723636c69656e7449643d7531313933303662342d366432622d342663726f703d302663726f703d302663726f703d312663726f703d312666726f6d3d7061737465266865696768743d3232362669643d756335643739656439266d617267696e3d2535426f626a6563742532304f626a656374253544266e616d653d696d6167652e706e67266f726967696e4865696768743d343532266f726967696e57696474683d343032266f726967696e616c547970653d62696e61727926726174696f3d3126726f746174696f6e3d302673686f775469746c653d66616c73652673697a653d3331393336267374617475733d646f6e65267374796c653d6e6f6e65267461736b49643d7564636166383936322d656432332d343065332d396438332d3537383437633861333766267469746c653d2677696474683d323031#crop=0&crop=0&crop=1&crop=1&from=url&id=IhWR8&margin=%5Bobject%20Object%5D&originHeight=452&originWidth=402&originalType=binary&ratio=1&rotation=0&showTitle=false&status=done&style=shadow&title=)](https://camo.githubusercontent.com/baa458f5ab7bf39c7465812d5190ca750e38d0aa034206e34e99c138d23b079c/68747470733a2f2f63646e2e6e6c61726b2e636f6d2f79757175652f302f323032312f706e672f3333383236372f313633393830393230353935322d34393231343461352d356431632d346431622d386137332d6536636332643734383262372e706e6723636c69656e7449643d7531313933303662342d366432622d342663726f703d302663726f703d302663726f703d312663726f703d312666726f6d3d7061737465266865696768743d3232362669643d756335643739656439266d617267696e3d2535426f626a6563742532304f626a656374253544266e616d653d696d6167652e706e67266f726967696e4865696768743d343532266f726967696e57696474683d343032266f726967696e616c547970653d62696e61727926726174696f3d3126726f746174696f6e3d302673686f775469746c653d66616c73652673697a653d3331393336267374617475733d646f6e65267374796c653d6e6f6e65267461736b49643d7564636166383936322d656432332d343065332d396438332d3537383437633861333766267469746c653d2677696474683d323031) <a name="oo6oU"></a> #### Master版(紧急修复bug or 自行修改版): 手动将框架放置在Package目录下 <br />![image.png](https://cdn.nlark.com/yuque/0/2022/png/338267/1652974827438-46dae355-b6f7-4a50-b068-4231c2d2bede.png#clientId=u601d31b3-c056-4&crop=0&crop=0&crop=1&crop=1&from=paste&height=303&id=ucdfd0f6c&margin=%5Bobject%20Object%5D&name=image.png&originHeight=478&originWidth=710&originalType=binary&ratio=1&rotation=0&showTitle=false&size=22744&status=done&style=shadow&taskId=ub7cee2b7-77bc-447a-be8e-b6d2676bb46&title=&width=450.7936712655721)<br />ps:只移动**com.popo.bdframework文件夹**到自己项目Package目录即可 <a name="t2U6E"></a> # 项目实践流程: ![image.png](https://cdn.nlark.com/yuque/0/2022/png/338267/1649685339014-bc9ded1a-4301-47b9-9c08-0a4553fa0cfe.png#clientId=u9bf72c99-cdb1-4&crop=0&crop=0&crop=1&crop=1&from=paste&height=808&id=u88225e38&margin=%5Bobject%20Object%5D&name=image.png&originHeight=1272&originWidth=2889&originalType=binary&ratio=1&rotation=0&showTitle=true&size=179957&status=done&style=shadow&taskId=ubb1d6962-e623-407b-b35e-4fc35f226d9&title=%E5%8D%8A%E7%83%AD%E6%9B%B4&width=1834.2857975862503 "半热更") <a name="BBlYB"></a> # Demo: 九宫棋(带一套精简的技能系统):[https://gitee.com/yimengfan/TheCatChess](https://gitee.com/yimengfan/TheCatChess) <a name="d2KC6"></a> # 贡献者名单 [@gaojiexx](https://github.com/gaojiexx) <br />[@ricashao](https://github.com/ricashao) <br />[@瞎哥](https://github.com/AfarMiss) <br />如果需要项目方案定制、企业支持,可以联系 QQ:755737878 <br />也随时欢迎交流各种技术. 如果您有好的修改或者拓展,也随时欢迎讨论和提PR.
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UIWidget is a Unity Package which helps developers to create, debug and deploy efficient, cross-platform Apps.
⚠️ The main repository of UIWidgets has been moved to https://github.com/Unity-Technologies/com.unity.uiwidgets. Please visit the new site if you have an issue or want to contribute. Thanks! # UIWidgets [中文](README-ZH.md) ## Introduction UIWidgets is a plugin package for Unity Editor which helps developers to create, debug and deploy efficient, cross-platform Apps using the Unity Engine. UIWidgets is mainly derived from [Flutter](https://github.com/flutter/flutter). However, taking advantage of the powerful Unity Engine, it offers developers many new features to improve their Apps as well as the develop workflow significantly. #### Efficiency Using the latest Unity rendering SDKs, a UIWidgets App can run very fast and keep >60fps in most times. #### Cross-Platform A UIWidgets App can be deployed on all kinds of platforms including PCs, mobile devices and web page directly, like any other Unity projects. #### Multimedia Support Except for basic 2D UIs, developers are also able to include 3D Models, audios, particle-systems to their UIWidgets Apps. #### Developer-Friendly A UIWidgets App can be debug in the Unity Editor directly with many advanced tools like CPU/GPU Profiling, FPS Profiling. ## Example <div style="text-align: center"><table><tr> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/2a27606f-a2cc-4c9f-9e34-bb39ae64d06c_uiwidgets1.gif" width="200"/> </td> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/097a7c53-19b3-4e0a-ad27-8ec02506905d_uiwidgets2.gif" width="200" /> </td> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/1f03c1d0-758c-4dde-b3a9-2f5f7216b7d9_uiwidgets3.gif" width="200"/> </td> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/a8884fbd-9e7c-4bd7-af46-0947e01d01fd_uiwidgets4.gif" width="200"/> </td> </tr></table></div> ### Projects using UIWidgets #### Unity Connect App The Unity Connect App is created using UIWidgets and available for both Android (https://connect.unity.com/connectApp/download) and iOS (Searching for "Unity Connect" in App Store). This project is open-sourced @https://github.com/UnityTech/ConnectAppCN. #### Unity Chinese Doc The official website of Unity Chinese Documentation (https://connect.unity.com/doc) is powered by UIWidgets and open-sourced @https://github.com/UnityTech/DocCN. ## Requirements #### Unity Install **Unity 2018.4.10f1 (LTS)** or **Unity 2019.1.14f1** and above. You can download the latest Unity on https://unity3d.com/get-unity/download. #### UIWidgets Package Visit our Github repository https://github.com/UnityTech/UIWidgets to download the latest UIWidgets package. Move the downloaded package folder into the **Package** folder of your Unity project. Generally, you can make it using a console (or terminal) application by just a few commands as below: ```none cd <YourProjectPath>/Packages git clone https://github.com/UnityTech/UIWidgets.git com.unity.uiwidgets ``` ## Getting Start #### i. Overview In this tutorial, we will create a very simple UIWidgets App as the kick-starter. The app contains only a text label and a button. The text label will count the times of clicks upon the button. First of all, please open or create a Unity Project and open it with Unity Editor. And then open Project Settings, go to Player section and **add "UIWidgets_DEBUG" to the Scripting Define Symbols field.** This enables the debug mode of UIWidgets for your development. Remove this for your release build afterwards. #### ii. Scene Build A UIWidgets App is usually built upon a Unity UI Canvas. Please follow the steps to create a UI Canvas in Unity. 1. Create a new Scene by "File -> New Scene"; 1. Create a UI Canvas in the scene by "GameObject -> UI -> Canvas"; 1. Add a Panel (i.e., **Panel 1**) to the UI Canvas by right click on the Canvas and select "UI -> Panel". Then remove the **Image** Component from the Panel. #### iii. Create Widget A UIWidgets App is written in **C# Scripts**. Please follow the steps to create an App and play it in Unity Editor. 1. Create a new C# Script named "UIWidgetsExample.cs" and paste the following codes into it. ```csharp using System.Collections.Generic; using Unity.UIWidgets.animation; using Unity.UIWidgets.engine; using Unity.UIWidgets.foundation; using Unity.UIWidgets.material; using Unity.UIWidgets.painting; using Unity.UIWidgets.ui; using Unity.UIWidgets.widgets; using UnityEngine; using FontStyle = Unity.UIWidgets.ui.FontStyle; namespace UIWidgetsSample { public class UIWidgetsExample : UIWidgetsPanel { protected override void OnEnable() { // if you want to use your own font or font icons. // FontManager.instance.addFont(Resources.Load<Font>(path: "path to your font"), "font family name"); // load custom font with weight & style. The font weight & style corresponds to fontWeight, fontStyle of // a TextStyle object // FontManager.instance.addFont(Resources.Load<Font>(path: "path to your font"), "Roboto", FontWeight.w500, // FontStyle.italic); // add material icons, familyName must be "Material Icons" // FontManager.instance.addFont(Resources.Load<Font>(path: "path to material icons"), "Material Icons"); base.OnEnable(); } protected override Widget createWidget() { return new WidgetsApp( home: new ExampleApp(), pageRouteBuilder: (RouteSettings settings, WidgetBuilder builder) => new PageRouteBuilder( settings: settings, pageBuilder: (BuildContext context, Animation<float> animation, Animation<float> secondaryAnimation) => builder(context) ) ); } class ExampleApp : StatefulWidget { public ExampleApp(Key key = null) : base(key) { } public override State createState() { return new ExampleState(); } } class ExampleState : State<ExampleApp> { int counter = 0; public override Widget build(BuildContext context) { return new Column( children: new List<Widget> { new Text("Counter: " + this.counter), new GestureDetector( onTap: () => { this.setState(() => { this.counter++; }); }, child: new Container( padding: EdgeInsets.symmetric(20, 20), color: Colors.blue, child: new Text("Click Me") ) ) } ); } } } } ``` 1. Save this script and attach it to **Panel 1** as its component. 1. Press the "Play" Button to start the App in Unity Editor. #### iv. Build App Finally, the UIWidgets App can be built to packages for any specific platform by the following steps. 1. Open the Build Settings Panel by "File -> Build Settings..." 1. Choose a target platform and click "Build". Then the Unity Editor will automatically assemble all relevant resources and generate the final App package. #### How to load images? 1. Put your images files in Resources folder. e.g. image1.png. 2. You can add [email protected] and [email protected] in the same folder to support HD screens. 3. Use Image.asset("image1") to load the image. Note: as in Unity, ".png" is not needed. UIWidgets supports Gif as well! 1. Suppose you have loading1.gif. Rename it to loading1.gif.bytes and copy it to Resources folder. 2. You can add [email protected] and [email protected] in the same folder to support HD screens. 3. Use Image.asset("loading1.gif") to load the gif images. #### Using Window Scope If you see the error `AssertionError: Window.instance is null` or null pointer error of `Window.instance`, it means the code is not running in the window scope. In this case, you can enclose your code with window scope as below: ```csharp using(WindowProvider.of(your gameObject with UIWidgetsPanel).getScope()) { // code dealing with UIWidgets, // e.g. setState(() => {....}) } ``` This is needed if the code is in methods not invoked by UIWidgets. For example, if the code is in `completed` callback of `UnityWebRequest`, you need to enclose them with window scope. Please see [HttpRequestSample](./Samples/UIWidgetSample/HttpRequestSample.cs) for detail. For callback/event handler methods from UIWidgets (e.g `Widget.build, State.initState...`), you don't need do it yourself, since the framework ensure it's in window scope. #### Show Status Bar on Android Status bar is always hidden by default when an Unity project is running on an Android device. If you want to show the status bar in your App, this [solution](https://github.com/Over17/UnityShowAndroidStatusBar) seems to be compatible to UIWidgets, therefore can be used as a good option before we release our full support solution on this issue. Besides, please set "Render Outside Safe Area" to true in the "Player Settings" to make this plugin working properly on Android P or later. #### Automatically Adjust Frame Rate To build an App that is able to adjust the frame rate automatically, please open Project Settings, and in the Quality tab, set the "V Sync Count" option of the target platform to "Don't Sync". The default logic is to reduce the frame rate when the screen is static, and change it back to 60 whenever the screen changes. If you would like to disable this behavior, please set `Window.onFrameRateSpeedUp` and `Window.onFrameRateCoolDown` to null function, i.e., () => {}. Note that in Unity 2019.3 and above, UIWidgets will use OnDemandRenderAPI to implement this feature, which will greatly save the battery. #### WebGL Canvas Device Pixel Ratio Plugin The width and height of the Canvas in browser may differ from the number of pixels the Canvas occupies on the screen. Therefore, the image may blur in the builded WebGL program. The Plugin `Plugins/platform/webgl/UIWidgetsCanvasDevicePixelRatio_20xx.x.jslib` (2018.3 and 2019.1 for now) solves this issue. Please select the plugin of the Unity version corresponding to your project, and disable other versions of this plugin, as follows: select this plugin in the **Project** panel, and uncheck **WebGL** under **Select platforms for plugin** in the **Inspector** panel. If you need to disable this plugin for any reason, please disable all the versions of this plugin as described above. This plugin overrides the following parameters in the Unity WebGL building module: ```none JS_SystemInfo_GetWidth JS_SystemInfo_GetHeight JS_SystemInfo_GetCurrentCanvasWidth JS_SystemInfo_GetCurrentCanvasHeight $Browser $JSEvents ``` If you would like to implement your own WebGL plugin, and your plugin overrides at least one of the above parameters, you need to disable the `UIWidgetsCanvasDevicePixelRatio` plugin in the above mentioned way to avoid possible conflicts. If you still need the function provided by this plugin, you can mannually apply the modification to Unity WebGL building module introduced in this plugin. All the modifications introduced in `UIWidgetsCanvasDevicePixelRatio` are marked by `////////// Modifcation Start ////////////` and `////////// Modifcation End ////////////`. In the marked codes, all the multiplications and divisions with `devicePixelRatio` are introduced by our modification. To learn about the original script in detail, please refer to `SystemInfo.js` and `UnityNativeJS/UnityNative.js` in `PlaybackEngines/WebGLSupport/BuildTools/lib` in your Unity Editor installation. #### Image Import Setting Unity, by default, resizes the width and height of an imported image to the nearest integer that is a power of 2. In UIWidgets, you should almost always disable this by selecting the image in the "Project" panel, then in the "Inspector" panel set the "Non Power of 2" option (in "Advanced") to "None", to prevent your image from being resized unexpectedly. #### Update Emoji UIWidgets supports rendering emoji in (editable) texts. The default emoji resource version is [iOS 13.2](https://emojipedia.org/apple/ios-13.2). We also prepared the resources of [Google Emoji](https://emojipedia.org/google). To switch to Google version of emoji, please follow the following steps: 1. Copy `Runtime/Resources/backup~/EmojiGoogle.png` to `Runtime/Resources/images` folder. 2. In the **Project** panel, find and select `EmojiGoogle` asset, and in the **Inspector** panel, change **Max Size** to 4096, disable **Generate Mipmaps**, and enable **Alpha Is Transparency**. 3. In the `OnEnable()` function in your class overriding `UIWidgetsPanel`, add the following code ```csharp EmojiUtils.configuration = EmojiUtils.googleEmojiConfiguration; ``` If you would like to use your own images for emoji, please follow the following steps: 1. Create the sprite sheet (take `EmojiGoogle.png` as an example), and put in a `Resources` folder in your project, (for example `Resources/myImages/MyEmoji.png`). 2. In the `OnEnable()` function, add the following code (replace example values with actual value). Note that the order of emoji codes should be consistent with the sprite sheet. ```csharp EmojiUtils.configuration = new EmojiResourceConfiguration( spriteSheetAssetName: "myImage/MyEmoji", emojiCodes: new List<int> { 0x1f004, 0x1f0cf, 0x1f170, ... }, spriteSheetNumberOfRows: 36, spriteSheetNumberOfColumns: 37, ); ``` #### Interact with GameObject Drag&Drops <p align="center"> <img src="https://connect-prd-cdn.unity.com/20190718/p/images/e3c9cf9b-c732-4eb2-9afd-fe7de894f342_Custom_Inspector_Showcase_320px.gif" width="300"/> </p> With the provided packaged stateful widget `UnityObjectDetector` and its `onRelease` callback function, you can easily drag some objects (for example GameObject from Hierarchy, files from Project Window, etc) into the area, get the UnityEngine.Object[] references and make further modification. ## Debug UIWidgets Application #### Define UIWidgets_DEBUG It's recommended to define the **UIWidgets_DEBUG** script symbol in editor, this will turn on debug assertion in UIWidgets, which will help to find potential bugs earlier. To do this: please go to **Player Settings -> Other Settings -> Configuration -> Scripting Define Symbols**, and add **UIWidgets_DEBUG**. The symbol is for debug purpose, please remove it from your release build. #### UIWidgets Inspector The UIWidgets Inspector tool is for visualizing and exploring the widget trees. You can find it via *Window/Analysis/UIWidgets* inspector in Editor menu. **Note** * **UIWidgets_DEBUG** needs to be define for inspector to work properly. * Inspector currently only works in Editor Play Mode, inspect standalone built application is not supported for now. ## Learn #### Samples You can find many UIWidgets sample projects on Github, which cover different aspects and provide you learning materials in various levels: * UIWidgetsSamples (https://github.com/UIWidgets/UIWidgetsSamples). These samples are developed by the dev team in order to illustrates all the features of UIWidgets. First clone this Repo to the **Assets** folder of your local UIWidgets project. Then you can find all the sample scenes under the **Scene** folder. You can also try UIWidgets-based Editor windows by clicking the new **UIWidgetsTests** tab on the main menu and open one of the dropdown samples. * awesome-UIWidgets by Liangxie (https://github.com/liangxiegame/awesome-uiwidgets). This Repo contains lots of UIWidget demo apps and third-party applications. * ConnectApp (https://github.com/UnityTech/ConnectAppCN). This is an online, open-source UIWidget-based App developed by the dev team. If you are making your own App with UIWidgets, this project will provides you with many best practice cases. #### Wiki The develop team is still working on the UIWidgets Wiki. However, since UIWidgets is mainly derived from Flutter, you can refer to Flutter Wiki to access detailed descriptions of UIWidgets APIs from those of their Flutter counterparts. Meanwhile, you can join the discussion channel at (https://connect.unity.com/g/uiwidgets) #### FAQ | Question | Answer | | :-----------------------------------------------| ---------------------: | | Can I create standalone App using UIWidgets? | **Yes** | | Can I use UIWidgets to build game UIs? | **Yes** | | Can I develop Unity Editor plugins using UIWidgets? | **Yes** | | Is UIWidgets a extension of UGUI/NGUI? | **No** | | Is UIWidgets just a copy of Flutter? | **No** | | Can I create UI with UIWidgets by simply drag&drop? | **No** | | Do I have to pay for using UIWidgets? | **No** | | Any IDE recommendation for UIWidgets? | **Rider, VSCode(Open .sln)** | ## How to Contribute Check [CONTRIBUTING.md](CONTRIBUTING.md)
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This is literally a game framework, based on Unity game engine. It encapsulates commonly used game modules during development, and, to a large degree, standardises the process, enhances the development speed and ensures the product quality.
## HOMEPAGE - **English** - Coming soon. - **简体中文** - [https://gameframework.cn/](https://gameframework.cn/) - **QQ 讨论群** 216332935 --- ![Game Framework](https://gameframework.cn/image/gameframework.png) --- ## Game Framework 简介 Game Framework 是一个基于 Unity 引擎的游戏框架,主要对游戏开发过程中常用模块进行了封装,很大程度地规范开发过程、加快开发速度并保证产品质量。 在最新的 Game Framework 版本中,包含以下 19 个内置模块,后续我们还将开发更多的扩展模块供开发者使用。 1. **全局配置 (Config)** - 存储一些全局的只读的游戏配置,如玩家初始速度、游戏初始音量等。 2. **数据结点 (Data Node)** - 将任意类型的数据以树状结构的形式进行保存,用于管理游戏运行时的各种数据。 3. **数据表 (Data Table)** - 可以将游戏数据以表格(如 Microsoft Excel)的形式进行配置后,使用此模块使用这些数据表。数据表的格式是可以自定义的。 4. **调试器 (Debugger)** - 当游戏在 Unity 编辑器中运行或者以 Development 方式发布运行时,将出现调试器窗口,便于查看运行时日志、调试信息等。用户还可以方便地将自己的功能注册到调试器窗口上并使用。 5. **下载 (Download)** - 提供下载文件的功能,支持断点续传,并可指定允许几个下载器进行同时下载。更新资源时会主动调用此模块。 6. **实体 (Entity)** - 我们将游戏场景中,动态创建的一切物体定义为实体。此模块提供管理实体和实体组的功能,如显示隐藏实体、挂接实体(如挂接武器、坐骑,或者抓起另一个实体)等。实体使用结束后可以不立刻销毁,从而等待下一次重新使用。 7. **事件 (Event)** - 游戏逻辑监听、抛出事件的机制。Game Framework 中的很多模块在完成操作后都会抛出内置事件,监听这些事件将大大解除游戏逻辑之间的耦合。用户也可以定义自己的游戏逻辑事件。 8. **文件系统 (File System)** - 虚拟文件系统使用类似磁盘的概念对零散文件进行集中管理,优化资源加载时产生的内存分配,甚至可以对资源进行局部片段加载,这些都将极大提升资源加载时的性能。 9. **有限状态机 (FSM)** - 提供创建、使用和销毁有限状态机的功能,一些适用于有限状态机机制的游戏逻辑,使用此模块将是一个不错的选择。 10. **本地化 (Localization)** - 提供本地化功能,也就是我们平时所说的多语言。Game Framework 在本地化方面,不但支持文本的本地化,还支持任意资源的本地化,比如游戏中释放烟花特效也可以做出几个多国语言的版本,使得中文版里是“新年好”字样的特效,而英文版里是“Happy New Year”字样的特效。 11. **网络 (Network)** - 提供使用 Socket 长连接的功能,当前我们支持 TCP 协议,同时兼容 IPv4 和 IPv6 两个版本。用户可以同时建立多个连接与多个服务器同时进行通信,比如除了连接常规的游戏服务器,还可以连接语音聊天服务器。如果想接入 ProtoBuf 之类的协议库,只要派生自 Packet 类并实现自己的消息包类即可使用。 12. **对象池 (Object Pool)** - 提供对象缓存池的功能,避免频繁地创建和销毁各种游戏对象,提高游戏性能。除了 Game Framework 自身使用了对象池,用户还可以很方便地创建和管理自己的对象池。 13. **流程 (Procedure)** - 是贯穿游戏运行时整个生命周期的有限状态机。通过流程,将不同的游戏状态进行解耦将是一个非常好的习惯。对于网络游戏,你可能需要如检查资源流程、更新资源流程、检查服务器列表流程、选择服务器流程、登录服务器流程、创建角色流程等流程,而对于单机游戏,你可能需要在游戏选择菜单流程和游戏实际玩法流程之间做切换。如果想增加流程,只要派生自 ProcedureBase 类并实现自己的流程类即可使用。 14. **资源 (Resource)** - 为了保证玩家的体验,我们不推荐再使用同步的方式加载资源,由于 Game Framework 自身使用了一套完整的异步加载资源体系,因此只提供了异步加载资源的接口。不论简单的数据表、本地化字典,还是复杂的实体、场景、界面,我们都将使用异步加载。同时,Game Framework 提供了默认的内存管理策略(当然,你也可以定义自己的内存管理策略)。多数情况下,在使用 GameObject 的过程中,你甚至可以不需要自行进行 Instantiate 或者是 Destroy 操作。 15. **场景 (Scene)** - 提供场景管理的功能,可以同时加载多个场景,也可以随时卸载任何一个场景,从而很容易地实现场景的分部加载。 16. **配置 (Setting)** - 以键值对的形式存储玩家数据,对 UnityEngine.PlayerPrefs 进行封装,也可以将这些数据直接存储在磁盘上。 17. **声音 (Sound)** - 提供管理声音和声音组的功能,用户可以自定义一个声音的音量、是 2D 声音还是 3D 声音,甚至是直接绑定到某个实体上跟随实体移动。 18. **界面 (UI)** - 提供管理界面和界面组的功能,如显示隐藏界面、激活界面、改变界面层级等。不论是 Unity 内置的 uGUI 还是其它类型的 UI 插件(如 NGUI),只要派生自 UIFormLogic 类并实现自己的界面类即可使用。界面使用结束后可以不立刻销毁,从而等待下一次重新使用。 19. **Web 请求 (Web Request)** - 提供使用短连接的功能,可以用 Get 或者 Post 方法向服务器发送请求并获取响应数据,可指定允许几个 Web 请求器进行同时请求。 --- ## INTRODUCTION Game Framework is literally a game framework, based on Unity game engine. It encapsulates commonly used game modules during development, and, to a large degree, standardises the process, enhances the development speed and ensures the product quality. Game Framework provides the following 19 builtin modules, and more will be developed later for game developers to use. 1. **Config** - saves some global read-only game configurations, such as the player's initial speed, the initial volume of the game, etc. 2. **Data Node** - saves arbitrary types of data within tree structures in order to manage various data during game runtime. 3. **Data Table** - is intended to invoke game data in the form of pre-configured tables (such as Microsoft Excel sheets). The format of the tables can be customised. 4. **Debugger** - displays a debugger window when the game runs in the Unity Editor or in a development build, to facilitate the viewing of runtime logs and debug messages. The user can register their own features to the debugger windows and use them conveniently. 5. **Download** - provides the ability to download files. The user is free to set how many downloaders could be used simultaneously. 6. **Entity** - provides the ability to manage entities and groups of entities, where an entity is defined as any dynamically created objects in the game scene. It shows or hides entities, attach one entity to another (such as weapons, horses or snatching up another entity). Entities could avoid being destroyed instantly after use, and hence be recycled for reuse. 7. **Event** - gives the mechanism for the game logic to fire or observe events. Many modules in the Game Framework fires events after operations, and observing these events will largely decouple game logic modules. The user can define his own game logic events, too. 8. **File System** - the virtual file system, based on the concept of disks, manages scattered files in a centralized way, optimizes memory allocation when resources are loaded, and can even load segments of resources. These will drastically enhance the performance of resource loading. 9. **FSM** - provides the ability to create, use and destroy finite state machines. It’d be a good choice to use this module for some state-machine-like game logic. 10. **Localization** - provides the ability to localise the game. Game Framework not only supports the localisation of texts, but also assets of all kinds. For example, a firework effect in the game can be localised as various versions, so that the player will see a "新年好" - like effect in the Chinese version, while "Happy New Year" - like in the English version. 11. **Network** - provides socket connections where TCP is currently supported and both IPv4 and IPv6 are valid. The user can establish several connections to different servers at the same time. For example, the user can connect to a normal game server, and another server for voice chat. The 'Packet' class is ready for inheritance and implemented if the user wants to take use of protocol libraries such as ProtoBuf. 12. **Object Pool** - provides the ability to cache objects in pools. It avoids frequent creation and destruction operations of game objects, and hence improves the game performance. Game Framework itself uses object pools, and the user could conveniently create and manage his own pools. 13. **Procedure** - is in fact an FSM of the whole lifecycle of the game. It’d be a very good habit to decouple different game states via procedures. For a network game, you probably need procedures of checking resources, updating resources, checking the server list, selecting a server, logging in a server and creating avatars. For a standalone game, you perhaps need to switch between procedures of the menu and the real gameplay. The user could add procedures by simply subclassing and implementing the 'ProcedureBase' class. 14. **Resource** - provides only asynchronous interfaces to load resources. We don’t recommend synchronous approaches for better play experience, and Game Framework itself uses a complete system of asynchronous resource loading. We load everything asynchronously, including simple things like data tables and localisation texts, and complex things like entities, scenes and UIs. Meanwhile, Game Framework provides default strategies of memory management (and of course, you could define your own strategies). In most cases, you don't even need to call 'Instantiate' or 'Destroy' when using 'GameObject' instances. 15. **Scene** - provides features to manage scenes. It supports simultaneous loading of multiple scenes, and the user is allowed to unload a scene at any time. Therefore partial loading/unloading of scenes could be easily implemented. 16. **Setting** - stores player data in key-value pairs by either encapsulating UnityEngine.PlayerPrefs or by saving the data directly to the disk. 17. **Sound** - provides features to manage sounds and groups of sounds. The user could set the properties of an audio clip, such as the volume, whether the clip is 2D or 3D, and could even bind the clip to some entity to follow its position. 18. **UI** - provides features to manage user interfaces and groups of UIs, such as showing or hiding, activating or deactivating, and depth changing. No matter the user uses the builtin uGUI in Unity or other UI plugins (NGUI, for example), he only needs to subclass 'UIFormLogic' and implement his own UI logic. The UIs could avoid being destroyed instantly after use, and hence be recycled for reuse. 19. **Web Request** - provides features of short connections, supports GET and POST methods to send requests to the server and acquire the response data, and allows the user to send simultaneous requests to different servers.
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This is a demo made with Game Framework.
## HOMEPAGE - **English** - Coming soon. - **简体中文** - [https://gameframework.cn/](https://gameframework.cn/) - **QQ 讨论群** 216332935 --- ## Star Force 简介 Star Force 是一个使用 Game Framework 游戏框架制作的游戏演示项目,主要目的是对 Game Framework 的使用方法做一些示范,供使用者参考。 --- ![Game Framework](https://gameframework.cn/image/gameframework.png) --- ## Game Framework 简介 Game Framework 是一个基于 Unity 引擎的游戏框架,主要对游戏开发过程中常用模块进行了封装,很大程度地规范开发过程、加快开发速度并保证产品质量。 在最新的 Game Framework 版本中,包含以下 19 个内置模块,后续我们还将开发更多的扩展模块供开发者使用。 1. **全局配置 (Config)** - 存储一些全局的只读的游戏配置,如玩家初始速度、游戏初始音量等。 2. **数据结点 (Data Node)** - 将任意类型的数据以树状结构的形式进行保存,用于管理游戏运行时的各种数据。 3. **数据表 (Data Table)** - 可以将游戏数据以表格(如 Microsoft Excel)的形式进行配置后,使用此模块使用这些数据表。数据表的格式是可以自定义的。 4. **调试器 (Debugger)** - 当游戏在 Unity 编辑器中运行或者以 Development 方式发布运行时,将出现调试器窗口,便于查看运行时日志、调试信息等。用户还可以方便地将自己的功能注册到调试器窗口上并使用。 5. **下载 (Download)** - 提供下载文件的功能,支持断点续传,并可指定允许几个下载器进行同时下载。更新资源时会主动调用此模块。 6. **实体 (Entity)** - 我们将游戏场景中,动态创建的一切物体定义为实体。此模块提供管理实体和实体组的功能,如显示隐藏实体、挂接实体(如挂接武器、坐骑,或者抓起另一个实体)等。实体使用结束后可以不立刻销毁,从而等待下一次重新使用。 7. **事件 (Event)** - 游戏逻辑监听、抛出事件的机制。Game Framework 中的很多模块在完成操作后都会抛出内置事件,监听这些事件将大大解除游戏逻辑之间的耦合。用户也可以定义自己的游戏逻辑事件。 8. **文件系统 (File System)** - 虚拟文件系统使用类似磁盘的概念对零散文件进行集中管理,优化资源加载时产生的内存分配,甚至可以对资源进行局部片段加载,这些都将极大提升资源加载时的性能。 9. **有限状态机 (FSM)** - 提供创建、使用和销毁有限状态机的功能,一些适用于有限状态机机制的游戏逻辑,使用此模块将是一个不错的选择。 10. **本地化 (Localization)** - 提供本地化功能,也就是我们平时所说的多语言。Game Framework 在本地化方面,不但支持文本的本地化,还支持任意资源的本地化,比如游戏中释放烟花特效也可以做出几个多国语言的版本,使得中文版里是“新年好”字样的特效,而英文版里是“Happy New Year”字样的特效。 11. **网络 (Network)** - 提供使用 Socket 长连接的功能,当前我们支持 TCP 协议,同时兼容 IPv4 和 IPv6 两个版本。用户可以同时建立多个连接与多个服务器同时进行通信,比如除了连接常规的游戏服务器,还可以连接语音聊天服务器。如果想接入 ProtoBuf 之类的协议库,只要派生自 Packet 类并实现自己的消息包类即可使用。 12. **对象池 (Object Pool)** - 提供对象缓存池的功能,避免频繁地创建和销毁各种游戏对象,提高游戏性能。除了 Game Framework 自身使用了对象池,用户还可以很方便地创建和管理自己的对象池。 13. **流程 (Procedure)** - 是贯穿游戏运行时整个生命周期的有限状态机。通过流程,将不同的游戏状态进行解耦将是一个非常好的习惯。对于网络游戏,你可能需要如检查资源流程、更新资源流程、检查服务器列表流程、选择服务器流程、登录服务器流程、创建角色流程等流程,而对于单机游戏,你可能需要在游戏选择菜单流程和游戏实际玩法流程之间做切换。如果想增加流程,只要派生自 ProcedureBase 类并实现自己的流程类即可使用。 14. **资源 (Resource)** - 为了保证玩家的体验,我们不推荐再使用同步的方式加载资源,由于 Game Framework 自身使用了一套完整的异步加载资源体系,因此只提供了异步加载资源的接口。不论简单的数据表、本地化字典,还是复杂的实体、场景、界面,我们都将使用异步加载。同时,Game Framework 提供了默认的内存管理策略(当然,你也可以定义自己的内存管理策略)。多数情况下,在使用 GameObject 的过程中,你甚至可以不需要自行进行 Instantiate 或者是 Destroy 操作。 15. **场景 (Scene)** - 提供场景管理的功能,可以同时加载多个场景,也可以随时卸载任何一个场景,从而很容易地实现场景的分部加载。 16. **配置 (Setting)** - 以键值对的形式存储玩家数据,对 UnityEngine.PlayerPrefs 进行封装,也可以将这些数据直接存储在磁盘上。 17. **声音 (Sound)** - 提供管理声音和声音组的功能,用户可以自定义一个声音的音量、是 2D 声音还是 3D 声音,甚至是直接绑定到某个实体上跟随实体移动。 18. **界面 (UI)** - 提供管理界面和界面组的功能,如显示隐藏界面、激活界面、改变界面层级等。不论是 Unity 内置的 uGUI 还是其它类型的 UI 插件(如 NGUI),只要派生自 UIFormLogic 类并实现自己的界面类即可使用。界面使用结束后可以不立刻销毁,从而等待下一次重新使用。 19. **Web 请求 (Web Request)** - 提供使用短连接的功能,可以用 Get 或者 Post 方法向服务器发送请求并获取响应数据,可指定允许几个 Web 请求器进行同时请求。 --- ## INTRODUCTION Game Framework is literally a game framework, based on Unity game engine. It encapsulates commonly used game modules during development, and, to a large degree, standardises the process, enhances the development speed and ensures the product quality. Game Framework provides the following 19 builtin modules, and more will be developed later for game developers to use. 1. **Config** - saves some global read-only game configurations, such as the player's initial speed, the initial volume of the game, etc. 2. **Data Node** - saves arbitrary types of data within tree structures in order to manage various data during game runtime. 3. **Data Table** - is intended to invoke game data in the form of pre-configured tables (such as Microsoft Excel sheets). The format of the tables can be customised. 4. **Debugger** - displays a debugger window when the game runs in the Unity Editor or in a development build, to facilitate the viewing of runtime logs and debug messages. The user can register their own features to the debugger windows and use them conveniently. 5. **Download** - provides the ability to download files. The user is free to set how many downloaders could be used simultaneously. 6. **Entity** - provides the ability to manage entities and groups of entities, where an entity is defined as any dynamically created objects in the game scene. It shows or hides entities, attach one entity to another (such as weapons, horses or snatching up another entity). Entities could avoid being destroyed instantly after use, and hence be recycled for reuse. 7. **Event** - gives the mechanism for the game logic to fire or observe events. Many modules in the Game Framework fires events after operations, and observing these events will largely decouple game logic modules. The user can define his own game logic events, too. 8. **File System** - the virtual file system, based on the concept of disks, manages scattered files in a centralized way, optimizes memory allocation when resources are loaded, and can even load segments of resources. These will drastically enhance the performance of resource loading. 9. **FSM** - provides the ability to create, use and destroy finite state machines. It’d be a good choice to use this module for some state-machine-like game logic. 10. **Localization** - provides the ability to localise the game. Game Framework not only supports the localisation of texts, but also assets of all kinds. For example, a firework effect in the game can be localised as various versions, so that the player will see a "新年好" - like effect in the Chinese version, while "Happy New Year" - like in the English version. 11. **Network** - provides socket connections where TCP is currently supported and both IPv4 and IPv6 are valid. The user can establish several connections to different servers at the same time. For example, the user can connect to a normal game server, and another server for voice chat. The 'Packet' class is ready for inheritance and implemented if the user wants to take use of protocol libraries such as ProtoBuf. 12. **Object Pool** - provides the ability to cache objects in pools. It avoids frequent creation and destruction operations of game objects, and hence improves the game performance. Game Framework itself uses object pools, and the user could conveniently create and manage his own pools. 13. **Procedure** - is in fact an FSM of the whole lifecycle of the game. It’d be a very good habit to decouple different game states via procedures. For a network game, you probably need procedures of checking resources, updating resources, checking the server list, selecting a server, logging in a server and creating avatars. For a standalone game, you perhaps need to switch between procedures of the menu and the real gameplay. The user could add procedures by simply subclassing and implementing the 'ProcedureBase' class. 14. **Resource** - provides only asynchronous interfaces to load resources. We don’t recommend synchronous approaches for better play experience, and Game Framework itself uses a complete system of asynchronous resource loading. We load everything asynchronously, including simple things like data tables and localisation texts, and complex things like entities, scenes and UIs. Meanwhile, Game Framework provides default strategies of memory management (and of course, you could define your own strategies). In most cases, you don't even need to call 'Instantiate' or 'Destroy' when using 'GameObject' instances. 15. **Scene** - provides features to manage scenes. It supports simultaneous loading of multiple scenes, and the user is allowed to unload a scene at any time. Therefore partial loading/unloading of scenes could be easily implemented. 16. **Setting** - stores player data in key-value pairs by either encapsulating UnityEngine.PlayerPrefs or by saving the data directly to the disk. 17. **Sound** - provides features to manage sounds and groups of sounds. The user could set the properties of an audio clip, such as the volume, whether the clip is 2D or 3D, and could even bind the clip to some entity to follow its position. 18. **UI** - provides features to manage user interfaces and groups of UIs, such as showing or hiding, activating or deactivating, and depth changing. No matter the user uses the builtin uGUI in Unity or other UI plugins (NGUI, for example), he only needs to subclass 'UIFormLogic' and implement his own UI logic. The UIs could avoid being destroyed instantly after use, and hence be recycled for reuse. 19. **Web Request** - provides features of short connections, supports GET and POST methods to send requests to the server and acquire the response data, and allows the user to send simultaneous requests to different servers.
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UIWidgets is a Unity Package which helps developers to create, debug and deploy efficient, cross-platform Apps.
:warning: The main repository of UIWidgets is migrated to https://github.com/UIWidgets/com.unity.uiwidgets and developed at the new place. Although you can still report issues here, please try visit the new site to obtain the latest UIWidgets. Thanks! # UIWidgets 2.0 (preview) [中文](README-ZH.md) ## :rocket: Join us :rocket: The team is now providing several open positions for full-time software engineer based in Shanghai, Unity China :cn:. If you are skilled in Unity or flutter and interested in UIWidgets, please join our QQ Group: UIWidgets (Group ID: **234207153**), WeChat Group: UIWidgets 二群 or contact me directly (QQ: **541252510**) for the oppotunity to **Come and Build UIWidgets with us in Unity China**! ## Introduction UIWidgets is a plugin package for Unity Editor which helps developers to create, debug and deploy efficient, cross-platform Apps using the Unity Engine. UIWidgets is mainly derived from [Flutter](https://github.com/flutter/flutter). However, taking advantage of the powerful Unity Engine, it offers developers many new features to improve their Apps as well as the develop workflow significantly. **UIWidgets 2.0** is developed for **Unity China version** deliberately and aims to **optimize the overall performance of the package**. Specifically, a performance gain around **10%** is observed on mobile devices like iPhone 6 after upgrading to UIWidgets 2.0. If you still want to use the original UIWidgets 1.0, please download the archived packages from Releases or switch your working branch to uiwidgets_1.0. #### Efficiency Using the latest Unity rendering SDKs, a UIWidgets App can run very fast and keep >60fps in most times. #### Cross-Platform A UIWidgets App can be deployed on all kinds of platforms including PCs and mobile devices directly, like any other Unity projects. #### Multimedia Support Except for basic 2D UIs, developers are also able to include 3D Models, audios, particle-systems to their UIWidgets Apps. #### Developer-Friendly A UIWidgets App can be debug in the Unity Editor directly with many advanced tools like CPU/GPU Profiling, FPS Profiling. ## Example <div style="text-align: center"><table><tr> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/2a27606f-a2cc-4c9f-9e34-bb39ae64d06c_uiwidgets1.gif" width="200"/> </td> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/097a7c53-19b3-4e0a-ad27-8ec02506905d_uiwidgets2.gif" width="200" /> </td> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/1f03c1d0-758c-4dde-b3a9-2f5f7216b7d9_uiwidgets3.gif" width="200"/> </td> <td style="text-align: center"> <img src="https://connect-prd-cdn.unity.com/20190323/p/images/a8884fbd-9e7c-4bd7-af46-0947e01d01fd_uiwidgets4.gif" width="200"/> </td> </tr></table></div> ### Projects using UIWidgets #### Unity Connect App The Unity Connect App is created using **UIWidgets 2.0** and available for both Android (https://unity.cn/connectApp/download) and iOS (Searching for "Unity Connect" in App Store). This project is open-sourced @https://github.com/UIWidgets/ConnectAppCN2. #### Unity Chinese Doc The official website of Unity Chinese Documentation (https://connect.unity.com/doc) is powered by UIWidgets 1.0 and open-sourced @https://github.com/UnityTech/DocCN. ## Requirements #### Unity :warning: **UIWidgets 2.0 are only compatible with Unity China version** Specifically, the compatible Unity versions for each UIWidgets release are listed below. You can download the latest Unity on [https://unity.cn/releases](https://unity.cn/releases). | UIWidgets version | Unity 2019 LTS | Unity 2020 LTS | | -----------------------------------------------| ------------------------- | ------------------------- | | 1.5.4 and below | 2019.4.10f1 and above | N\A | | 2.0.1 | 2019.4.26f1c1 | N\A | | 2.0.3 | 2019.4.26f1c1 ~ 2019.4.29f1c1 | N\A | | 2.0.4 and above | 2019.4.26f1c1 ~ 2019.4.29f1c1 | 2020.3.24f1c2 and above | #### UIWidgets Package ([video tutorial](https://www.bilibili.com/video/BV1zR4y1s7HN?share_source=copy_web)) Visit our Github repository https://github.com/Unity-Technologies/com.unity.uiwidgets to download the latest UIWidgets package. Move the downloaded package folder into the **root** folder of your Unity project. Generally, you can make it using a console (or terminal) application by just a few commands as below: ```none cd <YourProjectPath> git clone https://github.com/Unity-Technologies/com.unity.uiwidgets.git com.unity.uiwidgets ``` Note that there are many native libraries we built for UIWidget 2.0 to boost its performance, which are large files and hosted by **Git Large File Storage**. You need to install [this service](https://docs.github.com/en/repositories/working-with-files/managing-large-files/installing-git-large-file-storage) first and then use it to fetch these libraries. Finally, in PackageManger of unity, select add local file. select ```package.json``` under ```/com.unity.uiwidgets``` #### Runtime Environment :warning: Though UIWidgets 1.0 is compatible to all platforms, currently **UIWidgets 2.0** only supports MacOS(**Intel64**, Metal/OpenGLCore), iOS(Metal/OpenGLes), Android(**OpenGLes**) and Windows(**Direct3D11**). More devices will be supported in the future. ## Getting Start #### i. Overview In this tutorial, we will create a very simple UIWidgets App as the kick-starter. The app contains only a text label and a button. The text label will count the times of clicks upon the button. First of all, please open or create a Unity Project and open it with Unity Editor. #### ii. Scene Build A UIWidgets App is usually built upon a Unity UI Canvas. Please follow the steps to create a UI Canvas in Unity. 1. Create a new Scene by "File -> New Scene"; 1. Create a UI Canvas in the scene by "GameObject -> UI -> Canvas"; 1. Add a Panel (i.e., **Panel 1**) to the UI Canvas by right click on the Canvas and select "UI -> Panel". Then remove the **Image** Component from the Panel. #### iii. Create Widget A UIWidgets App is written in **C# Scripts**. Please follow the steps to create an App and play it in Unity Editor. 1. Create a new C# Script named "UIWidgetsExample.cs" and paste the following codes into it. ```csharp using System.Collections.Generic; using uiwidgets; using Unity.UIWidgets.cupertino; using Unity.UIWidgets.engine; using Unity.UIWidgets.ui; using Unity.UIWidgets.widgets; using Text = Unity.UIWidgets.widgets.Text; using ui_ = Unity.UIWidgets.widgets.ui_; using TextStyle = Unity.UIWidgets.painting.TextStyle; namespace UIWidgetsSample { public class UIWidgetsExample : UIWidgetsPanel { protected void OnEnable() { // if you want to use your own font or font icons. // AddFont("Material Icons", new List<string> {"MaterialIcons-Regular.ttf"}, new List<int> {0}); base.OnEnable(); } protected override void main() { ui_.runApp(new MyApp()); } class MyApp : StatelessWidget { public override Widget build(BuildContext context) { return new CupertinoApp( home: new CounterApp() ); } } } internal class CounterApp : StatefulWidget { public override State createState() { return new CountDemoState(); } } internal class CountDemoState : State<CounterApp> { private int count = 0; public override Widget build(BuildContext context) { return new Container( color: Color.fromARGB(255, 255, 0, 0), child: new Column(children: new List<Widget>() { new Text($"count: {count}", style: new TextStyle(color: Color.fromARGB(255, 0 ,0 ,255))), new CupertinoButton( onPressed: () => { setState(() => { count++; }); }, child: new Container( color: Color.fromARGB(255,0 , 255, 0), width: 100, height: 40 ) ), } ) ); } } } ``` 1. Save this script and attach it to **Panel 1** as its component. 1. Press the "Play" Button to start the App in Unity Editor. #### iv. Build App Finally, the UIWidgets App can be built to packages for any specific platform by the following steps. 1. Open the Build Settings Panel by "File -> Build Settings..." 1. Choose a target platform and click "Build". Then the Unity Editor will automatically assemble all relevant resources and generate the final App package. #### How to load images? 1. Put your images files in StreamingAssets folder. e.g. image1.png. 2. Use Image.file("image1.png") to load the image. UIWidgets supports Gif as well! 1. Put your gif files in StreamingAssets folder. e.g. loading1.gif. 2. Use Image.file("loading1.gif") to load the gif images. #### Show Status Bar on Android Status bar is always hidden by default when an Unity project is running on an Android device. If you want to show the status bar in your App, you can disable```Start in fullscreen``` and ```record outside safe area```, make sure ```showStatusBar``` is ```true``` under ```UIWidgetsAndroidConfiguration``` #### Image Import Setting Please put images under StreamingAssets folder, a and loading it using ```Image.file```. #### Show External Texture You can use the new builtin API ``UIWidgetsExternalTextureHelper.createCompatibleExternalTexture`` to create a compatible render texture in Unity and render it on a ``Texture`` widget in UIWidgets. With the feature, you can easily embed 3d models, videos, etc. in your App. Note that currently this feature is only supported for **OpenGLCore** (Mac), **OpenGLes** (iOS&Android) and **D3D11** (Windows) with **Unity 2020.3.37f1c1** and newer. A simple example (i.e., ``3DTest1.unity``) can be found in our sample project. #### Performance Optimization on Mobile devices By setting ```UIWidgetsGlobalConfiguration.EnableAutoAdjustFramerate = true``` in your project, UIWidgets will drop the frame rate of your App to 0 if the UI contents of UIWidgetsPanel is not changed for some time. This will help to prevent battery drain on mobile devices significantly. Note that this feature is disabled by default. Long time garbage collection may cause App to stuck frequently. You can enable incremental garbage collection to avoid it. You can enable this feature by setting ```UIWidgetsGlobalConfiguration.EnableIncrementalGC = true```, and enabling ```Project Setting -> Player -> Other Settings -> Use incremental GC```. ## Debug UIWidgets Application In the Editor, you can switch debug/release mode by “UIWidgets->EnableDebug”. In the Player, the debug/development build will enable debug mode. The release build will disable debug mode automatically. ## Using Window Scope If you see the error `AssertionError: Window.instance is null` or null pointer error of `Window.instance`, it means the code is not running in the window scope. In this case, you can enclose your code with window scope as below: ```csharp using(Isolate.getScope(the isolate of your App)) { // code dealing with UIWidgets, // e.g. setState(() => {....}) } ``` This is needed if the code is in methods not invoked by UIWidgets. For example, if the code is in `completed` callback of `UnityWebRequest`, you need to enclose them with window scope. Please see our HttpRequestSample for detail. For callback/event handler methods from UIWidgets (e.g `Widget.build, State.initState...`), you don't need do it yourself, since the framework ensure it's in window scope. ## Learn #### Samples You can find many UIWidgets sample projects on Github, which cover different aspects and provide you learning materials in various levels: * UIWidgetsSamples (https://github.com/Unity-Technologies/com.unity.uiwidgets). These samples are developed by the dev team in order to illustrates all the features of UIWidgets. you can find all the sample scenes under the **Scene** folder. You can also try UIWidgets-based Editor windows by clicking the new **UIWidgetsTests** tab on the main menu and open one of the dropdown samples. * awesome-UIWidgets (https://plastichub.unity.cn/unity-tech-cn/awesome-uiwidgets). This Repo contains some UIWidget demo apps. * UIWidgets-Templates (https://github.com/UIWidgets/uiwidgets-template). This Repo contains some useful out-of-box UIWidgets widgets. * ConnectApp (https://github.com/UIWidgets/ConnectAppCN2). This is an online, open-source UIWidget-based App developed by the dev team. If you are making your own App with UIWidgets, this project will provides you with many best practice cases. #### Wiki The develop team is still working on the UIWidgets Wiki. However, since UIWidgets is mainly derived from Flutter, you can refer to Flutter Wiki to access detailed descriptions of UIWidgets APIs from those of their Flutter counterparts. Meanwhile, you can join our [discussion channel](https://unity.cn/plate/uiwidgets) to keep in touch with the community. #### FAQ 1. The editor crashes when openning a UIWidgets 2.0 project, e.g., the Sample projects. Please make sure that you are using campatible Unity versions to the specific UIWidgets version. For example, **UIWidgets 2.0.3** is only supported on Unity China version between 2019.4.26f1c1 and 2019.4.29f1c1. You can find the detailed information in this [section](#unity). 2. After openning a UIWidgets 2.0 project I receive an error **DllNotFoundException: libUIWidgets**. Please make sure that the native libraries are correctly downloaded to your project. You can find them under *UIWidgetsPackageRoot*/Runtime/Plugins. For example, the libUIWidgets.dll under the sub folder *X86_64* is the native library for Windows and the libUIWidgets.dylib under *osx* is for Mac. If the libraries are not there or their sizes are small (<1MB), please ensure that you have installed **Git Large File Storage** in your computer and then try the following command line inside the UIWidgets repository. ``` git lfs pull ``` 3. What is the difference between UIWidgets 2.0 and UIWidgets 1.0 ? In UIWidgets 1.0 we used Unity [Graphics API](https://docs.unity3d.com/ScriptReference/Graphics.html) for the rendering and all rendering codes are writen in C#. Therefore it is able to run freely on all platforms that Unity supports but relatively slow. The rendering result is also not exactly the same as in flutter due to the difference between the Unity rendering engine and flutter engine. In UIWidgets 2.0, we wrapped the flutter engine inside a native library which is writen in C++ and used it to render on Unity Textures. Its rendering result is the same as in flutter and the performance is also better. However, in order to ensure that the flutter engine works properly along with Unity, we modified both the flutter and Unity Engine. As the result, currently UIWidgets 2.0 can only run on specific Unity versions, i.e., Unity China version and supports only part of the build targets of Unity. For better rendering result, performance and continuous upgrade and support, you are always suggested to use UIWidgets 2.0 for your project. Use UIWidgets 1.0 only if you need to support specific target platforms like webgl. 4. I encountered with a link error with OpenGLES for iOS build using UIWidgets 2.0 with Unity 2020.3LTS. This is caused by Unity because it removed the dependency on OpenGLES library on Unity 2020.3. To fix this issue, please open the XCode project and manually add the OpenGLES library to the UnityFramework target. ## Contact Us QQ Group: UIWidgets (Group ID: **234207153**) ## How to Contribute Check [CONTRIBUTING.md](CONTRIBUTING.md)
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Open Brush is the open source, community led evolution of Tilt Brush! Forked from https://github.com/googlevr/tilt-brush
# Open Brush - Tilt Brush Evolved [![Support us on Open Collective!](https://img.shields.io/opencollective/all/icosa?logo=open-collective&label=Support%20us%20on%20Open%20Collective%21)](https://opencollective.com/icosa) [![All GitHub releases](https://img.shields.io/github/downloads/icosa-gallery/open-brush/total?label=GitHub%20downloads)](https://github.com/icosa-gallery/open-brush/releases/latest) [![Twitter](https://img.shields.io/badge/follow-%40IcosaGallery-blue.svg?style=flat&logo=twitter)](https://twitter.com/IcosaGallery) [![Discord](https://discordapp.com/api/guilds/783806589991780412/embed.png?style=shield)](https://discord.gg/W7NCEYnEfy) ![Current Version](https://img.shields.io/github/v/release/icosa-gallery/open-brush) ![Prerelease Version](https://img.shields.io/github/v/release/icosa-gallery/open-brush?include_prereleases&label=prerelease) [![Open Brush Banner](open-brush.png)](https://openbrush.app) Open Brush is a free fork of Tilt Brush, a room-scale 3D-painting virtual-reality application available from Google, originally developed by Skillman & Hackett. We have made a large number of changes from the original repository, including Unity upgrades and feature additions to bring Open Brush up to modern XR development standards. You can find the notable changes on our [docs site](https://docs.openbrush.app/differences-between-open-brush-and-tilt-brush). We hope to maintain and improve upon Tilt Brush as a community-led project, free forever! As the original repo is archived we cannot submit PRs, so feel free to submit them here! [User Guide](https://docs.openbrush.app/) [Developer Notes](https://docs.openbrush.app/developer-notes) [Roadmap](https://github.com/orgs/icosa-gallery/projects/1) [Please join the Icosa Discord and get involved!](https://discord.com/invite/W7NCEYnEfy) [List of tutorials, write-ups and other things from the community](https://docs.google.com/document/d/1gjoYp4y-1qlE3a7fvXVxGR3ioj3nMfgprmTHQ-bpq0k/) **[Support us on Open Collective!](https://opencollective.com/icosa)** ## Downloads ### Stores (Did we mention it's free?) - [SideQuest](https://sidequestvr.com/app/2852/open-brush) - [Oculus App Lab](https://www.oculus.com/experiences/quest/3600360710032222) - [Steam](https://store.steampowered.com/app/1634870/Open_Brush) - [Oculus Rift](https://www.oculus.com/experiences/rift/5227489953989768) - [Viveport Desktop](https://www.viveport.com/f1f3d00b-cf8a-443f-825e-4fea2dd3b005) - [itch.io](https://openbrush.itch.io/openbrush) ### GitHub - [Formal GitHub Releases](https://github.com/icosa-gallery/open-brush/releases/latest) - [Bleeding Edge GitHub Releases](#bleeding-edge-releases) ## Acknowledgements * Thank you to the Tilt Brush developers for your amazing work and for finding a way to open source the app! * [SiMonk0](http://www.furjandesign.com/) for the great new logo! * The [SideQuest](https://sidequestvr.com/) team for your support. * [VR Rosie](https://twitter.com/vr_rosie) for promotional artwork, banners, and videos. ## Bleeding Edge Releases Instead of waiting for a formal release, you can download a ZIP from Github containing an automatically built release for either Windows (SteamVR) or Oculus Quest / Quest 2 from the [Github releases page](https://github.com/icosa-gallery/open-brush/releases). Versions of the form "vX.Y.0" are official releases, whereas versions that do not end in .0 are made available for testing purposes only, with no guarantees as to their quality. Additionally, these releases are marked as "pre-release". However, if you'd like to test a recent change prior to the official release, you can use these either in place of or in parallel with the formal Open Brush releases. These builds share a save location with the official Open Brush release, but can be installed alongside the formal version. The Oculus build, like all sideloaded content, will be listed in "Unknown Sources", and will have the word "Github" appended to the name (with a different package name as well) to differentiate it from the official release). Note that the "experimental" builds contain experimental brushes, and sketches created using the experimental brushes may appear differently when loaded in the official build of Open Brush! In addition, there is also a version created for Windows Monoscopic that is listed as an "Artifact" of the Github Actions, however, this is intended only for developers, and should not be used by general users. You can find it by browsing to the [commit list](https://github.com/icosa-gallery/open-brush/commits/main), and then clicking on the green check mark below the title (next to the XXX committed XXX ago), and scroll to the build you want, and click on **Details**. Then, towards the upper right corner, click on **Artifacts** and click on the name of the build. Unzip the downloaded file, and either run the executable (Desktop OpenXR/Monoscopic) or install the apk (Android Oculus) using `adb install com.Icosa.OpenBrush-github.apk`. ## Important note from the original Tilt Brush README The Tilt Brush trademark and logo (“Tilt Brush Trademarks”) are trademarks of Google, and are treated separately from the copyright or patent license grants contained in the Apache-licensed Tilt Brush repositories on GitHub. Any use of the Tilt Brush Trademarks other than those permitted in these guidelines must be approved in advance. For more information, read the [Tilt Brush Brand Guidelines](TILT_BRUSH_BRAND_GUIDELINES.md). --- # Building the application Get the Open Brush open-source application running on your own devices. ### Prerequisites * [Unity 2021.3.9f1](unityhub://2019.4.25f1/01a0494af254) * [Python 3](https://www.python.org/downloads/) (Optional — needed only if you wish to run the scripts in the `Support/bin` directory) Tested with Python 3.8. ### Running the application in the Unity editor Follow these steps when running the application for the first time: 1. Start Unity. 1. Go to **File** > **Open Scene**. \ 1. Select `/Assets/Scenes/Main.unity`. Unity should automatically prompt you to import **TextMesh Pro**. 1. Choose **Import TMP Essentials**. \ You can also do this through **Window** > **TextMesh Pro** > **Import TMP Essential Resources**. 1. Press **Play**. These steps have been tested with Release 1.0.54. ### Building the application from the Unity editor Although it's possible to build Open Brush using the standard Unity build tools, we recommend using a build script to ensure the application builds with the correct settings. To run this script, go to **Open Brush** > **Build** > **Do Build**, or build from the Open Brush build window by navigating to **Open Brush** > **Build** > **Build Window**. Note: The application may take a while to build the first time. ### Building the application from the Windows command line Use the `build` script in the `Support/bin` directory to specify the target platform and the build options you wish to enable. Run `build —help` to see the various build options. ### Additional features You should be able to get the basic version of Open Brush up and running very quickly. The following features will take a little more time. * [Google service API support](#google-service-api-support) * [Enabling native Oculus support](#enabling-native-oculus-support) * [Sketchfab support](#sketchfab-support) * [Offline rendering support](#offline-rendering-support) ## Systems that were replaced or removed when open-sourcing Tilt Brush Some systems in Tilt Brush were removed or replaced with alternatives due to open-source licensing issues. These are: * **Sonic Ether Natural Bloom**. The official Tilt Brush app uses a version purchased from the Asset Store; the open-source version uses [Sonic Ether's slightly modified open-source version](https://github.com/sonicether/SE-Natural-Bloom-Dirty-Lens). * **FXAA**. The official Tilt Brush app uses a modified version of the FXAA that Unity previously released with the standard assets on earlier versions of Unity - FXAA3 Console. This has been replaced with [FXAA by jintiao](https://github.com/jintiao/FXAA). * **Vignette and Chromatic Aberration**. The official Tilt Brush app uses modified versions of the Vignette and Chromatic Aberration effects that came with the standard assets in earlier versions of Unity. These have been replaced with a modified version of [KinoVignette by Keijiro](https://github.com/keijiro/KinoVignette). * **Tilt Shift**. The official Tilt Brush app uses modified versions of the Tilt Shift effect that came with the standard assets in earlier versions of Unity. These have been replaced with a modified version of [Tilt shift by ruby0x1](https://gist.github.com/ruby0x1/10324388). ## Generating Secrets file Credentials for services such as Google and Sketchfab are stored in a `SecretsConfig` scriptable object. This has been ignored in the git config for safety. To add it back: 1. Right click in the root `/Assets` folder in Unity's project window. Select `Create`, then `Secrets Config`. This will create `Secrets.asset` in the Asset folder. 1. In `Scenes/Main.unity` go to **App > Config** and replace `SecretsExample` with the newly generated `Secrets.asset`. ## Google service API support Set up Google API support to access Google services in the app. ### Enabling Google service APIs Follow these steps when enabling Google service APIs: 1. Create a new project in the [Google Cloud Console](https://console.developers.google.com/). 1. Enable the following APIs and services: * **YouTube Data API v3** — for uploading videos to YouTube * **Google Drive API** — for backup to Google Drive * **People API** — for username and profile picture Note: The name of your application on the developer console should match the name you've given the app in `App.kGoogleServicesAppName` in `App.cs`. ### Creating a Google API key Follow these steps when creating a Google API key: 1. Go to the Credentials page from the Google Cloud Console. 1. Click **Create Credential** and select **API key** from the drop-down menu. ### Google OAuth consent screen information The OAuth consent screen asks users for permission to access their Google account. You should be able to configure it from the Credentials screen. Follow these steps when configuring the OAuth consent screen: 1. Fill in the name and logo of your app, as well as the scope of the user data that the app will access. 1. Add the following paths to the list of scopes: * Google Drive API `../auth/drive.appdata` * Google Drive API `../auth/drive.file` ### Creating an OAuth credential The credential identifies the application to the Google servers. Follow these steps to create an OAuth credential: 1. Create a new credential on the Credentials screen. 1. Select **OAuth**, and then select **Other**. Take note of the client ID and client secret values that are created for you. Keep the client secret a secret! ### Storing the Google API Key and credential data Follow these steps to store the Google API Key and credential data: 1. Follow the steps to [create your secrets file](#-Generating-Secrets-file). Add a new item to the **Secrets** field. 1. Select `Google` as the service. Paste in the API key, client ID, and client secret that were generated earlier. ## Enabling native Oculus support Open Brush targets OpenXR instead of Oculus by default. Follow these steps to enable native Oculus support: . 1. In the **Standalone** and **Android** tabs of the Player settings, go to **Other Settings** > **Scripting Define Symbols**. 1. Click the + button to create a new entry. 1. Add `OCULUS_SUPPORTED` and press **Apply**. ### Building your app for Oculus Quest Follow these steps to build your app for Oculus Quest: 1. Set up your machine for [Oculus Quest Development](https://developer.oculus.com/documentation/unity/book-unity-gsg/?device=QUEST). 1. Make sure the following are set in Unity: * **Open Brush** > **Build** > **Plugin: Oculus** * **Open Brush** > **Build** > **Platform: Android** * **Open Brush** > **Build** > **Runtime: IL2CPP** 1. Navigate to **Open Brush** > **Build** > **Do Build**. 1. Find the generated executable. It will most likely be somewhere under `../Builds/OculusMobile_Release_OpenBrush/`. 1. Run `adb install com.Icosa.OpenBrush.apk`. ### Publishing to Oculus stores Note: _Tilt Brush_ is a Google trademark. If you intend to publish a cloned version of the application, you are required to choose a different name to distinguish it from the official version. Follow these steps to publish to Oculus stores: 1. Get an application ID from Oculus. The desktop and quest versions of each application need separate IDs. 1. Follow the steps to [create your secrets file](#-Generating-Secrets-file). Add 2 new items to the **Secrets** field. 1. Add these IDs to the `Secrets` file. Both `Oculus` and `OculusMobile` should have their own entries. 1. Put the app IDs in the `Client ID` field for each. ## Open Brush intro sketch The Open Brush intro sketch uses some slightly modified shaders to produce the animating-in effect while the sketch fades in. For faster loading, the intro sketch is turned into a `*.prefab` file beforehand. Only the shaders used in the intro sketch have been converted to work with the introduction. * The current intro sketches are located in `Support/Sketches/Intro`. There are two versions, one for PC and one for mobile. * The `*.prefab` files are located in `Assets/Prefabs/Intro`. * The materials and shaders used in the intro are located in `Assets/Materials/IntroMaterials`. * The `Assets/PlatformConfigPC` and `Assets/PlatformConfigMobile` files reference the `*.prefab` files that will be used in the intro. ### Creating an intro sketch Follow these steps to replace or alter the intro sketch: 1. Make sure the sketch of your choice is already loaded. Run Open Brush in the Unity Editor. 1. Select **Open Brush** > **Convert To Intro Materials** in the main Unity menu. This converts the materials in the sketch to the intro versions. \ You will get warnings in the console for any materials it could not convert, as well as a summary of how many materials it converted. 1. Navigate the hierarchy. Under the **Main** scene, open `SceneParent/Main Canvas`. Select any of the `Batch_...` objects to check whether they have the intro materials set. 1. Move any objects that do not start with `Batch_` out from under the **Main Canvas** node. 1. Select the **Main Canvas** node and run the **Open Brush** > **Save Game Object As Prefab** menu command. \ The scene will be saved as a `*.prefab` file called `gameobject_to_prefab`. under the `Assets/TestData` folder. 1. Move the game object into the `Assets/Prefabs/Intro` folder. 1. Update the references in `Assets/PlatformConfigPC` and `Assets/PlatformConfigMobile` to point to your new prefab file. ### Creating an intro sketch for mobile applications You may want to have a pared-down version of the intro sketch for the mobile version of the app. Stroke simplification is located in the **Settings** menu inside Open Brush. ## New Scenes By default, your app will only build the scenes defined in the **DoBuild** method (string[] scenes = {...} ) in `BuildTiltBrush.cs` under `Assets/Editor/`. Make sure to add your custom scenes to this array if you want to see them in app. ## Sketchfab support Follow these steps to enable Sketchfab support: 1. [Contact Sketchfab](https://sketchfab.com/developers/oauth) for a client ID and secret before you can upload to their service. - The **Application Name** will probably need to be changed - The **Grant Type** should be **Authorization Code** - The **URI** should be **http://localhost:40074/sketchfab** 1. Follow the steps to [create your secrets file](#-Generating-Secrets-file). Add a new item to the **Secrets** field. 1. Add the client ID and secret to the field. 1. Set the service as **Sketchfab**. Leave the API key blank. ### Video support bug fix If you add video support, you may encounter a bug where the "Looking for audio" and "Play some music on your computer" text will disappear if the controller is angled too far. Fix this by doing the following: 1. In Unity, find the `/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader` file. 1. Duplicate it and rename this file `TMP_SDF-WriteDepth.shader`. 1. Open the new file in a code or text editor and make the following changes to it: 1. Change the name from `TextMeshPro/Distance Field` to `TextMeshPro/Distance Field Depth`. 1. Change `Zwrite Off` to `Zwrite On`. 1. In Unity, select `/Assets/Fonts/Oswald-Light SDF.asset`. 1. Under `Atlas & Material`, double click `Oswald-Light SDF Material`. 1. At the top, change the name for `Shader` from `TextMeshPro/Distance Field` to `TextMeshPro/Distance Field Depth`. ## Offline rendering support When the user records a video from a saved sketch in Open Brush, a `.bat` file is generated next to the `.mp4` for offline rendering support. This `.bat` file requires the path to the executable of Open Brush. The code for writing out this path to the file has been removed. Follow these steps to restore the path: 1. Open the file `Assets/Scripts/Rendering/VideoRecorderUtils.cs` in a code or text editor. 1. Look for the function `CreateOfflineRenderBatchFile` near the bottom of the file. 1. In the function, find the comments on how to modify the string to point to the executable path. 1. Update the string to point to the correct path. ## Experimental mode Experimental mode is where features live before they are ready to be released in a production build. This mode enables the experimental brushes and experimental panel while disabling the intro sequence. Experimental mode can be enabled from the settings panel, and requires a restart. **New features and brushes that you find in experimental mode may not work as expected.** Sketches that use experimental features and brushes won't work on Icosa or Sketchfab, and may break if loaded into production versions of Open Brush. ### Making your code experimental Code in experimental mode is usually surrounded by the following block: ``` if (Config.IsExperimental) { // Experimental code goes here } ``` ### Experimental brushes Experimental brushes and environments are located in the `Assets/Resources/X` folder. They are not visible in non-experimental mode.
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A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
# Introduction Heap Explorer is a Memory Profiler, Debugger and Analyzer for Unity. This repository hosts Heap Explorer for Unity 2019.3 and newer. For older versions, please visit the now obsolete repository on Bitbucket instead ([link](https://bitbucket.org/pschraut/unityheapexplorer/)). I spent a significant amount of time identifying and fixing memory leaks, as well as looking for memory optimization opportunities in Unity applications in the past. During this time, I often used Unity's [old Memory Profiler](https://bitbucket.org/Unity-Technologies/memoryprofiler) and while it's a useful tool, I was never entirely happy with it. This lead me to write my own memory profiler, where I have the opportunity to make all the things I didn't like about Unity's Memory Profiler better™. Fast-forward about a year, Unity Technologies announced they're working on a Memory Profiler too. This crushed my plans with what I had in mind for Heap Explorer. It was no longer a legit option for me to put a lot of time in the tool, as Unity Technologies tool is at least as good as what I'm able to come up with. After a lot of back-and-forth what to do with Heap Explorer, I came to the conclusion that the best option is to provide the source code and (mentally) move on. You can read more about this [here](https://forum.unity.com/threads/wip-heap-explorer-memory-profiler-debugger-and-analyzer-for-unity.527949/page-3#post-4250698). I've provided occasional updates since then, because several people still prefer Heap Explorer over Unity's Memory Profiler, due to its easier to understand UI/UX. I've also updated Heap Explorer to work with Unity 2019.3 and converted it into a Package, which means you should be able to use Heap Explorer for the entire 2019 LTS cycle, which ends in 2022. [![](http://img.youtube.com/vi/tcTl_7y8JBA/0.jpg)](https://www.youtube.com/watch?v=tcTl_7y8JBA "") # Installation In order to use the Heap Explorer, you have to add the package to your project. As of Unity 2019.3, Unity supports to add packages from git through the Package Manager window. In Unity's Package Manager, choose "Add package from git URL" and insert one of the Package URL's you can find below. Once Heap Explorer is installed, you can open it from Unity's main menu under "Window > Analysis > Heap Explorer". ## Package URL's I recommend to right-click the URL below and choose "Copy Link" rather than selecting the text and copying it, because sometimes it copies a space at the end and the Unity Package Manager can't handle it and spits out an error when you try to add the package. Please see the ```CHANGELOG.md``` file to see what's changed in each version. | Version | Link | |----------|---------------| | 4.1.1 | https://github.com/pschraut/UnityHeapExplorer.git#4.1.1 | | 4.1.0 | https://github.com/pschraut/UnityHeapExplorer.git#4.1.0 | | 4.0.0 | https://github.com/pschraut/UnityHeapExplorer.git#4.0.0 | | 3.9.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.9.0 | | 3.8.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.8.0 | | 3.7.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.7.0 | | 3.6.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.6.0 | | 3.5.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.5.0 | | 3.4.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.4.0 | | 3.3.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.3.0 | | 3.2.0 | https://github.com/pschraut/UnityHeapExplorer.git#3.2.0 | # Credits If you find this package useful, please mention my name in your credits screen. Something like "Heap Explorer by Peter Schraut" or "Thanks to Peter Schraut" would be very much appreciated. # Contact The easiest way to get in touch with me, if you already have an Unity forums account, is to post in the Heap Explorer forum thread: https://forum.unity.com/threads/wip-heap-explorer-memory-profiler-debugger-and-analyzer-for-unity.527949/ You could also use the "Start a Conversation" functionality to send me a private message via the Unity forums: https://forum.unity.com/members/peter77.308146/ And last but not least, you can send me an email. Please find the contact information on my website: http://www.console-dev.de # Can I use this tool when I work on a commercial project? Yes. You can use Heap Explorer to debug, profile and analyze your hobby-, Indie- and commercial applications for free. You do not have to pay me anything. If you find Heap Explorer useful, please mention my name in your credits screen. Something like "Heap Explorer by Peter Schraut" or "Thanks to Peter Schraut" would be very much appreciated. # How to capture a memory snapshot Heap Explorer displays the connected Player in the "Capture" drop-down, which you can find in the toolbar. The button is located under a drop-down menu, to avoid clicking it by accident. If no Player is connected, Heap Explorer displays "Editor". Clicking the "Editor" button then captures a memory snapshot of the Unity editor. ![alt text](Documentation~/images/capture_dropdown_01.png "Capture Memory Snapshot Dropdown") If a Player is connected, Heap Explorer displays the Player name, rather than "Editor". It's the same name that appears in Unity's Profiler window as well. | Item | Description | |----------|---------------| | Capture and Save | Prompts for a save location before the memory snapshot is captured. This feature has been added to allow you to quickly capture a memory snapshot that you can analyze later, without Heap Explorer analyzing the snapshot, which can be an expensive operation. | | Capture and Analyze | Captures a memory snapshot and immediately analyzes it. | | Open Profiler | Opens Unity's Profiler window. In order to connect to a certain target, you have to use Unity's Profiler. As you select a different target (Editor, WindowsPlayer, ...) in Unity's Profiler window, Heap Explorer will update its entry in the "Capture" drop-down accordingly, depending on what is selected in Unity's Profiler. | # Brief Overview The Brief Overview page shows the most important "quick info" in a simple to read fashion, such as the top 20 object types that consume the most memory. ![alt text](Documentation~/images/brief_overview_01.png "Brief Overview Window") # Compare Memory Snapshots Heap Explorer supports to compare two memory snapshots and show the difference between those. This is an useful tool to find memory leaks. ![alt text](Documentation~/images/compare_snapshot_01.png "Compare Memory Snapshot") "A" and "B" represent two different memory snapshots. The "delta" columns indicate changes. The "C# Objects" and "C++ Objects" nodes can be expanded to see which objects specifically cause the difference. Snapshot "A" is always the one you loaded using "File > Open Snapshot" or captured. While "B" is the memory snapshot that is used for comparison and can be replaced using the "Load..." button in the Compare Snapshot view. # C# Objects The C# Objects view displays managed objects found in a memory snapshot. Object instances are grouped by type. Grouping object instances by type allows to see how much memory a certain type is using. ![alt text](Documentation~/images/cs_view_01.png "C# Objects View") | Location | Description | |----------|---------------| | Top-left panel | The main list that shows all managed objects found in the snapshot. | | Top-right panel | An Inspector that displays fields and their corresponding values of the selected object. | | Bottom-right panel | One or multiple paths to root of the selected object. | | Bottom-left panel | Objects that hold a reference to the selected object. | You can left-click on a column to sort and right-click on a column header to toggle individual columns: | Column | Description | |----------|---------------| | C# Type | The managed type of the object instance, such as System.String. | | C++ Name | If the C# object has a C++ counter-part, basically C# types that derive from UnityEngine.Object have, the name of the C++ native object is displayed in this column (UnityEngine.Object.name). | | Size | The amount of memory a managed object or group of managed objects is using. | | Count | The number of managed objects in a group. | | Address | The memory address of a managed object. | | Assembly | The assembly (DLL) name in which the type lives. | # C# Object Inspector The C# Object Inspector displays fields of a managed object, along with the field type and value. I tried to mimic the feel of Visual Studio's Watch window. ![alt text](Documentation~/images/cs_inspector_01.png "C# Object Inspector") The arrow in-front of the Name indicates the field provides further fields itself, or in the case of an array, provides array elements. Click the arrow to expand, as shown below. ![alt text](Documentation~/images/cs_inspector_02.png "C# Object Inspector") The icon in-front of the Name represents the "high-level type" of a field, such as: ReferenceType, ValueType, Enum and Delegate. If the field is a ReferenceType, a button is shown next to the Name, which can be used to jump to the object instance. ![alt text](Documentation~/images/cs_inspector_03.png "C# Object Inspector") A magnification icon appears next to the value, if the type provides a specific "Data Visualizer". A data visualizer allows Heap Explorer to display the value in a more specific way, tailored to the type, as shown below. ![alt text](Documentation~/images/cs_inspector_04.png "C# Object Inspector") If a field is a pointer-type (ReferenceType, IntPtr, UIntPtr), but it points to null, the field is grayed-out. I found this very useful, because you often ignore null-values and having those grayed-out, makes it easier to skip them mentally. ![alt text](Documentation~/images/cs_inspector_05.png "C# Object Inspector") The eye-like icon in the top-right corner of the Inspector can be used to toggle between the field- and raw-memory mode. I don't know how useful the raw-memory mode is for you, but it helped me to understand object memory, field layouts, etc while I was developing Heap Explorer. I thought there is no need to remove it. ![alt text](Documentation~/images/cs_hexview_01.png "C# Object Inspector") # References / Referenced by The "References" and "Referenced by" panels show what objects are connected. ![alt text](Documentation~/images/references_referencedby_01.png "References and Referenced by") "References" shows the objects that are referenced by the selected object. "Referenced by" is basically the inverse, it shows what other objects hold a reference to the selected object. # Paths to Root The Root Path panel is used to show the root paths of an object instance. A root path is the path of referrers from a specific instance to a root. A root can, for example, be a Static Field, a ScriptableObject, an AssetBundle or a GameObject. The root path can be useful for identifying memory leaks. The root path can be used to derive why an instance has not been garbage collected, it shows what other objects hold the instance in memory. The Root Path View lists paths to static fields first, because those are often the cause why an instance has not been garbage collected. It then lists all paths to non-static fields. The list is sorted by depth, meaning shorter paths appear in the list first. Therefore, the "Shortest Path to Root" is shown at the top of the list. ![alt text](Documentation~/images/cs_paths_to_root_01.png "Paths to root") In the example above, Dictionary<Int32,Boolean> is kept in memory, because PerkManagerInternal holds a reference to it. And the static field PerkManager, holds a reference to the PerkManagerInternal object. If you select a root path, the reason whether an object is kept in memory, is shown in the info message field at the bottom of the Root Path View. Some types display a warning icon in the Root Path View. This is an indicator that the object is not automatically unloaded by Unity during a scene change for example. Unity allows to mark UnityEngine.Object objects to prevent the engine from unloading objects automatically. This is can be done, for example, using [HideFlags](https://docs.unity3d.com/ScriptReference/HideFlags.html) or [DontDestroyOnLoad](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html). The Root Path view displays a warning icon next to the type name, if an object is either a static field or uses one of Unity's mechanism to prevent it from being unloaded automatically. # C# Object Duplicates The C# Object Duplicates View analyzes managed objects for equality. If at least two objects have identical content, those objects are considered duplicates. ![alt text](Documentation~/images/cs_duplicates_01.png "C# Object Duplicates") The view groups duplicates by type. If a type, or group, occurs more than once in this view, it means it's the same type, but different content. For example, if you have ten "Banana" strings and ten "Apple" strings, these would be shown as two "System.String" groups. Two string groups, because both are of the same type, but with different content. The view can be sorted by various columns. The most interesting ones likely being "Size" and "Count". Sorting the view by "Size" allows to quickly see where most memory is wasted due duplicated objects. # C# Empty Shell Objects The C# Empty Shell Objects View analyzes managed objects of type UnityEngine.Object if their native object counter-part has been destroyed, which can be a memory leak. If the m_CachedPtr value of a managed unity engine object points to null, it means its native object underneath has already been destroyed, but it leaked the managed shell. Please see [this post](https://forum.unity.com/threads/help-understanding-diff-data-from-memory-profiler.862813/#post-5684956) for more details. ![alt text](Documentation~/images/cs_empty_shell_objects_01.png "Empty Shell Objects") # C# Delegates Delegate's often seem to be the cause of a memory leak. I found it useful to have a dedicated view that shows all object instances that are of type System.Delegate. The C# Delegates View is doing exactly this and behaves just like the regular C# Objects view. It lists all object instances that are a sub-class of the System.Delegate type. ![alt text](Documentation~/images/cs_delegates_01.png "C# Delegates") If you select a delegate, its fields are displayed in the inspector (top-right corner of the window) as shown in the image below. ![alt text](Documentation~/images/cs_delegates_02.png "C# Delegates") "m_target" is a reference to the object instance that contains the method that is being called by the delegate. "m_target" can be null, if the delegate points a static method. Want to help me out? I would really like to display the actual method name of the field "method". However, I didn't find a way how I would look up the name using just its address. It would be a very useful feature. If you know how to do that, please let me know! https://forum.unity.com/threads/packedmemorysnapshot-how-to-resolve-system-delegate-method-name.516967/ # C# Delegate Targets The C# Delegate Targets View displays managed objects that are referenced by the "m_target" field of a System.Delegate. The view behaves just like the regular C# Objects view. Having a dedicated Delegate Targets view allows to quickly see what objects are held by delegates. ![alt text](Documentation~/images/cs_delegate_targets_01.png "C# Delegate Targets") # C# Static Fields The C# Static Fields view displays managed types that contain at least one static field. Selecting a type displays all of its static fields in the inspector (top-right corner). ![alt text](Documentation~/images/cs_static_fields_01.png "C# Static Fields") | Question | Answer | |----------|---------------| | Why is a static type missing? | According to my tests, static field memory is initialized when you first access a static type. If you have a static class in your code, but it is missing in the memory snapshot, it’s likely that your application did not access this class yet. | | Why does it not display an "Address" column? | Unity’s MemorySnapshot API does not provide at which memory address static field data is located. | | Where is the Root Path view? | Static fields itself represent a root. There is no need for the Root Path view, because every static type is a root object. | | Where is the "Referenced By" view? | You can’t reference a static field. However, static fields can reference other objects, that’s why it shows the “References” view. | # C# Memory Sections The C# Memory Sections view displays heap sections found in the memory snapshot. This view shows how many of those memory sections exist, which gives you an idea of how memory is fragmented. Select a memory section in the left list, to see what objects the sections contains, which are shown in the list on the right. ![alt text](Documentation~/images/cs_memory_sections_01.png "C# Memory Sections") # C++ Objects The C++ Objects view displays native UnityEngine objects found in a memory snapshot. Unity offers little information of native objects, unfortunately. While it does provide the size of objects, a lot of data that would be interesting is missing, such as the width/height of a texture for example. The view has pretty much the same features as the C# Objects view, but it does not provide functionality to inspect native object properties, beside the few ones Unity provides. The view features the main list that contains all native UnityEngine objects (top-left), the limited information about the selected object in the top-right panel, root paths (bottom-right) and which objects it references and is referenced by. ![alt text](Documentation~/images/cpp_view_01.png "C++ Objects") Here is what the C++ objects view displays. | Column | Desscription | |----------|---------------| | Type | The native object type. | | Name | The native object name. This what you can read using [UnityEngine.Object.name](https://docs.unity3d.com/ScriptReference/Object-name.html) | | Size | The size of a native UnityEngine object that it consumes in memory. | | Count | The number of native objects of the same type. | | DDoL | Has this object has been marked as [DontDestroyOnLoad](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html)? | | Persistent | Is this object persistent? (Assets are persistent, objects stored in scenes are persistent, dynamically created objects are not) | | Address | The memory address of the native C++ object. This matches the "m_CachedPtr" field of UnityEngine.Object. | | InstanceID | The UnityEngine.Object.GetInstanceID() value. From my observations, positive id’s indicate persistent objects, while negative id’s indicate objects created during runtime. | | IsManager | Is this native object an internal Unity manager object? | | HideFlags | The [UnityEngine.Object.hideFlags](https://docs.unity3d.com/ScriptReference/Object-hideFlags.html) this native object has. | ## Message to Unity Technologies Unity bug?! Native objects often contain hundreds of millions of references to thousands of completely unrelated objects. I’m pretty sure this a bug in the Unity editor or engine and reported it as Case 987839: https://issuetracker.unity3d.com/issues/packedmemorysnapshot-unexpected-connections-between-native-objects The following forum post, shows an actual real example of the problem. Unity creates a connection array of 509.117.918 elements. https://forum.unity.com/threads/wip-heap-explorer-memory-profiler-debugger-and-analyzer-for-unity.527949/page-2#post-3617188 Here is another post in the Profiler forum, which sounds pretty much like the same issue. https://forum.unity.com/threads/case-1115073-references-to-native-objects-that-do-not-make-sense.608905/ ## Exclude NativeObject connections In order to workaround the major connections bug I described in the text above, where Unity provides more than five hundred million connections, I implemented a feature in Heap Explorer to exclude processing of native object connections. Unity still captures those connections, but Heap Explorer will not process most of them. While this means Heap Explorer isn't able to show which native object are connected, it's perhaps still better than not being able to capture a snapshot at all. You can activate this option from Heap Explorer's "File > Settings" menu. The option is called "Exclude NativeObject connections". Only activate this option if you see Heap Explorer running in this error: HeapExplorer: Failed to allocate 'new PackedConnection[]'. # C++ Asset Duplicates (guessed) The "C++ Asset Duplicates" view is guessing which asset might be duplicates. Unity Technologies explains how to guess if two assets are duplicates on this page: https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity2.html ![alt text](Documentation~/images/cpp_asset_duplicates_01.png "C++ Asset Duplicates (guessed)") The idea is, if you have two assets of the same type and name, but with different instanceID's, these could be duplicates. This approach is of course everything else than reliable, but perhaps better than nothing. Therefore, I implemented this view in Heap Explorer. The assumption falls apart as soon as the project contains more than one asset with the same name of the same type. For example, if you follow a project structure like shown below, Heap Explorer shows incorrect results. Heap Explorer incorrectly detects the following textures as duplicates, because they have the same name: * Assets/Characters/Alien_01/Texture.tga * Assets/Characters/Alien_02/Texture.tga * Assets/Characters/Alien_03/Texture.tga ## Message to Unity Technologies It would be very useful if you store additional information in a “development mode” build, to be able to map a native UnityEngine object in a MemorySnapshot to its asset guid in the project for example. This would allow tools such Heap Explorer to implement some powerful functionality. This additional information should be stripped in non-development builds. # Search fields Starting with Heap Explorer 3.9.0, any search-field provides the ability to search for a specific type. Use ```t:type``` just like in Unity's own search-fields. If you want to search for ```RenderTexture``` types, enter ```t:RenderTexture``` in the search-field. # Enable Heap Explorer tests In order to enable the Heap Explorer tests, you need Unity's [Test Framework](https://docs.unity3d.com/Packages/com.unity.test-framework@latest) package and set the ```HEAPEXPLORER_ENABLE_TESTS``` define either [Scripting Define Symbols](https://docs.unity3d.com/Manual/class-PlayerSettingsStandalone.html#Other) in Player Settings, or in a [csc.rsp file](https://docs.unity3d.com/Manual/PlatformDependentCompilation.html).
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A wonderful list of Game Development resources.
<div align="center"> <img width="500" height="350" src="img/logo.png" alt="anyting_about_game"> </div> <br> <p align="center"> 高端游戏开发资源干货分享QQ群:1067123079 &nbsp &nbsp &nbsp 职场灌水QQ群:659339471 </p> <br> Table of Contents - [Awesome-Game](#awesome-game) - [Awesome-General](#awesome-general) - [News](#news) - [Game](#game) - [Graphic](#graphic) - [Papers](#papers) - [CG](#cg) - [HardWare](#hardware) - [Digest](#digest) - [UnityRoadMap](#unityroadmap) - [Common](#common) - [Js/Web](#jsweb) - [Java](#java) - [Go](#go) - [Rust](#rust) - [Person/Social/Blogs](#personsocialblogs) - [Collection](#collection) - [中文](#中文) - [English](#english) - [Game-Company](#game-company) - [Game-Asset](#game-asset) - [Game-Design-Tool](#game-design-tool) - [Collection](#collection-1) - [Voxel](#voxel) - [Font](#font) - [BitMap](#bitmap) - [Free-Font](#free-font) - [Audio](#audio) - [Music-Tool/Editor](#music-tooleditor) - [Video-Tool/Editor](#video-tooleditor) - [Modeling](#modeling) - [Sculpture](#sculpture) - [Hair](#hair) - [Human/Stage](#humanstage) - [Unity 官方教程及开发者经验分享:](#unity-官方教程及开发者经验分享) - [Effect](#effect) - [Course](#course) - [Material](#material) - [Remesh](#remesh) - [LOD](#lod) - [List-of-game-middleware](#list-of-game-middleware) - [CG Software API](#cg-software-api) - [Visual-Logic](#visual-logic) - [Tile](#tile) - [Design](#design) - [AI](#ai) - [locale](#locale) - [Texture](#texture) - [PIX-Texture](#pix-texture) - [Normal-Map](#normal-map) - [Texture-Compression](#texture-compression) - [Texture-Tool](#texture-tool) - [Atlas](#atlas) - [Animation](#animation) - [Article/Collection](#articlecollection) - [Animation-DCC-Tool](#animation-dcc-tool) - [GPU-Animation](#gpu-animation) - [Mesh Animation](#mesh-animation) - [Vertex Animation](#vertex-animation) - [Tween](#tween) - [Physics Based Animation](#physics-based-animation) - [MotionMatching](#motionmatching) - [Movement](#movement) - [Interaction](#interaction) - [Animation-Controller](#animation-controller) - [Character-Controller](#character-controller) - [PCG-Animation](#pcg-animation) - [Unity-Tool](#unity-tool) - [Console/Command/Shell/Debugger](#consolecommandshelldebugger) - [Scenes](#scenes) - [Terrain](#terrain) - [Unity-Tool](#unity-tool-1) - [Procedurally-Generation](#procedurally-generation) - [Tree/Vegetation/Grass](#treevegetationgrass) - [Road](#road) - [River](#river) - [Article](#article) - [3D-File-Format](#3d-file-format) - [Data](#data) - [Metadata/Excel/Schema/Proto](#metadataexcelschemaproto) - [Exchange](#exchange) - [DataVisual\&\&Editor](#datavisualeditor) - [Archive-GameReverse](#archive-gamereverse) - [Collection](#collection-2) - [Archive-Format](#archive-format) - [Patch](#patch) - [File Systems](#file-systems) - [IO](#io) - [Version-Control](#version-control) - [article](#article-1) - [PythonTool](#pythontool) - [Game-Server-framework](#game-server-framework) - [Article](#article-2) - [Lockstep](#lockstep) - [status-syn](#status-syn) - [Library](#library) - [Common-Server](#common-server) - [Serialization](#serialization) - [Json](#json) - [Yaml](#yaml) - [Huge-World](#huge-world) - [DataBase](#database) - [c#](#c) - [ECS Libraries](#ecs-libraries) - [Collection](#collection-3) - [C/C++](#cc) - [C#](#c-1) - [Python](#python) - [Rust](#rust-1) - [Lua](#lua) - [ts](#ts) - [Benchmark](#benchmark) - [Article](#article-3) - [Hash](#hash) - [Text-Template](#text-template) - [Authorization](#authorization) - [NetWork](#network) - [Articles](#articles) - [C#](#c-2) - [C/CPP](#ccpp) - [Rust](#rust-2) - [Web/Http/Server/Client](#webhttpserverclient) - [GameEngine Design](#gameengine-design) - [Collection](#collection-4) - [Article/Course](#articlecourse) - [2D Engines and Frameworks](#2d-engines-and-frameworks) - [3D Engines and Frameworks](#3d-engines-and-frameworks) - [GameAI](#gameai) - [Creative Code](#creative-code) - [并发执行和多线程](#并发执行和多线程) - [CPP](#cpp) - [C](#c-3) - [Game-Math](#game-math) - [Math-Tool](#math-tool) - [Curve](#curve) - [Courses/Article/website](#coursesarticlewebsite) - [Unity-Transform](#unity-transform) - [Physics](#physics) - [Physics Framework](#physics-framework) - [Physics BOOKS](#physics-books) - [Fluid](#fluid) - [Water](#water) - [Cloth](#cloth) - [Position-Based-Dynamics](#position-based-dynamics) - [Softbody](#softbody) - [Vehicle](#vehicle) - [Game-BenchMark/Metric/Tool](#game-benchmarkmetrictool) - [Common](#common-1) - [GPU](#gpu) - [ComputerGraphics \&\& Shading](#computergraphics--shading) - [Conference](#conference) - [Journal](#journal) - [Group](#group) - [Vendor](#vendor) - [Graphics-Library](#graphics-library) - [SoftWare-Render](#software-render) - [3rd-Binding](#3rd-binding) - [Collection](#collection-5) - [Shading-Language](#shading-language) - [Shader-Compiler](#shader-compiler) - [ShaderVariant](#shadervariant) - [Course/Article](#coursearticle) - [Shader-Collection](#shader-collection) - [OpenGL](#opengl) - [Tool](#tool) - [PlayGround](#playground) - [RenderingAssets](#renderingassets) - [GPU-Architecture](#gpu-architecture) - [Optimize](#optimize) - [imposters](#imposters) - [Physically-Based-Render](#physically-based-render) - [NPR](#npr) - [NPR-Tricks](#npr-tricks) - [SDF](#sdf) - [SphericalHarmonicLighting/CubeMap/Probes](#sphericalharmoniclightingcubemapprobes) - [Outline](#outline) - [VirturalTexture](#virturaltexture) - [FootPrint](#footprint) - [Unity-Shader](#unity-shader) - [Article](#article-4) - [URP/SPR/HDRP Course](#urpsprhdrp-course) - [Mask](#mask) - [Fur](#fur) - [Holographic](#holographic) - [Matrix](#matrix) - [Dissolve](#dissolve) - [Shader-GUI](#shader-gui) - [Interior](#interior) - [Decal](#decal) - [Face](#face) - [Crystal](#crystal) - [Ice](#ice) - [Rimlight](#rimlight) - [Noise](#noise) - [Trail](#trail) - [RenderPipelineFrameWork](#renderpipelineframework) - [Global illumination (GI)](#global-illumination-gi) - [Collection](#collection-6) - [PRT](#prt) - [Irradiance Probes/Voxels](#irradiance-probesvoxels) - [VPL](#vpl) - [VSGL](#vsgl) - [RSM](#rsm) - [Imperfect Shadow Maps](#imperfect-shadow-maps) - [Instant Radiosity](#instant-radiosity) - [LPV](#lpv) - [VCT](#vct) - [SSGI](#ssgi) - [DFGI](#dfgi) - [Lighting Grid](#lighting-grid) - [Point Based GI](#point-based-gi) - [Radiosity](#radiosity) - [Ray tracing](#ray-tracing) - [Path tracing](#path-tracing) - [RTX](#rtx) - [Metropolis Light Transport](#metropolis-light-transport) - [PhotonMapping](#photonmapping) - [Ambient occlusion](#ambient-occlusion) - [Bent Normal](#bent-normal) - [Radiosity Normal Mapping](#radiosity-normal-mapping) - [LightMap](#lightmap) - [MLGI](#mlgi) - [ltcgi](#ltcgi) - [Beam](#beam) - [Shadow](#shadow) - [GPGPU](#gpgpu) - [Compute-Shader](#compute-shader) - [Boids](#boids) - [GPU Driven](#gpu-driven) - [GPU-Particle](#gpu-particle) - [BVH](#bvh) - [SVG](#svg) - [Post-Process](#post-process) - [MatCaps](#matcaps) - [Color](#color) - [Depth](#depth) - [FPS](#fps) - [Interview/DataStruct-Algorithms](#interviewdatastruct-algorithms) - [Article](#article-5) - [Operating-System](#operating-system) - [Bad World Filter](#bad-world-filter) - [高性能数据结构和算法](#高性能数据结构和算法) - [MMO](#mmo) - [OC](#oc) - [String](#string) - [Thread/Task](#threadtask) - [Utils](#utils) - [C](#c-4) - [C++](#c-5) - [Javascript](#javascript) - [Lua](#lua-1) - [Typescript](#typescript) - [C#](#c-6) - [C](#c-7) - [CPP](#cpp-1) - [Java](#java-1) - [Lua](#lua-2) - [Author](#author) - [CMAKE](#cmake) - [Embed-Script/VM/JIT](#embed-scriptvmjit) - [Collection](#collection-7) - [Garbage Collector](#garbage-collector) - [dynCall](#dyncall) - [DevOps](#devops) - [Tools](#tools) - [Unity](#unity) - [Awesome-Unity](#awesome-unity) - [AssetBundle](#assetbundle) - [Framework](#framework) - [Dependency Injection](#dependency-injection) - [Skill](#skill) - [Occlusion Culling](#occlusion-culling) - [ShaderGraph\&\&Effect](#shadergrapheffect) - [Memory/GC](#memorygc) - [Asyn-Await](#asyn-await) - [Node-Editor](#node-editor) - [AI](#ai-1) - [UI](#ui) - [UI-Animation](#ui-animation) - [2D](#2d) - [Timeline](#timeline) - [TextureStreaming](#texturestreaming) - [Util](#util) - [Code-Reload](#code-reload) - [Windows-Show](#windows-show) - [Unity 特色工程(精粹)](#unity-特色工程精粹) - [Drawing](#drawing) - [Effect](#effect-1) - [Scriptable Object](#scriptable-object) - [DOTS](#dots) - [PathFinding](#pathfinding) - [Bone\&\&Spring](#bonespring) - [Create Model](#create-model) - [Mesh](#mesh) - [Fracture Mesh](#fracture-mesh) - [Voxel](#voxel-1) - [Fog](#fog) - [Volumetric Mesh](#volumetric-mesh) - [VolumetricClouds](#volumetricclouds) - [Editor](#editor) - [Asset-Management](#asset-management) - [Material-Cleaner](#material-cleaner) - [Textrue Compression](#textrue-compression) - [Article](#article-6) - [Message Bus](#message-bus) - [Time control](#time-control) - [Raycast\&\&Sensor](#raycastsensor) - [CameraController](#cameracontroller) - [GamePlay](#gameplay) - [知识库软件/笔记软件](#知识库软件笔记软件) - [UnityBuild](#unitybuild) - [Mobile](#mobile) - [Unity-Games](#unity-games) - [Programmer-Common-Tool](#programmer-common-tool) - [workflow](#workflow) - [Auto Test](#auto-test) - [问答](#问答) - [文案排版](#文案排版) - [游戏策划](#游戏策划) - [镜头](#镜头) - [Interest is the best teacher](#interest-is-the-best-teacher) - [友情链接](#友情链接) - [看完不star,小心没jj :)!](#看完不star小心没jj-) ## Awesome-Game - https://github.com/notpresident35/learn-awesome-gamedev - https://github.com/gmh5225/awesome-game-security - https://github.com/shadowcz007/awesome-metaverse - https://github.com/wlxklyh/awesome-gamedev - https://www.gamasutra.com/category/programming/ - http://www.onrpg.com/ - https://www.mmorpg.com/ - https://www.nephasto.com/blog/awesomegamedev.html - https://osgameclones.com/ - https://github.com/radek-sprta/awesome-game-remakes - https://zeef.com/?query=tag%3Aunity3d&in=null&start=10 - https://github.com/utilForever/game-developer-roadmap 如何成为一个优秀的game程序员 - [gamextech](https://github.com/miloyip/gamextech) A web-based knowledge management system for visualizing game related technologies. - https://github.com/Kavex/GameDev-Resources - https://github.com/raizam/gamedev_libraries - https://github.com/qxiaofan/awesome_3d_restruction - https://www.youtube.com/c/gdconf gdc 的各种talk,梯子自架 - https://github.com/leomaurodesenv/game-datasets#readme 各种游戏的数据集 - https://github.com/soruly/awesome-acg 嗯!acg - [cpp_youtube_channels](https://github.com/shafik/cpp_youtube_channels) : Listing of C++ Youtube channels for conferences and user groups - [programming-talks](https://github.com/hellerve/programming-talks) : Awesome & interesting talks about programming - [awesome-modern-cpp](https://github.com/rigtorp/awesome-modern-cpp) : A collection of resources on modern C++ - [GameDevelopmentLinks](https://github.com/UnterrainerInformatik/GameDevelopmentLinks) : This is a collection of useful game-development links including, but not restricted to, development with MonoGame. - [awesome-cg-vfx-pipeline](https://github.com/cgwire/awesome-cg-vfx-pipeline) : List of open-source technologies that help in the process of building a pipeline for CG and VFX productions - [awesome-glsl](https://github.com/radixzz/awesome-glsl) : Compilation of the best resources to learn programming OpenGL Shaders - [cpp_blogs](https://github.com/shafik/cpp_blogs) : C++ Blogs (plus other stuff we should care about like undefined behavior) - [awesome-rtx](https://github.com/vinjn/awesome-rtx) : Curated collection of projects leveraging NVIDIA RTX technology (OptiX, DXR, VKR) - [zalo.github.io](https://github.com/zalo/zalo.github.io) : A home for knowledge that is hard to find elsewhere - [awesome-gamedev](https://github.com/mbrukman/awesome-gamedev) : A list of Game Development resources to make magic happen. - [gamedev-resources](https://github.com/Ibuprogames/gamedev-resources) : An updated collection of useful resources to resources to design, develop and market games. - [build-your-own-x](https://github.com/danistefanovic/build-your-own-x) : Build your own (insert technology here) - [awesome-ray-tracing](https://github.com/dannyfritz/awesome-ray-tracing) : Curated list of ray tracing resources - [hall-of-fame](https://github.com/sourcerer-io/hall-of-fame) : Show some love to your contributors! A widget for your repo README. Visual and clean. Refreshes every hour. - [awesome-collision-detection](https://github.com/jslee02/awesome-collision-detection) : A curated list of awesome collision detection libraries and resources - [AwesomePerfCpp](https://github.com/fenbf/AwesomePerfCpp) : A curated list of awesome C/C++ performance optimization resources: talks, articles, books, libraries, tools, sites, blogs. Inspired by awesome. - [awesome-d3d12](https://github.com/vinjn/awesome-d3d12) : Awesome D3D12 ecosystem - [awesome-cpp](https://github.com/fffaraz/awesome-cpp) : A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff. - [awesome-bits](https://github.com/keon/awesome-bits) : A curated list of awesome bitwise operations and tricks - [cpplinks](https://github.com/MattPD/cpplinks) : A categorized list of C++ resources. - [awesome-gametalks](https://github.com/ellisonleao/awesome-gametalks) : A curated list of gaming talks (development, design, etc) - [awesome-design](https://github.com/Calinou/awesome-design) : Best UI/UX Design Sources For Developer & Designer Ever :) - [awesome-gamedev](https://github.com/Calinou/awesome-gamedev) : A collection of free software and free culture resources for making amazing games. (mirror) - [awesome-mental-health](https://github.com/dreamingechoes/awesome-mental-health) : A curated list of awesome articles, websites and resources about mental health in the software industry. - [modern-cpp-tutorial](https://github.com/utilForever/modern-cpp-tutorial) : A curated list of Modern C++ articles, examples, tutorials, frameworks, libraries, and shiny things. - [awesome-wgpu](https://github.com/rofrol/awesome-wgpu) : A curated list of wgpu code and resources. - [awesome-gametalks](https://github.com/hzoo/awesome-gametalks) : A curated list of gaming talks (development, design, etc) - [data-oriented-design](https://github.com/dbartolini/data-oriented-design) : A curated list of data oriented design resources. - [3D-Machine-Learning](https://github.com/timzhang642/3D-Machine-Learning) ## Awesome-General - http://nav.web-hub.cn/ - https://libs.garden/ - https://www.trackawesomelist.co - https://awesomeopensource.com/ - https://github.com/sindresorhus/awesome - https://github.com/awesome-selfhosted/awesome-selfhosted - https://github.com/jnv/lists - https://github.com/wesbos/awesome-uses - http://www.lib4dev.in/topics/dotnet - [林德熙收藏的开源项目](https://blog.lindexi.com/post/%E5%BC%80%E6%BA%90%E9%A1%B9%E7%9B%AE.html#%E5%8D%9A%E5%AE%A2) - https://github.com/kon9chunkit/GitHub-Chinese-Top-Charts - https://github.com/jobbole - https://github.com/stanzhai/be-a-professional-programmer - https://www.prettyawesomelists.com - https://opensource.builders/ - https://github.com/adamsitnik/awesome-dot-net-performance - https://github.com/kelthuzadx/EffectiveModernCppChinese - https://github.com/33nano/awesome-Gentools - https://github.com/MattPD/cpplinks - https://github.com/mehdihadeli/awesome-software-architecture - https://github.com/sacridini/Awesome-Geospatial ## News #### Game - [独立游戏共建知识百科](https://docs.qq.com/sheet/DWWtxbVFWZ25OZWJU?tab=krff6o) - [rawg](https://rawg.io/) - [metacritic](https://www.metacritic.com/game) - [indienova](https://indienova.com/) - [gamedev](https://gamedev.net/) - [gamefromscratch](https://gamefromscratch.com) - [rust-gamedev](https://rust-gamedev.github.io/) - [zig-gamedev](https://github.com/michal-z/zig-gamedev) #### Graphic - [acm](https://dl.acm.org/loi/tog) - [replicability](https://replicability.graphics/index.html#project) - [Graphics Programming weekly](https://www.jendrikillner.com/tags/weekly/) - [shaders](https://www.reddit.com/r/shaders/) - [USTC3D](https://github.com/USTC3DV) - [图形渲染weekly](https://www.zhihu.com/column/c_1260689913214775296) - [TA周刊](https://halisavakis.com/) and [archive](https://halisavakis.com/archive/) - [pdcxs-专注计算机艺术,创意编程](https://space.bilibili.com/10707223/video?) - [Unity技术美术](https://www.zhihu.com/column/c_1348315318327132160) - [RedYans-收集狂](https://www.zhihu.com/people/tong-yan-yan-26/posts) - [TA后备隐藏能源(持续更新嗷)](https://zhuanlan.zhihu.com/p/265590519) - [unity-grenoble](https://unity-grenoble.github.io/website/) - [ea.seed](https://www.ea.com/seed) - [Arm](https://developer.arm.com/solutions/graphics-and-gaming) - [vfx_good_night_reading](https://github.com/jtomori/vfx_good_night_reading) - [betterexplained](https://betterexplained.com/) - [dreamworks](https://research.dreamworks.com/) - [pixar](https://graphics.pixar.com/) - [disney](https://studios.disneyresearch.com/) ##### Papers - [realtimerendering-papers](http://kesen.realtimerendering.com/) - [gpuopen papers](https://gpuopen.com/learn/publications/) - [paperbug](https://www.jeremyong.com/paperbug/) - [nvlabs](https://nvlabs.github.io/instant-ngp/) - https://jcgt.org/read.html?reload=1 - https://onlinelibrary.wiley.com/journal/14678659 - https://forums.ogre3d.org/index.php #### CG - [cgpress](https://cgpress.org/) - [artstation](https://www.artstation.com/) - [tech-artists](https://tech-artists.org/) - [cgchannel](http://www.cgchannel.com/) - [polycount](https://polycount.com/) - [80.lv](https://80.lv/) - [deviantart](https://www.deviantart.com/) - [cgjoy](https://www.cgjoy.com/) - [element3ds](https://www.element3ds.com/) #### HardWare - [anandtech](https://www.anandtech.com/) - [bit-tech](https://www.bit-tech.net/) - [hothardware](https://hothardware.com/) - [bjorn3d](https://bjorn3d.com/) - [hardforum](https://hardforum.com/) #### Digest - [game-dev-digest](https://gamedevdigest.com/digests.html) - [unity-weekly](https://blog.yucchiy.com/project/unity-weekly/) #### UnityRoadMap - [UnityRoadMap](https://unity.com/cn/roadmap/unity-platform/) #### Common - https://www.libhunt.com/ - https://news.ycombinator.com/news hacker news - https://lobste.rs/ lobste - http://www.ruanyifeng.com/blog/ - https://hellogithub.com/ - https://www.tuicool.com/mags - https://github.com/toutiaoio/weekly.manong.io - https://geeker-read.com/#/latest - https://coolshell.cn/ - https://insights.thoughtworks.cn/ #### Js/Web - https://www.webaudioweekly.com/ - https://github.com/dt-fe/weekly - https://github.com/gauseen/blog/issues/4 - https://www.infoq.cn/profile/1277275/publish - https://weekly.techbridge.cc/ - https://github.com/Tnfe/TNFE-Weekly - http://fex.baidu.com/ - https://weekly.75team.com/ #### Java - https://github.com/mercyblitz/tech-weekly - http://www.iocoder.cn/?github #### Go - https://github.com/polaris1119/golangweekly - https://github.com/unknwon/go-study-index #### Rust - https://github.com/rust-lang/this-week-in-rust - https://github.com/RustMagazine/rust_magazine_2021 - https://github.com/rustlang-cn/rust-weekly ## Person/Social/Blogs #### Collection - [游戏及相关CG行业知识分享大V全整合](https://www.bilibili.com/read/cv6617959?share_medium=android&share_source=qq&bbid=JkchRyEWJhAmHi0bKx15GloXXmYinfoc&ts=1593720545066) #### 中文 - [blurredcode](https://www.blurredcode.com/) 管线ta - [zznewclear13](https://zznewclear13.github.io/posts/) 管线ta - [eukky](https://eukky.github.io/) 管线ta - [Neo Zheng](http://neozheng.cn/) - [guardhei](https://guardhei.github.io/#blog) 管线ta - [萤火之森](http://frankorz.com/) - [小朋友](http://xiaopengyou.fun/public/index.h) 管线ta - [崔佬](https://cuihongzhi1991.github.io/blog) - [极客红叶会-geekbrh](https://space.bilibili.com/338248696/video) - [聂述龙](https://nashnie.github.io/) 网络同步 - [Lost Gate](http://awucn.cn/) 网络同步 - [恶霸威](https://simalaoshi.github.io/) - [涂月观](http://tuyg.top/) urp - [恶毒的狗](https://baddogzz.github.io/) - [noodle1983](https://noodle1983.github.io/) 服务器 - [musoucrow](https://musoucrow.github.io/) - [查利鹏](https://imzlp.com/) ue - [王爱国](https://dawnarc.com/archives/) - [bentleyblanks](http://bentleyblanks.github.io/) ue ta - [huanime](https://huanime.com.cn/) unity ta - [yuqiaozhang](https://yuqiaozhang.github.io/) 管线ta - [大鹏的专栏](https://blog.csdn.net/yudianxia) - [mayidong](http://ma-yidong.com/blog/) - [skywind](http://www.skywind.me/blog/) - [行尸走肉的笔记](http://walkingfat.com/) - [TraceYang的空间 关注跨平台次世代游戏开发](https://www.cnblogs.com/TracePlus/default.html?page=2) - [JiepengTan](https://blog.csdn.net/tjw02241035621611) - [geekfaner](http://geekfaner.com/unity/index.html) - [dingxiaowei](http://dingxiaowei.cn/) - [行尸走油肉的笔记](http://walkingfat.com/) - [云风](https://blog.codingnow.com/) - [大熊](http://www.xionggf.com/) - [浅墨](https://blog.csdn.net/poem_qianmo); - [冯乐乐](http://candycat1992.github.io/) - [gameKnife ](http://gameknife.github.io/) - [渔夫](https://blog.csdn.net/tjw02241035621611) - [马三小伙儿](https://github.com/XINCGer) - [静风霁](https://www.jingfengji.tech) - [彭怀亮](https://huailiang.github.io/) - [uchart作者](http://uchart.club) - [宣雨松](https://www.xuanyusong.com/) - [代码如诗](https://www.cnblogs.com/kex1n/) - [Heskey0](https://www.cnblogs.com/Heskey0) - [Dalton](http://www.zhust.com/) - [烟雨迷离半世殇](https://www.lfzxb.top/) - [FishMan的技术专栏 ](https://jiepengtan.github.io/) - [刘利刚](http://staff.ustc.edu.cn/~lgliu/) - [东明的博客](https://hdmmy.github.io/page/2/) - [有木酱的小屋](https://www.yomunchan.moe) - [钱康来](http://qiankanglai.me/) - [chenanbao](https://chenanbao.github.io/) - [whoimi-梁哲](https://liangz0707.github.io/whoimi/) - [木木猫](http://www.idivecat.com/) - [CrowFea 晨风](https://github.com/CrowFea/CrowFea.github.io) - [毛星云](https://www.zhihu.com/people/mao-xing-yun) - [洛城](https://www.zhihu.com/people/luo-cheng-11-75) - [文刀秋二](https://www.zhihu.com/people/edliu) - [叛逆者](https://www.zhihu.com/people/minmin.gong) - [秦春林](http://www.thegibook.com/blog/) - [宾狗](http://bindog.github.io/) - [Tim's Blog](https://wuzhiwei.net/) - [dev666](https://www.yuque.com/dev666) - [Unity - L.S的博客](http://www.lsngo.net/) - [杨文聪](https://yangwc.com/) - [Flyfish](http://trading-sutra.com/) - [wuch441692](http://rainyeve.com/wordpress/) - [A-SHIN](https://huangx916.github.io/) - [苍白的茧](http://www.dreamfairy.cn) - [谢乃闻](https://sienaiwun.github.io/) - [房燕良](https://neil3d.github.io/) - [陆泽西](http://www.luzexi.com) - [KillerAery](https://www.cnblogs.com/KillerAery) - [笨木头](http://www.benmutou.com/) - [Ulysses](http://117.51.146.36/) - [lt-tree](http://www.lt-tree.com/) - [Yimi的小天地](https://yimicgh.top/) - [manistein](https://manistein.github.io/blog/) - [蒋信厚](https://jiangxh1992.github.io/) - [风蚀之月](https://blog.ch-wind.com/) ue ta - [aicdg](http://aicdg.com/) cs - [xinzhuzi](https://xinzhuzi.github.io) unity 程序员 - [Dezeming family ](https://dezeming.top/) 光线追踪 - [只剩一瓶辣椒酱](https://space.bilibili.com/35723238) b站 blender 教程 - [庄懂-BoyanTat](https://space.bilibili.com/6373917/video) b站 美术向TA - [Flynnmnn](https://space.bilibili.com/398411802?spm_id_from=333.788.b_765f7570696e666f.2) b站 unity shader 教程 - [天守魂座_雪风](https://space.bilibili.com/5863867) b站 hlsl 教程 - [尹豆](https://www.yindouyd.com/) 计算机图形学 - [周明倫](http://allenchou.net/) unity - [dotnetfly](https://github.com/ctripxchuang/dotnetfly) - [张蕾](https://www.lei.chat/) vulkan - [重归混沌](https://blog.gotocoding.com/) - [卡姐](https://www.bilibili.com/video/av14910105/) - [glooow1024](https://glooow1024.github.io/) 数学 - https://halfrost.com #### English - [jeremyong](https://www.jeremyong.com/) TA GI - [shaderbits](https://shaderbits.com/) TA - [theorangeduck](https://theorangeduck.com/page/all) math animation - [gamehacker1999](https://gamehacker1999.github.io/) TA GI - [diharaw](https://diharaw.github.io/) TA GI - [nvjob](https://nvjob.github.io/)TA - [jasonbooth](https://medium.com/@jasonbooth_86226) TA - [andbc](http://andbc.co/home/) TA - [coffeebraingames](https://coffeebraingames.wordpress.com/) programmer - [frederikaalund](http://frederikaalund.com/) TA - [astroukoff](http://astroukoff.blogspot.com/) unity vfx houdini - [bgolus](https://bgolus.medium.com/) - [joyrok](https://joyrok.com) TA sdf - [psgraphics](http://psgraphics.blogspot.com/) TA PBR - [theinstructionlimit](http://theinstructionlimit.com/) TA - [alinloghin](http://alinloghin.com/) TA - [danielilett](https://danielilett.com/) URP TA - [Herman Tulleken](http://www.code-spot.co.za) PCG - [therealmjp](https://therealmjp.github.io/posts/) TA - [fasterthan](https://www.fasterthan.life/blog) TA - [maxkruf](https://maxkruf.com/) TA - [astralcode](https://astralcode.blogspot.com/) TA - [elopezr](http://www.elopezr.com/) TA - [kosmonautblog](https://kosmonautblog.wordpress.com/) TA - [thomaspoulet](https://blog.thomaspoulet.fr/) TA - [aschrein](https://aschrein.github.io/) TA - [morad](http://morad.in/) TA - [simoncoenen](https://simoncoenen.com/blog.html) TA - [alain](https://alain.xyz/blog) TA - [granskog](http://granskog.xyz/) TA - [roystan](https://roystan.net/) TA - [darioseyb](https://darioseyb.com/post/unity-importer/) TA - [roar11](http://roar11.com/blog/) TA - [yiningkarlli](https://www.yiningkarlli.com/projects/takuarender.html) TA - [cyanilux](https://www.cyanilux.com/) TA - [ciechanow](https://ciechanow.ski/) TA - [gametorrahod](https://gametorrahod.com/) - [martindevans](https://martindevans.me/) - [mellinoe](https://mellinoe.dev/) - [nfrechette](http://nfrechette.github.io) - [atteneder](https://pixel.engineer/) game asset load,math - [gabormakesgames](https://gabormakesgames.com/) game math - [goatstream](https://www.goatstream.com) animation - [xoofx](https://xoofx.com/blog/) c# - [realtimecollisiondetection](https://realtimecollisiondetection.net/blog/) - [imgeself](https://imgeself.github.io/posts/) TA - [lidia-martinez](http://blog.lidia-martinez.com/) TA - [Hallucinations ](http://c0de517e.blogspot.com/) - [elopezr](http://www.elopezr.com/) TA - [rg3](https://rg3.name/index.html) TA - https://www.bruteforce-games.com/blog - https://www.martinpalko.com/ - https://blog.selfshadow.com/ - https://www.gabrielgambetta.com/ - [falstad](http://www.falstad.com) math - [techartaid](https://techartaid.com/) ue ta - [baba-s hatenablog](http://baba-s.hatenablog.com/) - [UnityGems](https://unitygem.wordpress.com/) - [Jackson Dunstan ](https://jacksondunstan.com/) - https://tooslowexception.com/ - https://thegamedev.guru - [pydonzallaz](https://pydonzallaz.com/) working at Unity Technologies on Unity. - [aras-p.info](http://aras-p.info/blog/) working at Unity Technologies on Unity. - [sandervanrossen](http://sandervanrossen.blogspot.com/) working at Unity Technologies on Unity. - [timjones](http://timjones.io/) working at Unity Technologies on Unity. - [mfatihmar]( https://mfatihmar.com/) working at Unity Technologies on Unity. - [Ming Wai Chan](https://cmwdexint.com/) working at Unity Technologies on Unity. - [Jonathan Dupuy ](http://onrendering.com/) working at Unity Technologies on Unity. - [Sebastian Aaltonen ](https://github.com/sebbbi) working at Unity Technologies on Unity. - [Laurent Belcour](https://belcour.github.io/blog/) working at Unity Technologies on Unity. - [Tim Cooper github ](https://github.com/stramit) and [blog](https://blog.unity.com/author/cap-stramit) working at Unity Technologies on Unity. - [thomasdeliot](https://github.com/thomasdeliot) working at Unity Technologies on Unity. - [Kleber Garcia ](https://github.com/kecho) working at Unity Technologies on Unity. - [Natalya Tatarchuk](https://twitter.com/mirror2mask) working at Unity Technologies on Unity. - [pbbastian](http://pbbastian.github.io/) working at Unity Technologies on Unity - [alinenormoyle](http://www.alinenormoyle.com) I currently work as a visiting assistant professor at Swarthmore College. My research interests are in games and computer animation and I also do professional work as a game/AR/VR programmer for Venturi Labs and also Savvy Sine. My CV is available here - [iquilezles](http://www.iquilezles.org/www/index.htm) These are articles about the techniques I develop and lessons I learnt while toying or working with computer graphics. - https://simonschreibt.de/ - [catlikecoding](https://catlikecoding.com/) nothing to comment - http://www.ludicon.com/castano/blog/ - [hvidtfeldts](http://blog.hvidtfeldts.net/) - [randygaul](https://www.randygaul.net/) c/cpp game - https://www.sebaslab.com/ - https://colinbarrebrisebois.com/ - http://www.adriancourreges.com/blog/ - [prideout](https://prideout.net/blog/) - [filmicworlds](http://filmicworlds.com/) - [thetenthplanet](http://www.thetenthplanet.de/) - [gamedevbill](https://gamedevbill.com//) - https://cmwdexint.com - http://www.andremcgrail.com/ - https://artomatix.com/ - https://www.briangershon.com/ - https://blog.aaronsee.media/ - https://programing-fun.blogspot.com/ - http://jonathanchambers.blogspot.com/ - https://mynameismjp.wordpress.com - https://www.jordanstevenstechart.com/ - http://www.iryoku.com/ - [kode80](http://kode80.com/blog/) TA - http://www.iquilezles.org/ - http://www.edxgraphics.com/ - https://casual-effects.com/#blog - http://malcolm-mcneely.co.uk/blog/?p=214 - http://aras-p.info/blog/2009/05/05/shaders-must-die/ - http://blog.stevemcauley.com/ - http://mikaelzackrisson.se/ - http://www.alexandre-pestana.com/ - http://blog.demofox.org/ - http://blog.mmacklin.com/ - http://sebastiansylvan.com/post/ray-tracing-signed-distance-functions/” - http://robert.cupisz.eu/ - http://9bitscience.blogspot.jp/ - http://blog.hvidtfeldts.net/ - http://ericpolman.com/ - http://bpeers.com/blog/ - http://brabl.com/ - http://marcel-schindler.weebly.com/blog - [rorydriscoll](http://www.rorydriscoll.com/) - http://www.jonmanatee.com/ - http://www.physicallybasedrendering.com/ - http://www.codinglabs.net/default.aspx - http://celarek.at/ - https://farfarer.com/blog/ - http://www.joshbarczak.com/blog/ - https://www.3dgep.com/ - https://rasmusbarr.github.io/ - http://blog.icare3d.org/ - http://solid-angle.blogspot.jp/ - [john-chapman-graphics](http://john-chapman-graphics.blogspot.hk/) - http://simonstechblog.blogspot.jp/ - https://mmikkelsen3d.blogspot.com/ - https://graphicsrunner.blogspot.jp/ - http://bitsquid.blogspot.hk/ - [graphicrants](https://graphicrants.blogspot.com/) - https://tuxedolabs.blogspot.com/ - https://technik90.blogspot.com/search/label/Programming - https://simonstechblog.blogspot.com/ - [colinbarrebrisebois](https://colinbarrebrisebois.com/) - [martinsh](http://devlog-martinsh.blogspot.com/) - [interplayoflight](https://interplayoflight.wordpress.com/) - [bartwronski](https://bartwronski.com/) - https://knarkowicz.wordpress.com/ - https://mynameismjp.wordpress.com/ - https://ndotl.wordpress.com/ - https://hairrendering.wordpress.com/ - https://volumetricshadows.wordpress.com/ - https://adventuresinrendering.wordpress.com/ - https://imagineraytracer.wordpress.com/ - https://nbertoa.wordpress.com/ - https://flashypixels.wordpress.com/ - https://lonalwah.wordpress.com/ - https://blog.molecular-matters.com/category/graphics/ - https://fgiesen.wordpress.com/category/graphics-pipeline/ - https://devfault.wordpress.com/ - https://www.saschawillems.de/ - http://wiki.nuaj.net/index.php?title=Main_Page - http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/ - http://www.keithlantz.net/ - https://benedikt-bitterli.me/ - https://www.alanzucconi.com/ - http://lousodrome.net/blog/light/ - https://blog.demofox.org/ - http://www.michaelwalczyk.com/blog/ - http://blog.simonrodriguez.fr/ - http://kylehalladay.com/archive.html - https://grahamhazel.com/blog/ - http://renderdiagrams.org/ - https://turanszkij.wordpress.com/ - http://www.adriancourreges.com/blog/ - https://aras-p.info/blog/ - https://lxjk.github.io/ - http://trevorius.com/scrapbook/blog/ - http://reedbeta.com/all/ - [seblagarde](https://seblagarde.wordpress.com/) - https://ivokabel.github.io/ - https://www.geeks3d.com/hacklab/ - https://bitshifter.github.io/ - http://halisavakis.com/category/blog-posts/ - https://erkaman.github.io/index.html - http://donw.io/ - https://agraphicsguy.wordpress.com/ - http://reedbeta.com/ - https://graphicsrunner.blogspot.com/ - https://diaryofagraphicsprogrammer.blogspot.com/ - http://trevorius.com/scrapbook/ - https://marc-b-reynolds.github.io/ - http://www.gijskaerts.com/wordpress/ - [anteru](https://anteru.net/) - http://pharr.org/matt/blog/ - https://schuttejoe.github.io/post/ - https://technik90.blogspot.com/ - http://www.yosoygames.com.ar/wp/category/graphics/ - [0fps](https://0fps.net/) - [ashoulson](http://ashoulson.com/) - https://viclw17.github.io/ - https://shihchinw.github.io/ - https://www.sebastiansylvan.com/ - http://momentsingraphics.de/ - https://fgiesen.wordpress.com/category/graphics-pipeline/page/1/ - https://www.breakin.se/learn/index.html - https://kosmokleaner.wordpress.com/ - http://the-witness.net/news/ - [wunkolo](https://wunkolo.github.io/) c++ game - [blackmatov](https://blackmatov.github.io/) unity c# - [joshpeterson](https://joshpeterson.github.io/) stuff of unity - Alex Strook [Twitter](https://twitter.com/AlexStrook) 3d gameArt - jonadinges [Twitter](https://twitter.com/jonadinges) 3d gameArt - Joyce [Twitter](https://twitter.com/minionsart) 3d gameArt - Ragnorium [Twitter](https://twitter.com/Ragnorium) 3d gameArt - Ruben_Fro [Twitter](https://twitter.com/Ruben_Fro) 3d gameArt - zeltergame [zeltergame](https://twitter.com/zeltergame) 3d gameArt - [Scott Hanselman's Blog](https://www.hanselman.com/blog) c# - [alvinashcraft](https://www.alvinashcraft.com) c# - [ardalis](https://ardalis.com/blog) c# - [troyhunt](https://www.troyhunt.com/) c# - [timheuer](https://timheuer.com/blog) c# - [thedatafarm](https://thedatafarm.com/blog/) c# - [haacked](https://haacked.com/) c# - [ploeh](https://blog.ploeh.dk/) c# - [cazzulino](https://www.cazzulino.com/) c# - [visualstudio](https://devblogs.microsoft.com/visualstudio/) c# - [maartenballiauw](https://blog.maartenballiauw.be/) c# - [jonskeet](https://codeblog.jonskeet.uk) c# - [jimmybogard](https://jimmybogard.com) c# - [west-wind](https://weblog.west-wind.com/) c# - [jetbrains](https://blog.jetbrains.com/dotnet/) c# - [Shawn Wildermuth](http://wildermuth.com/) c# - [Fabulous adventures in coding](https://ericlippert.com) c# - [strathweb](https://www.strathweb.com/) c# - [dontcodetired](http://dontcodetired.com/blog) c# ## Game-Company - www.ryzom.com ## Game-Asset - [awesome-3D-Morphable-Model-software-and-data](https://github.com/3d-morphable-models/curated-list-of-awesome-3D-Morphable-Model-software-and-data) - [cgi-resources](https://github.com/afichet/cgi-resources) List of some useful databases and resources for Computer Graphics - [CG艺术家都会去那些国内外的资源网站](https://zhuanlan.zhihu.com/p/91428684) - https://casual-effects.com/data/ - https://assetstore.unity.com/ - https://itch.io/ - http://www.3dmodelfree.com/ free model (免费模型,不能用于商业用途) - https://www.gamedevmarket.net/ - https://gametextures.com/ - https://www.textures.com/ - https://www.cgbookcase.com/ - https://ambientcg.com/ - http://www.plaintextures.com/ - https://sketchfab.com/ - https://www.zhihu.com/question/298715376/answer/1277503311 - www.cgsoso.com - https://www.humblebundle.com/ - https://www.rrcg.cn/ - http://www.polycount.com/forum/ - 他们有不同的招募论坛,包括有薪与无薪。- http://www.reddit.com/r/GameDevClassifieds - 发布你的工作,确认酬劳状态。浏览寻找艺术家。 - http://www.gamedev.net/classifieds - GameDev.net 工作版块。 - http://forum.deviantart.com/jobs/ - 太多具有才华的人了,不过许多都没有游戏工作经历,但还是一个值得看看的地方。只针对有酬劳的工作。 - https://www.3dmodelscc0.com/ - Public domain 3D Models. - https://polyhaven.com/ - [Classic-Sponza](https://github.com/Unity-Technologies/Classic-Sponza) Unity remaster of the classic Sponza scene. ## Game-Design-Tool #### Collection - [magictools](https://github.com/ellisonleao/magictools) - https://orels.sh/p/tools/ - [awesome-3D-generation](https://github.com/justimyhxu/awesome-3D-generation) - [UnityInvokeAI](https://github.com/unitycoder/UnityInvokeAI) - [awesome-ai-painting](https://github.com/hua1995116/awesome-ai-painting) - [awesome-ai-art](https://github.com/jonathandinu/awesome-ai-art) - [最大的 AI 工具目录库](https://zhuanlan.zhihu.com/p/593615901) - [Awesome-Diffusion-Models](https://github.com/heejkoo/Awesome-Diffusion-Models) - [元素法典——Novel AI 元素魔法全收录](https://docs.qq.com/doc/DWHl3am5Zb05QbGVs) - https://github.com/JPhilipp/AIConnectors - https://github.com/3DFaceBody/awesome-3dbody-papers - https://github.com/Yutong-Zhou-cv/Awesome-Text-to-Image - https://github.com/dobrado76/Stable-Diffusion-Unity-Integration #### Voxel * [goxel](https://github.com/guillaumechereau/goxel) * [MagicaVoxel](https://ephtracy.github.io/) * [Q-Block](http://kyucon.com/qblock/) * [Sproxel](http://sproxel.blogspot.com.br/) * [VoxelShop](https://blackflux.com/index.php) * [UnityRealtimeVoxelizer](https://github.com/seyakara/UnityRealtimeVoxelizer) #### Font ##### BitMap - [Unity-BitmapFontImporter](https://github.com/litefeel/Unity-BitmapFontImporter) - [littera](http://kvazars.com/littera/) - [bmglyph](https://www.bmglyph.com/) - [glyphdesigner](https://www.71squared.com/glyphdesigner) - [shoebox](http://renderhjs.net/shoebox/) ###### Free-Font - https://www.100font.com/ chinese font - https://www.hellofont.cn/ chinese font - https://github.com/lxgw/LxgwNeoXiHei chinese font - https://github.com/DrXie/OSFCC chinese font - https://www.fontspace.com/ english font - https://www.dafont.com/ english font - https://www.1001fonts.com/ english font - https://lana-ro.itch.io/sra-free-pixel-font-pack pixel-font-pack #### Audio - [dspmotion](http://tsugi-studio.com/web/en/products-dspmotion.html) - https://github.com/raysan5/rfxgen - https://ardour.org/ - https://www.audacityteam.org/ - https://lmms.io/ - [fmod](http://www.fmod.org/) - [wwise](https://www.audiokinetic.com/zh/products/wwise/) - [miles](http://www.radgametools.com/miles.htm) - [criware](http://www.criware.cn/) - [artlist](https://artlist.io/) - [native-audio](https://assetstore.unity.com/packages/tools/audio/native-audio-107067) unity-plugin - [Audio-Manager-for-Unity](https://github.com/microsoft/Audio-Manager-for-Unity) microsoft Audio-Manager-for-Unity - https://github.com/OmiyaGames/omiya-games-audio - [vivaldi-audio-engine](https://assetstore.unity.com/packages/tools/audio/vivaldi-audio-engine-pro-64029) unity-plugin - [Lasp](https://github.com/keijiro/Lasp) Low-latency Audio Signal Processing plugin for Unity - [usfxr](https://github.com/grapefrukt/usfxr) - [layersaudio](https://www.layersaudio.com/) unity audio plugin - https://github.com/nixon-voxell/UnityAudioVisualizer - https://github.com/MathewHDYT/Unity-Audio-Manager #### Music-Tool/Editor - https://www.image-line.com/ - https://www.goldwave.com - https://www.guitar-pro.com/en/index.php - https://sonicscores.com/ #### Video-Tool/Editor * [CasparCG](https://github.com/CasparCG) - A Windows and Linux software used to play out professional graphics, audio and video to multiple outputs as a layerbased real-time compositor * [DJV](https://darbyjohnston.github.io/DJV/) - Professional review software for VFX, animation, and film production * [ffmpeg](https://ffmpeg.org/) - A complete, cross-platform solution to record, convert and stream audio and video * [qctools](http://bavc.github.io/qctools/) - A free and open source software tool that helps users analyze and understand their digitized video files through use of audiovisual analytics and filtering * [GStreamer](https://gstreamer.freedesktop.org/) - Pipeline-based multimedia framework that links together a wide variety of media processing systems to complete complex workflows * [Kdenlive](https://www.kdenlive.org) - Video editing software based on the MLT Framework, KDE and Qt * [Olive](https://www.olivevideoeditor.org/) - Non-linear video editor aiming to provide a fully-featured alternative to high-end professional video editing software * [MediaPipe](https://mediapipe.dev/) - Cross-platform, customizable ML solutions for live and streaming media * [Natron](https://natron.fr) - Open Source Compositing Software For VFX and Motion Graphics * [Shotcut](https://www.shotcutapp.com/) - A free, open source, cross-platform video editor - https://www.vegaschina.cn - https://www.edius.net/ - [mocha](https://borisfx.com/products/mocha-pro) - [Davinci Resolve](http://www.blackmagicdesign.com/products/davinciresolve/) DaVinci Resolve 16 is the world’s only solution that combines professional 8K editing, color correction, visual effects and audio post production all in one software tool! You can instantly move between editing, color, effects, and audio with a single click. DaVinci Resolve Studio is also the only solution designed for multi user collaboration so editors, assistants, colorists, VFX artists and sound #### Modeling - https://www.substance3d.com/ sb - https://www.sidefx.com/ houdini - https://github.com/Fe-Elf/FeELib-for-Houdini 精灵超可爱 - https://www.autodesk.com/products/3ds-max/overview max - https://www.autodesk.com/products/maya/overview maya - https://www.reddit.com/r/Maya/wiki/index - https://www.foundry.com/products/modo modo - https://www.cheetah3d.com/ cheetah3d * [AppleSeed](https://appleseedhq.net/) - Physically-based global illumination rendering engine * [ArmorPaint](https://armorpaint.org/) - A stand-alone software designed for physically-based texture painting * [Animation Nodes](https://github.com/JacquesLucke/animation_nodes) - A node based visual scripting system designed for motion graphics in Blender * [Blender](https://blender.org) - Modeling and animation * [awesome-blender](https://github.com/agmmnn/awesome-blender) * [awesomeblend](https://github.com/Davetmo/awesomeblend) * [Dust3D](https://dust3D.org) - Dust3D is brand new 3D modeling software. It lets you create watertight 3D models in seconds. Use it to speed up character modeling for games, 3D printing, and so on. [Source are available on Github](https://github.com/huxingyi/dust3d). * [FragM](https://github.com/3Dickulus/FragM) - Mikael Hvidtfeldt Christensen's Fragmentarium fork representing a compilation of features and fixes * [glChAoS.P](https://github.com/BrutPitt/glChAoS.P) - RealTime 3D Strange Attractors scout on GPU * [Mandelbulber v2](https://github.com/buddhi1980/mandelbulber2) - Mandelbulber creatively generates three-dimensional fractals * [Mandelbulb3D](https://github.com/thargor6/mb3d) - A program designed for the Windows platform, for generating 3D views of different fractals * [MeshLab](https://www.meshlab.net/) - System for processing and editing 3D triangular meshes * [Möbius Modeller](http://design-automation.net/software/mobius/index.html) - End-user visual programming in the browser for automating complex tasks * [Possumwood](https://github.com/martin-pr/possumwood) - A graph-based procedural sandbox, implementing concepts of graph-based visual programming in a simple interface * [Sorcar](https://aachman98.itch.io/sorcar) - A procedural modeling node-based system which utilises Blender and its Python API to create a visual programming environment for artists and developers * [Tissue](https://github.com/alessandro-zomparelli/tissue) - Blender's add-on for computational design * [VFX Fractal Toolkit](https://github.com/jtomori/vft) - Set of tools for generating fractal and generative art * [Wings 3D](http://www.wings3d.com/) - An advanced subdivision modeler that is both powerful and easy to use ##### Sculpture - [sculptris](http://pixologic.com/sculptris/) - [zbrush](http://pixologic.com/features/about-zbrush.php) - [mudbox](http://www.autodesk.com/products/mudbox/overview) - [3dcoat](https://3dcoat.com/v4937/) - [dilay](https://abau.org/dilay/) A 3D sculpting application that provides an intuitive workflow using a number of powerful modelling tools. ##### Hair - https://github.com/AdamFrisby/UnityHairShader - https://github.com/Unity-Technologies/com.unity.demoteam.hair - https://github.com/Unity-China/cn.unity.hairfx.core - https://github.com/kennux/VHair - https://zhuanlan.zhihu.com/p/330259306 头发渲染 - [hairstudio](https://assetstore.unity.com/packages/tools/modeling/hairstudio-early-access-164661) - [ephere](https://ephere.com/) - https://cgpal.com/fibershop/ - [flux-dynamic-hair](https://assetstore.unity.com/packages/tools/animation/flux-dynamic-hair-skirt-tail-bone-control-tool-164940?) - [fluffy-grooming](https://assetstore.unity.com/packages/tools/modeling/fluffy-grooming-tool-193828) - [Unity-HairFX-Tutorial](https://learn.u3d.cn/tutorial/Unity-HairFX-Tutorial? ##### Human/Stage - [poser](https://www.posersoftware.com/) - [daz3d](https://www.daz3d.com/home) - [makehuman](http://www.makehumancommunity.org/) - [studio](https://vroid.com/en/studio) 3D Character Creation Software - [reallusion](https://www.reallusion.com/) URP Support:[cc_unity_tools_URP](https://github.com/soupday/cc_unity_tools_URP) - [com.unity.demoteam.digital-human](https://github.com/Unity-Technologies/com.unity.demoteam.digital-human) Library of tech features used to realize the digital human from The Heretic and Enemies. - [VR-Stage-Lighting](https://github.com/AcChosen/VR-Stage-Lighting) VR-Stage-Lighting - [MediaPipeUnityPlugin](https://github.com/homuler/MediaPipeUnityPlugin) - https://github.com/luxonis/depthai-unity - https://github.com/runwayml/RunwayML-for-Unity - https://github.com/crdrury/Unity-Rhubarb-Lip-Syncer - https://github.com/DanielSWolf/rhubarb-lip-sync - https://github.com/bilibili/UnityBVA - https://github.com/Danial-Kord/DigiHuman - https://github.com/TheRamU/Fay ##### Unity 官方教程及开发者经验分享: 1. 《Enemies》制作秘诀 https://www.bilibili.com/video/BV1zS4y1P7jC/ 2. Unity China HairFX 毛发系统使用说明 https://learn.u3d.cn/tutorial/Unity-HairFX-Tutorial 3. Unity数字人制作不求人 - 卡通风格 https://learn.u3d.cn/tutorial/unity-making-digital-human-cartoon-style 4. 一个角色最终呈现在引擎里,美术制作上的思考以及注意事项 https://developer.unity.cn/projects/5ff27be7edbc2a60edd32ead 5. Unity HDRP数字偶像登场 Project SU-A https://developer.unity.cn/projects/5ea4e43cedbc2a0021a295db #### Effect - [Effekseer](https://github.com/effekseer/Effekseer) - [fusion](https://www.blackmagicdesign.com/products/fusion) - [nuke](https://www.foundry.com/products/nuke) - [emberGen](https://jangafx.com/software/embergen/) ##### Course - https://study.163.com/course/introduction.htm?courseId=1002818014#/courseDetail?tab=1 #### Material - https://github.com/Metric/Materia substance designer的 c#实现 - https://rodzilla.itch.io/material-maker material-maker - https://quixel.com/bridge - http://www.materialx.org/ - https://artomatix.com/ #### Remesh - https://github.com/huxingyi/autoremesher #### LOD - [simplygon](https://www.simplygon.com/) - [unity-mesh-simplifier](https://thegamedev.guru/unity-gpu-performance/unity-mesh-simplifier/) - [instalod](https://instalod.com/) - [pixyz](https://www.pixyz-software.com/documentations/html/2020.2/plugin4unity/) - [ultimate-lod-system](https://assetstore.unity.com/packages/tools/utilities/ultimate-lod-system-mt-170425) unity-plugin - [mantis-lod-editor](https://assetstore.unity.com/packages/tools/modeling/mantis-lod-editor-professional-edition-37086?) unity-plugin - [poly-few](https://assetstore.unity.com/packages/tools/utilities/poly-few-mesh-simplifier-and-auto-lod-generator-160139) unity-plugin - [UnityMeshSimplifier](https://github.com/Whinarn/UnityMeshSimplifier) Mesh simplification for Unity. - [Halfedge mesh handler on Unity](https://github.com/komietty/unity-halfedge) #### List-of-game-middleware - https://en.wikipedia.org/wiki/List_of_game_middleware #### CG Software API * [CGCmake](https://github.com/chadmv/cgcmake) - CMake modules for CG apps * [Cortex](https://github.com/ImageEngine/cortex) - Libraries for VFX software development * [Cross3D](https://github.com/blurstudio/cross3d) - Scene and node management abstraction * [ExoCortex for Max 2018](https://github.com/unit-image/ExocortexCrate) - ExoCortex ported to Max 2018 * [mGui](https://github.com/theodox/mGui) - Portable pure-python GUI library for Maya * [minq](https://github.com/theodox/minq) - Maya query language for speeding up common scene operations * [NXT](https://nxt-dev.github.io/) - A layered code compositing application * [OpenWalter](https://github.com/rodeofx/OpenWalter) - USD Plugins Arnold, Houdini, Katana, Maya and USD * [Photoshop Python API](https://github.com/loonghao/photoshop-python-api) - Python API for Photoshop. * [Py3dsMax](https://github.com/blurstudio/Py3dsMax) - 3dsMax API in Python * [Pymiere](https://github.com/qmasingarbe/pymiere) - Python API for Premiere Pro * [PyMEL](https://github.com/LumaPictures/pymel) - Python in Maya Done Right #### Visual-Logic - https://machinations.io/ #### Tile - https://starscenesoftware.com/unifilebrowser.html - https://www.tilesetter.org/ - [Tiled 2D](https://www.mapeditor.org/) free, easy to use and flexible tile map editor - [autotilegen](https://pixelatto.com/products/autotilegen) - [SuperTiled2Unity] (https://github.com/Seanba/SuperTiled2Unity) Imports Tiled files to Unity. Better than regular Tiled2Unity. - [tile-map-accelerator](https://forum.unity.com/threads/tile-map-accelerator-high-performance-shader-based-tile-map-renderer.708413/) - [tileplus](https://assetstore.unity.com/packages/tools/sprite-management/tileplus-toolkit-201027) - https://github.com/Cammin/LDtkToUnity - https://www.slynyrd.com/blog - Isometric unity-plugin - Ultimate Grids Engine unity-plugin - KUBIKOS - 3D Cube World unity-plugin - hex map unity-plugin #### Design - https://www.zcool.com.cn - https://www.gtn9.com/index.aspx - https://www.behance.net/ - https://dribbble.com/ - https://www.pinterest.com/ #### AI - [appccelerate](https://github.com/appccelerate/statemachine) asyn fsm ## locale - https://weblate.org/zh-hans/ - https://molingyu.github.io/RosettaDocs/ 本地化 ## Texture #### PIX-Texture - [pixelover](https://deakcor.itch.io/pixelover) - [spritemate](http://www.spritemate.com/) - [pixelatorapp](http://pixelatorapp.com/) Pixelator is a smart software to convert images into pixel art sprites and cover arts. With Pixelator you can use any source picture to easily generate Pixelated graphics for games or posters. - [PiskelApp](https://www.piskelapp.com/) Piskel is a free online editor for animated sprites & pixel art - [ProMotion](https://www.cosmigo.com/) pro motion is a pixel drawing and animation software designed similar to the famous Amiga Deluxe Paint (DPaint). Ideal for artists working on detailed and pixel precise graphics as required for mobile games and portable game consoles. It also suites well to create light weight graphics for web games. - [pixenapp](https://pixenapp.com/) Pixen is a professional pixel art editor designed for working with low-resolution raster art, such as those 8-bit sprites found in old-school video games. Pixen packs all the tools pixel artists need in an intuitive, native interface including support for high zoom levels, animation editing, color palettes, and a lot more. - [pyxeledit](https://pyxeledit.com/) - [aseprite](http://www.aseprite.org/) - [GrafX2](http://pulkomandy.tk/projects/GrafX2) - [GraphicsGale](https://graphicsgale.com/us/) #### Normal-Map - [cpetry](https://cpetry.github.io/NormalMap-Online/) - [crazybump](http://crazybump.com/mac/) - https://github.com/kmkolasinski/AwesomeBump - https://www.codeandweb.com/spriteilluminator - http://www.mikktspace.com/ - [【教程】游戏流程如何烘焙出完美法线](https://mp.weixin.qq.com/s/-yDMD9hskzRPR_iq77-B5w) - [generating-perfect-normal-maps-for-unity](https://bgolus.medium.com/generating-perfect-normal-maps-for-unity-f929e673fc57) #### Texture-Compression - [basis_universal](https://github.com/BinomialLLC/basis_universal) - https://github.com/phoboslab/qoi #### Texture-Tool * [Cascade Image Editor](https://github.com/ttddee/Cascade) - A node-based image editor with GPU-acceleration * [Pencil2D](https://www.pencil2d.org/) - An easy, intuitive tool to make 2D hand-drawn animations, the best way to visualize your story * [Inkscape](https://inkscape.org/) - Professional quality vector graphics softwar * [Imogen](https://github.com/CedricGuillemet/Imogen) - GPU Texture generator using dear imgui for UI * [Krita](https://krita.org) - A professional painting program * [MyPaint](https://github.com/mypaint/mypaint) - Graphics editor for digital painters with a focus on painting rather than image manipulation or post processing * [Opentoonz](https://opentoonz.github.io/) - Animation production software * [Storyboarder](https://wonderunit.com/storyboarder/) - Storyboard editor * [Synfig](https://www.synfig.org/) - 2D animation software * [TexGraph](https://galloscript.itch.io/texgraph) - A procedural texture creation tool that let you create textures by connecting nodes in a graph * [The Gimp](https://www.gimp.org) - A cross-platform image editor * http://www.snakehillgames.com/spritelamp/ - http://renderhjs.net/shoebox/ - https://www.autodraw.com/ - [pixelandpolygon](https://pixelandpolygon.com/) Texture File Viewer - [pngquant](https://pngquant.org/) pngquant is a command-line utility and a library for lossy compression of PNG images - [MaCrea - Material Creation Tool](https://www.zbrushcentral.com/t/macrea-material-creation-tool) MaCrea is a little material creation tool I wrote for use with Sculptris, while it simply creates material sphere images that can be used with Zbrush or any other App that takes advantage of that idea. - [cubemapgen](https://gpuopen.com/archived/cubemapgen/) - [EZTextureProcessor](https://github.com/EZhex1991/EZTextureProcessor) A bunch of texture tools for unity - [PixPlant](https://www.pixplant.com/) PixPlant is a smart texturing app with the best tools to quickly transform a photo into seamless repeating textures and 3D maps. - [Affinity Designer](https://affinity.serif.com/de/designer/) - Vector graphics editor with a bunch of features which also supports Adobe file formats - [doodad](https://doodad.dev/) - [ImageViewer](https://github.com/kopaka1822/ImageViewer) HDR, PFM, DDS, KTX, EXR, PNG, JPG, BMP image viewer and manipulator - [hdrview](https://github.com/wkjarosz/hdrview) hdrview - [hdrihaven](https://hdrihaven.com/) * [texturepacker](https://www.codeandweb.com/texturepacker) * [spriteuv](https://www.spriteuv.com/) * [UnityPackedColor](https://github.com/Leopotam/UnityPackedColor) Packer for already packed textures at unity game engine - up to 3 times less space. * [unity-texture-packer](https://github.com/andydbc/unity-texture-packer) Utility to combine color channels from different textures into a single output. * [SmartTexture](https://github.com/phi-lira/SmartTexture) Unity tool to pack texture channels into a single texture. * [texture_maker](https://github.com/M-Fatah/texture_maker) A texture maker tool for unity. * [mixture](https://openupm.com/packages/com.alelievr.mixture/) Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime. Mixture is very flexible, easily customizable through ShaderGraph and a simple C# API, fast with it's GPU based workflow and compatible with all the render pipelines thanks to the new Custom Render Texture API. * [MA_TextureAtlasser](https://github.com/maxartz15/MA_TextureAtlasser) Texture atlas creator for Unity - https://github.com/StbSharp - [CC0Textures](https://github.com/keijiro/CC0TexturesUtils) Unity Editor scripts for preprocessing CC0 Textures - https://cc0textures.com/ CC0 Textures is a library of high quality PBR materials for 3D rendering and game design licensed under the Creative Commons CC0 License. - [Waifu2xBarracuda](https://github.com/keijiro/Waifu2xBarracuda) Waifu2x Unity Barracuda implementation - [uAnime4K](https://github.com/SharkShooter/uAnime4K) Anime4K port to Unity - https://github.com/weihaox/awesome-image-translation - [procedural-stochastic-texturing](https://github.com/UnityLabs/procedural-stochastic-texturing) Modified Shader Graph package implementing Procedural Stochastic Texturing - [超强一键生成特效常用贴图网站介绍!](https://www.bilibili.com/video/BV1ub411U7Jc/?spm_id_from=autoNext) - [noisegen](https://www.vertexfragment.com/noisegen/) - [texturelab](https://github.com/njbrown/texturelab) About Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator - [pixaflux](http://pixaflux.com/) Create custom CG materials using a non-destructive, node-based workflow. - [texturecauldron](https://soerbgames.itch.io/texturecauldron) Texture Cauldron is a node based tool to generate detailed able textures. - [filterforge](https://filterforge.com/) Mighty graphics software with thousands of photo effects and seamless textures, and an editor to create your own filters. - https://github.com/caosdoar/Fornos - [material-animation-curve](https://gist.github.com/ghysc/b4f9b3266ee82edf2b02e00cef0bc6b7) A Material Property Drawer for the Curve attribute which lets you edit curves and adds them to the shader as textures - https://github.com/asus4/unity-texture-curve - [Curves-And-Gradients-To-Texture](https://github.com/RoyTheunissen/Curves-And-Gradients-To-Texture) Contains utilities for defining a curve or gradient in the inspector and automatically generating a texture for that to pass on to shaders. - [GradientTexture](https://github.com/mitay-walle/GradientTexture) - [SDF-LightMap](https://github.com/qjh5606/SDF-LightMap) 实现了基于SDF的卡通阴影图生成 - [BakeShader](https://github.com/Cyanilux/BakeShader) Unity editor tool for baking shaders to textures. Blit2D, Blit3D, or MeshRenderer (uses model UV). Adds options to Material & MeshRenderer context menus and Editor Window (under Window/Cyanilux/BakeShader) - [UnityTexture2DArrayImportPipeline](https://github.com/pschraut/UnityTexture2DArrayImportPipeline) A Texture2DArray Import Pipeline for Unity 2019.3 and newer. #### Atlas - [DynamicAtlas](https://github.com/tkonexhh/DynamicAtlas) - [RuntimeTextureAtlas](https://github.com/jintiao/RuntimeTextureAtlas) - [UVAtlas](https://github.com/Microsoft/UVAtlas) isochart texture atlasing - [thekla_atlas](https://github.com/Thekla/thekla_atlas) Atlas Generation Tool - [xatlas](https://github.com/jpcy/xatlas) Mesh parameterization / UV unwrapping library - [DynamicSpriteSheets](https://github.com/dusanst/DynamicSpriteSheets?) * [Thekla atlas](https://github.com/Thekla/thekla_atlas) | This tool performs mesh segmentation, surface parameterization, and chart packing. * [xatlas](https://github.com/jpcy/xatlas) | Fork from [theakla atlas](https://github.com/Thekla/thekla_atlas), it's a library to generate an UV for -example- lightmap uv. * [AtlasGenerator](https://github.com/UniGameTeam/UniGame.AtlasGenerator) Rule based SpriteAtlas Generator for Unity3D ## Animation #### Article/Collection - https://www.creativebloq.com/advice/understand-the-12-principles-of-animation #### Animation-DCC-Tool - [Cascadeur](https://cascadeur.com/) - [spine](http://zh.esotericsoftware.com/) - [spine-optimize](https://github.com/506638093/spine-optimize) - [live3d](http://www.zingfront.cn/live3d/) - [live2d](https://www.live2d.com/) - [dragonbones](http://dragonbones.effecthub.com/) - [SpriterDotNet](https://github.com/loodakrawa/SpriterDotNet) - [creature](http://creature.kestrelmoon.com/index.html) - [spritestudio](http://www.webtech.co.jp/spritestudio/) - [mixamo](https://www.mixamo.com/#/) #### GPU-Animation - [Unity-Gpu-Skinning-Tool](https://github.com/ForeverZack/Unity-Gpu-Skinning-Tool) - [Animation-Texture-Bake](https://github.com/sugi-cho/Animation-Texture-Baker) - [GPU_Mesh_Instancing](https://github.com/studentutu/GPU_Mesh_Instancing) - [UnityGpuInstancing](https://github.com/kitasenjudesign/UnityGpuInstancing) - [Animation-Instancing](https://github.com/Unity-Technologies/Animation-Instancing) - [Render-Crowd-Of-Animated-Characters](https://github.com/chenjd/Render-Crowd-Of-Animated-Characters) - [GPGPU Computing Animation & Skinning](https://zhuanlan.zhihu.com/p/50640269) - [GPUAnimation](https://github.com/joeante/Unity.GPUAnimation) - [GPUSkinning](https://github.com/chengkehan/GPUSkinning) - [李恒的知乎文章](https://www.zhihu.com/people/li-heng-76-59/posts) - [UnityGPUSkinning](https://github.com/BobLChen/UnityGPUSkinning) - [GPU Instancer - Crowd Animations](https://assetstore.unity.com/packages/tools/animation/gpu-instancer-crowd-animations-145114) unity-plugin - [Mesh Animator](https://assetstore.unity.com/packages/tools/animation/mesh-animator-26009) unity-plugin - [Unity_ECS_GPUSkinning](https://github.com/dreamfairy/Unity_ECS_GPUSkinning) - [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation) Mesh Animation is lightweight library for rendering hundreds of meshes in one draw call with GPU instancing. - [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker) - [Unity下大量物体同屏渲染的性能优化思路](https://zhuanlan.zhihu.com/p/114646617) - [RenderHugeByGPUInstance](https://github.com/tkonexhh/RenderHugeByGPUInstance) - [Unity3D-ToolChain_StriteR](https://github.com/striter/Unity3D-ToolChain_StriteR/tree/master/Assets/Scripts/Runtime/Modules/Optimize) - [Dual quaternion skinning for Unity](https://github.com/ConstantineRudenko/DQ-skinning-for-Unity) - [GPUInstance](https://github.com/mkrebser/GPUInstance) Instancing & Animation library for Unity3D #### Mesh Animation - https://github.com/SaiTingHu/MeshEditor.Effects #### Vertex Animation - [VertexAnimation](https://github.com/Maximilian-Winter/VertexAnimation) - [vertex-animation-tools](https://assetstore.unity.com/packages/tools/animation/vertex-animation-tools-128190) - [vertexmotion](https://assetstore.unity.com/packages/tools/animation/vertexmotion-pro-25127) #### Tween - [UrMotion](https://github.com/beinteractive/UrMotion) Flexible motion engine for non time-based animation in Unity. - [Tween Player](https://assetstore.unity.com/packages/tools/animation/tween-player-158922) This is a simple & high performance & powerful interpolation animation tool. Unlike other interpolation animation tools, Tween Player is more data-driven and extensible. - [dotween-pro](https://assetstore.unity.com/packages/tools/visual-scripting/dotween-pro-32416) famous unity plugin - [leantween](https://assetstore.unity.com/packages/tools/animation/leantween-3595) LeanTween is an efficient tween engine that offers a many of the same features as the other tween engines (and more!) while having much less overhead. - [OneTween](https://github.com/onelei/OneTween) OneTween is a more efficient tween tool, easy to use in Unity UGUI animation. - [ECS-Tween](https://github.com/Xerios/ECS-Tween) - Simple Unity tweening system using ECS that works with GameObjects! - [PlasticTween](https://github.com/PlasticApps/PlasticTween) - Tween Library for Unity3D(ECS+JOBS) - [unity-jtween](https://github.com/jeffcampbellmakesgames/unity-jtween) - A job-based tween library for Unity - [GoKit](https://github.com/prime31/GoKit) Lightweight tween library for Unity aimed at making tweening objects dead simple and completely flexible. The wiki contains some usage information and examples. * [Uween](https://github.com/beinteractive/Uween) - Lightweight tween library for Unity * [ZestKit](https://github.com/prime31/ZestKit) - Tween library for Unity. The best of GoKit and GoKitLite combined in an easy to use API * [ApureEasing](https://github.com/kyubuns/ApureEasing) Easing library for Unity Visual Scripting * [游戏开发中的阻尼器和阻尼弹簧](https://mp.weixin.qq.com/s/UMipfQ_09w0bnQOBIA9ttg) * [unity-tweening-system](https://github.com/zigurous/unity-tweening-system) * [unity-animation](https://github.com/KleinerHacker/unity-animation/) Extended Animation Framework for Unity based on Coroutines * [PlasticTween](https://github.com/PlasticApps/PlasticTween) Tween Library for Unity3D(ECS+JOBS) * [unity-tweens](https://github.com/jeffreylanters/unity-tweens) * [TweenRx](https://github.com/fumobox/TweenRx) Reactive animation utility for Unity #### Physics Based Animation - [physicsbasedanimation](http://www.physicsbasedanimation.com/) - [CSC417-physics-based-animation](https://github.com/dilevin/CSC417-physics-based-animation) - [goatstream](https://www.goatstream.com/research/) - [animation](https://www.animation.rwth-aachen.de/) - [interactive-graphics](http://www.interactive-graphics.de/) - https://github.com/IndieVisualLab - [ActiveRagdoll](https://github.com/hobogalaxy/ActiveRagdoll) - [Christopher Batty](https://cs.uwaterloo.ca/~c2batty/) - [binh.graphics](http://binh.graphics/) - [Hairibar.Ragdoll](https://github.com/hairibar/Hairibar.Ragdoll) A package for animating ragdolls through keyframed animations. #### MotionMatching - https://github.com/nashnie/MotionMatching - https://github.com/JLPM22/MotionMatching - https://github.com/sssnidebaba/motionmatch - https://github.com/dreaw131313/MotionMatchingByDreaw - https://github.com/dreaw131313/Open-Source-Motion-Matching-System - https://www.zhihu.com/people/fengkan - https://assetstore.unity.com/packages/tools/animation/motion-matching-for-unity-145624 - https://github.com/orangeduck/Motion-Matching - https://forum.unity.com/threads/released-want-good-3d-character-animation-but-are-short-on-time-budget-or-training-help-is-here.392317/ #### Movement - [deadReckoning1](https://www.cnblogs.com/freebird92/archive/2011/12/19/2293287.html) - [deadReckoning2](https://nashnie.github.io/gameplay/2018/12/03/networked-movement.html) - ( 这个实用性很强) 贝塞尔逼近 参考 astarPath 插件里面的BezierMover - 速度优化 参考 astarPath 插件里面 MovementUtilities 脚本 - https://github.com/Unity-Technologies/SuperScience 官方3rd 移动模拟 - 这个实用性最强 [bulletHell](https://assetstore.unity.com/packages/tools/integration/uni-bullet-hell-19088) - https://github.com/jongallant/Unity-Bullet-Hell - https://github.com/iWoz/path_follow_steer 集群跟随路径移动 - [movement-plus](https://assetstore.unity.com/packages/tools/movement-plus-71079) unity-plugin - [AnimeTask](https://github.com/kyubuns/AnimeTask) - [Fluent Animation - An incredible animation queue system](https://assetstore.unity.com/packages/tools/animation/fluent-animation-an-incredible-animation-queue-system-84715) unity-plugin - https://github.com/rygo6/CardExample-Unity - https://github.com/ycarowr/UiCard - https://github.com/IainS1986/UnityCoverFlow - https://github.com/CragonGame/CasinosClient #### Interaction - [istep](https://assetstore.unity.com/packages/tools/animation/istep-215843) - [interactor-interaction-handler-for-ik](https://assetstore.unity.com/packages/tools/animation/interactor-interaction-handler-for-ik-178062) - [footstepper-complete-footstep-solution](https://assetstore.unity.com/packages/tools/animation/footstepper-complete-footstep-solution-159431) #### Animation-Controller - https://github.com/hiroki-o/VoxBlend unity 表情 - https://github.com/rurre/PumkinsAvatarTools unity 表情 - https://github.com/huailiang/knead_proj unity 捏脸 - https://assetstore.unity.com/packages/tools/animation/puppet-face-181312 - https://github.com/PixelWizards/BlendShapeController blendShapeController - https://blog.uwa4d.com/archives/USparkle_Animation-AI.html - https://www.sohu.com/a/259856518_463994?qq-pf-to=pcqq.group -吃鸡的动画状态机设计 - [animancer](https://assetstore.unity.com/packages/tools/animation/animancer-pro-116514) - https://github.com/fengkan/RuntimeRetargeting - https://github.com/robotron2084/animation-retargeting - [traversal](https://assetstore.unity.com/packages/tools/animation/traversal-179526) This module allows characters to traverse the environment through multiple built-in and fully customizable obstacles and climbable elements. - [protores](https://unity-technologies.github.io/Labs/protores.html) ProtoRes: Proto-Residual Network for Pose Authoring via Learned Inverse Kinematics - [UnityKinematicaX](https://github.com/voxell-tech/UnityKinematicaX) A next-generation character animation system built on top of Unity's Kinematica. - [DOTSAnimation](https://github.com/gamedev-pro/DOTSAnimation) A high level Animation State Machine Framework for Unity DOTS - [kinematica](https://docs.unity3d.com/Packages/[email protected]/manual/index.html) - [reanimation](https://github.com/aarthificial/reanimation) An alternative animator for Unity tailored for traditional animation - [dmotion](https://github.com/gamedev-pro/dmotion) DMotion - A high level Animation Framework for Unity DOTS - [Puppeteer](https://github.com/SolarianZ/Puppeteer) A graph based animation controller for Unity. - [nkgmoba-animsystem-dawn-blossoms-plucked-at-dusk](https://www.lfzxb.top/nkgmoba-animsystem-dawn-blossoms-plucked-at-dusk/) - [uPlayableAnimation](https://github.com/EricHu33/uPlayableAnimation) - [Vortex](https://github.com/kaiyumcg/Vortex) Play/blend animations, animator controllers in runtime. Uses playable API #### Character-Controller - [rival](https://assetstore.unity.com/packages/tools/physics/rival-dots-character-controller-for-unity-225129) Unity Plugin - [UNet-Controller](https://github.com/h33p/UNet-Controller) A CharacterController based controller for Unity's new Networking system - [Kinematic Character Controller](https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131) unity-plugin - [character-movement-fundamentals](https://assetstore.unity.com/packages/tools/physics/character-movement-fundamentals-144966) unity-plugin - [character-controller-pro](https://assetstore.unity.com/packages/tools/physics/character-controller-pro-159150) unity-plugin - [Erbium](https://github.com/mikhomak/Erbium) 🤺Third Person Character Controller for unity🤺 - [Dynamic-Parkour-System](https://github.com/knela96/Dynamic-Parkour-System) - [Traverser](https://aitorsimona.github.io/Traverser/) - [UnitySourceMovement](https://github.com/Olezen/UnitySourceMovement) Source engine-like movement in Unity, based on Fragsurf by cr4yz (Jake E.). - https://github.com/nicholas-maltbie/OpenKCC - https://github.com/runevision/LocomotionSystem - https://assetstore.unity.com/packages/templates/packs/advanced-locomotion-controller-234390 - https://github.com/Goodgulf281/Unity-Formation-Movement2.0 - https://github.com/ssell/UnityDotsCharacterController - [Ultimate-2D-Controller](https://github.com/Matthew-J-Spencer/Ultimate-2D-Controller) - [Celeste-Movement](https://github.com/mixandjam/Celeste-Movement) Recreating the movement and feel from Celeste - https://github.com/Wafflus/unity-genshin-impact-movement-system - https://github.com/joebinns/stylised-character-controller - https://github.com/mixandjam/Batman-Arkham-Combat - [unity-antagonistic-controller](https://github.com/edualvarado/unity-antagonistic-controller) - [2D-Character-Controller](https://github.com/Brackeys/2D-Character-Controller) - [UnityAdvancedFPSCharacterController](https://github.com/NecroMarX/UnityAdvancedFPSCharacterController) - [Unity-Proportional-Navigation-Collection](https://github.com/Woreira/Unity-Proportional-Navigation-Collection) A collection of PN guidance systems, in Unity #### PCG-Animation - [procedural-climbing](https://github.com/conankzhang/procedural-climbing) - [UnityTutorials-ProceduralAnimations](https://github.com/MinaPecheux/UnityTutorials-ProceduralAnimations) - [ProceduralAnimation](https://github.com/BattleDawnNZ/ProceduralAnimation) Procedural Animation Scripts For Unity #### Unity-Tool - [sox-animation](https://assetstore.unity.com/packages/tools/animation/sox-animation-toolkit-110431) - [unity-flash-tools](https://github.com/BlackMATov/unity-flash-tools) Convert your flash animation for Unity easy! - https://github.com/qwe321qwe321qwe321/Unity-EasingAnimationCurve - https://github.com/akof1314/AnimationPath - https://github.com/ecidevilin/UnityBoneTools - https://github.com/natsuneko-laboratory/refined-animation-property - https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier ## Console/Command/Shell/Debugger - [Unity-DeveloperConsole](https://github.com/DavidF-Dev/Unity-DeveloperConsole) - [Typin](https://github.com/adambajguz/Typin) Declarative framework for interactive CLI applications - [BeastConsole](https://github.com/pointcache/Unity3d-BeastConsole) - [Reactor-Developer-Console](https://github.com/mustafayaya/Reactor-Developer-Console) - [Quantum Console](https://assetstore.unity.com/packages/tools/utilities/quantum-console-128881) unity-plugin - [srdebugger](https://assetstore.unity.com/packages/tools/gui/srdebugger-console-tools-on-device-27688) unity-plugin - [debugging-essentials](https://assetstore.unity.com/packages/tools/utilities/debugging-essentials-170773) unity-plugin - [hdg-remote-debug](https://assetstore.unity.com/packages/tools/utilities/hdg-remote-debug-live-update-tool-61863) unity-plugin - [UnityExplorer](https://github.com/sinai-dev/UnityExplorer) - [unity-remote-file-explorer](https://github.com/iwiniwin/unity-remote-file-explorer) - https://github.com/natemcmaster/CommandLineUtils 命令行 - https://github.com/Tyrrrz/CliFx 命令行 - https://github.com/Tyrrrz/CliWrap 命令行 - https://github.com/jsakamoto/XProcess 命令行 - https://github.com/adamralph/simple-exec 命令行 - https://github.com/wingcd/UnityToolExtender - https://github.com/adamralph/bullseye - https://commanddotnet.bilal-fazlani.com/ - https://github.com/gwaredd/unium - https://assetstore.unity.com/packages/tools/utilities/hdg-remote-debug-live-update-tool-61863 - https://github.com/proletariatgames/CUDLR - https://github.com/Sacred-Seed-Studio/Unity-File-Debug - https://github.com/mayuki/Cocona - https://github.com/cobbr - https://github.com/Cysharp/Kokuban - https://github.com/alexrp/system-terminal ## Scenes #### Terrain - http://www.world-machine.com/ - https://www.world-creator.com/ - [Gaia](https://assetstore.unity.com/packages/tools/terrain/gaia-pro-terrain-scene-generator-155852) UnityPlugin - [Gena](https://assetstore.unity.com/packages/tools/terrain/gena-2-terrain-scene-spawner-127636) UnityPlugin - [SECTR COMPLETE](https://assetstore.unity.com/packages/tools/terrain/sectr-complete-2019-144433) UnityPlugin - [CTS](https://assetstore.unity.com/packages/tools/terrain/cts-2019-complete-terrain-shader-140806) UnityPlugin - [Map Magic](https://assetstore.unity.com/packages/tools/terrain/mapmagic-world-generator-56762) UnityPlugin - [UnityMapMagic2Extensions](https://github.com/yolanother/UnityMapMagic2Extensions) - [Terrain Composer](https://assetstore.unity.com/packages/tools/terrain/terrain-composer-2-65563) UnityPlugin - [Landscape Builder](https://assetstore.unity.com/packages/tools/terrain/landscape-builder-55463) UnityPlugin - [TerraLand 3](https://assetstore.unity.com/packages/tools/terrain/terraland-3-119097) UnityPlugin - [MegaSplat](https://assetstore.unity.com/packages/tools/terrain/megasplat-76166?aid=1011l37NJ&utm_source=aff) UnityPlugin - [World Streamer](https://assetstore.unity.com/packages/tools/terrain/world-streamer-2-176482) UnityPlugin - [Voxeland](https://assetstore.unity.com/packages/tools/terrain/voxeland-9180) UnityPlugin - [terrain-grid-system](https://assetstore.unity.com/packages/tools/terrain/terrain-grid-system-47215)UnityPlugin - [terrain-slicing-dynamic-loading-kit](https://assetstore.unity.com/packages/tools/terrain/terrain-slicing-dynamic-loading-kit-5982) UnityPlugin - [floating-origin](https://assetstore.unity.com/packages/tools/network/floating-origin-ultimate-infinite-multiplayer-world-solution-204179?) UnityPlugin - [gaia](https://forum.unity.com/threads/backwoods-gamings-addons-for-gaia.389067/) - https://github.com/JuniorDjjr/Unity-Procedural-Stochastic-Texture-Terrain-Shader ##### Unity-Tool - [PrefabPainter](https://github.com/Roland09/PrefabPainter) github - [prefab-brush](https://assetstore.unity.com/packages/tools/utilities/prefab-brush-44846) unity-plugin - [prefab-painter](https://assetstore.unity.com/packages/tools/painting/prefab-painter-2-61331) unity-plugin - [transform-tools](https://assetstore.unity.com/packages/tools/utilities/transform-tools-177218) unity-plugin - [prefab-world-builder](https://assetstore.unity.com/packages/tools/level-design/prefab-world-builder-185406) unity-plugin - [grabbit-editor-physics-transforms](https://assetstore.unity.com/packages/tools/utilities/grabbit-editor-physics-transforms-182328) unity-plugin - [flexalon-3d-layouts](https://assetstore.unity.com/packages/tools/utilities/flexalon-3d-layouts-230509) - [Hey-Area-Object-Spawner](https://github.com/JahnStar/Hey-Area-Object-Spawner) - https://github.com/Ogbest/Unity_MapEditor_Terrain 动态渲染Unity地形网格,记录网格是否是玩家的行走范围,然后导出编辑好的网格用于服务器导航、验证使用 https://github.com/frankhjwx/Unity-ShaderCharDisplay - https://github.com/Caeden117/ChroMapper -- 地图编辑器 - [real-world-terrai](https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752) unity-plugin #### Procedurally-Generation - [real-ivy-2-procedural-ivy-generator](https://assetstore.unity.com/packages/tools/modeling/real-ivy-2-procedural-ivy-generator-181402) unity-plugin - [hedera](https://github.com/radiatoryang/hedera) paint 3D ivy in the Unity Editor, watch procedurally generated meshes simulate growth and clinging in real-time - [unity-procedural-tree](https://github.com/mattatz/unity-procedural-tree) - [unity-procedural-flower](https://github.com/mattatz/unity-procedural-flower) - [The Algorithmic Beauty of Plants](http://algorithmicbotany.org/papers/#abop) - [citygen3d](https://assetstore.unity.com/packages/tools/terrain/citygen3d-162468) UnityPlugin - [Arcgis](https://developers.arcgis.com/unity-sdk/reference/release-notes/) UnityPlugin - [OSM City](http://stinaflodstrom.com/projects/osm/osm.html) - [cscape-city-system-](https://assetstore.unity.com/packages/tools/modeling/cscape-city-system-86716?aid=1011l8NVc&utm_source=aff) UnityPlugin - [SPORE-Creature-Creator](https://github.com/daniellochner/SPORE-Creature-Creator) Procedurally generate creatures in Unity - inspired by the incredible game, Spore! - [SpaceshipGenerator](https://github.com/a1studmuffin/SpaceshipGenerator) blender plugin proceDurally spaceShip - [3DWorld](https://github.com/fegennari/3DWorld) - [DeBroglie](https://boristhebrave.github.io/DeBroglie/) Generate tile based maps using Wave Function Collapse - [Edgar-Unity](https://github.com/OndrejNepozitek/Edgar-Unity) - [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) - [cityengine](https://www.esri.com/en-us/arcgis/products/arcgis-cityengine/overview) - https://www.raywenderlich.com/3169311-runtime-mesh-manipulation-with-unity #### Tree/Vegetation/Grass - [AltTrees System](https://assetstore.unity.com/packages/tools/terrain/alttrees-system-beta-76657) UnityPlugin: AltTrees is an alternative tree system for Unity. Supports SpeedTree, Tree Creator, and meshes - [Broccoli Tree Creator](https://assetstore.unity.com/packages/tools/modeling/broccoli-tree-creator-121853) UnityPlugin Broccoli Tree Creator is still in-development and will get constantly improve - [Vegetation Studio](https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-pro-131835) UnityPlugin - [VegetationStudioProExtensions](https://github.com/Roland09/VegetationStudioProExtensions) - [vegetation-engine-amplify-impostors](https://assetstore.unity.com/packages/vfx/shaders/the-vegetation-engine-amplify-impostors-module-189099) - [vegetation-spawner](https://assetstore.unity.com/packages/tools/terrain/vegetation-spawner-177192) - [Nature Renderer](https://assetstore.unity.com/packages/tools/terrain/nature-renderer-153552) UnityPlugin - [Open World Nature Kit](https://assetstore.unity.com/packages/3d/environments/landscapes/open-world-nature-kit-150748) UnityPlugin - [Alttrees System](https://assetstore.unity.com/packages/tools/terrain/alttrees-system-beta-76657) UnityPlugin - [infini-grass](https://assetstore.unity.com/packages/tools/particles-effects/infini-grass-gpu-vegetation-45188) UnityPlugin - [BigworldPlants](https://github.com/tangwilliam/BigworldPlants) - [InfinityFoliage](https://github.com/haolange/InfinityFoliage) - [OpenWorldGrassDemo](https://github.com/Gamu2059/OpenWorldGrassDemo) - [shaders-6grass](https://github.com/daniel-ilett/shaders-6grass) Six varied methods for drawing grass with a range of use cases - [Interactive-Grass](https://github.com/IRCSS/Interactive-Grass) A continueshion of this grass shader - [Grass-Shader](https://github.com/charliebratches/Grass-Shader) Implementation of a GPU grass shader in Unity with fancy scripting features - [Grass-Tool](https://github.com/starfaerie/Grass-Tool) A GPU-based real-time grass placement tool for Unity by Astrid Wilde. Currently only works in Unity's Standard Rendering Pipeline - [Grass-N-Stuff](https://github.com/vince0220/Grass-N-Stuff) Grass N Stuff is a high performance foliage rendering system designed to be able to render a lot of foliage and handle runtime editing of foliage placement without performance issues. - [Procedural-Plant-and-Foliage-Generator](https://github.com/adremeaux/Procedural-Plant-and-Foliage-Generator) The Procedural Plant and Foliage Generator is a tool written in C# and Unity URP to dynamically generate a stunning array of foliage and full plants from a set of over 100 parameters - [URP-foliage-shader](https://github.com/MidoriMeng/URP-foliage-shader) wrote with shader graph. Lambert direct diffuse + blinn-phong direct specular + fast approximate translucency + indirect light - [Instanced-Foliage](https://github.com/h33p/Instanced-Foliage) Foliage System to Replace Default Terrain Foliage - [Critias-FoliageSystem](https://github.com/AssemblyJohn/Critias-FoliageSystem) Critias Foliage System' is an system that is designed to paint, render and extract millions of instances of foliage without taking into account all the foliage but only the one that is in the proximity of the player - [1msRenderVegetation](https://github.com/irontree2022/1msRenderVegetation) 基于Unity,在1ms内渲染大规模植被 - [unity-optimized-grass](https://github.com/willlogs/unity-optimized-grass) Optimized 3D grass for unity that works on Mobile. OpenGL 3.5+ - [Unity-StylizedGrass](https://github.com/SirMishMash/Unity-StylizedGrass) Create numerous stylized grass blades with this highly performant and scalable HDRP grass asset that makes use of VFX Graph. - [GrassBending](https://github.com/Elringus/GrassBending) A replacement for Unity's terrain grass shader with alpha blended rendering and touch bending effect - [HiZ_grass_culling](https://github.com/jackie2009/HiZ_grass_culling) - https://github.com/Milk-Drinker01/Milk_Instancer01 - [Unity-Grass-Instancer](https://github.com/MangoButtermilch/Unity-Grass-Instancer) - https://github.com/GarrettGunnell/ - [URP-HIZ](https://github.com/himma-bit/empty) - https://github.com/SoSoReally/RenderFeature_HizCull * [分享《生死狙击2》的大场景草渲染](https://mp.weixin.qq.com/s/K7qXfu7Hju30VdCNcz3ZLg) * [Unity 程序化生成草地](https://zhuanlan.zhihu.com/p/592938734) * [风格化树——树叶分析与实现](https://zhuanlan.zhihu.com/p/593500186) * [unity-geometry-grass-shader](https://github.com/Velorexe/unity-geometry-grass-shader) * [TerrainGrassShader](https://github.com/TerraUnity/TerrainGrassShader) #### Road - [Easyroads3d](https://assetstore.unity.com/packages/tools/terrain/easyroads3d-pro-v3-469) UnityPlugin - [Path-painter](https://assetstore.unity.com/packages/tools/terrain/path-painter-163352) UnityPlugin #### River - [R.A.M 2019 - River Auto Material 2019](https://assetstore.unity.com/packages/tools/terrain/r-a-m-2019-river-auto-material-2019-145937) UnityPlugin #### Article - [地形渲染概览](https://zhuanlan.zhihu.com/p/436879101) ## 3D-File-Format - [Alembic](http://www.alembic.io/) - [BLEND](https://en.wikipedia.org/wiki/.blend_(file_format)) - [FBX](https://en.wikipedia.org/wiki/FBX) - [GlTF 1.0](https://en.wikipedia.org/wiki/GlTF#glTF_1.0) - [GlTF 2.0](https://en.wikipedia.org/wiki/GlTF#glTF_2.0): - [OBJ](https://en.wikipedia.org/wiki/Wavefront_.obj_file) - [OGEX](https://en.wikipedia.org/wiki/Open_Game_Engine_Exchange) - [PLY](https://zh.wikipedia.org/wiki/PLY) - [USD](https://graphics.pixar.com/usd/docs/index.html) - [Niftools](https://github.com/niftools/niflib) * [Field3D](https://magnuswrenninge.com/field3d) - An open source library for storing voxel data * [luma_usd](https://github.com/LumaPictures/luma_usd) - Plugins for USD * [MaterialX](https://github.com/materialx/MaterialX) - Materials and look-dev * [Kiko](https://github.com/Toolchefs/kiko) - DCC-agnostic animation curves storage (works between Maya and Nuke, with more DCCs to come) * [OpenCV](https://opencv.org/) - An open source computer vision and machine learning software library * [OpenDCX](http://www.opendcx.org/) ([repo](https://github.com/dreamworksanimation/opendcx)) - C++ extensions for OpenEXR's "deep" file format * [OpenEXR](http://www.openexr.com/) ([repo](https://github.com/AcademySoftwareFoundation/openexr)) - exceptional image format for visual effects purposes, pioneered by ILM * [OpenEXRid](https://github.com/MercenariesEngineering/openexrid) - Object isolation * [OpenImageIO](https://github.com/OpenImageIO/oiio) - A library for reading and writing images in many common and VFX related formats * [OpenTimelineIO](http://opentimeline.io) ([repo](https://github.com/PixarAnimationStudios/OpenTimelineIO)) - Editorial timeline * [OpenVDB](http://www.openvdb.org/) ([repo](https://github.com/AcademySoftwareFoundation/openvdb)) - Volumetric data * [OpenVDB AX](https://github.com/dneg/openvdb_ax) - Fast expression language for manipulating OpenVDB files * [ImageMagick](https://imagemagick.org/index.php) - Use ImageMagick to create, edit, compose, or convert bitmap images * [pfstools](http://pfstools.sourceforge.net/) - A set of command line programs for reading, writing and manipulating high-dynamic range (HDR) images and video frames * [texture-synthesis](https://github.com/EmbarkStudios/texture-synthesis) - Example-based texture synthesis written in Rust * [USD](http://graphics.pixar.com/usd/docs/index.html) - Scenes * [usd-arnold](https://github.com/LumaPictures/usd-arnold) - USD Schemas and tools for exchanging Arnold shader information between multiple 3rd party packages * [USD Manager](http://www.usdmanager.org/) - Program designed for lightweight browsing, managing, and editing of Universal Scene Description (USD) files * [usd-noodle](https://github.com/chris-gardner/usd-noodle) - Pretty node graph showing dependencies of a USD file * [UsdQt](https://github.com/LumaPictures/usd-qt) - Qt components for building custom USD tools * [USD-URI-resolver](https://github.com/LumaPictures/usd-uri-resolver) - A generic, URI based resolver for USD, support custom plugins * [DracoUnity](https://github.com/atteneder/DracoUnity) Unity package that integrates the Draco 3D data compression library within Unity. ## Data #### Metadata/Excel/Schema/Proto - [xresloader](https://github.com/xresloader/xresloader) - [luban](https://github.com/focus-creative-games/luban)luban是一个相当完备的游戏配置解决方案,同时也可以用作通用型对象生成与缓存方案 - [BakingSheet](https://github.com/cathei/BakingSheet) Easy datasheet management for C# and Unity. Supports Excel, Google Sheet, JSON and CSV format. - [go-xlsx-exporter](https://github.com/wingcd/go-xlsx-exporter) a tool for parse xlsx and export to other fomart and data, such as: probuf3 file and buffers, golang, csharp and so on - https://github.com/WoW-Tools/ - https://github.com/NtreevSoft/Crema - https://github.com/vriad/zod - https://github.com/ExpediaGroup/stream-registry - https://github.com/davyxu/tabtoy - https://github.com/liaochong/myexcel - https://github.com/SheetJS/sheetjs - https://github.com/alibaba/easyexcel - https://gitee.com/dotnetchina/MiniExcel - https://github.com/EPPlusSoftware/EPPlus - http://kaitai.io/ - https://github.com/xaboy/form-create - https://github.com/rjsf-team/react-jsonschema-form - https://github.com/vue-generators/vue-form-generator - https://github.com/quicktype/quicktype - https://github.com/dloss/binary-parsing - https://github.com/secretGeek/AwesomeCSV - https://github.com/cue-lang - https://github.com/dloss/binary-parsing - https://github.com/yretenai/Cethleann #### Exchange - [juicefs](https://github.com/juicedata/juicefs)JuiceFS is a distributed POSIX file system built on top of Redis and S3. - [datahub](https://github.com/linkedin/datahub) The Metadata Platform for the Modern Data Stack - https://github.com/Cinchoo/ChoETL ETL Framework for .NET / c# (Parser / Writer for CSV, Flat, Xml, JSON, Key-Value, Parquet, Yaml formatted files) - https://github.com/alibaba/DataX 数据交换 - https://github.com/wgzhao/Addax 进化版 datax - https://github.com/mimetis/dotmim.sync A brand new database synchronization, multi platform, multi databases, developed on top of .Net Standard 2.0 - [OpenDDL](https://github.com/EricLengyel/OpenDDL) - https://avro.apache.org/ - https://awslabs.github.io/smithy/ #### DataVisual&&Editor - [SuperSet](https://github.com/apache/incubator-superset) - [Redash](https://github.com/getredash/redash) - [metabase](https://github.com/metabase/metabase) - [rawgraphs](https://rawgraphs.io/) The missing link between spreadsheets and data visualization - https://datavizcatalogue.com/ZH/ - https://github.com/fasouto/awesome-dataviz ## Archive-GameReverse #### Collection - [GameExtractor](https://github.com/wattostudios/GameExtractor) Reads and writes thousands of different archive and image formats used in games. - [puyotools]( https://github.com/nickworonekin/puyotools) Puyo Tools is a collection of tools and libraries used to access the contents of various game files. Although it was initially built to handle files used in Puyo Puyo games, it can handle files used in other games as well - [MPQ技术内幕](https://www.cnblogs.com/kex1n/archive/2011/12/30/2307812.html) - [GameReverseNote](https://github.com/TonyChen56/GameReverseNote) - https://github.com/super-continent/game-reversing-resources - https://github.com/dsasmblr/game-hacking/ - https://github.com/kovidomi/game-reversing - [il2cpp-modder](https://github.com/juanmjacobs/il2cpp-modder) * [UtinyRipper](https://github.com/mafaca/UtinyRipper) GUI and API library for working with Engine assets, serialized and bundle files * [UAAE](https://github.com/Igor55x/UAAE) Unity .assets and AssetBundle editor * [AssetStudio](https://github.com/Perfare/AssetStudio) A tool for exploring, extracting and exporting assets and assetbundles * [UABEA](https://github.com/Hengle/UABEA) c# uabe for newer versions of unity * [GenshinStudio](https://github.com/Razmoth/GenshinStudio) Modded AssetStudio for Genshin Impact * [FakerAndroid](https://github.com/Efaker/FakerAndroid) A tool translate a apk file to stantard android project include so hook api and il2cpp c++ scaffolding when apk is a unity il2cpp game. Write code on a apk file elegantly. * [Il2CppDumper-GI](https://github.com/nitrog0d/Il2CppDumper-GI) * [O-Z-Unity-Protector](https://github.com/Z1029-oRangeSumMer/O-Z-Unity-Protector) * [Ether-Uprotector](https://github.com/Ether2023/Ether-Uprotector) An Integrated Encryption & Protection Scheme for Unity Project(Mono & IL2CPP) #### Archive-Format - [REE.PAK.Tool](https://github.com/Ekey/REE.PAK.Tool) Tool for extract PAK archives from games based on RE Engine - [Http-Multipart-Data-Parser](https://github.com/Http-Multipart-Data-Parser/Http-Multipart-Data-Parser) A C# Http Multipart/form-data parser that works correctly on binary data and very large files. - [FCBConverter](https://github.com/JakubMarecek/FCBConverter) - [VGO](https://github.com/izayoijiichan/VGO) VGO is a 3D data format for Unity that can store Mesh, Texture, Material, Collider, Rigidbody, Cloth and Particle information. - [gbx-net](https://github.com/BigBang1112/gbx-net)GBX.NET is a C#/.NET parser for Gbx files from Nadeo games. Supports deserialization of 150+ classes, where 50 %+ can be serialized back to Gbx. - [PakFiles](https://simoncoenen.com/blog/programming/PakFiles) - [ValveResource](https://github.com/SteamDatabase/ValveResourceFormat) Valve's Source 2 resource file format parser, decompiler, and exporter. - [RainbowForge](https://github.com/parzivail/RainbowForge) .NET managed toolkit for working with Rainbow Six: Siege .FORGE (Scimitar) archive files. - [Cethleann](https://github.com/yretenai/Cethleann) KTGL (Soft Engine) data exploration and research - [TACTLib](https://github.com/overtools/TACTLib/) A C# library for reading Blizzard's CASC storage - [OWLib](https://github.com/overtools/OWLib) Series of programs (tools) to interact with the Overwatch files. - [CUE4Parse](https://github.com/FabianFG/CUE4Parse) C# Parser for Unreal Engine packages & assets - [yordle](https://github.com/yretenai/yordle) League of Legends Research Project - [Snuggle](https://github.com/yretenai/Snuggle) WIP Unity AssetBundle Exporter - [CASCExplorer](https://github.com/WoW-Tools/CASCExplorer) CASCExplorer - [nefsedit](https://github.com/victorbush/ego.nefsedit) NeFS archive editor for Ego Engine - [SoulsFormats](https://github.com/JKAnderson/SoulsFormats) A .NET library for reading and writing FromSoftware file formats. - [Switch-Toolbox](https://github.com/KillzXGaming/Switch-Toolbox) A tool to edit many video game file formats - [libsbml](https://github.com/sbmlteam/libsbml) - [WoWDBDefs](https://github.com/wowdev/WoWDBDefs) - [flaclibsharp](https://github.com/AaronLenoir/flaclibsharp) - [CathodeLib](https://github.com/OpenCAGE/CathodeLib) Functionality to parse and write various formats from the Cathode engine, used for modding Alien: Isolation. ## Patch - [Unity手游开发札记——基于累积差异的Patch系统实现](https://zhuanlan.zhihu.com/p/38863442) - https://github.com/redwood/redwood - https://github.com/KSP-CKAN/CKAN - https://github.com/iwiniwin/unity-remote-file-explorer - https://github.com/OctopusDeploy/Octodiff - https://github.com/canton7/SyncTrayzor - https://github.com/LavaGang/MelonLoader The World's First Universal Mod Loader for Unity Games that is Compatible with both Il2Cpp and Mono - https://github.com/Reloaded-Project/Reloaded-II Next Generation Universal .NET Core Powered Mod Loader compatible with anything X86, X64. - [FastRsyncNet](https://github.com/GrzegorzBlok/FastRsyncNet) ## File Systems - https://github.com/mattiasgustavsson/libs - https://icculus.org/physfs/ - https://github.com/Tape-Worm/Gorgon/tree/master/Gorgon/Gorgon.FileSystem - https://github.com/xoofx/zio vfs - https://github.com/psmacchia/NDepend.Path path helper - https://github.com/JosefPihrt/Orang file opreation - https://github.com/System-IO-Abstractions/System.IO.Abstractions - https://github.com/Singulink/Singulink.IO.FileSystem - https://github.com/tagcode/Lexical.FileSystem - https://github.com/dre0dru/LocalStorage - https://github.com/ByronMayne/UnityIO - GIO:一个现代和易用的 VFS API。[GNU LGPL2.1]。[官网](https://developer.gnome.org/gio/) - https://www.betrfs.org/ - https://github.com/MathewHDYT/Unity-Data-Manager - https://github.com/coryleach/UnitySaveLoad - https://github.com/FronkonGames/GameWork-Local-Data - https://github.com/Lurler/VirtualFileSystem ## IO - [肝了很久!一文了解操作系统 I/O ](https://mp.weixin.qq.com/s/lFfIFzyEsRdBXdXi7StLVg) - [IO 模型知多少](https://www.cnblogs.com/sheng-jie/p/how-much-you-know-about-io-models.html) - [IO复用模型同步,异步,阻塞,非阻塞及实例详解](https://www.jianshu.com/p/511b9cffbdac) - [服务器端网络编程之 IO 模型](https://www.cnblogs.com/zhuwbox/p/10163973.html) - [The von Neumann Computer Model ](http://www.c-jump.com/CIS77/CPU/VonNeumann/lecture.html) - [I/O模型(同步、非同步、阻塞、非阻塞)总结](https://www.cnblogs.com/z-sm/p/6680141.html) - [聊聊BIO,NIO和AIO](https://www.jianshu.com/p/ef418ccf2f7d) - [深度解析nio、epoll多路复用等网络编程模型](https://www.bilibili.com/video/BV1bK41177Mo/) - [清华大牛权威讲解nio,epoll,多路复用](https://www.bilibili.com/video/BV11K4y1C7rm?p=2) - [网络 IO 演变过程](https://zhuanlan.zhihu.com/p/353692786) - [Linux I/O 原理和 Zero-copy 技术全面揭秘](https://zhuanlan.zhihu.com/p/308054212) - [Linux 内核详解以及内核缓冲区技术](https://blog.csdn.net/qq_44919483/article/details/89509559) - https://github.com/microsoft/CopyOnWrite ## Version-Control - https://github.com/unixorn/git-extra-commands - https://github.com/meaf75/GitNity - https://github.com/alirezanet/Husky.Net - https://github.com/skywind3000/awesome-cheatsheets/blob/master/tools/git.txt - https://semver.org/lang/zh-CN/ -- 版本号规范 - https://github.com/Artees/Unity-SemVer - https://github.com/adamreeve/semver.net - https://github.com/pcottle/learnGitBranching -- 学习git 提交的网站 - https://github.com/libgit2/libgit2sharp -- git的 c# 实现 * [Linus讲解git](https://www.youtube.com/watch?v=4XpnKHJAok8) - Google大会演讲,Linus介绍他创造git的原因,对比了git和svn。 * [Git教程 - 廖雪峰的官方网站](http://www.liaoxuefeng.com/wiki/0013739516305929606dd18361248578c67b8067c8c017b000) - 史上最浅显易懂的Git教程! * [git - 简明指南](http://rogerdudler.github.io/git-guide/index.zh.html) - 助你入门 git 的简明指南,木有高深内容 ;) * [常用 Git 命令清单](http://www.ruanyifeng.com/blog/2015/12/git-cheat-sheet.html) - 来自阮一峰的网络日志,列出了 Git 最常用的命令。 * [Pro Git(中文版)](https://git.oschina.net/progit/) - 书 * [Git权威指南](http://www.worldhello.net/gotgit/) - 书 * [git-flow 备忘清单](http://danielkummer.github.io/git-flow-cheatsheet/index.zh_CN.html) - git-flow 是一个 git 扩展集,按 Vincent Driessen 的分支模型提供高层次的库操作。 * [Git Magic](http://www-cs-students.stanford.edu/~blynn/gitmagic/intl/zh_cn/) -stanford出品 * [Atlassian Git Tutorials](https://www.atlassian.com/git/tutorials/setting-up-a-repository/) - atlassian出品 * [Try Git ( Interactive)](https://try.github.io/levels/1/challenges/1) -互动性的教你使用git * [Git (简体中文)](https://wiki.archlinux.org/index.php/Git_(%E7%AE%80%E4%BD%93%E4%B8%AD%E6%96%87)) -archlinux出品 * [Git Community Book 中文版](http://gitbook.liuhui998.com/index.html) -这本书汇聚了Git社区的很多精华, 其目的就是帮助你尽快的掌握Git. * [git-recipes](https://github.com/geeeeeeeeek/git-recipes) -高质量的Git中文教程,来自国外社区的优秀文章和个人实践 * [git-it](http://jlord.us/git-it/) - GitHub一位女员工写的Git教程,繁体中文版在这里可以找到: http://jlord.us/git-it/index-zhtw.html * [Git Town](http://www.git-town.com/) - GitTown 定义了很多高级的 git 命令,例如 git ship / git sync 等以方便 git 的使用 * [git-tips](https://github.com/git-tips/tips) - 最常用的Git的提示和技巧。 * [「Githug」Git 游戏通关流程](http://www.jianshu.com/p/482b32716bbe) - 这个命令行工具通过游戏的方式来练习你的 Git 技能 * [progit2-zh](https://github.com/progit/progit2-zh) - Pro Git,第二版,简体中文 * [git-style-guide](https://github.com/agis-/git-style-guide)- git风格指南 * [Git 进阶技巧](https://github.com/xhacker/GitProTips/blob/master/zh_CN.md) - 适合了解 Git 的基本使用,知道 commit、push、pull,希望掌握 Git 更多功能的人阅读。 * [learn-git-basics](https://github.com/NataliaLKB/learn-git-basics) - git 指南 * [30 天精通 Git 版本控管](https://github.com/doggy8088/Learn-Git-in-30-days/blob/master/zh-tw/README.md) * [图解Git](http://marklodato.github.io/visual-git-guide/index-zh-cn.html) - 图解git中的最常用命令。如果你稍微理解git的工作原理,这篇文章能够让你理解的更透彻。 * [工作中常用的Git命令行](https://github.com/DefaultYuan/Git-Pro) - 自己在工作中常用的Git命令行的小总结! #### article - [Git分支管理实践](https://zhuanlan.zhihu.com/p/72946397) - [规范化git commit信息](https://blog.dteam.top/posts/2019-04/%E8%A7%84%E8%8C%83%E5%8C%96git-commit%E4%BF%A1%E6%81%AF.html) #### PythonTool - [PyWebIO]( https://github.com/pywebio/PyWebIO) ## Game-Server-framework - https://github.com/mangoszero/server - https://github.com/mirbeta/OpenMir2 - https://github.com/networkprotocol/yojimbo - https://github.com/MFatihMAR/Game-Networking-Resources#readme 游戏服务器汇总网站-爸爸级别 - https://github.com/dotnwat/awesome-seastar - https://github.com/TrinityCore/TrinityCore - https://github.com/azerothcore/azerothcore-wotlk - https://github.com/rathena/rathena - https://github.com/ylmbtm/GameProject3 - https://github.com/Cysharp/MagicOnion - https://github.com/egametang/ET - https://improbable.io/spatialos - https://aws.amazon.com/cn/gamelift/ - https://github.com/9miao/G-Firefly - https://github.com/cloudwu/skynet - https://github.com/hanxi/skynet-admin - https://github.com/Manistein/SparkServer - https://github.com/surparallel - https://github.com/xiaonanln/goworld - https://github.com/kbengine/kbengine - https://github.com/imgamer/kbengine - https://github.com/topfreegames/pitaya - https://github.com/liangdas/mqant - https://github.com/name5566/leaf - https://github.com/heroiclabs/nakama - https://www.comblockengine.com - https://github.com/cocowolf/kestrel - https://github.com/ketoo/NoahGameFrame - https://github.com/Golangltd/LollipopGo - https://github.com/servicetitan/Stl.Fusion - https://github.com/naia-rs/naia - https://github.com/coolspeed/century - https://www.networknext.com/ - https://github.com/DukeChiang/DCET - https://github.com/node-pinus/pinus - https://agones.dev/site/ - https://github.com/googleforgames/agones - https://heroiclabs.com/ - https://github.com/grofit/persistity - https://github.com/kingston-csj/jforgame - https://github.com/LeagueSandbox/GameServer - https://github.com/frog-game/frog-game-framework - https://github.com/nykwil/UnityGGPO - https://github.com/Maufeat/MobileMOBA-Server - https://github.com/Uyouii/TPS-SLG-GAME - https://github.com/jwpttcg66 - https://github.com/liuhaopen/SkynetMMO - https://github.com/zfoo-project - https://github.com/no5ix/realtime-server - https://github.com/duanhf2012/origin - https://github.com/leeveel/GeekServer - https://github.com/v2v3v4/BigWorld-Engine-2.0.1 - https://github.com/yekoufeng/seamless-world - https://github.com/yxinyi/YCServer - https://github.com/googleforgames/quilkin - https://jzyong.github.io/game-server/ - https://github.com/bobohume/gonet - https://github.com/jzyong/game-server - https://github.com/jzyong/GameAI4j - https://github.com/ZerlenZhang/distributed-architecture-of-moba-game-server - https://github.com/surparallel/luacluster - [OpenCoreMMO](https://github.com/caioavidal/OpenCoreMMO) Open-source MMORPG server emulator written in C# - [MST](https://github.com/aevien/MST) This is a framework that allows you to create game servers and services for your game inside Unity. It allows you to avoid using third-party services such as Playful, PAN, or Smartfox server. This framework does not claim to be a substitute for all these systems. No way! - [zfoo](https://github.com/zfoo-project/zfoo) Extreme fast enterprise Java server framework, can be RPC, game server framework, web server framework. - [unityai](https://github.com/lazytiger/unityai) golang port of Unity NavMesh module. - https://github.com/zhangqi-ulua/ServerFramework - https://github.com/mmogdeveloper/MO.Framework - https://github.com/Searchstars/Leekcutter - [iogame](https://toscode.gitee.com/iohao/iogame) 国内首个基于蚂蚁金服 SOFABolt 的 java 网络游戏服务器框架;无锁异步化、事件驱动的架构设计; 通过 ioGame 你可以很容易的搭建出一个集群无中心节点、分步式、高性能的网络java游戏服务器! Netty + spring + protobuf + websocket + tcp + udp;全球同服;业务线程基于disruptor LMAX架构;FXGL、心跳、帧同步、状态同步 - [iron](https://gitee.com/pink0453/iron) iron 基于vertx高性能游戏服务器框架 - [NFShmServer](https://gitee.com/xiaoyi445_admin/NFShmServer) NFShmServer 是一个使用C++开发的轻量级,敏捷型,弹性的,分布式的共享内存的插件开发框架, 让你更快更简单的开发服务端应用. 部分思路来自UE4和Ogre.(当前主要用在游戏领域) 我写的开源架构,前几年开源过,后来自己做项目,又没开源了,现在没搞项目了,加上修改了2年了,打算重新开源 - [hive](https://github.com/hero1s/hive) A cross-platform,lightweight,scalable game server framework written in C++, and support Lua Script - [wind](https://github.com/ferris1/wind) Wind是一款面向云的高性能、高效率以及高扩展性的分布式游戏服务器引擎框架 - [seastar](https://github.com/scylladb/seastar) High performance server-side application framework - [SLikeNet](https://github.com/SLikeSoft/SLikeNet) SLikeNet is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games #### Article - [网络游戏的进阶架构](https://zhuanlan.zhihu.com/p/565731139) - [游戏网络同步绿皮书](https://zhuanlan.zhihu.com/p/565875153) - [图形引擎实战:战斗同步分享](https://zhuanlan.zhihu.com/p/598582277) - [网络游戏移动同步那点事](https://zhuanlan.zhihu.com/p/581744996) - [如何使用unity做帧同步模式的网络游戏?](https://www.zhihu.com/question/64395491/answer/2841269890) - [帧同步和状态同步是如何处理断线重连的?](https://www.zhihu.com/question/538642699/answer/2828664931) - [我的收藏](https://www.zhihu.com/collection/823582261) - https://github.com/yiv/blog - https://space.bilibili.com/3981300 - https://github.com/briatte/awesome-network-analysis - https://www.codersblock.org/blog/client-side-prediction-in-unity-2018 - https://docs.google.com/spreadsheets/d/1Bj5uLdnxZYlJykBg3Qd9BNOtvE8sp1ZQ4EgX1sI0RFA/edit#gid=127892449 - [52im](http://www.52im.net/thread-561-1-1.html) 高手在这里 - [gafferongames](https://gafferongames.com/ ) - [服务端高并发分布式架构 14 次演进之路](https://mp.weixin.qq.com/s?__biz=MzUzMTA2NTU2Ng==&mid=2247489277&idx=1&sn=ce3b70c631fa0e8c39f63fc302e7e9ff&chksm=fa49694ccd3ee05ae5ae665886a671e73ee5af98ae0f6144aa9e41a72f77dbd84cd43136b171&scene=126&sessionid=1585802695&key=e105728d74a847446e19a0c602b7735f31ddd53f9869dd2dae4c2e1c6dc722f4c4e0c1d67fc6dcdb7e5dafa961b0c4d30694217edab11f0e7205b6ececf3861f9d2f449840e34c94818a68c4318ff645&ascene=1&uin=MTUzMzg4NDYwNA%3D%3D&devicetype=Windows+10&version=62080079&lang=zh_CN&exportkey=Adi7rMQABUZyWowjJQoiHXg%3D&pass_ticket=wxWXZ7se5AXmrvlB%2BDSVsbzubdPTVegGwyaK32OUIFmgepVOkwPJLE4dpzv2ejLW) - [Networking Scripted Weapons and Abilities in Overwatch](https://www.bilibili.com/video/av74390948) [中文版](https://www.lfzxb.top/ow-gdc-weapon-and-skillsystem/) - [无缝大地图世界构建!!!](https://blog.csdn.net/qq_36912885/article/details/119980201) - [基于状态帧同步的战斗系统教程——帧同步,状态同步,状态帧同步科普](https://www.bilibili.com/video/BV1RR4y1V7T2) - [细谈网络同步在游戏历史中的发展变化 (上)](https://zhuanlan.zhihu.com/p/130702310) - [细谈网络同步在游戏历史中的发展变化 (中)](https://zhuanlan.zhihu.com/p/164686867) - [smooth-sync-unity-plugin](https://assetstore.unity.com/packages/tools/network/smooth-sync-96925) unity-plugin - [dedicated-server-physics-synchronization](https://assetstore.unity.com/packages/tools/physics/dedicated-server-physics-synchronization-160594?locale=zh-CN) unity-plugin - [帧同步联机战斗(预测,快照,回滚)](https://zhuanlan.zhihu.com/p/38468615) - [213的博客](https://blog.csdn.net/weixin_45610260/category_9805206.html) - [游戏服务端的高并发和高可用](https://zhuanlan.zhihu.com/p/342953318) - [某百万DAU游戏的服务端优化工作](https://zhuanlan.zhihu.com/p/341855913) - [网络游戏开发中的通讯杂谈](https://zhuanlan.zhihu.com/p/347389861) - [端游、手游服务端常用的架构是什么样的?](https://www.zhihu.com/question/29779732/answer/45791817) - [网络游戏同步技术概述](https://zhuanlan.zhihu.com/p/56923109) - [Unity帧同步解决方案](https://zhuanlan.zhihu.com/p/66582899) - [网游帧同步的分析与设计](https://zhuanlan.zhihu.com/p/105390563) - [帧同步:浮点精度测试](https://zhuanlan.zhihu.com/p/30422277) - [帧同步和状态同步该怎么选](https://zhuanlan.zhihu.com/p/104932624) - [A guide to understanding netcode](https://www.gamereplays.org/overwatch/portals.php?show=page&name=overwatch-a-guide-to-understanding-netcode) - [再谈网游同步技术](http://www.skywind.me/blog/archives/1343#more-1343) - [帧同步的相关问题](http://www.igiven.com/dotnet/lock-step/) - [关于帧同步和网游游戏开发的一些心得](https://www.kisence.com/2017/11/12/guan-yu-zheng-tong-bu-de-xie-xin-de/) - [帧同步优化难点及解决方案](https://www.cnblogs.com/yptianma/p/11781083.html) - [ACT类游戏 帧同步及预表现技术分享](http://awucn.cn/?p=597) - [How do multiplayer games sync their state](https://medium.com/@qingweilim/how-do-multiplayer-games-sync-their-state-part-1-ab72d6a54043) - [Don’t use Lockstep in RTS games](https://medium.com/@treeform/dont-use-lockstep-in-rts-games-b40f3dd6fddb) - [Lockstep protocol](http://ds.cs.ut.ee/courses/course-files/Report%20-2.pdf) - [lockstep 网络游戏同步方案](https://blog.codingnow.com/2018/08/lockstep.html) - [帧同步整理](https://www.zhihu.com/search?type=content&q=%E5%B8%A7%E5%90%8C%E6%AD%A5%E6%95%B4%E7%90%86) - [Jeris大佬b站空间](https://space.bilibili.com/306838835/video) - [《Exploring in UE4》关于网络同步的理解与思考[概念理解]](https://zhuanlan.zhihu.com/p/34721113) - [《Exploring in UE4》网络同步原理深入(上)[原理分析]](https://zhuanlan.zhihu.com/p/34723199) - https://www.youtube.com/watch?v=KHWquMYtji0 - https://www.youtube.com/watch?v=1xiwJukvb60 - [守望先锋等FPS游戏的网络同步](https://zhuanlan.zhihu.com/p/28825322) - [《守望先锋》回放技术:阵亡镜头、全场最佳和亮眼表现](https://mp.weixin.qq.com/s/cOGn8-rHWLIxdDz-R3pXDg) - [暴雪Tim Ford:《守望先锋》架构设计与网络同步](https://m.sohu.com/a/148848770_466876/?pvid=000115_3w_a) - [Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization](https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization) - [A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience](https://dl.acm.org/doi/abs/10.1145/3339825.3391855) - [Timelines: simplifying the programming of lag compensation for the next generation of networked games](https://link.springer.com/article/10.1007/s00530-012-0271-3) - [Lag Compensation for First-Person ShooterGames in Cloud Gaming](https://core.ac.uk/download/pdf/159768685.pdf) - [The effect of latency on user performance in Real-Time Strategy games](https://www.researchgate.net/publication/222028118_The_effect_of_latency_on_user_performance_in_Real-Time_Strategy_games) - [Lag Compensation for First-Person Shooter Games in Cloud Gaming](https://www.researchgate.net/publication/325353977_Lag_Compensation_for_First-Person_Shooter_Games_in_Cloud_Gaming) - [Fast-Paced Multiplayer (Part IV): Lag Compensation](https://www.gabrielgambetta.com/lag-compensation.html) - [ag-compensation-in-a-real-time-game](https://gamedev.stackexchange.com/questions/162965/lag-compensation-in-a-real-time-game) - [Lag Compensation](https://doc.photonengine.com/zh-cn/pun/current/gameplay/lagcompensation) - [Enhancing the experience of multiplayer shooter games via advanced lag compensation](https://dl.acm.org/doi/10.1145/3204949.3204971) - [How to reduce Lag - A Tutorial on Lag Compensation Techniques for Online Games](https://www.youtube.com/watch?v=2kIgbvl7FRs) - [Lag Compensation using Bolt Physics](https://doc.photonengine.com/zh-tw/bolt/current/community-wiki/bolt-essentials/lag-compensation) - [Fighting Latency on Call of Duty: Black Ops III](https://www.youtube.com/watch?v=EtLHLfNpu84) - [以CSGO为例 分析不同网络延时下FPS游戏同步的实现](https://m.sohu.com/a/120126885_483399/?pvid=000115_3w_a) - [PEEKING INTO VALORANT'S NETCODE](https://technology.riotgames.com/news/peeking-valorants-netcode) - [I Shot You First: Networking the Gameplay of Halo: Reach](https://www.youtube.com/watch?v=h47zZrqjgLc) - [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg) - [Destiny 2's Uniquely Complicated Netcode Analysis](https://www.youtube.com/watch?v=ks5lgcCFvvE&list=PLSWK4JALZGZNVcTcoXcTjWn8DrUP7TOeR&index=10) - [Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective](https://www.youtube.com/watch?v=65_lBJbAxnk&list=PLSWK4JALZGZNVcTcoXcTjWn8DrUP7TOeR&index=8) - [World of Warcraft's Network Serialization and Routing](https://www.youtube.com/watch?v=hCsEHYwjqVE&list=PLSWK4JALZGZNVcTcoXcTjWn8DrUP7TOeR&index=7) - [与“延迟”抗争,射击游戏如何做到更好的体验](https://mp.weixin.qq.com/s/vhgnhEc-W0czI7-I6LvHFw) - [How to keep server-client clocks in-sync for precision networked games like Quake 3](https://gamedev.stackexchange.com/questions/93477/how-to-keep-server-client-clocks-in-sync-for-precision-networked-games-like-quak) - [Source_Multiplayer_Networking](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) - [Dead Reckoning: Latency Hiding for Networked Games](https://www.gamedeveloper.com/programming/dead-reckoning-latency-hiding-for-networked-games) #### Lockstep - https://github.com/QinZhuo/IDG_Game_One - https://github.com/Yinmany/NetCode-FPS - http://netcoding4d.com/ - https://cloud.tencent.com/product/mgobe - https://github.com/JiepengTan/LockstepECS - https://github.com/JiepengTan/LockstepEngine - https://github.com/Golangltd/LollipopUnity - https://github.com/SnpM/LockstepFramework - https://github.com/proepkes/UnityLockstep - https://github.com/CraneInForest/LockStepSimpleFramework-Client - https://github.com/dudu502/LittleBee - https://github.com/aaa719717747/TrueSyncExample - https://github.com/CraneInForest/LockStepSimpleFramework-Shared * [UnityLockstep](https://github.com/proepkes/UnityLockstep) - Deterministic Lockstep with serverside framerate for Unity * https://github.com/JiepengTan/LockstepCollision * https://github.com/HeatXD/PleaseResync * [open-netcode](https://github.com/polartron/open-netcode) #### status-syn - https://github.com/zpl-c/librg - https://github.com/minism/fps-netcode - https://github.com/Yinmany/NetCode-FPS - https://github.com/CodingCodingK/UnityMobaDemo - https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop - https://github.com/RevenantX/LiteEntitySystem - https://github.com/oculus-samples/Unity-UltimateGloveBall - https://github.com/526077247/ETPro - https://github.com/Mun1z/KingNetwork - https://github.com/moetsi/Unity-DOTS-Multiplayer-XR-Sample - https://github.com/luoyikun/UnityMobaDemo - https://github.com/LambdaTheDev/NetworkAudioSync - https://github.com/dz0039/NetworkPhysics - https://github.com/GiovanniZambiasi/Client-Side-Prediction * [unity-fastpacedmultiplayer](https://github.com/JoaoBorks/unity-fastpacedmultiplayer) - Features a Networking Framework to be used on top of Unity Networking, in order to implement an Authoritative Server with Lag Compensation, Client-Side Prediction/Server Reconciliation and Entity Interpolation * https://github.com/atrakeur/unity-unet-authoritative-networking #### Library - https://github.com/spectre1989/unity_physics_csp - https://github.com/fbsamples/oculus-networked-physics-sample/ #### Common-Server - [sylar](https://github.com/sylar-yin/sylar) C++高性能分布式服务器框架 ## Serialization - https://github.com/Levchenkov/NetCode - https://github.com/Cysharp/MemoryPack - https://github.com/dbolin/Apex.Serialization - https://github.com/space-wizards/netserializer - https://github.com/apache/arrow - https://github.com/koralium/Koralium - https://en.wikipedia.org/wiki/Interface_description_language - https://github.com/chronoxor/CppSerialization benckmark - https://chronoxor.github.io/FastBinaryEncoding/ FastBinaryEncoding - https://capnproto.org/ capnproto - https://github.com/c80k/capnproto-dotnetcore - https://github.com/google/flatbuffers flatBuffer - https://github.com/jamescourtney/FlatSharp - https://github.com/Unity-Technologies/FlatSharp - https://developers.google.com/protocol-buffers pb - https://github.com/real-logic/simple-binary-encoding sbe-fastest - https://github.com/neuecc/ZeroFormatter zero - https://msgpack.org/ messagepack - https://github.com/cloudwu/sproto sproto - https://uscilab.github.io/cereal/ - https://github.com/mzaks/FlexBuffersUnity - https://github.com/ReubenBond/Hagar - https://github.com/1996v/Bssom.Net - https://github.com/Dogwei/Swifter.MessagePack - https://github.com/RainwayApp/bebop - https://github.com/Sergio0694/BinaryPack - https://github.com/akkadotnet/Hyperion - https://github.com/leandromoh/RecordParser - https://github.com/RudolfKurka/StructPacker - https://github.com/wqaetly/OdinSerializerForNetCore - https://github.com/KrzysztofCwalina/POLE - https://github.com/JasonXuDeveloper/Nino - https://github.com/chronoxor/FastBinaryEncoding #### Json - https://github.com/neuecc/Utf8Json C# - https://github.com/Dogwei/Swifter.Json C# - https://github.com/zachsaw/Binaron.Serializer - https://github.com/smopu/DragonJson c# - https://jsonhero.io/ - https://jsoncrack.com/editor - https://altearius.github.io/tools/json/index.html #### Yaml - https://github.com/hadashiA/VYaml ## Huge-World - [ScatterStream](https://github.com/ashleyseric/ScatterStream) A runtime object scattering/vegetation authoring, streaming and rendering tool for Unity optimised for instanced rendering a very large number of placed items. - [mega-scatter-14954](https://assetstore.unity.com/packages/tools/modeling/mega-scatter-14954) unity-plugin - [MightyTerrainMesh](https://github.com/jinsek/MightyTerrainMesh) A Unity Plugin for Converting Terrain 2 Mesh & Terrain 2 Data for Runtime Virtual Texture. - https://github.com/NextGenSoftwareUK/ - https://assetstore.unity.com/packages/tools/terrain/easy-open-world-192659 - https://github.com/SimBlocks - https://github.com/tkonexhh/OpenWorld - https://github.com/Ermiq/GodotMono-InfiniteTerrain - https://github.com/tkonexhh/LearnGPUDrivenTerrain - https://github.com/guchengyidao/OpenWorldTerrainToolset - https://github.com/emrecancubukcu/Terrain-Decorator - https://github.com/jintiao/VirtualTexture - https://github.com/ACskyline/PVTUT - https://github.com/Unity-Technologies/Megacity-Sample - https://github.com/decentraland/unity-renderer - https://github.com/CesiumGS/cesium-unity ## DataBase - https://github.com/dolthub/dolt #### c# - [ZoneTree](https://github.com/koculu/ZoneTree) ZoneTree is a persistent, high-performance, transactional, ACID-compliant ordered key-value database for NET. It can operate in memory or on local/cloud storage. - [realm](https://github.com/realm/realm-dotnet) Realm is a mobile database: a replacement for SQLite & ORMs - [LiteDB](https://github.com/mbdavid/LiteDB) LiteDB - A .NET NoSQL Document Store in a single data file - [ravendb](https://github.com/ravendb/ravendb) ACID Document Database - [MasterMemory](https://github.com/Cysharp/MasterMemory) Embedded Typed Readonly In-Memory Document Database for .NET Core and Unity. - [RepoDB](https://github.com/mikependon/RepoDB) RepoDB is an open-source .NET ORM library that bridges the gaps of micro-ORMs and full-ORMs. It helps you simplify the switch-over of when to use the BASIC and ADVANCE operations during the development. - [FASTER](https://github.com/microsoft/FASTER) Fast persistent recoverable log and key-value store + cache, in C# and C++, from Microsoft Research. - [UltraLiteDB](https://github.com/rejemy/UltraLiteDB) Unity LiteDB - [DBreeze](https://github.com/hhblaze/DBreeze/) LiteDB - A .NET NoSQL Document Store - [Siaqodb](https://github.com/morecraf/Siaqodb) Siaqodb is a NoSQL embedded object and document database engine that currently runs on .NET, MonoMac, Universal Windows Platform (UWP), Xamarin.iOS, Xamarin.Android, Xamarin.Mac and Unity3D. - [UnityMemoryMappedFile](https://github.com/sh-akira/UnityMemoryMappedFile) - [SliccDB](https://github.com/pmikstacki/SliccDB) Light Embedded Graph Database for .net - [VeloxDB](https://github.com/VeloxDB/VeloxDB) ## ECS Libraries #### Collection - [awesome-entity-component-system](https://github.com/jslee02/awesome-entity-component-system) : A curated list of Entity-Component-System (ECS) libraries and resources #### C/C++ * anax - Open source C++ entity system [[github](https://github.com/miguelmartin75/anax) ![miguelmartin75/anax](https://img.shields.io/github/stars/miguelmartin75/anax.svg?style=flat&label=Star&maxAge=86400)] * ECS - C++ single-header entity component system library [[github](https://github.com/redxdev/ECS) ![redxdev/ECS](https://img.shields.io/github/stars/redxdev/ECS.svg?style=flat&label=Star&maxAge=86400)] * ecs.hpp - A single header C++14 entity component system library [[github](https://github.com/BlackMATov/ecs.hpp) ![BlackMATov/ecs.hpp](https://img.shields.io/github/stars/BlackMATov/ecs.hpp.svg?style=flat&label=Star&maxAge=86400)] * ecst - Experimental C++14 multithreaded compile-time entity-compnent-system library [[github](https://github.com/SuperV1234/ecst) ![SuperV1234/ecst](https://img.shields.io/github/stars/SuperV1234/ecst.svg?style=flat&label=Star&maxAge=86400)] * EntityFu - A simple, fast entity component system written in C++ [[github](https://github.com/NatWeiss/EntityFu) ![NatWeiss/EntityFu](https://img.shields.io/github/stars/NatWeiss/EntityFu.svg?style=flat&label=Star&maxAge=86400)] * EntityPlus - C++14 entity component system [[github](https://github.com/Yelnats321/EntityPlus) ![Yelnats321/EntityPlus](https://img.shields.io/github/stars/Yelnats321/EntityPlus.svg?style=flat&label=Star&maxAge=86400)] * EntityX - Fast, type-safe C++ entity component system [[github](https://github.com/alecthomas/entityx) ![alecthomas/entityx](https://img.shields.io/github/stars/alecthomas/entityx.svg?style=flat&label=Star&maxAge=86400)] * entt - Fast and reliable entity-component system [[github](https://github.com/skypjack/entt) ![skypjack/entt](https://img.shields.io/github/stars/skypjack/entt.svg?style=flat&label=Star&maxAge=86400)] * Flecs - A Multithreaded Entity Component System written for C89 & C99 [[github](https://github.com/SanderMertens/flecs) ![SanderMertens/flecs](https://img.shields.io/github/stars/SanderMertens/flecs.svg?style=flat&label=Star&maxAge=86400)] * goomy - A tiny, experimental ECS framework [[github](https://github.com/vberlier/goomy) ![vberlier/goomy](https://img.shields.io/github/stars/vberlier/goomy.svg?style=flat&label=Star&maxAge=86400)] * Kengine - Type-safe and self-documenting implementation of an Entity-Component-System [[github](https://github.com/phisko/kengine) ![phisko/kengine](https://img.shields.io/github/stars/phisko/kengine.svg?style=flat&label=Star&maxAge=86400)] * matter - C++17/20 ECS implementation [[github](https://github.com/Dreyri/matter) ![Dreyri/matter](https://img.shields.io/github/stars/Dreyri/matter.svg?style=flat&label=Star&maxAge=86400)] #### C# - [Entitas](https://github.com/sschmid/Entitas) Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity - [Ecstasy](https://github.com/neon-age/Ecstasy) Simplest powerful ECS for Unity. Flexible and fast. Works w/ Burst - [KECS](https://github.com/ludaludaed/KECS/) KECS is a fast and easy C# Entity Component System framework for writing your own games. - https://github.com/PixeyeHQ/actors - ecs框架,代码不错 * DefaultEcs - ECS for syntax and usage simplicity with maximum performance [[github](https://github.com/Doraku/DefaultEcs) ![Doraku/DefaultEcs](https://img.shields.io/github/stars/Doraku/DefaultEcs.svg?style=flat&label=Star&maxAge=86400)] * Svelto.ECS - Lightweight data oriented entity component system framework [[github](https://github.com/sebas77/Svelto.ECS) ![sebas77/Svelto.ECS](https://img.shields.io/github/stars/sebas77/Svelto.ECS.svg?style=flat&label=Star&maxAge=86400)] and here is a [example](https://github.com/sebas77/Svelto.MiniExamples) * [Hydrogen.Entities](https://github.com/periodyctom/Hydrogen.Entities) - A collection of helpers for work with Unity's ECS framework, used in our games. * [Morpeh](https://github.com/X-Crew/Morpeh) ECS Framework for Unity Game Engine. * https://github.com/hdmmY/BillionsUnit * [NanoECS](https://github.com/SinyavtsevIlya/NanoECS) c#-Unity ECS framework * [Unity ECS EntityBuilder](https://github.com/actionk/ECSEntityBuilder) This project is a wrapper around Unity ECS entities that allows one to simplify the process of creating / modifying entities. * [LeoECS](https://github.com/Leopotam/ecs) LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity * [unity-entity-component-system](https://github.com/elraccoone/unity-entity-component-system) A better approach to game design that allows you to concentrate on the actual problems you are solving: the data and behavior that make up your game. By moving from object-oriented to data-oriented design it will be easier for you to reuse the code and easier for others to understand and work on it. * [ME.ECS](https://github.com/chromealex/ecs) ECS for Unity with full game state automatic rollbacks * [ME.ECSBurst](https://github.com/chromealex/ME.ECSBurst) * [ecsrx.unity](https://github.com/EcsRx/ecsrx.unity) A simple framework for unity using the ECS paradigm but with unirx for fully reactive systems. * [morpeh](https://github.com/scellecs/morpeh) Fast and Simple Entity Component System (ECS) Framework for Unity Game Engine #### Python * esper - A lightweight Entity System for Python [[github](https://github.com/benmoran56/esper) ![benmoran56/esper](https://img.shields.io/github/stars/benmoran56/esper.svg?style=flat&label=Star&maxAge=86400)] #### Rust * Shipyard - Entity Component System written in Rust [[github](https://github.com/leudz/shipyard) ![leudz/shipyard](https://img.shields.io/github/stars/leudz/shipyard.svg?style=flat&label=Star&maxAge=86400)] * Specs - Parallel entity component system written in Rust [[github](https://github.com/slide-rs/specs) ![slide-rs/specs](https://img.shields.io/github/stars/slide-rs/specs.svg?style=flat&label=Star&maxAge=86400)] #### Lua - https://github.com/bakpakin/tiny-ecs #### ts - https://github.com/3mcd/javelin #### Benchmark * [ecs_benchmark](https://github.com/abeimler/ecs_benchmark): EnTT vs. entityx vs. anax vs. Artemis-Cpp * [Ecs.CSharp.Benchmark](https://github.com/Doraku/Ecs.CSharp.Benchmark) Benchmarks of some C# ECS frameworks. #### Article - [ecs-faq](https://github.com/SanderMertens/ecs-faq) ## Hash - [Blake3](https://github.com/xoofx/Blake3.NET) Blake3.NET is a fast managed wrapper around the SIMD Rust implementations of the BLAKE3 cryptographic hash function. - [HashDepot](https://github.com/ssg/HashDepot) - [xxHash](https://github.com/Cyan4973/xxHash) Extremely fast non-cryptographic hash algorithm ,implement by c - [xxHash](https://github.com/uranium62/xxHash) xxhash c# implement ## Text-Template - [Gridify](https://github.com/alirezanet/Gridify) Gridify is a dynamic LINQ library that converts your string to a LINQ query in the easiest way possible with excellent performance. it also, introduces an easy way to apply Filtering, Sorting and Pagination using text-based data. - [cottle](https://github.com/r3c/cottle) High performance template engine for C# - [scriban](https://github.com/lunet-io/scriban) A fast, powerful, safe and lightweight text templating language and engine for .NET - [dotliquid](https://github.com/dotliquid/dotliquid) .NET Port of Tobias Lütke's Liquid template language. - [fluid](https://github.com/sebastienros/fluid/) Fluid is an open-source .NET template engine that is as close as possible to the Liquid template language. - [Nustache](https://github.com/jdiamond/Nustache) Logic-less templates for .NET - [csharp-source-generators](https://github.com/amis92/csharp-source-generators) - [Gobie](https://github.com/GobieGenerator/Gobie) Simple C# source generation based on custom templates - [nevod](https://nevod.io) Nevod is a language and technology for pattern-based text search. It is specially aimed to rapidly reveal entities and their relationships in texts written in the natural language. - [AngouriMath](https://github.com/asc-community/AngouriMath) Open-source cross-platform symbolic algebra library for C# and F#. One of the most powerful in .NET. Can be used for both production and research purposes - [t4](https://github.com/faster-games/t4) T4 text template generative importer for Unity3D - [t4-templates-unity3d](https://github.com/deniszykov/t4-templates-unity3d) T4 Text Template Processor for Unity3D - [UriTemplates](https://github.com/tavis-software/Tavis.UriTemplates) ## Authorization - https://github.com/osohq/oso oso is an open source policy engine for authorization that’s embedded in your application - https://github.com/casbin/Casbin.NET ## NetWork #### Articles - [Explaining how fighting games use delay-based and rollback netcode](https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/) - [deterministic-netcode](https://yal.cc/preparing-your-game-for-deterministic-netcode/) - [NetworkBenchmarkDotNet](https://github.com/JohannesDeml/NetworkBenchmarkDotNet) - [硬不硬你说了算!近 40 张图解被问千百遍的 TCP 三次握手和四次挥手面试题 ](https://mp.weixin.qq.com/s?__biz=MzUxODAzNDg4NQ==&mid=2247484005&idx=1&sn=cb07ee1c891a7bdd0af3859543190202&chksm=f98e46cfcef9cfd9feb8b9df043a249eb5f226a927fd6d4065e99e62a645a584005d9921541b&scene=126&sessionid=1587373655&key=c1e3f751e477aefb2785e5e67e936b31e51cd2b2080391621fbd3fc27b4764cf9b02e0c6c25104fa7e3c90b7719ebe683a4fb3bc0a8bb16625e5b8696c4bb2133088ceea58e071e4f06742b5d6cf8225&ascene=1&uin=MTUzMzg4NDYwNA%3D%3D&devicetype=Windows+10&version=62080079&lang=zh_CN&exportkey=AQXqc918kP9oyoqf8cruy24%3D&pass_ticket=QdHP3k5%2FmrFq5WFcwZV4S%2BvR8mPmwfZtqWoh9PQiUYZE3cTJYTyDAx1P7teKSAck) 防止迷路,微信公众号:( 小林coding ) - [你还在为 TCP 重传、滑动窗口、流量控制、拥塞控制发愁吗?看完图解就不愁了 ](https://mp.weixin.qq.com/s?__biz=MzUxODAzNDg4NQ==&mid=2247484017&idx=1&sn=dc54d43bfd5dc088e48adcfa2e2bc13f&chksm=f98e46dbcef9cfcdab645e79138deb078d68ad843b3e424408974bd8f0ecea620a2502a79230&scene=126&sessionid=1587373655&key=caefaff9574fe7b57087d887de9c6a4c47d8f28df557255cc812869d270224df92f9bb319c0637c0755e2072e8a83e69667b4024c32f8447e1b8fbea51f25679a85b5b27be78ad02905b3a7220e63b0e&ascene=1&uin=MTUzMzg4NDYwNA%3D%3D&devicetype=Windows+10&version=62080079&lang=zh_CN&exportkey=AUqHBUf2HKUOvDs1c3m9p6g%3D&pass_ticket=QdHP3k5%2FmrFq5WFcwZV4S%2BvR8mPmwfZtqWoh9PQiUYZE3cTJYTyDAx1P7teKSAck) 防止迷路,微信公众号:( 小林coding ) - [万字详文:TCP 拥塞控制详解](https://zhuanlan.zhihu.com/p/144273871) - [TCP 的那些事儿](https://coolshell.cn/articles/11564.html) - [计网 IP 知识全家桶,45 张图一套带走](https://mp.weixin.qq.com/s/21Tk-8gxpDoH9DNWNYCWmA) - [ping命令用得这么6,原理知道不?图解一波!](https://mp.weixin.qq.com/s/55bbQX2-SUNe6PEI9My5fA) - [探究:一个数据包在网络中到底是怎么游走的?](https://mp.weixin.qq.com/s/07zloKKMUl-RHN6tWqZIJQ) - [硬核!30 张图解 HTTP 常见的面试题](https://mp.weixin.qq.com/s/FJGKObVnU61ve_ioejLrtw) - [如果面试再问GET和POST区别,就把这篇甩给他](https://mp.weixin.qq.com/s/BraxnIUJF4JGtIep0YiovA) - [计网 TCP/UDP 部分高频面试题大集合](https://mp.weixin.qq.com/s/SZ8XcOzZCVJG_P1_O4OtWQ) - [面试官:换人!他连 TCP 这几个参数都不懂 ](https://mp.weixin.qq.com/s/fjnChU3MKNc_x-Wk7evLhg) - [4G5G和上网带宽与下载速度的换算方法](https://www.cnblogs.com/zhaoqingqing/p/12755749.html) #### C# - [Enclave.FastPacket](https://github.com/enclave-networks/Enclave.FastPacket) The FastPacket project provides efficient, zero-allocation mechanisms for reading and writing individual network packets - [netmq](https://github.com/zeromq/netmq) A 100% native C# implementation of ZeroMQ for .NET - [DOTSNET](https://assetstore.unity.com/packages/tools/network/dotsnet-dots-networking-102633) unity -dots netcode plugin - [multiplayer-community-contributions](https://github.com/Unity-Technologies/multiplayer-community-contributions) - [ENet-CSharp](https://github.com/nxrighthere/ENet-CSharp) Reliable UDP networking library - [NetworkToolkit](https://github.com/scalablecory/NetworkToolkit) This project contains networking primitives for use with .NET. - http://www.hslcommunication.cn/ - [normcore](https://normcore.io/) Normcore is the best way to add multiplayer to any project. Period. Whether you’re creating mobile games, the next esport title, enterprise collaboration tools, or any project with real-time communication - [photonengine](https://www.photonengine.com) The world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable. - [darkriftnetworking](https://darkriftnetworking.com/) DarkRift Networking is a high performance, multithreaded networking system for Unity designed for speed and flexibility. It aims to be the ideal solution for every type of game, be it a First Person Shooter, a Trading card game or a Massively Multiplayer Online game. DarkRift Networking is the right choice for you. - [Mirror](https://github.com/vis2k/Mirror) A community replacement for Unity's abandoned UNET Networking System. - [Unity-Mirror-Helper-Scripts](https://github.com/Goodgulf281/Unity-Mirror-Helper-Scripts) A collection of helper scripts for (Unity3d) Mirror networking. - [aurora-engine-mirror-network-229925](https://assetstore.unity.com/packages/tools/game-toolkits/aurora-engine-mirror-network-229925) Aurora Engine - Mirror Network is ready made network solution for Aurora FPS Engine! - [Ruffles](https://github.com/MidLevel/Ruffles) Lightweight and fully managed reliable UDP library. - [libplanet](https://github.com/planetarium/libplanet) Blockchain core in C#/.NET for persistent peer-to-peer online games - [supersocket](https://docs.supersocket.net/) 国人的骄傲 - [BeetleX](https://github.com/beetlex-io/BeetleX) high performance dotnet core socket tcp communication components, support TLS, HTTP, HTTPS, WebSocket, RPC, Redis protocols, custom protocols and 1M connections problem solution - [SAEA](https://github.com/yswenli/SAEA) SAEA.Socket是一个高性能IOCP框架的 TCP,基于dotnet standard 2.0;Src中含有其应用测试场景,例如websocket、rpc、redis驱动、MVC WebAPI、轻量级消息服… - [ValveSockets-CSharp](https://github.com/nxrighthere/ValveSockets-CSharp) This repository provides a managed C# abstraction of GameNetworkingSockets library which is created and maintained by Valve Software. You will need to build the native library with all required dependencies before you get started. - [lidgren-network-gen3](https://github.com/lidgren/lidgren-network-gen3) Lidgren.Network is a networking library for .NET framework, which uses a single UDP socket to deliver a simple API for connecting a client to a server, reading and sending messages. - [SpaceWizards.Lidgren.Network](https://github.com/space-wizards/SpaceWizards.Lidgren.Network) - [DotNetty](https://github.com/Azure/DotNetty) DotNetty project – a port of netty, event-driven asynchronous network application framework - [SpanNetty](https://github.com/cuteant/SpanNetty) Port of Netty(v4.1.51.Final) for .NET - [Dotnetty-Practice](https://github.com/JusterZhu/Dotnetty-Practice) 主要讲解dotnetty企业级的应用开发,帮助开发者更容易的学习掌握该网络通讯框架。 - [DotNettyForUnity](https://github.com/vovgou/DotNettyForUnity) - [HiSocket](https://github.com/hiramtan/HiSocket) It is a lightweight client socket solution, you can used it in Unity3d or C# project - [NetStack](https://github.com/nxrighthere/NetStack) Lightweight toolset for creating concurrent networking systems for multiplayer games. NetStack is self-contained and has no dependencies. - [NetCoreServer](https://github.com/chronoxor/NetCoreServer) Ultra fast and low latency asynchronous socket server & client C# .NET Core library with support TCP, SSL, UDP, HTTP, HTTPS, WebSocket protocols and 10K connections problem solution - [Sockets Under Control unity-plugin](https://assetstore.unity.com/packages/tools/network/sockets-under-control-159512) * [UnitySocketIO](https://github.com/NetEase/UnitySocketIO) - socket.io client for unity3d. * [Hazel-Networking](https://github.com/DarkRiftNetworking/Hazel-Networking) - A low level networking library for C# providing connection orientated, message based communication via TCP, UDP and RUDP. * [MassiveNet](https://github.com/jakevn/MassiveNet) - Unity3d UDP networking library focused on high-CCU, multi-server architecture. * [Nakama](https://github.com/heroiclabs/nakama) - An open-source distributed social and realtime server for games and apps by [Heroic Labs](https://heroiclabs.com). It includes a large set of services for users, data storage, and realtime client/server communication; as well as specialized APIs like realtime multiplayer, groups/guilds, and chat. * [Barebones Master Server](https://github.com/alvyxaz/barebones-masterserver) - Master Server framework for Unity * [Forge Networking Remastered](https://github.com/BeardedManStudios/ForgeNetworkingRemastered) - In short, Forge Networking is a free and open source multiplayer game (multi-user) networking system that has a very good integration with the Unity game engine. You wanna make a multiplayer game or real time multi-user application? This is the library for you. * [Facepunch.Steamworks](https://github.com/Facepunch/Facepunch.Steamworks) - Another fucking c# Steamworks implementation * [MagicOnion](https://github.com/neuecc/MagicOnion) - gRPC based HTTP/2 RPC Streaming Framework for .NET, .NET Core and Unity. * [lidgren-network-gen3](https://github.com/lidgren/lidgren-network-gen3) - Lidgren.Network is a networking library for .NET framework, which uses a single UDP socket to deliver a simple API for connecting a client to a server, reading and sending messages. * [LiteNetLib](https://github.com/RevenantX/LiteNetLib) - Lite reliable UDP library for Mono and .NET * [LiteNetLibManager](https://github.com/insthync/LiteNetLibManager) - Higher level implementation for LiteNetLib * [UNet-Controller](https://github.com/GreenByteSoftware/UNet-Controller) - A CharacterController based controller for Unity's new Networking system * [Steamworks.NET](https://github.com/rlabrecque/Steamworks.NET) - Steamworks wrapper for Unity / C# * [UnityHTTP](https://github.com/andyburke/UnityHTTP) - A TcpClient-based HTTP library for Unity * [SocketIoClientDotNet](https://github.com/Quobject/SocketIoClientDotNet) - Socket.IO Client Library for .Net * [MLAPI](https://github.com/MidLevel/MLAPI) - A game networking framework built for the Unity Engine to abstract game networking concepts * [Networker](https://github.com/MarkioE/Networker) - A simple to use TCP and UDP networking library for .NET. Compatible with Unity * [SmartFoxServer 2X](http://docs2x.smartfoxserver.com/ExamplesUnity/introduction) - A comprehensive SDK for rapidly developing multiplayer games and applications with Adobe Flash/Flex/Air, Unity, HTML5, iOS, Windows Phone 8, Android, Java, Windows 8, C++ and more * [Colyseus](http://colyseus.io/) - Multiplayer Game Server for Node.js. [Demo with Unity3D](https://github.com/gamestdio/colyseus-unity3d) * [UnityWebSocket](https://github.com/Unity3dAzure/UnityWebSocket) - Web Socket client for Unity * [UnityWebSocket](https://github.com/psygame/UnityWebSocket) 🐳 The Best Unity WebSocket Plugin for All Platforms. * [unity-websocket-webgl](https://github.com/jirihybek/unity-websocket-webgl) Hybrid WebSocket implementation for Unity 3D with support of native and browser client. * [websocket-sharp](https://github.com/sta/websocket-sharp) - A C# implementation of the WebSocket protocol client and server * [NativeWebSocket](https://github.com/endel/NativeWebSocket) WebSocket client for Unity - with no external dependencies (WebGL, Native, Android, iOS, UWP) * [RESTClient](https://github.com/Unity3dAzure/RESTClient) - REST Client for Unity with JSON and XML parsing. (Features JSON helper to handle nested arrays and deserializing abstract types) * [GrpcWebSocketBridge](https://github.com/Cysharp/GrpcWebSocketBridge) Yet Another gRPC over HTTP/1 using WebSocket implementation, primarily targets .NET platform. * [SpeedDate](https://github.com/proepkes/SpeedDate) - SpeedDate Masterserver: Connecting Players * [ET](https://github.com/egametang/ET) - Unity3D Client And C# Server Framework * [Entitas-Sync-Framework](https://github.com/RomanZhu/Entitas-Sync-Framework) - Networking framework for Entitas ECS. Targeted at turnbased games or other slow-paced genres * [RestClient](https://github.com/proyecto26/RestClient) - Simple HTTP and REST client for Unity based on Promises, also supports Callbacks! * [Davinet](https://github.com/IronWarrior/Davinet) - Minimalist Unity networking package with goals of responsive physics, loose coupling, extensibility and encapsulation of netcode. * [ECSPowerNetcode](https://github.com/actionk/ECSPowerNetcode) Library to power up your experience with the DOTS Unity Netcode. * [FastTunnel](https://github.com/SpringHgui/FastTunnel.SuiDao) 二次开发的内网穿透服务 * [BeetleX](https://github.com/IKende/BeetleX) high performance dotnet core socket tcp communication components, support TLS, HTTP, HTTPS, WebSocket, RPC, Redis protocols, custom protocols and 1M connections problem solution * [BedrockFramework](https://github.com/davidfowl/BedrockFramework) High performance, low level networking APIs for building custom servers and clients. * [RailgunNet](https://github.com/ashoulson/RailgunNet) A Client/Server Network State-Synchronization Layer for Games * [EuNet](https://github.com/zestylife/EuNet) Peer to peer network solution for multiplayer games * [Telepathy](https://github.com/vis2k/Telepathy) Simple, message based, MMO Scale TCP networking in C#. And no magic. * [Megumin](https://github.com/KumoKyaku/Megumin.Net) 应用程序和游戏网络层解决方案 * [Mirage](https://github.com/MirageNet/Mirage) Easy to use Network library for Unity 3d * [HouraiNetworking](https://github.com/HouraiTeahouse/HouraiNetworking) Transport level library for peer-to-peer networking with multiple backends for the Unity. * [Unity-Netcode.IO](https://github.com/GlaireDaggers/Unity-Netcode.IO) A lightweight plugin to allow Unity games to use Netcode.IO for secure UDP socket communication. * [RiptideNetworking](https://github.com/tom-weiland/RiptideNetworking) Reliable UDP networking solution for building multiplayer games. (In public testing phase) * [LiteNetwork](https://github.com/Eastrall/LiteNetwork) * [csharp-kcp](https://github.com/l42111996/csharp-kcp) * [kcp2k](https://github.com/vis2k/kcp2k) * [java-Kcp](https://github.com/l42111996/java-Kcp) 基于java的netty实现的可靠udp网络库(kcp算法),包含fec实现,可用于游戏,视频,加速等业务 * [kcp-Code-annotation](https://gitee.com/he-linson/kcp-Code-annotation) * [learning-kcp-protocol](https://github.com/frimin/learning-kcp-protocol) KCP协议基本数据结构和算法介绍 * [KCP](https://github.com/KumoKyaku/KCP) KCP C#版。线程安全,运行时无alloc,对gc无压力。, * [kcp-genshin](https://github.com/labalityowo/kcp-genshin) * [Ignorance](https://github.com/SoftwareGuy/Ignorance) Ignorance utilizes the power of ENet to provide a reliable UDP networking transport for Mirror Networking. * [FishNet](https://github.com/FirstGearGames/FishNet) FishNet: Networking Evolved. (OPEN BETA) * [FFO-FishNet-Floating-Origin](https://github.com/hudmarc/FFO-FishNet-Floating-Origin) Floating Origin for FishNet. Tested with FN versions 2.5.4, 2.5.10 and 2.6.3. Should work with everything in between as well. * [TurtlePass](https://github.com/DanielSnd/TurtlePass) Turtle Pass is an addon for Fishnet that allows you to send large byte arrays over several frames so it doesn't overwhelm more limiting transports like FishySteamworks and FishyUtp * [NetworkTilemap](https://github.com/celojevic/NetworkTilemap) Networked tilemap synchronizer for FishNet. * [FishNet-ThirdPersonPrediction](https://github.com/RidefortGames/FishNet-ThirdPersonPrediction) * [RVPFishNet-Multiplayer-Car-Controller](https://github.com/Roceh/RVPFishNet-Multiplayer-Car-Controller) * [NetworkParticleSystem](- https://github.com/celojevic/NetworkParticleSystem) * [NetworkPositionSync](https://github.com/James-Frowen/NetworkPositionSync) Network Transform using Snapshot Interpolation and other techniques to best sync position and rotation over the network. * [Snapshooter](https://github.com/agustin-golmar/Snapshooter) An implementation of the snapshot interpolation algorithm on Unity 3D, with client-server architecture and possibly, prediction. * [zapnet](https://github.com/deadgg/zapnet) Zapnet is a Unity framework for game networking built with Lidgren * [Imp.NET](https://github.com/DouglasDwyer/Imp.NET) Imp.NET is a fast, high-level, object-oriented C# networking library that supports the invocation of remote methods through proxy interface objects. * [RRQMSocket](https://github.com/RRQM/RRQMSocket) RRQMSocket是一个整合性网络通信框架,特点是支持高并发、事件驱动、易用性强、二次开发难度低等。其中主要内容包括:TCP、UDP服务通信框架、大文件传输、RPC、WebSocket、WebApi、XmlRpc、JsonRpc等内容 * [FastTunnel](https://github.com/FastTunnel/FastTunnel) expose a local server to the internet. 高性能跨平台的内网穿透解决方案 远程内网计算机 域名访问内网站点 反向代理内网服务 端口转发 http代理 * [weaving-socket](https://gitee.com/dotnetchina/weaving-socket) 支持.NET5.0,core, U3D,物联网,web,通用,网关 socket通讯,架构带有内置协议,保证数据完整. * [Cube](https://github.com/MKSQD/Cube) Scalable high level network library for Unity * [NewLife.Net](https://github.com/NewLifeX/NewLife.Net) 单机吞吐2266万tps的网络通信框架 * [TouchSocket](https://github.com/RRQM/TouchSocket) TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架。包含了 tcp、udp、ssl、http、websocket、rpc、jsonrpc、webapi、xmlrpc等一系列的通信模块。一键式解决 TCP 黏分包问题,udp大数据包分片组合问题等。使用协议模板,可快速实现「固定包头」、「固定长度」、「区间字符」等一系列的数据报文解析。 * [Netcode.IO.NET](https://github.com/GlaireDaggers/Netcode.IO.NET) A pure managed C# implementation of the Netcode.IO spec #### C/CPP - https://github.com/ValveSoftware/GameNetworkingSockets - [CppNet](https://github.com/caozhiyi/CppNet) - [Muduo](https://github.com/chenshuo/muduo) - [NanoSockets](https://github.com/nxrighthere/NanoSockets) Lightweight UDP sockets abstraction for rapid implementation of message-oriented protocols - [ggpo](https://github.com/pond3r/ggpo) Good Game, Peace Out Rollback Network SDK - [yasio](https://github.com/yasio/yasio/) A multi-platform support c++11 library with focus on asio (asynchronous socket I/O) for any client applications. - [libhv](https://github.com/ithewei/libhv) 比libevent、libuv更易用的国产网络库。A c/c++ network library for developing TCP/UDP/SSL/HTTP/WebSocket client/server. - [handy](https://github.com/yedf2/handy) 简洁易用的C++11网络库 / 支持单机千万并发连接 / a simple C++11 network server framework - [workflow](https://github.com/sogou/workflow) C++ Parallel Computing and Asynchronous Networking Engine - [Server](https://github.com/shenmingik/Server) 基于muduo网络库的集群聊天服务器 - [slikesoft](https://www.slikesoft.com/) #### Rust - [crystalorb](https://github.com/ErnWong/crystalorb) Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback). #### Web/Http/Server/Client - https://github.com/uNetworking/uWebSockets - https://actix.rs/ - https://github.com/codeskyblue/gohttpserver - https://github.com/filebrowser/filebrowser - https://github.com/SrejonKhan/AnotherFileBrowser - [UnityFileDownloader](https://github.com/jpgordon00/UnityFileDownloader) Download multiple files at a time in Unity. - [OctaneDownloader](https://github.com/gregyjames/OctaneDownloader) A high performance, multi-threaded C# file download library. - [Downloader](https://github.com/bezzad/Downloader) Fast and reliable multipart downloader with asynchronous progress events for .NET applications. - [DownloadFile](https://github.com/GrayGuardian/DownloadFile)基于Unity平台 C#编写的断点续传、多线程下载模块 ## GameEngine Design #### Collection - https://github.com/redorav/public_source_engines #### Article/Course - https://isetta.io/resources/ - https://ourmachinery.com/ - [多线程渲染](https://zhuanlan.zhihu.com/p/44116722) - [UE4 关于主循环的资料](https://zhuanlan.zhihu.com/p/225465983) - http://www.thisisgame.com.cn/book/makegameenginatnight/ - https://github.com/Pikachuxxxx/Razix - https://zhuanlan.zhihu.com/p/36765725 -- 天涯明月刀 - https://zhuanlan.zhihu.com/p/68575577 -- 游戏引擎随笔 - https://zhuanlan.zhihu.com/p/20311224 -- 文件摘要的方式管理资源 #### 2D Engines and Frameworks - [Easy3D](https://github.com/LiangliangNan/Easy3D) A lightweight, easy-to-use, and efficient C++ library for processing and rendering 3D data - [Skybolt](https://github.com/Piraxus/Skybolt) Planetary rendering engine and aerospace simulation tools * [Agen](http://2dengine.com/page.php?p=features) - Cross-Platform framework for making 2D games with Lua, compatible iOS, Mac and Windows devices. * [Allegro](http://liballeg.org/) - Allegro 4 & 5 are cross-platform, open source, game programming libraries, primarily for C and C++ developers. :o2: * [AndEngine](http://www.andengine.org) - 2D Android Game Engine :o2: * [Bacon2D](http://bacon2d.com/) - A framework to ease 2D game development, providing ready-to-use QML elements representing basic game entities needed by most of games. :o2: * [Bladecoder](https://github.com/bladecoder/bladecoder-adventure-engine) - Classic point and click adventure game engine and editor. :o2: * [Box2D](https://box2d.org/) - A 2D Physics Engine for Games. :o2: * [projectchrono](https://projectchrono.org/) An Open Source Multi-physics Simulation Engine * [Chipmunk C#](https://github.com/netonjm/ChipmunkSharp) - C# implementation of the Chipmunk2D lib. :o2: * [Chipmunk2D](https://chipmunk-physics.net/) - A fast and lightweight 2D game physics library. * [VelcroPhysics](https://github.com/Genbox/VelcroPhysics) High performance 2D collision detection system with realistic physics responses. * [Cocos2D](https://github.com/los-cocos/cocos) - graphic library for games and multimedia, for python language :o2: * [Cocos2d-x](http://cocos2d-x.org/) - a C++ OpenGL 2D and 3D game engine. Uses C++ but has JS and Lua bindings. :free: * [Construct 2](https://www.scirra.com/) - an HTML5 game maker, meaning you are not actually writing JavaScript. Instead, you use actions, events and conditions to do the heavy lifting. :triangular_flag_on_post: * [Coquette](http://coquette.maryrosecook.com/) - A micro framework for JavaScript games. Handles collision detection, the game update loop, canvas rendering, and keyboard and mouse input. * [Corona SDK](https://coronalabs.com/) - A Cross-Platform Mobile App Development for iOS and Android. * [Defold](http://www.defold.com/) 2D game engine by King :free: * [Duality](http://duality.adamslair.net/) - C# / OpenGL 2D Game Engine that comes with visual editor. * [neoaxis](https://www.neoaxis.com/neoaxis/) NeoAxis Engine is an integrated development environment with built-in 3D, 2D game engine * [EasyRPG](https://easyrpg.org/) - role playing game creation tool compatible with RPG Maker 2000/2003 games :free: * [ENGi](https://github.com/ajhager/engi) - A multi-platform 2D game library for Go. :o2: * [Ejecta](http://impactjs.com/ejecta) - A Fast, Open Source JavaScript, Canvas & Audio Implementation for iOS. :o2: * [EnchantJS](https://github.com/wise9/enchant.js) - A simple JavaScript framework for creating games and apps. * [Farseer](http://farseerphysics.codeplex.com) - a collision detection system with realistic physics responses. * [FlashPunk](http://useflashpunk.net/) - free ActionScript 3 library designed for developing 2D Flash games. * [Flixel](http://flixel.org/index.html) - an open source game-making written in ActionScript3. :o2: * [GameMaker](http://www.yoyogames.com/studio) - 2D Game Engine :triangular_flag_on_post: * [GameSalad](https://gamesalad.com/) - Game Creation Engine for Mac and Windows. * [Gideros](http://giderosmobile.com/) - Mobile Cross-Platform framework using Lua programming language. :o2: * [Glide Engine](https://github.com/cocoatoucher/Glide) - Game engine for making 2d games on iOS, macOS and tvOS, with practical examples. :o2: * [Gosu](https://www.libgosu.org/) - 2D game development library for Ruby and C++ :o2: * [HaxeFlixel](http://haxeflixel.com/) - Create cross-platform games easier and free. * [iio.js](https://github.com/iioinc/iio.js) - A javascript library that speeds the creation and deployment of HTML5 Canvas applications :o2: * [ImpactJS](http://impactjs.com/) - Impact is a JavaScript Game Engine that allows you to develop stunning HTML5 Games for desktop and mobile browsers. * [Juno Lua](https://github.com/rxi/juno) - Framework for making 2D games with chunky pixels in Lua :o2: * [Juno TypeScript](https://github.com/digitsensitive/juno) - Clean and lightweight 2D game framework written in TypeScript * [Kivent](http://kivent.org/) - A 2D game framework for Kivy. * [Kivy](http://kivy.org) - Cross platform Python framework for creating apps and games for Linux, Windows, OS X, Android and iOS * [KiwiJS](http://www.kiwijs.org/) - a fun and friendly Open Source HTML5 Game Engine. Some people call it the WordPress of HTML5 game engines :o2: * [LibGDX](https://libgdx.badlogicgames.com/) - Powerful (totally free) library for Java, code once and run the game on desktop, Android, Web, and iOS. :o2: * [LimeJS](http://www.limejs.com/) - HTML5 game framework for building fast, native-experience games for all modern touchscreens and * [Lums](https://github.com/lums-proj/Lums) - A 2D / 3D framework written in C++11. Very efficient and modern. Still under heavy development. :o2: * [LÖVE](http://love2d.org) - Lua 2D Game Engine. :o2: * [MINX](https://github.com/GearChicken/MINX) - Open Source 2D game framework written in C++ (to the style of XNA) :o2: * [MOAI](http://getmoai.com/) - Cross-Platform framework designed for pro game developers to create iOS, Android, Windows, Linux, Chrome and OSX games using C++, OpenGL and Lua scripting. * [Matter.js](http://brm.io/matter-js/) - a 2D physics engine for the web. * [MelonJS](http://melonjs.org) - open source light-weight HTML5 game engine. :o2: * [Monkey X](http://www.monkey-x.com) - Multi-platform programming language and cross-compiler, aimed at fast game programming. * [Monogame](http://www.monogame.net/) - Open Source implementation of the Microsoft XNA 4 Framework. :o2: * [NodeBox](https://www.nodebox.net/) - a family of Python tools to create generative design. * [Open Mega Engine](https://github.com/rafaelcp/Open-Mega-Engine) * [OpenFL](http://www.openfl.org/) - Open Source Haxe Engine for making multi-platform games. :o2: * [OpenRA](http://www.openra.net/) - OpenRA is a Libre/Free Real Time Strategy Game Engine. * [PICO-8](http://www.lexaloffle.com/pico-8.php) - A fantasy console for making, sharing and playing tiny games and other computer programs. * [PandaJS](http://www.pandajs.net/) - Open Source HTML5 Engine. :o2: * [Phaser](http://phaser.io/) - free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering. * [PixiJS](http://www.pixijs.com/) - is a newcomer HTML5 game renderer - first released in early 2013. A main appeal of the engine is its use of WebGL for faster performance. If WebGL isn't supported, the engine falls back to standard canvas. * [PuzzleScript](http://www.puzzlescript.net/) - open-source HTML5 puzzle game engine. * [PyGame](http://pygame.org/hifi.html) - a 2D game engine in Python. :free: * [RPGMaker](http://www.rpgmakerweb.com/) - series of programs for the development of role-playing games. :heavy_dollar_sign: * [Ren'Py](http://www.renpy.org/) - visual novel engine using the Python language in simplified form. It supports Windows, Mac OS X, Linux, Android and iOS :o2: * [Rpgboss](http://rpgboss.com) - A 2d rpg game engine and editor based on scala and libgdx. Ease of use, with no programming knowledge. * [SDL](http://libsdl.org/) - SDL is a cross-platform library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. :free: * [SFML](http://www.sfml-dev.org/) - Simple and Fast Multimedia Library. :free: * [Solarus](http://www.solarus-games.org/) a free and open-source Action-RPG (Zelda) game engine :free: * [SpriteBuilder](http://www.spritebuilder.com/) - Open Source Game Development Suite for MacOS :o2: * [SpriteKit](https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html) - iOS/Mac 2D Game Engine. * [Stage.js](http://piqnt.com/stage.js/) - Lightweight and fast 2D HTML5 rendering and layout engine for cross-platform game development. * [Starling](http://gamua.com/starling/) - The GPU powered 2D Flash API * [Stencyl](http://www.stencyl.com/) - a game creation platform that allows users to create 2D video games for computers, mobile devices, and the web. * [Tilengine](http://www.tilengine.org/) - C Engine with wrappers for C#, Python and Java :o2: * [Tiny Computer](http://nesbox.com/tic/) - a tiny computer where you can make, play and share tiny games. #### 3D Engines and Frameworks * [keyshot](https://www.keyshot.com/) * [marmoset](https://marmoset.co/) * [RenderPipelineShaders](https://github.com/GPUOpen-LibrariesAndSDKs/RenderPipelineShaders) Render Pipeline Shaders SDK * [cycles-renderer](https://www.cycles-renderer.org/) Cycles is a physically based production renderer developed by the Blender project. * [flowers](https://github.com/ray-cast/flowers) 🤸🏾‍♀️👗开源的动画渲染软件,提倡以简单、易用,高质量的物理演算以及渲染质量和性能,为喜爱二次元动画的用户降低视频制作门槛 * [LuisaRender](https://github.com/LuisaGroup/LuisaRender) * [anki-3d-engine](https://github.com/godlikepanos/anki-3d-engine) AnKi 3D Engine - Vulkan backend, modern renderer, scripting, physics and more * [garEnginePublic](https://github.com/garlfin/garEnginePublic) C# Engine - Features: Directional Shadows, PBR, SSAO, Bloom, IBL, ECS, Render/Frame Buffers, Baked Cubemaps * [mach](https://github.com/hexops/mach) Mach is a game engine & graphics toolkit for the future. * [zenustech](https://zenustech.com/) ZEn NOde system - a simulation & rendering engine in nodes * [RenderLab](https://github.com/Ubpa/RenderLab) 渲染实验室,包含了实时渲染,离线渲染和场景编辑的功能 * [appleseed](https://github.com/appleseedhq/appleseed) A modern open source rendering engine for animation and visual effects * [Turbo](https://github.com/FuXiii/Turbo) Turbo is rendering engine base Vulkan * [hybrid-rendering](https://github.com/diharaw/hybrid-rendering) A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline. * [kajiya](https://github.com/EmbarkStudios/kajiya) Experimental real-time global illumination renderer * [Cafe-Shader-Studio](https://github.com/KillzXGaming/Cafe-Shader-Studio) * [EveryRay-Rendering-Engine](https://github.com/steaklive/EveryRay-Rendering-Engine) Robust real-time rendering engine on DirectX 11 with many advanced graphics features for quick prototyping * [ray-mmd](https://github.com/ray-cast/ray-mmd) The project is designed to create a physically-based rendering at mikumikudance * [neoGFX](https://github.com/i42output/neoGFX) Cross-platform GPU-oriented C++ application/game framework * [SpartanEngine](https://github.com/PanosK92/SpartanEngine) * [Amethyst](https://www.amethyst.rs/) - Data-driven game engine written in Rust for 2D & 3D :o2: * [ariyana](https://github.com/kochol/ariyana) Ariyana is an ECS work in progress game engine written in Orthodox C++ and Beef with a focus on cross-platform and multiplayer games * [Azul3D](http://azul3d.org/) - A 3D engine written in Go. * [bgfx](https://github.com/bkaradzic/bgfx) - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. :o2: * [Blend4Web](http://www.blend4web.com/) - A Javascript framework for creating and displaying interactive 3D computer graphics in web browsers. :o2: * [CRYENGINE](https://github.com/CRYTEK-CRYENGINE/CRYENGINE) - A pay what you want next gen 3D game engine written in C++. :o2: * [Dash](https://github.com/Circular-Studios/Dash) - A free and open 3D game engine written in D. :o2: * [Diligent Engine](https://github.com/DiligentGraphics/DiligentEngine) - A modern cross-platform low-level graphics library that supports Direct3D11, Direct3D12, OpenGL/GLES, and Vulkan. :o2: * [gameplay3d](http://gameplay3d.io/) - 2D + 3D game framework written in C++ :o2: * [Godot](http://www.godotengine.org/) - An advanced, feature-packed, multi-platform 2D and 3D open-source game engine. :o2: * [Havok Vision](http://www.havok.com/vision-engine/) - a cross-platform game engine that provides a powerful and versatile multi-platform runtime technology. * [Hive3D](http://www.eyelead.com/hive/) - Real Time Collaboration 3D engine. * [Horde3D](http://www.horde3d.org/) - small open source 3D rendering engine. :o2: * [Irrlicht](http://irrlicht.sourceforge.net/) - open source high performance realtime 3D engine written in C++. :o2: * [jMonkeyEngine 3](http://jmonkeyengine.org/) - a 3D open-source game engine for adventurous Java developers. * [JPCT](http://www.jpct.net/) - jPCT is a 3D engine for desktop Java and Google's Android. * [Lumberyard](https://aws.amazon.com/pt/lumberyard/) - Amazon Lumberyard is a free AAA game engine deeply integrated * [ODE](http://www.ode.org/) - ODE is an open source, high performance library for simulating rigid body dynamics. :o2: * [Ogre3D](http://www.ogre3d.org/) - is a scene-oriented, real-time, flexible 3D rendering engine (as opposed to a game engine) written in C++. * [OpenXRay](https://github.com/OpenXRay/xray-16) - a community-modified X-Ray engine used in S.T.A.L.K.E.R. game series. :triangular_flag_on_post: * [Panda3D](https://www.panda3d.org/) - a framework for 3D rendering and game development for Python and C++ programs. * [Paradox](http://paradox3d.net/) - Open Source C# Game Engine. :o2: * [Piston](http://www.piston.rs/) - a modular open source game engine written in Rust. :o2: * [PlayCanvas](https://playcanvas.com/) - A WebGL Game Engine. * [Polycode](http://polycode.org) - Open-Source Framework for creating games in C++ (with Lua bindings). * [Rajawali](https://github.com/Rajawali/Rajawali) - Android OpenGL ES 2.0/3.0 Engine :o2: * [Source](https://developer.valvesoftware.com/wiki/Main_Page) Valve's Flagship engine :free: * [Spring](http://springrts.com/) - A powerful free cross-platform RTS engine. * [Stingray](http://www.autodesk.com/products/stingray/) - 3D game engine and real-time rendering software :heavy_dollar_sign: * [Superpowers](https://sparklinlabs.itch.io/superpowers) - HTML5 Collaborative 2D/3D Game Maker * [Three.js](http://threejs.org/) - Javascript 3D Library. * [Turbulenz](http://biz.turbulenz.com/developers) - Turbulenz offers the ability to build, publish, iterate and monetise high-quality games that react like no others, with immersive 3D effects and real-time physics that open up a whole new world of unprecedented and extraordinary web content. * [Unity 3D](http://unity3d.com/) - A development engine for the creation of 2D and 3D games and interactive content. * [o3de](https://www.o3de.org/) * [Unreal Engine 4](https://www.unrealengine.com/) - the new game engine technology developed by Epic Games. * [Urho3D](http://urho3d.github.io/) - Cross-platform rendering and game engine. :o2: * [Wave](http://waveengine.net/) - Cross-platform engine written in C# * [WhiteStorm.js](https://github.com/WhitestormJS/whitestorm.js) - 3d javacript framework for building apps and games :o2: * [voxel.js](http://voxeljs.com/) - voxel.js is a collection of projects that make it easier than ever to create 3D voxel games like Minecraft all in the browser. * [Xenko Game Engine](http://xenko.com/) - open-source C# game engine designed for the future of gaming :o2: * [XNA](http://mxa.codeplex.com/) - Microsoft's game development framework. - https://saeruhikari.github.io/SakuraEngine/#/ Sakura - https://github.com/SakuraEngine - https://github.com/magefree/mage - https://github.com/nem0/LumixEngine - https://github.com/tkgamegroup/flame An ECS Game Engine Based On Reflection. - [WickedEngine](https://github.com/turanszkij/WickedEngine) - [Hazel](https://github.com/TheCherno/Hazel) - [FNA](https://github.com/FNA-XNA/FNA) FNA - Accuracy-focused XNA4 reimplementation for open platforms - [Gorgon](https://github.com/Tape-Worm/Gorgon) - [ezEngine](https://github.com/ezEngine/ezEngine) ezEngine is an open source C++ game engine in active development. It is currently mainly developed on Windows, and higher level functionality such as rendering and the tools are only available there, but the core libraries are also available for other platforms such as Mac and Linux. - [skylicht-engine](https://github.com/skylicht-lab/skylicht-engine) Skylicht Engine is C++ Game Engine based on Irrlicht 3D - [FlaxEngine](https://github.com/FlaxEngine/FlaxEngine) - [rbfx](https://github.com/rokups/rbfx) - [WolfEngine](https://github.com/WolfEngine/Wolf.Engine) The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing ## GameAI * [EntitiesBT](https://github.com/quabug/EntitiesBT) - Behavior Tree for Unity ECS (DOTS) framework - [awesome-behavior-trees](https://github.com/BehaviorTree/awesome-behavior-trees) : A list of awesome Behavior Trees resources - [com.bananaparty.behaviortree](https://github.com/forcepusher/com.bananaparty.behaviortree) Unity package. Fully cross-platform Behavior Tree featuring support for deterministic simulation and prediction-rollback netcode. - https://github.com/piruzhaolu/ActionFlow - https://github.com/SinyavtsevIlya/BehaviorTree - https://github.com/ls361664056/GameAI-paper-list - https://github.com/jzyong/GameAI4j - https://github.com/kietran99/BehaviorTree ## Creative Code - [Cinder](https://libcinder.org/) - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++. :o2: - https://github.com/terkelg/awesome-creative-coding - [awesome-casestudy](https://github.com/luruke/awesome-casestudy) : Curated list of technical case studies on WebGL and creative development - https://github.com/jasonwebb/morphogenesis-resources - [Processing](https://www.processing.org/) - Processing is a programming language, development environment for artists, designers, researchers. - http://structuresynth.sourceforge.net/ - https://github.com/TheFuseLab/VL.Fuse - https://github.com/nannou-org/nannou - https://ciphrd.com/ - https://github.com/IxxyXR/polyhydra-upm ## 并发执行和多线程 #### CPP * https://github.com/rigtorp/awesome-lockfree * Boost.Compute:用于OpenCL的C++GPU计算库。[官网](https://github.com/kylelutz/compute) * Bolt:针对GPU进行优化的C++模板库。[官网](https://github.com/HSA-Libraries/Bolt) * C++React:用于C++11的反应性编程库。[官网](https://github.com/schlangster/cpp.react) * Intel TBB:Intel线程构件块。[官网](https://www.threadingbuildingblocks.org/) * Libclsph:基于OpenCL的GPU加速SPH流体仿真库。[官网](https://github.com/libclsph/libclsph) * OpenCL:并行编程的异构系统的开放标准。[官网](https://www.khronos.org/opencl/) * OpenMP:OpenMP API。[官网](http://openmp.org/) * Thrust:类似于C++标准模板库的并行算法库。[官网](http://thrust.github.io/) * HPX:用于任何规模的并行和分布式应用程序的通用C++运行时系统。[官网](https://github.com/STEllAR-GROUP/hpx/) * VexCL:用于OpenCL/CUDA 的C++向量表达式模板库。[官网](https://github.com/ddemidov/vexcl) * TBB Threading Building Blocks (TBB) lets you easily write parallel C++ programs that take full advantage of multicore performance, that are portable, composable and have future-proof scalability.[官网](https://github.com/oneapi-src/oneTBB) * [fiber-job-system](https://github.com/Freeeaky/fiber-job-system) This library offers a multi-threaded job-system, powered by fibers. #### C * cchan:一个线程间通信通道构建的小型库。公共领域。[官网](http://repo.hu/projects/cchan/) * ck:并发原语,安全内存回收机制和非阻塞数据结构。[FreeBSD](http://directory.fsf.org/wiki?title=License:FreeBSD "License:FreeBSD")。[官网](https://github.com/concurrencykit/ck) * mill:用 C 写成的 Go 风格并发。[X11](https://directory.fsf.org/wiki/License:X11)[官网](http://libmill.org/) * MPICH:MPI 的另一种实现。[MPICH licence](http://git.mpich.org/mpich.git/blob_plain/6aab201f58d71fc97f2c044d250389ba86ac1e3c:/COPYRIGHT)。[官网](http://www.mpich.org/) * OpenMP:一组 C 编译指令,使其易于并行化代码。标准(许可不适用)。[官网](http://openmp.org/wp/about-openmp/) * OpenMPI:一个消息传输接口实现。[3-clause BSD](http://directory.fsf.org/wiki/License:BSD_3Clause)。[官网](https://github.com/open-mpi/ompi) * PETSc:一系列数据结构和例程,用于计算由偏微分方程建模的应用程序的可扩展并行解。[FreeBSD](http://directory.fsf.org/wiki?title=License:FreeBSD "License:FreeBSD")。[官网](http://www.mcs.anl.gov/petsc/) * pth:一个非抢占式优先级调度多线程执行的可扩展实现。[GNU GPL3](http://www.gnu.org/licenses/gpl.html) 或者更高版本。[官网](https://gnu.org/software/pth/) * pthreads:POSIX 线程库。标准(没有适用的许可)。[官网](https://en.wikipedia.org/wiki/POSIX_Threads) * SLEPc:一个在并行计算机中的解决大型,稀疏特征值问题的软件库。[GNU LGPL3](http://www.gnu.org/licenses/lgpl.html)。[官网](http://slepc.upv.es/) * TinyCThread:一个可扩展,小型的 C11 标准线程 API 实现。[zlib](http://directory.fsf.org/wiki/License:Zlib)。[官网](https://tinycthread.github.io/) ## Game-Math - [Vortice.Mathematics](https://github.com/amerkoleci/Vortice.Mathematics) Cross platform .NET math library. - [geometry3Sharp](https://github.com/gradientspace/geometry3Sharp) C# library for 2D/3D geometric computation, mesh algorithms, and so on - [redblobgames](https://www.redblobgames.com/) [CGALDotNetGeometry](https://github.com/Scrawk/CGALDotNetGeometry) - [unityMath](https://github.com/Unity-Technologies/Unity.Mathematics) c# unity - [komietty](https://github.com/komietty) Computational Geometry Programmer - [MathUtilities](https://github.com/zalo/MathUtilities) c# unity - [clipper](http://www.angusj.com/delphi/clipper.php) clipper Delphi, C++ and C# - [Math Library for Unity](https://assetstore.unity.com/packages/tools/math-library-for-unity-14912) c# unity plugin - [triangle](https://archive.codeplex.com/?p=triangle) c# clipper - [accord-net](https://github.com/accord-net/framework?) c# - [random-from-distributions](https://assetstore.unity.com/packages/tools/random-from-distributions-statistical-distributions-random-numbe-15873) c# unity-plugin - [game-math](https://github.com/npruehs/game-math) c# - [Unity GPU Nearest Neighbor](https://github.com/kodai100/Unity_GPUNearestNeighbor) c# gpu - [3DMath](https://github.com/GregLukosek/3DMath) Unity C# 3D Math methods library. - [Mathfs](https://github.com/FreyaHolmer/Mathfs) c# Expanded Math Functionality for Unity - [Geometric Algorithms](https://github.com/volfegan/GeometricAlgorithms) Java Geometric Algorithms implemented for Java and Processing v3 - [delaunator](https://github.com/nol1fe/delaunator-sharp) c# Fast Delaunay triangulation of 2D points implemented in C#. - [UnityMathReference](https://github.com/zezba9000/UnityMathReference) Math reference for games and more. All visualized in Unity3D. - [Computational](https://github.com/Habrador/Computational-geometry)Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, etc - [UGM](https://github.com/Ubpa/UGM) cpp - Armadillo:高质量的C++线性代数库,速度和易用性做到了很好的平衡。语法和MatlAB很相似。[官网](http://arma.sourceforge.net/) - blaze:高性能的C++数学库,用于密集和稀疏算法。[官网](https://code.google.com/p/blaze-lib/) - ceres-solver:来自谷歌的C++库,用于建模和解决大型复杂非线性最小平方问题。[官网](http://ceres-solver.org/) - cml:用于游戏和图形的免费C++数学库。[官网](http://cmldev.net/) - GMTL:数学图形模板库是一组广泛实现基本图形的工具。[官网](http://ggt.sourceforge.net/) - GMP:用于个高精度计算的C/C++库,处理有符号整数,有理数和浮点数。[官网](https://gmplib.org/) - [Eigen](https://github.com/eigenteam/eigen-git-mirror) :star: linear algebra: matrices, vectors, numerical solvers, and related algorithms. [Eigen](http://eigen.tuxfamily.org/) - [MathGeoLib](https://github.com/juj/MathGeoLib) :thumbsup: A C++ library for linear algebra and geometry manipulation for computer graphics - [GeometricTools](https://github.com/davideberly/GeometricTools) :thumbsup: A collection of source code for computing in the fields of mathematics, geometry, graphics, image analysis and physics. - [glm](https://github.com/g-truc/glm) OpenGL Mathematics (GLM) https://glm.g-truc.net - [CGAL](https://github.com/CGAL/cgal) geometric algorithms in the form of a C++ library. - [GEOS](http://trac.osgeo.org/geos) Geometry Engine - [klein](https://github.com/jeremyong/klein) :thumbsup: P(R*_{3, 0, 1}) specialized SIMD Geometric Algebra Library https://jeremyong.com/klein - [MTL](https://svn.simunova.com/svn/mtl4/trunk) Matrix Template Library, a linear algebra library for C++ programs. - [DirectXMath](https://github.com/Microsoft/DirectXMath) DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps - [polyscope](https://github.com/nmwsharp/polyscope) A prototyping-oriented UI for geometric algorithms https://polyscope.run - [geomc](https://github.com/trbabb/geomc) A c++ linear algebra template library - [fastapprox](https://github.com/romeric/fastapprox) Approximate and vectorized versions of common mathematical functions - [hlslpp](https://github.com/redorav/hlslpp) Math library using hlsl syntax with SSE/NEON support - [vml](https://github.com/valentingalea/vml) C++17 GLSL-like vector and matrix math lib - [mathfu](https://github.com/google/mathfu) C++ math library developed primarily for games focused on simplicity and efficiency. http://google.github.io/mathfu - [cglm](https://github.com/recp/cglm) Highly Optimized Graphics Math (glm) for C - [eigen](https://github.com/PX4/eigen) Eigen is a C++ template library for linear algebra: matrices, vectors, numerical solvers, and related algorithms. - [red3d](http://www.red3d.com) - [Realtime Math ](https://github.com/nfrechette/rtm) - [vectorial](https://github.com/scoopr/vectorial) Vector math library with NEON/SSE support - [MaxMath](https://github.com/MrUnbelievable92/MaxMath) - [XUGL](https://github.com/monitor1394/XUGL) - [nalgebra](https://www.nalgebra.org/) rust math - [DualQuaternionsForUnity](https://github.com/johannesugb/DualQuaternionsForUnity) - [opengjk](https://www.mattiamontanari.com/opengjk/) C implementation of the GJK algorithm - [pcg-random](https://www.pcg-random.org/) - [geogram](https://github.com/BrunoLevy/geogram) c++ a programming library with geometric algorithms - [FastMath](https://github.com/wiu-wiu/FastMath) C# library with very fast but not very accurate realisations of System.Math methods. - [MathLibrary](https://github.com/db300/MathLibrary) 数学计算相关类库 #### Math-Tool - [Shadershop](http://tobyschachman.com/Shadershop/editor/) - [wolframalpha](https://www.wolframalpha.com) - [geogebra](https://www.geogebra.org/) - [graphtoy](https://iquilezles.org/apps/graphtoy/index.html) - https://www.mathcha.io/ - https://www.mathtype.cn/ - https://zh.numberempire.com/ - http://penrose.ink/ - https://github.com/FXH1/C-CPP-function-development-library - https://www.keycurriculum.com/ - http://tobyschachman.com/Shadershop/ - [graphtoy](https://graphtoy.com/) #### Curve - [unity-nurbs](https://github.com/komietty/unity-nurbs) Unity base NURBS spline and surface module - [Unity-Spline-Editor](https://github.com/vvrvvd/Unity-Spline-Editor) - [Lagrange Interpolatio](https://www.youtube.com/watch?v=4S6G-zenbFM&t=621s) - https://github.com/mxgmn/Blog/blob/master/squircles.md - [bezierjs](https://github.com/Pomax/bezierjs) A nodejs and client-side library for (cubic) Bezier curve work - [bezierinfo中文版](https://pomax.github.io/bezierinfo/zh-CN/index.html) - [CurveDesigner](https://github.com/cmacmillan/CurveDesigner) A free tool for designing tubes, ramps, curves, and half-pipes in unity - [2d 曲线](https://github.com/gabrielgiordan/Unity3D-Curves) - [unity-curve-utils](https://github.com/baba-s/unity-curve-utils) 曲线 - [nurbs](https://github.com/StandardCyborg/nurbs) js Non-Uniform Rational B-Splines (NURBS) of any dimensionality - [BGCurve](https://github.com/bansheeGz/BGCurve) #### Courses/Article/website - https://d3gt.com/index.html - https://zhuanlan.zhihu.com/p/362148370 - https://github.com/rossant/awesome-math - [傅里叶变换交互式入门](http://www.jezzamon.com/fourier/zh-cn.html) - [一分钟看完漫画搞懂卷积](https://blog.csdn.net/cubesky/article/details/117446164) - https://www.wolfram.com/ - https://mathvault.ca/websites/ - https://brilliant.org/ - https://www.3blue1brown.com/ - http://www.matrix67.com/blog - https://mmaqa.com/ - https://gist.github.com/munrocket/f247155fc22ecb8edf974d905c677de1? - [空间划分](https://www.cnblogs.com/KillerAery/p/10878367.html) - [切线空间(Tangent Space)完全解析](https://zhuanlan.zhihu.com/p/139593847) - [图形学 | Shader |用一篇文章理解法线变换、切线空间、法线贴图](https://zhuanlan.zhihu.com/p/261667233) - [谈谈法线图的压缩](https://gameinstitute.qq.com/community/detail/123850) - 游戏相关的几何分支:欧式几何、射影几何、微分几何、代数几何和非交换几何 - [projectivegeometricalgebra](http://projectivegeometricalgebra.org/) 摄影几何 - [comparison with math libraries](https://nfrechette.github.io/2019/01/19/introducing_realtime_math/) - [线性代数的本质 - 系列合集](https://www.bilibili.com/video/BV1ys411472E) - [lir](https://github.com/Evryway/lir) Largest Interior Rectangle implementation in C# for Unity. #### Unity-Transform - [Unity坐标系变换那些事](https://zhuanlan.zhihu.com/p/438828654) - [图形学中常见的数学困惑](https://zhuanlan.zhihu.com/p/413224014) - [图形学常见的变换推导](http://frankorz.com/2020/07/26/transformation/) - [四元数应用——顺序无关的旋转混合](https://zhuanlan.zhihu.com/p/28330428) - https://thenumbat.github.io/Exponential-Rotations/ - https://github.com/Milk-Drinker01/CoR-Skinning - [Unity Shader 各个空间坐标的获取方式及xyzw含义](https://zhuanlan.zhihu.com/p/505030222) - [decoding-a-projection-matrix](http://xdpixel.com/decoding-a-projection-matrix/) - [从MVP矩阵提取Frustum平面](https://zhuanlan.zhihu.com/p/573372287) - [Matrix-crash-course](https://github.com/Bunny83/Unity-Articles/blob/master/Matrix%20crash%20course.md) - [《RTR4》第4章 变换(Transforms)(上)](https://zhuanlan.zhihu.com/p/447927462) ## Physics #### Physics Framework - [bepuphysics2](https://github.com/bepu/bepuphysics2) Pure C# 3D real time physics simulation library, now with a higher version number. - [bepuphysics1int](https://github.com/sam-vdp/bepuphysics1int) Pure C# deterministic fixed-point 3D real time physics simulation library - https://github.com/Kimbatt/unity-deterministic-physics - https://github.com/devlinzhou/deterministic_physics - https://github.com/PetteriAimonen/libfixmath - https://github.com/BXRan/PEMath - https://github.com/GameArki/FPPhysics2D - https://github.com/yingyugang/FixedPointPhysics - https://github.com/zeroerror/ZeroPhysics - https://github.com/chenwansal/FPPhysics2D - https://github.com/GameArki/FPMath - https://github.com/CodingCodingK/CodingKPhysx - https://github.com/Fractural/GodotFixedVolatilePhysics - [Bullet](http://bulletphysics.org/wordpress/) - Real-time physics simulation. - [collision-rs](https://github.com/rustgd/collision-rs) A collision extension to cgmath - https://github.com/MADEAPPS/newton-dynamics/ -newton-dynamics - [fcl](https://github.com/flexible-collision-library/fcl) The Flexible Collision Library - [Jitter](https://code.google.com/p/jitterphysics/) - a fast and lightweight physics engine written in C#. - [libccd](https://github.com/danfis/libccd) Library for collision detection between two convex shapes - [ncollide](https://github.com/dimforge/ncollide) 2 and 3-dimensional collision detection library in Rust. - [reactphysics3d]([www.reactphysics3d.com](https://github.com/DanielChappuis/reactphysics3d)) - [tinyc2](https://github.com/RandyGaul/cute_headers) Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games - [qu3e](https://github.com/RandyGaul/qu3e) qu3e is a compact, light-weight and fast 3D physics engine in C++. - [OPCODE](https://github.com/nitrocaster/OPCODE) - https://github.com/kroitor/gjk.c gjk.c - https://github.com/wnbittle/dyn4j dyn4j - https://github.com/wellcaffeinated/PhysicsJS - https://www.havok.com/products/havok-physics/ - https://www.geforce.cn/hardware/technology/physx - https://www.sofa-framework.org/ - https://github.com/jeffvella/UnityNativeCollision - https://www.bepuentertainment.com/ - https://samuelpmish.github.io/notes/RocketLeague/#_navigation - https://github.com/devnio/Flowmo - https://parry.rs/ - https://rapier.rs/ - https://github.com/fxredeemer/jitterphysics - https://github.com/irlanrobson/bounce #### Physics BOOKS - [Physics for Game Programmers](https://www.amazon.com/Physics-Game-Programmers-Grant-Palmer/dp/159059472X) - [Physics Modeling for Game Programmers](https://www.amazon.com/Physics-Modeling-Programmers-David-Conger/dp/1592000932/) - [Fluid Simulation for Computer Graphics](https://www.amazon.ca/Simulation-Computer-Graphics-Second-Edition/dp/1482232839) - [The Art of Fluid Animation](https://www.amazon.ca/Art-Fluid-Animation-Jos-Stam/dp/1498700209) - [Computer Animation: Algorithms and Techniques ](https://www.amazon.com/Computer-Animation-Third-Edition-Algorithms/dp/0124158420/ref=dp_ob_title_bk) - [Physics Based Animation](https://www.amazon.com/Physics-Based-Animation-Graphics-Erleben/dp/1584503807) - [Game Physics ](https://www.amazon.com/Physics-Morgan-Kaufmann-Interactive-Technology/dp/1558607404) - [Real-Time Collision Detection ](https://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323) - [Guide to Dynamic Simulations of Rigid Bodies and Particle Systems ](https://www.amazon.com/Simulations-Particle-Simulation-Foundations-Applications/dp/1447144163) - [Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game ](https://www.amazon.com/dp/0123819768/?tag=stackoverfl08-20) - [Game Physics Pearls](https://www.amazon.ca/Game-Physics-Pearls-Gino-Bergen/dp/1568814747) - [Fluid Engine Development](https://www.amazon.ca/Fluid-Engine-Development-Doyub-Kim/dp/1498719929) - [zibra](https://zibra.ai/) - [Foundations of Physically Based Modeling and Animation](https://www.amazon.ca/Foundations-Physically-Based-Modeling-Animation/dp/1482234602/) #### Fluid - [Blender-FLIP-Fluids](https://github.com/rlguy/Blender-FLIP-Fluids) :thumbsup: FLIP Fluids is a powerful liquid simulation plugin that gives you the ability to create high quality fluid effects all within Blender - [fluviofx](https://github.com/fluviofx/fluviofx) Fluid dynamics for Unity's VFX graph https://getfluv.io - [Piranha](https://github.com/keenanwoodall/Piranha) A simple tool to make rigidbodies swarm a mesh in Unity. - [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH) physically-based simulation of fluids. - [GridFluidSim3D](https://github.com/rlguy/GridFluidSim3D) A PIC/FLIP fluid simulation based on the methods found in Robert Bridson's "Fluid Simulation for Computer Graphics" - [SPHFluid](https://github.com/MangoSister/SPHFluid) Interactive 3D Fluid Simulation based on SPH - [RealTimeFluidRendering](https://github.com/ttnghia/RealTimeFluidRendering) Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering". - [fluid-engine-dev](https://github.com/doyubkim/fluid-engine-dev) Fluid simulation engine for computer graphics applications https://fluidenginedevelopment.org/ - [Bimocq](https://github.com/ziyinq/Bimocq) Efficient and Conservative Fluids Using Bidirectional Mapping - [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity) A PBD fluid in unity running on the GPU - [Trinity](https://github.com/portsmouth/Trinity) Programmable 3D GPU (WebGL) fluid simulator - [Unity-ECS-Job-System-SPH](https://github.com/leonardo-montes/Unity-ECS-Job-System-SPH) Implementation of the SPH Algorithm (fluid simulation) in Unity, comparing singlethread and ECS/Job System performances. - [Fluid-Simulator](https://github.com/Al-Asl/Fluid-Simulator) Case study on fluid dynamics, Volumetric GPU-Based fluid simulator - [Liquid-Simulation](https://github.com/ivuecode/Liquid-Simulation) #### Water - [FluxInUnity](https://github.com/DaiZiLing/FluxInUnity) - [boat-attack-water](https://github.com/Unity-Technologies/boat-attack-water) Package repo containing the water system created for the URP Boat Attack demo project - [unity-stylized-water](https://github.com/danielshervheim/unity-stylized-water) - [Unity中实现瓶中液体晃动的效果(从建模开始)](https://zhuanlan.zhihu.com/p/159913409) - [AQUAS Water](https://assetstore.unity.com/packages/tools/particles-effects/aquas-water-river-set-52103) UnityPlugin - [Stylized Water For URP](https://assetstore.unity.com/packages/vfx/shaders/stylized-water-for-urp-162025) UnityPlugin - [Dynamic Water Physics 2 ](https://assetstore.unity.com/packages/tools/physics/dynamic-water-physics-2-147990) UnityPlugin - https://github.com/Scrawk/Brunetons-Ocean - https://github.com/Verasl/BoatAttack water - https://github.com/eliasts/Ocean_Community_Next_Gen - [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) - https://github.com/bearworks/URPOcean - https://github.com/wave-harmonic/water-resources - [Compute-Shaders-Fluid-Dynamic-](https://github.com/IRCSS/Compute-Shaders-Fluid-Dynamic-) [Blog](https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac) - [UnityInteractableWater-Grass-Wind_URP](https://github.com/Zoroiscrying/UnityInteractableWater-Grass-Wind_URP) #### Cloth * [GPU-Cloth-Simulation](https://github.com/JUSTIVE/GPU-Cloth-Simulation) GPU Mass-Spring Simulation Cloth in Unity * [Fusion](https://github.com/Ninjajie/Fusion) Unity Physics on GPU * https://github.com/dragonbook/awesome-cloth * [opencloth](https://github.com/mmmovania/opencloth) A collection of source codes implementing cloth simulation algorithms in OpenGL * [GPUClothSimulationInUnity](https://github.com/voxell-tech/GPUClothSimulationInUnity) About Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8 - [Cloth Simulation for Computer Graphic](https://www.amazon.ca/Cloth-Simulation-Computer-Graphics-Stuyck/dp/1681734117/) #### Position-Based-Dynamics - [Position-Based-Dynamics](https://github.com/Scrawk/Position-Based-Dynamics) - [unity-position_based_dynamic](https://github.com/wsiqq23/unity-position_based_dynamic) 在unity上实现的一些基于position based dynamic的效果 - [PBD2D](https://github.com/andywiecko/PBD2D) Unity Position Based Dynamics in two dimensions - [PositionBasedDynamics](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) physically-based simulation of rigid bodies, deformable solids and fluids. - [PositionBasedFluids](https://github.com/JAGJ10/PositionBasedFluids) CUDA/C++ implementation of several papers in the spirit of developing a small demo similar to Nvidia's FleX framework #### Softbody * [Softbodies](https://github.com/Ideefixze/Softbodies) Softbodies, jiggly items and other slimy stuff in Unity * [SoftBodySimulation](https://github.com/chrismarch/SoftBodySimulation) Squish! A quick exploration of mesh deformation in response to collision #### Vehicle * [tork](https://github.com/adrenak/tork) Arcade vehicle physics for Unity * [Randomation-Vehicle-Physics](https://github.com/JustInvoke/Randomation-Vehicle-Physics) ## Game-BenchMark/Metric/Tool #### Common - [awesome-android-performance](https://github.com/Juude/awesome-android-performance) Android performance optimization tutorials, videos and tools list(Android性能优化视频,文档以及工具) - [iOS-Performance-Optimization](https://github.com/skyming/iOS-Performance-Optimization) 关于iOS 性能优化梳理、内存泄露、卡顿、网络、GPU、电量、 App 包体积瘦身、启动速度优化等、Instruments 高级技巧、常见的优化技能- Get — Edit - [Remotery](https://github.com/Celtoys/Remotery) - [tracy](https://github.com/wolfpld/tracy) C++ frame profiler - [perfdog](https://perfdog.qq.com/) 移动全平台性能测试分析专家 - [upr](https://upr.unity.com/) 一款Unity出的性能分析工具,基于UnityProfiler的基础上制作的UPR,UPR的数据来自与UnityProfiler,会比Profiler有更多细节信息 - [loli_profiler](https://github.com/Tencent/loli_profiler) Memory instrumentation tool for android app&game developers. - [Unity-Excpetion-Crash](https://github.com/sundxing/Unity-Exception-Crash) - [MonitorTool](https://github.com/dingxiaowei/MonitorTool) Unity性能监控软件 - [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity) The Visual Profiler provides a drop in solution for viewing your mixed reality Unity application's frame rate, scene complexity, and memory usage. - [UnityHeapExplorer](https://github.com/pschraut/UnityHeapExplorer) Heap Explorer is a Memory Profiler, Debugger and Analyzer for Unity. - [UnityMemorySnapshotThing](https://github.com/SamboyCoding/UnityMemorySnapshotThing) Tool to work with unity memory snapshots - [uwa4d](https://www.uwa4d.com/) - [Unity Editor performance ](https://github.com/Unity-Technologies/com.unity.performance-tracking) A set of tools and utilities to help track Unity Editor performance - [compilation-visualizer](https://github.com/needle-tools/compilation-visualizer) This tool visualizes the assembly compilation process in Unity3D. It hooks into the Editor-provided events and nicely draws them on a timeline. That's especially helpful when trying to optimize compile times and dependencies between assemblies. - [selective-profiling](https://github.com/needle-tools/selective-profiling) Selectively deep profile code in Unity - [optick](https://github.com/bombomby/optick) Optick is a super-lightweight C++ profiler for Games. It provides access for all the necessary tools required for efficient performance analysis and optimization: instrumentation, switch-contexts, sampling, GPU counters. - [performance.tools](https://github.com/MattPD/cpplinks/blob/master/performance.tools.md) - [orbit](https://github.com/google/orbit) C/C++ Performance Profiler - [profiling](https://github.com/aclysma/profiling) - [palanteer](https://github.com/dfeneyrou/palanteer) - [WatchDog](https://github.com/IzyPro/WatchDog) WatchDog is a Realtime Message, Event, HTTP (Request & Response) and Exception logger and viewer for ASP.Net Core Web Apps and APIs. - [lnav](https://lnav.org/) - [UnityChoseKun](https://github.com/katsumasa/UnityChoseKun) Unity Remote Control on Editor - [MemoryProfiler](https://github.com/larryhou/MemoryProfiler) - [speedscope](https://www.speedscope.app/) - [Vertx.Debugging](https://github.com/vertxxyz/Vertx.Debugging) Debugging Utilities for Unity - [lineburst](https://github.com/bassmit/lineburst) Plot functions and draw large amounts of debug lines, shapes and text to the Unity game and scene view #### GPU - https://github.com/taptap/render-doctor - https://github.com/taptap/perf-doctor - [perfstudio](https://gpuopen.com/archived/gpu-perfstudio/) - [renderdoc](https://renderdoc.org/) - [renderdocArticle](https://blog.kangkang.org/index.php/archives/504) - [RenderDocMeshParserForUnity](https://github.com/windsmoon/RenderDocMeshParserForUnity) - [Qualcomm GPU Tools](https://developer.qualcomm.com/software/adreno-gpu-sdk/tools). - [Shader中的代码优化原理分析](https://zhuanlan.zhihu.com/p/210221918) - [Arm Mobile Studio](https://www.arm.com/products/development-tools/graphics/arm-mobile-studio) - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. - [Unity Arm Mobile Studio Article](https://blog.unity.com/games/enhanced-mobile-performance-analysis-with-arms-new-mobile-studio-package-for-unity) - [ARM Mobile Studio性能优化](https://developer.unity.cn/projects/5f9d13daedbc2a37b91122be) - [UnityShaderAnalyzer](https://github.com/liamcary/UnityShaderAnalyzer) powered by mali - [com.unity.shaderanalysis](https://github.com/Unity-Technologies/Graphics/tree/master/Packages/com.unity.shaderanalysis) - [MaliCompiler](http://neozheng.cn/2021/12/22/MaliCompiler/) - [使用Mali Compiler对Unity Shader进行优化](https://zhuanlan.zhihu.com/p/448732749) - [com.unity.profiling.systemmetrics.mali](https://github.com/needle-mirror/com.unity.profiling.systemmetrics.mali) - [全新Arm Mobile Studio for Unity软件包,增强移动端性能分析](https://developer.unity.cn/projects/60d19990edbc2a1b2110acb7) - [Arm Mali GPU Training Series](https://www.youtube.com/watch?v=tnR4mExVClY&list=PLKjl7IFAwc4QUTejaX2vpIwXstbgf8Ik7&index=1) - [Authoring Efficient Shaders for Optimal Mobile Performance](https://www.dropbox.com/s/ic0c6k0yzf2uk81/Authoring%20Efficient%20Shaders%20for%20Optimal%20Mobile%20Performance%20-%20GDC2022%20-Arm%20%26%20NaturalMotion.pdf?dl=0) David Sena and Zandro Fargnoli's 2022 GDC session - [Nsight™ Visual Studio Edition 5.2+](https://developer.nvidia.com/nvidia-nsight-visual-studio-edition). - [perfTest](https://github.com/sebbbi/perftest)A simple GPU shader memory operation performance test tool. Current implementation is DirectX 11.0 based. - [Intel-GPA](https://software.intel.com/content/www/us/en/develop/tools/graphics-performance-analyzers.html) - [Android GPU Inspector](https://gpuinspector.dev/) - [ShaderDebugger](https://github.com/arigo/ShaderDebugger) unity-shader-debugger - [UnityShaderDebug](https://github.com/yujen/UnityShaderDebug) This material can print shader value. - [Unity-ShaderCharDisplay](https://github.com/frankhjwx/Unity-ShaderCharDisplay) - [ShaderDebug](https://github.com/zouchunyi/ShaderDebug) 详细文档参见知乎: https://zhuanlan.zhihu.com/p/104643601 - [pix]( https://devblogs.microsoft.com/pix/documentation/) - [WaitForTargetFPS、Gfx.WaitForPresent](https://blog.csdn.net/yudianxia/article/details/79398590?) - [垂直同步,G-sync,Freesync](https://zhuanlan.zhihu.com/p/41848908) - [OverdrawForURP](https://github.com/ina-amagami/OverdrawForURP) - [OverdrawMonitor](https://github.com/Nordeus/Unite2017/tree/master/OverdrawMonitor) ## ComputerGraphics && Shading #### Conference - [highperformancegraphics](https://www.highperformancegraphics.org/) - [siggraph-2021-links](https://blog.selfshadow.com/2021/08/18/siggraph-2021-links/) - [ACM Siggraph 2020](https://s2020.siggraph.org/) - [ACM Siggraph ASIA 2020](https://sa2020.siggraph.org/) - [ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2020](http://computeranimation.org/) - [China Israel Bi-National Conference 2009](http://cg.cs.tsinghua.edu.cn/ci2009/) [2011](http://www.cs.bgu.ac.il/IsraelChina2011/) - [Computational Visual Media 2012](http://iccvm.org/2012/) [2020](http://www.iccvm.org/2020/) - [Computer Animation and Social Agents 2020](http://casa2020.bournemouth.ac.uk/) - [Computer Graphics International 2020](http://www.cgs-network.org/cgi20/) - [Computer Vision and Pattern Recognition 2020](http://cvpr2020.thecvf.com//) - [Euographics EuroVis 2020](https://conferences.eg.org/egev20/) - [https://sgp2020.sites.uu.nl](Euographics Symposium on Geometry Processing 2020) - [>Euographics Symposium on Rendering 2020](https://egsr2020.london) - [Geometry Modeling and Processing 2004](http://cg.cs.tsinghua.edu.cn/gmp2004/) [2020](https://indico.oist.jp/indico/event/10/) - [>International Conference of Computer Vision 2021](http://iccv2021.thecvf.com/) - [Pacific Graphics 2002](http://cg.cs.tsinghua.edu.cn/pg2002/) - [2015](http://cg.cs.tsinghua.edu.cn/pg2015/) - [2020](https://ecs.wgtn.ac.nz/Events/PG2020/) - [SIAM Geometric Design and Computing 2019](https://www.siam.org/conferences/CM/Main/gd19) - [https://smi2020.sciencesconf.org/](Shape Modeling International 2020) - [Solid and Physical Modeling 2007](http://cg.cs.tsinghua.edu.cn/spm2007/index.htm) - [2020](https://spm2020.sciencesconf.org/) #### Journal - [ACM Transactions on Graphics](http://www.acm.org/tog/) - [Computer-Aided Design](http://www.journals.elsevier.com/computer-aided-design/) - [Computer Aided Geometric Design](http://www.journals.elsevier.com/computer-aided-geometric-design/) - [Computational Geometry](http://www.elsevier.com/locate/issn/09257721) - [Computer&Graphics](http://www.journals.elsevier.com/computers-and-graphics/) - [Computer Graphics Forum](http://onlinelibrary.wiley.com/journal/10.1111/(ISSN)1467-8659) - [Computational Visual Media](http://www.springer.com/computer/image+processing/journal/41095) - [Graphical Models](http://www.journals.elsevier.com/graphical-models/) - [IEEE Computer Graphics and Applications](http://www.computer.org/portal/web/computingnow/cga) - [IEEE Transactions on Image Processing ](http://www.signalprocessingsociety.org/publications/periodicals/image-processing/) - [IEEE Transactions on Multimedia](http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?reload=true&amp;punumber=6046) - [IEEE Transactions on Pattern Analysis &amp; Machine Intelligence](http://www.computer.org/portal/web/tpami) - [IEEE Transaction on Visualizations and Computer Graphics](https://www.computer.org/csdl/journal/tg) - [International Journal of Computational Geometry and Application](http://www.worldscinet.com/ijcga/ijcga.shtml/) - [International Journal of Computer Vision](http://www.springer.com/east/home/computer/computer+journals?SGWID=5-40100-70-35547002-0) - [Journal of Computer Animation and Virtual Worlds](http://onlinelibrary.wiley.com/journal/10.1002/(ISSN)1546-427X/issues) - [The Visual Computers](http://link.springer.com/journal/371) #### Group - [Arizona-CAGD](http://www.farinhansford.com/gerald/) - [Bath-Graphics](http://yongliangyang.net/) - [Brown-Graphics](http://www.cs.brown.edu/research/graphics/) - [City U HK-Creative Media](http://sweb.cityu.edu.hk/hongbofu/index.htm) - [Cardiff-Visual Computing](http://www.cs.cf.ac.uk/research/vis.php) - [Caltech-Graphics](http://www.gg.caltech.edu/) - [City University of Hong Kong - Graphics](http://sweb.cityu.edu.hk/hongbofu/) - [CMU-Graphics](http://graphics.cs.cmu.edu/) - [Cornell-Graphics](http://www.graphics.cornell.edu/) - [ETH Zurich-Graphics](http://graphics.ethz.ch/) - [Hanyang U-Voronoi Diagram](http://voronoi.hanyang.ac.kr/) - [Harvard-Graphics, Vision &amp; Interaction](http://gvi.seas.harvard.edu/) - [HKU-Geometric Computing](http://www.csis.hku.hk/GraphicsGroup/) - [>HKUST-Vision&amp;Graphics](http://visgraph.cs.ust.hk/) - [Interdisciplinary Center -Graphics ](http://www.faculty.idc.ac.il/arik/site/index.asp) - [KAUST-GMSV](http://gmsv.kaust.edu.sa/) - [Kentucky-Graphics &amp; Geometric Modeling](http://www.cs.uky.edu/~cheng/) - [MIT-Graphics](http://graphics.lcs.mit.edu/) - [Princeton-Graphics](http://www.cs.princeton.edu/gfx/) - [Rice-Graphics &amp; Geometric design](http://compsci.rice.edu/research.cfm?doc_id=4354) - [http://www-i8.informatik.rwth-aachen.de/](RWTH-Graphics &amp; Multimedia) - [SNU-3D modeling &amp; Processing](http://3map.snu.ac.kr/) - [South Florida-CAD](http://www.piegl.com/) - [Stanford-Graphics](http://graphics.stanford.edu) - [Stony Brook- Visual Computing](http://cvc.cs.sunysb.edu/) - [Technion-Graphics &amp; Geometric Computing](http://www.cs.technion.ac.il/~cggc/) - [Tel Aviv University-Graphics](http://www.cs.tau.ac.il/~dcor/) - [The Hebrew University of Jerusalem Israel-Graphics](http://www.cs.huji.ac.il/labs/cglab/) - [The University of Toronto-Dynamic Graphics](http://www.dgp.toronto.edu/) - [TU Wien-Geometry ](http://www.geometrie.tuwien.ac.at) - [UC Berkeley-Graphics](http://graphics.cs.berkeley.edu/) - [UC Davis-CAD&amp;manufacturing](http://mae.ucdavis.edu/~farouki/) - [Computer Graphics and Visualization](http://www.cs.ucdavis.edu/research/cgv/) - [UC San Diego-Graphics](http://graphics.ucsd.edu/) - [UCL-Virtual Environments &amp; Computer Graphics](http://vecg.cs.ucl.ac.uk/) - [UIUC-Graphics](http://graphics.cs.uiuc.edu/) - [UNC at Chapel Hill- GAMMA](http://gamma.cs.unc.edu/) - [University of Virginia- Graphics](http://www.connellybarnes.com/work/) - [Utah-Geometric Design and Computation](http://www.cs.utah.edu/gdc/") - [Washington-Graphics and Image](http://grail.cs.washington.edu/) - [Washington Univ. St. Louis - Media and Machines](http://www.cs.wustl.edu/MediaAndMachines) - [Yale-Graphics](http://graphics.cs.yale.edu/) #### Vendor - https://www.disneyanimation.com/publications/ - https://www.disneyanimation.com/technology/hyperion/ - https://graphics.pixar.com/library/ #### Graphics-Library - https://github.com/GeorgeAdamon/ModernComputerGraphicsResources - https://github.com/sinclairzx81/zero - http://www.mitsuba-renderer.org/ - https://github.com/vurtun/nuklear nuklear-A single-header ANSI C gui library - [bgfx](https://bkaradzic.github.io/bgfx/overview.html) - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style library. [[github](https://github.com/bkaradzic/bgfx) ![bkaradzic/bgfx](https://img.shields.io/github/stars/bkaradzic/bgfx.svg?style=social&label=Star&maxAge=2592000)] - [bs::framework](https://www.bsframework.io/) - Modern C++14 library for the development of real-time graphical applications [[github](https://github.com/GameFoundry/bsf) ![GameFoundry/bsf](https://img.shields.io/github/stars/GameFoundry/bsf.svg?style=social&label=Star&maxAge=2592000)] - [Diligent Engine](http://diligentgraphics.com/diligent-engine/) - Modern cross-platform low-level graphics library. [[github](https://github.com/DiligentGraphics/DiligentEngine) ![DiligentGraphics/DiligentEngine](https://img.shields.io/github/stars/DiligentGraphics/DiligentEngine.svg?style=social&label=Star&maxAge=2592000)] - [Falcor](https://developer.nvidia.com/falcor) - Real-time rendering framework designed specifically for rapid prototyping. [[github](https://github.com/NVIDIAGameWorks/Falcor) ![NVIDIAGameWorks/Falcor](https://img.shields.io/github/stars/NVIDIAGameWorks/Falcor.svg?style=social&label=Star&maxAge=2592000)] - [Magnum](https://magnum.graphics/) - Lightweight and modular graphics middleware for games and data visualization. [[github](https://github.com/mosra/magnum) ![mosra/magnum](https://img.shields.io/github/stars/mosra/magnum.svg?style=social&label=Star&maxAge=2592000)] - [OGRE3D](https://www.ogre3d.org/) - Scene-oriented flexible 3D engine written in C++. [[bitbucket](https://bitbucket.org/sinbad/ogre)] - [OpenSceneGraph](http://www.openscenegraph.org/) - High performance 3D graphics toolkit. [[github](https://github.com/openscenegraph/OpenSceneGraph) ![openscenegraph/OpenSceneGraph](https://img.shields.io/github/stars/openscenegraph/OpenSceneGraph.svg?style=social&label=Star&maxAge=2592000)] - [OptiX](https://developer.nvidia.com/optix) - Application framework for achieving optimal ray tracing performance on the GPU - [OSPRay](http://www.ospray.org/) - Ray tracing based rendering engine for high-fidelity visualization. [[github](https://github.com/ospray/OSPRay) ![ospray/OSPRay](https://img.shields.io/github/stars/ospray/OSPRay.svg?style=social&label=Star&maxAge=2592000)] - [Polyscope](http://polyscope.run/) - Prototyping-oriented UI for geometric algorithms. [[github](https://github.com/nmwsharp/polyscope) ![nmwsharp/polyscope](https://img.shields.io/github/stars/nmwsharp/polyscope.svg?style=social&label=Star&maxAge=2592000)] - [Taichi](http://taichi.graphics/) - Computer graphics R&D infrastructure [[github](https://github.com/yuanming-hu/taichi) ![yuanming-hu/taichi](https://img.shields.io/github/stars/yuanming-hu/taichi.svg?style=social&label=Star&maxAge=2592000)]https://michaelwalczyk.com/ - The Forge - Cross-platform rendering framework. [[github](https://github.com/ConfettiFX/The-Forge) ![ConfettiFX/The-Forge](https://img.shields.io/github/stars/ConfettiFX/The-Forge.svg?style=social&label=Star&maxAge=2592000)] - [VulkanSceneGraph](https://vsg-dev.github.io/VulkanSceneGraph/) - Vulkan & C++17 based Scene Graph Project [[github](https://github.com/vsg-dev/VulkanSceneGraph) ![vsg-dev/VulkanSceneGraph](https://img.shields.io/github/stars/vsg-dev/VulkanSceneGraph.svg?style=social&label=Star&maxAge=2592000)] #### SoftWare-Render - [mesa3d](https://www.mesa3d.org/) nothing to say :) - [tinyrenderer](https://github.com/ssloy/tinyrenderer) A brief computer graphics / rendering course - [renderer](https://github.com/zauonlok/renderer) A shader-based software renderer written from scratch in C89 - [SoftwareRenderer](https://github.com/Angelo1211/SoftwareRenderer) Software rendering engine with PBR. Built from scratch on C++. - [mini3d](https://github.com/skywind3000/mini3d) 3D Software Renderer in 700 Lines !! (700 行代码的 3D 软件渲染器) - [Zagara](https://github.com/justalittlefat/Zagara) A tiny softrendering engine based on unity3d. - [SoftRenderer](https://github.com/wlxklyh/SoftRenderer) - [rasterizr](https://github.com/tgjones/rasterizr) - https://github.com/kosua20/herebedragons - https://github.com/Litmin/SoftRenderer-Unity #### 3rd-Binding - [EmberGL](https://github.com/EmberGL-org/EmberGL) EmberGL (Ember Graphics Library) is a low-level open source graphics library - [veldrid](https://github.com/mellinoe/veldrid) A low-level, portable graphics library for .NET. - [sharpdx](http://sharpdx.org/) SharpDX is an open-source managed .NET wrapper of the DirectX API. - [SharpVulkan](https://github.com/jwollen/SharpVulkan) C# bindings for the Vulkan graphics API, used by the Xenko game engine. - [VulkanSharp](https://github.com/mono/VulkanSharp) Open source .NET binding for the Vulkan API - [Silk](https://github.com/Ultz/Silk.NET) Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL and OpenAL. Use Silk.NET to add cross-platform 3D graphics, audio, compute and haptics to your C# application. - [helix-toolkit](https://github.com/helix-toolkit/helix-toolkit) Helix Toolkit is a collection of 3D components for .NET Framework. - [SharpGame](https://github.com/BobbyBao/SharpGame) 基于Vulkan的多线程渲染引擎,采用C#9.0开发,支持.Net5.0 - [SharpBgfx](https://github.com/MikePopoloski/SharpBgfx) C# bindings for the bgfx graphics library - [Vortice.GPU](https://github.com/amerkoleci/Vortice.GPU) A low-level, cross-platform .NET GPU library - https://github.com/egorodet/MethaneKit - https://github.com/dotnet/Silk.NET - https://github.com/gfx-rs/gfx - https://github.com/threejs4net/threejs4net - https://github.com/DigitalRune/DigitalRune - https://github.com/Raikiri/LegitEngine - https://github.com/Trivaxy/WGPU.NET - [LLGL](https://github.com/LukasBanana/LLGL) Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal #### Collection - [Computer Graphics Research Software](http://www.dgp.toronto.edu/~rms/links.html) - https://github.com/neverfelly/awesome-light-transport - https://dl.acm.org/journal/tog/software - https://github.com/GeorgeAdamon/ModernComputerGraphicsResources - [realtimerendering](http://www.realtimerendering.com/) - [graphicscodex](https://graphicscodex.courses.nvidia.com/app.html?) - https://github.com/luisnts/awesome-computer-graphics - https://github.com/Go1c/AboutGameEngineGraphics - https://paroj.github.io/gltut/ - https://www.interactiveshaderformat.com/popular - https://github.com/Calence/BookContainer - https://github.com/Gforcex/OpenGraphic - https://github.com/ArturoNereu/ComputerGraphics - https://github.com/mattdesl/graphics-resources - https://docs.krita.org/zh_CN/general_concepts.html - https://github.com/jbhuang0604/awesome-computer-vision - https://github.com/sjfricke/awesome-webgl - https://github.com/vinjn/awesome-vulkan - https://github.com/ericjang/awesome-graphics - https://github.com/IndieVisualLab/UnityGraphicsProgramming - https://github.com/jslee02/awesome-graphics-libraries - https://github.com/FancyVin/fun-with-graphics - https://github.com/FaithZL/fun-with-graphics - https://github.com/vo01github/ComputerGraphics - https://github.com/AngelMonica126/GraphicAlgorithm - https://github.com/mikbry/awesome-webgpu - https://github.com/toji/webgpu-best-practices - https://github.com/Graphics-Programming-Virtual-Meetup/Resources - https://github.com/tensorush/Awesome-Graphics-Programming #### Shading-Language - https://github.com/wshxbqq/GLSL-Card - [cg](https://developer.download.nvidia.cn/cg/index_stdlib.html) - [hlsl](https://docs.microsoft.com/zh-cn/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics?redirectedfrom=MSDN) - https://github.com/microsoft/hlsl-specs - [lygia](https://github.com/patriciogonzalezvivo/lygia) lygia, it's a granular and multi-language shader library designed for performance and flexibility - [FidelityFX](https://github.com/GPUOpen-Effects/FidelityFX) - [VR-Stage-Lighting](https://github.com/AcChosen/VR-Stage-Lighting) - [common-shaders](https://github.com/libretro/common-shaders) - https://github.com/riccardoscalco/glsl-pcg-prng - https://github.com/polymonster/pmfx-shader #### Shader-Compiler - [a-review-of-shader-languages](https://alain.xyz/blog/a-review-of-shader-languages) - [spir](https://www.khronos.org/spir/) The Industry Open Standard Intermediate Language for Parallel Compute and Graphics - [DirectX Intermediate Language](https://github.com/microsoft/DirectXShaderCompiler/blob/master/docs/DXIL.rst) - [AMD Developer Guides, Manuals & ISA Documents](https://developer.amd.com/resources/developer-guides-manuals/) - [Parallel Thread Execution ISA Version 7.5](https://docs.nvidia.com/cuda/parallel-thread-execution/index.html) - [CUDA Binary Utilities](https://docs.nvidia.com/cuda/cuda-binary-utilities/index.html#instruction-set-ref) - [跨平台引擎Shader编译流程分析](https://zhuanlan.zhihu.com/p/56510874) - [如何阅读和还原分析器中的DXBC](https://zhuanlan.zhihu.com/p/346324622) - [DXBC指令](http://xiaopengyou.fun/public/2021/01/16/DXBC%E6%8C%87%E4%BB%A4/#more) - [MFShaderRecover](https://github.com/Reguluz/MFShaderRecover) ■■Updating■■ A simple tool to recognize DXBC language then translate to unity shaderlab typed shader - [dxbc_reader](https://github.com/luxuia/dxbc_reader) - [RenderDoc截帧DXBC编译 一文详解](https://zhuanlan.zhihu.com/p/590676458) - [GLSLShaderShrinker](https://github.com/deanthecoder/GLSLShaderShrinker) Optimizes the size of GLSL shader code. - [DXBCShaderRecover](https://github.com/Moonflow-Studio/DXBCShaderRecover) - [DXDecompiler](https://github.com/spacehamster/DXDecompiler) DXDecompiler is a Direct3D shader bytecode decompiler for .NET. It is in currently in very early development. - [how-to-read-shader-assembly](https://interplayoflight.wordpress.com/2021/04/18/how-to-read-shader-assembly/) - [ShaderConductor](https://github.com/microsoft/ShaderConductor) - [ShaderPackager]( https://github.com/slipster216/ShaderPackager) - [Shader中的代码优化原理分析](https://blog.csdn.net/qq_36383623/article/details/107249625) - [HLSL中的MUL指令深层剖析](https://blog.csdn.net/u012871784/article/details/49250765) - [shader mad是汇编指令吗_Shader中的代码优化原理分析](https://blog.csdn.net/weixin_39634900/article/details/111584248) - [The Shader Permutation Problem - Part 1: How Did We Get Here?](https://therealmjp.github.io/posts/shader-permutations-part1/) - [The Shader Permutation Problem - Part 2: How Do We Fix It](https://therealmjp.github.io/posts/shader-permutations-part2/) - [How does a GPU Shader work?](https://aras-p.info/texts/files/2018Academy%20-%20GPU.pdf) - [ShaderLab](https://github.com/BobLChen/ShaderLab) - [crossshader](https://github.com/alaingalvan/crossshader) #### ShaderVariant - [Shader变体收集与打包](https://github.com/Nicholas10128/AAAResearch/blob/master/Experiences/Shader%E6%89%93%E5%8C%85%E6%A8%A1%E5%9D%97/Shader%E6%89%93%E5%8C%85%E6%A8%A1%E5%9D%97.md#shadervariantcollection%E7%94%9F%E6%88%90%E9%80%9A%E8%BF%87shaderfeature%E5%AE%9A%E4%B9%89%E7%9A%84%E5%8F%98%E4%BD%93%E8%A7%84%E5%88%99) * [ShaderVariantCollector](https://github.com/lujian101/ShaderVariantCollector) 一种Shader变体收集和打包编译优化的思路 * https://github.com/networm/ShaderVariantCollectionExporter * https://github.com/SixWays/UnityShaderStripper * https://gist.github.com/yasirkula/d8fa2fb5f22aefcc7a232f6feeb91db7 * https://github.com/needle-tools/shader-variant-explorer #### Course/Article - https://techartaid.com/cheatsheet/ - [branching-in-shaders](https://forum.unity.com/threads/branching-in-shaders.1231695/) - [技术美术学习大纲](https://zhuanlan.zhihu.com/p/401525846) - [图形学硬件拾遗](https://zhuanlan.zhihu.com/p/371469482) - [Life of a triangle](https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline) - [Scratchapixel](https://www.scratchapixel.com) - [学习笔记:GAMES101-现代计算机图形学入门](https://blog.csdn.net/weixin_43803133/category_10303553.html) - [一个角色最终呈现在引擎里,美术制作上的思考以及注意事项](https://zhuanlan.zhihu.com/p/344991995) - [技术美术 (Technical Artist)](https://zhuanlan.zhihu.com/p/258861976) - [霜狼_may - TA技术美术学习体系框架](https://www.bilibili.com/video/av77755500) - https://github.com/lygyue/Books (来自味精的图形学入门书籍) - [Unity图形渲染——基础渲染系列教程20篇](https://zhuanlan.zhihu.com/p/137429554) - [shader map总结](https://zhuanlan.zhihu.com/p/75497647) - [ComputeShader手机兼容性报告](https://zhuanlan.zhihu.com/p/68886986) - [Unity3D shader优化技巧集合](http://www.xionggf.com/post/unity3d/shader/u3d_shader_optimization/) - [Unity3D的渲染路径的细节一览表](http://www.xionggf.com/post/unity3d/u3d_render_path_detail/) - [深度探索Skinned Mesh【翻译】](http://www.xionggf.com/post/d3d/skinned_mesh_with_d3d9/) - [MultiThread SkinnedMeshRenderer原理及实现](https://blog.csdn.net/huutu/article/details/113787863?) - [理解高动态范围光](http://www.xionggf.com/post/cg/inside_hdr/) - [The Book of Shaders](https://thebookofshaders.com/?lan=ch) - [总结一些TA(技术美术)学习的网站](https://zhuanlan.zhihu.com/p/84550677) - [全局光照:光线追踪、路径追踪与GI技术进化编年史](https://www.cnblogs.com/machong8183/p/7543724.html) - [技术美术工作内容及举例](https://zhuanlan.zhihu.com/p/397308985) #### Shader-Collection - [CgFX-Shader-Compilation](https://github.com/steaklive/CgFX-Shader-Compilation) - [Unity-Advanced-Shaders-Tutorial](https://github.com/Habrador/Unity-Advanced-Shaders-Tutorial) Implementation of advanced shaders in Unity like raytracing, interior mapping, parallax mapping - [UNITY-Arc-system-Works-Shader](https://github.com/Aerthas/UNITY-Arc-system-Works-Shader) Shader created to emulate the design style of Arc System Works games such as Guilty Gear and Dragon Ball FighterZ. Created using Amplify Shader Editor. - [Next-Generation-Character-Rendering](https://github.com/HigashiSan/Next-Generation-Character-Rendering) - https://github.com/MochiesCode/Mochies-Unity-Shaders - [Unity_Shader_Library_Zoroiscrying](https://github.com/Zoroiscrying/Unity_Shader_Library_Zoroiscrying) This is a shader library used for unity shader coding, pointing to different shader effects found from various sources. Several library topics may become public in the future. This project is mainly for personal study and lack the knowledge of code management and formal name formatting. - https://github.com/Xibanya/ShaderTutorials - https://github.com/z3y/shaders - https://github.com/sam20191128/shader_URP - https://github.com/orels1/orels-Unity-Shaders filament unity shader - https://github.com/momoma-null/GeneLit GeneLit is an alternative to standard shader for Unity built-in pipeline. - https://github.com/poiyomi/PoiyomiToonShader A feature rich toon shader for unity and VR Chat - https://github.com/AoiKamishiro/PoiyomiToonShader - https://github.com/Alligrater/Shader-Practice - https://github.com/cnlohr/shadertrixx shader tricks - https://interplayoflight.wordpress.com/2022/01/22/shader-tips-and-tricks/ - [avoiding-shader-conditionals](https://theorangeduck.com/page/avoiding-shader-conditionals) - https://github.com/McNopper/OpenGL - https://github.com/nucleartide/Shaders-for-Game-Devs-Workbook - https://github.com/ipud2/Unity-Basic-Shader - https://www.zhihu.com/column/c_1347510841814691840 - https://github.com/QianMo/Awesome-Unity-Shader - https://github.com/JiepengTan/FishManShaderTutorial - https://github.com/przemyslawzaworski/Unity3D-CG-programming - [ShaderLab 开发实战- 沈军](https://shenjun4shader.github.io/shaderhtml/) - [Shader实验室专栏](https://www.zhihu.com/column/c_1254807683619966976) - [RoadOfShader](https://github.com/bzyzhang/RoadOfShader) 学习Shader的一些练习记录。 - [LearnUnityShader](https://github.com/csdjk/LearnUnityShader) - [shaderslab-shaders](http://www.shaderslab.com/shaders.html) - [UnityShaderRepository](https://github.com/garsonlab/UnityShaderRepository) - [ConfigurableShaders](https://github.com/supyrb/ConfigurableShaders) - https://github.com/cinight/ShadersForFun - https://github.com/ellioman/ShaderProject - https://github.com/adrian-miasik/unity-shaders - https://github.com/CrowFea/ShaderToy - https://github.com/KaimaChen/Unity-Shader-Demo - https://github.com/marcozakaria/URP-LWRP-Shaders - [ShaderSketches](https://github.com/setchi/Unity-ShaderSketches) - https://space.bilibili.com/5863867/article - https://space.bilibili.com/6373917/video - http://glslsandbox.com/ - https://www.shadertoy.com/browse - https://www.ronja-tutorials.com/ - https://github.com/lettier/3d-game-shaders-for-beginners - https://github.com/WorldOfZero/UnityVisualizations - https://github.com/knapeczadam/Unity-Shaders - https://github.com/ewersp/Shaders - https://github.com/igradeca/Unity-Shaders - https://github.com/netri/Neitri-Unity-Shaders - https://github.com/Delt06/urp-toon-shader - https://github.com/Xiexe/Unity-Lit-Shader-Templates - [ultimate-10-shaders](https://assetstore.unity.com/packages/vfx/shaders/ultimate-10-shaders-168611) unity free plugin - [urpplus](https://assetstore.unity.com/packages/vfx/shaders/urpplus-215494) - [omnishade-mobile-optimized-shader](https://assetstore.unity.com/packages/vfx/shaders/omnishade-mobile-optimized-shader-213594) - [NovaShader](https://github.com/CyberAgentGameEntertainment/NovaShader) unity Uber shader for Particle System - [shaders-impossible-geom](https://github.com/daniel-ilett/shaders-impossible-geom) A shader project for Unity URP featuring impossible geometry shaders like those seen in the game Antichamber. - [Anisotropy-Shader](https://github.com/DaiZiLing/Anisotropy-Shader-For-Unity-SRP) - https://github.com/eangulee/UnityShader - https://github.com/soupday/cc_unity_tools_URP - https://github.com/AnCG7/URPShaderCodeSample - https://github.com/neon-age/VFX-Lab - https://github.com/MirzaBeig/Post-Processing-Scan - https://github.com/sacshadow/3D_ChineseInkPaintingStyleShader - https://github.com/mixandjam/Okami-Celestial-Brush #### OpenGL - [noteForOpenGL](https://github.com/wangdingqiao/noteForOpenGL) - https://github.com/eug/awesome-opengl - https://learnopengl-cn.readthedocs.io/zh/latest/ - http://www.opengl-tutorial.org - http://ogldev.atspace.co.uk/index.html #### Tool - [IESviewer](http://photometricviewer.com/) IESviewer is the world's most popular photometric viewer. It lets you quickly view, find and convert photometric data files.1 #### PlayGround - [shadered](https://shadered.org/) - [vscode-shadered](https://github.com/dfranx/vscode-shadered) - [shader-school](https://github.com/stackgl/shader-school) - [shaderfrog](https://shaderfrog.com/app/editor) - [glslEditor](https://github.com/patriciogonzalezvivo/glslEditor) - [glslb](http://glslb.in/) - [shader-playground](https://github.com/tgjones/shader-playground) - [UnityShaderViewer](https://github.com/Xibanya/UnityShaderViewer) - [shader-playground](http://shader-playground.timjones.io/) #### RenderingAssets - [McGuire Computer Graphics Archive](http://casual-effects.com/data/index.html) - OBJ format scenes - [ORCA: Open Research Content Archive](https://developer.nvidia.com/orca) - Free large graphics scene samples - [ambientCG](https://ambientcg.com/) - Public Domain materials for Physically Based Rendering - [Rendering Resources - Benedikt Bitterli](https://benedikt-bitterli.me/resources/) #### GPU-Architecture - [GPU 渲染管线和硬件架构浅谈](https://mp.weixin.qq.com/s/-ueKhxbsJOnUtV1SC5eyBQ) - [CIS 565 GPU Programming and Architecture](http://cis565-fall-2021.github.io/) - [Gentle introduction to GPUs inner workings](https://vksegfault.github.io/posts/gentle-intro-gpu-inner-workings/) - [GCN – two ways of latency hiding and wave occupancy](https://bartwronski.com/2014/03/27/gcn-two-ways-of-latency-hiding-and-wave-occupancy/) - [Breaking Down Barriers](https://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/) - https://raphlinus.github.io/gpu/2020/02/12/gpu-resources.html - https://interplayoflight.wordpress.com/2020/05/09/gpu-architecture-resources/ - [adreno-gpu](https://developer.qualcomm.com/docs/adreno-gpu/developer-guide/gpu/best_practices_shaders.html) - [英伟达GPU架构演进近十年,从费米到安培](https://zhuanlan.zhihu.com/p/413145211) - [GPU架构及运行机制学习笔记](https://zhuanlan.zhihu.com/p/393485253 - [gpu-architecture-types-explained](https://rastergrid.com/blog/gpu-tech/2021/07/gpu-architecture-types-explained/) - [Modern-GPU-Architecture](http://download.nvidia.com/developer/cuda/seminar/TDCI_Arch.pdf) - [Samsung-GPU-DOC](https://developer.samsung.com/galaxy-gamedev/gpu-architecture.html) - https://www.jianshu.com/p/87cf95b1faa0 - https://drive.google.com/file/d/12ahbqGXNfY3V-1Gj5cvne2AH4BFWZHGD/view - [AMD Vega Architecture](https://en.wikichip.org/w/images/a/a1/vega-whitepaper.pdf) - [Nvidia Turning Architecture](https://www.nvidia.com/content/dam/en-zz/Solutions/design-visualization/technologies/turing-architecture/NVIDIA-Turing-Architecture-Whitepaper.pdf) - [Nvidia Pascal Architecture](https://images.nvidia.com/content/pdf/tesla/whitepaper/pascal-architecture-whitepaper.pdf) - [PowerVR](http://cdn.imgtec.com/sdk-documentation/PowerVR.Performance+Recommendations.pdf) - [移动设备GPU架构知识汇总](https://zhuanlan.zhihu.com/p/112120206) - [GPU架构 核心问题笔记](https://zhuanlan.zhihu.com/p/139118900) - [Awesome-GPU](https://github.com/Jokeren/Awesome-GPU) - [移动处理器CPU性能天梯图](https://pan.baidu.com/s/1hqKuONq) - [GPU-BenchMark](https://gfxbench.com/result.jsp) - [深入GPU硬件架构及运行机制](https://www.cnblogs.com/timlly/p/11471507.html) - 微信公众号:GPUer - [GPU/CPU性能天梯图](https://mubu.com/doc/explore/17532) - [gpu/cpu硬件信息](https://dench.flatlib.jp/) - [实时渲染管线](https://zhuanlan.zhihu.com/p/440584180) #### Optimize - [针对移动端TBDR架构GPU特性的渲染优化](https://gameinstitute.qq.com/community/detail/123220) - [Performance Tunning for Tile-Based Architecture/Tile-Based架构下的性能调校](https://www.cnblogs.com/gameknife/p/3515714.html) - [后处理效率问题和Tile-Based GPU](https://zhuanlan.zhihu.com/p/135285010) - [Loads, Stores, Passes, and Advanced GPU Pipelines](https://developer.oculus.com/blog/loads-stores-passes-and-advanced-gpu-pipelines/) - [再议移动平台的AlphaTest效率问题](https://zhuanlan.zhihu.com/p/33127345) - [深入剖析GPU Early Z优化](https://zhuanlan.zhihu.com/p/53092784) - https://software.intel.com/en-us/gamedev - http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide.pdf - [GPU Optimization for GameDev](https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d) #### imposters - [amplify-impostors](https://assetstore.unity.com/packages/tools/utilities/amplify-impostors-119877) #### Physically-Based-Render - https://blog.selfshadow.com/publications/ - https://github.com/neil3d/awesome-pbr - https://github.com/AntonPalmqvist/physically-based-api - https://github.com/Josh015/Alloy - https://github.com/xelatihy/yocto-gl - https://dassaultsystemes-technology.github.io/EnterprisePBRShadingModel/ - https://github.com/DassaultSystemes-Technology/EnterprisePBRShadingModel - [基于物理的渲染—更精确的微表面分布函数GGX](https://blog.uwa4d.com/archives/1582.html) - [Physically Based Shading in Unity](https://aras-p.info/texts/files/201403-GDC_UnityPhysicallyBasedShading_notes.pdf) - [smallvcm](http://www.smallvcm.com/) - [mitsuba](https://www.mitsuba-renderer.org/) which though focuses on advanced R&D on light transport - [lightmetrica](Lightmetrica : A modern, research-oriented renderer ) - [Filament](https://google.github.io/filament/) - Real-time physically based rendering engine. [[github](https://github.com/google/filament) ![google/filament](https://img.shields.io/github/stars/google/filament.svg?style=social&label=Star&maxAge=2592000)] [中文翻译地址](https://jerkwin.github.io/filamentcn/) - [【基于物理渲染】业界主流GGX](https://zhuanlan.zhihu.com/p/32985996) - [publications](https://www.ppsloan.org/publications/) - [图流:Unity 标准PBR材质 美术向数据流程](https://zhuanlan.zhihu.com/p/397501285) - [学习PBR路程(四、Specular)](https://zhuanlan.zhihu.com/p/454439797) #### NPR - [PrimoToon](https://github.com/festivize/PrimoToon) Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants. - [FernNPR](https://github.com/DeJhon-Huang/FernNPR) NPR相关实验,基于Unity。 - [UnityURP-AnimeStyleCelShader](https://github.com/Jameslroll/UnityURP-AnimeStyleCelShader) A custom shader and post-processing effect for achieving anime-style characters or levels in Unity using the Universal Render Pipeline. - [NPR_ResearchFactory](https://github.com/hahahuahai/NPR_ResearchFactory) NPR相关实验,基于Unity。 - [浅谈卡通渲染与真实感渲染结合思路](https://zhuanlan.zhihu.com/p/561494026) - [卡通渲染漫谈](https://zhuanlan.zhihu.com/p/575096572) - [卡通渲染流程2.0-【罪恶装备效果解析与优化】](https://zhuanlan.zhihu.com/p/555060305) - https://space.bilibili.com/32731698/channel/collectiondetail?sid=153541 - https://github.com/TechMiZ/ToonShadingCollection - http://stylized.realtimerendering.com/ - https://zhuanlan.zhihu.com/p/532600738 - [非真实渲染](https://mp.weixin.qq.coqm/s/oNjYmta6FFkfhCsOO6ZCWA) - [PBR Lego Shading – 基于PBR的偏风格化的乐高材质](http://walkingfat.com/pbr-lego-shading-%E5%9F%BA%E4%BA%8Epbr%E7%9A%84%E5%81%8F%E9%A3%8E%E6%A0%BC%E5%8C%96%E7%9A%84%E4%B9%90%E9%AB%98%E6%9D%90%E8%B4%A8/) - [【NPR】卡通渲染](https://blog.csdn.net/candycat1992/article/details/50167285)及其对应的github库[NPR_Lab](https://github.com/candycat1992/NPR_Lab) - [UnityChanToonShaderVer2](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project) toon shader的解决方案 - [UnityChanToonShaderVer2-Detail](https://zhuanlan.zhihu.com/p/104998415) - [Unity NPR之日式卡通渲染(基础篇)](https://zhuanlan.zhihu.com/p/129291888) - [卡通渲染及其相关技术总结](https://blog.uwa4d.com/archives/usparkle_cartoonshading.html) - [各向异性头发效果](https://www.jianshu.com/p/7dc980ea4c51) - Unity-plugin:[Toony Colors Pro 2](https://assetstore.unity.com/packages/vfx/shaders/toony-colors-pro-2-8105) - Unity-plugin:[Flat Kit: Cel / Toon Shading](https://assetstore.unity.com/packages/vfx/shaders/flat-kit-cel-toon-shading-143368) - [【翻译】西川善司「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密](https://www.cnblogs.com/TracePlus/p/4205798.html) - [UnityURPToonLitShader](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample) - [这是一个Unity HDRP 卡通渲染管线,我会将学习到的NPR技术不断完善到这个管线中](https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline) - [到目前为止的二次元渲染总结](https://zhuanlan.zhihu.com/p/126668414) - [Unity中二次元渲染算法总汇](https://zhuanlan.zhihu.com/p/69260586) - [崩坏3卡通渲染 · 贺甲:《从移动端到高端PC:实现Unity卡通渲染》· 完整版](https://www.bilibili.com/video/BV1XE411R7Ue?) - [程序干货:日式卡通渲染基础技术](https://zhuanlan.zhihu.com/p/352347502) - [Sunao Shader](https://booth.pm/ja/items/1723985) - https://github.com/poiyomi/PoiyomiToonShader - https://github.com/Xiexe/Xiexes-Unity-Shaders - https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project - https://github.com/whiteflare/Unlit_WF_ShaderSuite - [MMS](https://miniscape.booth.pm/items/1627422) - [ReflexShader](https://reflex.booth.pm/items/1560511) - https://github.com/synqark/Arktoon-Shaders - https://github.com/ciro-unity/BotW-ToonShader - https://gitlab.com/s-ilent/SCSS - https://github.com/chrisloop - [URPToonShader2](https://github.com/chrisloop/URPToonShader2) - [kShading](https://github.com/Kink3d/kShading) - https://unity-chan.com/contents/news/unitychankagura/ - https://github.com/ChiliMilk/URP_Toon - https://github.com/you-ri/LiliumToonGraph - https://github.com/SnutiHQ/Toon-Shader - https://github.com/Santarh/MToon - https://github.com/lilxyzw/lilToon - [kamakura](https://github.com/kayac/kamakura-shaders) toon shader - https://github.com/you-ri/LiliumToonGraph - https://github.com/yoship1639/UniToon - https://github.com/madumpa/URP_StylizedLitShader #### NPR-Tricks - [ToonShadingCollection阴影章节](https://github.com/TechMiZ/ToonShadingCollection/blob/main/%E6%AD%A3%E6%96%87/13_Shadow%E6%8A%95%E5%BD%B1%E7%AF%87.md) - [新的程序化面部光照修正,支持顶点动画](https://www.bilibili.com/video/BV1Ar4y1a7D7/?spm_id_from=pageDriver&vd_source=5c7d796f5431572d06618f01e5e55fd8) - [UnityURP管线实现高质量角色单独投影](https://zhuanlan.zhihu.com/p/501739296) - [UnityURP卡通渲染中的刘海投影·改](https://zhuanlan.zhihu.com/p/416577141) - [从零开始的原神角色渲染](https://zhuanlan.zhihu.com/p/468209534) - [神作面部阴影渲染还原](https://zhuanlan.zhihu.com/p/361716315) - [Unity URP 卡通渲染 原神角色渲染记录-Function-Based Light and Shadow: Emission + SDF脸部阴影](https://zhuanlan.zhihu.com/p/552097741) - [YuanShen_Face](https://github.com/ipud2/Unity-Basic-Shader/blob/master/YuanShen_Face.shader) #### SDF - https://github.com/CedricGuillemet/SDF - https://github.com/cecarlsen/SDFTextureGenerator * [Discregrid](https://github.com/InteractiveComputerGraphics/Discregrid) A static C++ library for the generation of discrete functions on a box-shaped domain. This is especially suited for the generation of signed distance fields. * [SDFr](https://github.com/xraxra/SDFr) a signed distance field baker for Unity * [MeshToSDF](https://github.com/aman-tiwari/MeshToSDF) Convert a mesh to an SDF for the Visual Effect Graph (Unity) in realtime * [Signed-Distance-Field-Generator](https://github.com/danielshervheim/Signed-Distance-Field-Generator) A Unity tool to generate signed distance field volumes (as Texture3D assets) from meshes. * [msdfgen](https://github.com/Chlumsky/msdfgen) Multi-channel signed distance field generator * [Typogenic](https://github.com/Chman/Typogenic) Signed-distance field text rendering for Unity * [SDF](https://github.com/memononen/SDF) Signed Distance Field Builder for Contour Texturing * [SDFGen](https://github.com/christopherbatty/SDFGen) A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes * [DeepSDF](https://github.com/facebookresearch/DeepSDF) Learning Continuous Signed Distance Functions for Shape Representation * [sdfu](https://github.com/termhn/sdfu) Signed Distance Field Utilities https://crates.io/crates/sdfu * [mTec](https://github.com/xx3000/mTec) Rendering the World Using a Single Triangle:Efficient Distance Field Rendering * [distance-occlusion](https://github.com/andrewwillmott/distance-occlusion) A library of distance and occlusion generation routines * [pb_CSG](https://github.com/karl-/pb_CSG) Constructive Solid Geometry (CSG) [csg.js](https://evanw.github.io/csg.js/) * [What-Are-SDFs-Anyway](https://joyrok.com/What-Are-SDFs-Anyway) * [NativeSDF](https://github.com/Amarcolina/NativeSDF) Evaluate signed-distance-fields with speed using Unity Jobs and Burst * [IsoMesh](https://github.com/EmmetOT/IsoMesh) IsoMesh is a group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring. * [A Dataset and Explorer for 3D Signed Distance Functions](https://jcgt.org/published/0011/02/01/) * [sdf-explorer](https://github.com/tovacinni/sdf-explorer) * https://github.com/rgl-epfl/differentiable-sdf-rendering #### SphericalHarmonicLighting/CubeMap/Probes - [SpecularProbes](https://github.com/zulubo/SpecularProbes) Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free - https://github.com/wlgys8/SHLearn - https://github.com/pema99/BakeSH - [详解Cubemap、IBL与球谐光照](https://zhuanlan.zhihu.com/p/463309766) - [AmbientProbesUnity](https://github.com/staggartcreations/AmbientProbesUnity) Ambient lighting probe sampling - [light_probe_placement](https://github.com/cgaueb/light_probe_placement) Unity component for the implementation of the Eurographics 2021 Poster: Illumination-driven Light Probe Placement. - [Unity-Specular-Probes](https://github.com/frostbone25/Unity-Specular-Probes) A simple editor script that emulates specular highlighting for every light in the scene on reflection probes when baking them. - [magic-light-probes](https://assetstore.unity.com/packages/tools/utilities/magic-light-probes-157812) unity-plugin - [LightProbeBinder](https://github.com/tsujihaneta/LightProbeBinder)An editor extension that restores light probes when the specified game object is loaded; Multi-Scene and Timeline support are also available. - [OBBReflectionProbeSupport](https://github.com/noisecrime/Unity-OBBReflectionProbeSupport) - [InfLightProbe](https://github.com/limztudio/InfLightProbe) Automatic Light probe generator for Unity engine. Based on "Light Grid" of "Precomputed Lighting in CoD IW 2017". and "Light probe interpolation using tetrahedral tessellations" by "Robert Cupisz". #### Outline - https://alexanderameye.github.io/notes/rendering-outlines/ - https://github.com/Shrimpey/UltimateOutline - https://www.patreonm/posts/urp-mesh-part-1-55990741 - https://github.com/IronWarrior/UnityOutlineShader - https://github.com/Arvtesh/UnityFx.Outline - https://github.com/malyawka/URP-ScreenSpaceCavity - https://github.com/Robinseibold/Unity-URP-Outlines - [sdf-outline](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/corgi-sdf-outlines-aka-stroke-outlines-for-urp-206960) unity-plugin - [ultimate-outlines-highlights](https://assetstore.unity.com/packages/vfx/shaders/ultimate-outlines-highlights-235063) unity-plugin #### VirturalTexture - https://github.com/jackie2009/VirturalTextureFast #### FootPrint - https://github.com/edualvarado/ #### Unity-Shader ##### Article - [Unity3D之DrawCalls、Batches和SetPassCalls的关系](https://blog.csdn.net/Wei_Yuan_2012/article/details/88677172?utm_medium=distribute.pc_relevant.none-task-blog-BlogCommendFromMachineLearnPai2-1.nonecase&depth_1-utm_source=distribute.pc_relevant.none-task-blog-BlogCommendFromMachineLearnPai2-1.nonecase) - [网易技术美术总监:深度解析次世代手游的贴图与着色技巧 [UNITE SHANGHAI 2017qq.]](https://connect.unity.com/p/wang-yi-ji-zhu-mei-zhu-zong-jian-shen-du-jie-xi-ci-shi-dai-shou-you-de-tie-tu-yu-zhao-se-ji-qiao-unite-shanghai-2017) - [一口气解决RenderQueue、Ztest、Zwrite、AlphaTest、AlphaBlend和Stencil](https://zhuanlan.zhihu.com/p/28557283) - [Unity中影响渲染顺序的因素总结](https://zhuanlan.zhihu.com/p/55762351) - [[2017.8]半透明的绘制顺序与接收阴影问题](https://zhuanlan.zhihu.com/p/113399133) - [unity 半透明渲染技巧合集](https://zhuanlan.zhihu.com/p/123023614) - [关于理解 Premultiplied Alpha 的一些 Tips](https://zhuanlan.zhihu.com/p/344751308) - [图形学|shader|用一篇文章理解半透明渲染、透明度测试和混合、提前深度测试并彻底理清渲染顺序。](https://zhuanlan.zhihu.com/p/263566318) - [to-z-prepass-or-not-to-z-prepass](https://interplayoflight.wordpress.com/2020/12/21/to-z-prepass-or-not-to-z-prepass/) - [渲染状态改变消耗详情](https://blog.csdn.net/cubesky/article/details/77674201) - [Notes on ddx/ddy](http://fushigi-hako.site/2019/08/25/Notes-on-ddx-ddy/) - [关于ddx/ddy的一些思考和测试](https://zhuanlan.zhihu.com/p/594028291) ##### URP/SPR/HDRP Course - [MeasuredMaterialLibraryURP](https://github.com/Unity-Technologies/MeasuredMaterialLibraryURP) - [URP管线的自学HLSL之路](https://www.bilibili.com/read/cv6382907) - [[译] URP shader coding教程](https://zhuanlan.zhihu.com/p/138818637) - [[Universal RP]Unity通用渲染管线学习](https://zhuanlan.zhihu.com/p/84908168) - [HDRP高清渲染管线-学习资料汇总](https://zhuanlan.zhihu.com/p/106646409) - [Unity自定义可编程渲染管线(SRP)](https://www.zhihu.com/column/c_1249285959101227008) - [How the URP unlocks games for you](https://zhuanlan.zhihu.com/p/105941187) - [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798) - [SRP Batcher工作原理探究](https://zhuanlan.zhihu.com/p/383158953) - [从DX角度看SRPBatcher](https://zhuanlan.zhihu.com/p/508206639) - [Unity手游项目优化记录](https://www.jianshu.com/p/5712bf3c26ba) - [SRP到URP从原理到应用](https://www2.slideshare.net/MOMO145/srpurp) - [ProjectKaya](https://github.com/UnityKorea/ProjectKaya) Project Kaya for mobile game platform powered by urp - [HDRP-Custom-Passes](https://github.com/alelievr/HDRP-Custom-Passes) ##### Mask * [Unity-MeshMask](https://github.com/leoin2012/Unity-MeshMask) effient,easy use Mask Component compare to Unity Mask, cost less drawcall and lower pixel fill rate. ##### Fur - http://sorumi.xyz/posts/unity-fur-shader/ - https://github.com/jiaozi158/ShellFurURP - https://github.com/hecomi/UnityFurURP - https://github.com/shyaZhou/UnityURPFurDemo - [XFur Studio 2 unity-plugin](https://assetstore.unity.com/packages/tools/particles-effects/pidi-xfur-studio-2-ultimate-edition-145885) - https://zhuanlan.zhihu.com/p/446221956 - https://github.com/HigashiSan/Fur-Rendering ##### Holographic - [Unity切片类全息效果](https://mp.weixin.qq.com/s/vUmuq3Tek4vypJiy7da4Sw) ##### Matrix - https://github.com/IRCSS/MatrixVFX ##### Dissolve - [hyperspace-teleport-urp](https://assetstore.unity.com/packages/vfx/hyperspace-teleport-urp-214050) ##### Shader-GUI * [ShaderAccessor](https://github.com/JiongXiaGu/ShaderAccessor) Define the structure, assign values to shader parameters using C# * https://github.com/gasgiant/Markup-Attributes * https://github.com/JasonMa0012/LWGUI * https://github.com/Thryrallo/ThryEditor * https://github.com/ipud2/Unity-Basic-Shader/tree/master/SimpleShaderGUI * [shader-graph-markdown](https://assetstore.unity.com/packages/tools/gui/shader-graph-markdown-194781) * [OpenGraphGUI](https://github.com/RobProductions/OpenGraphGUI) * [chroma-creative-shader-ui](https://assetstore.unity.com/packages/tools/utilities/chroma-creative-shader-ui-231313) ##### Interior - https://github.com/Gaxil/Unity-InteriorMapping - https://zhuanlan.zhihu.com/p/575453172 ##### Decal * [InkPainter](https://github.com/EsProgram/InkPainter) Texture-Paint on Unity. https://esprogram.github.io/InkPainterDocument/ * [TexturePaint](https://github.com/IRCSS/TexturePaint) Painting directly in mesh textures in Unity 3d with shaders * [Paint in 3D](https://assetstore.unity.com/packages/tools/painting/paint-in-3d-26286) * [Easy Decal](https://assetstore.unity.com/packages/tools/utilities/easy-decal-22867) * [Decal Master: Advanced Deferred Decals](https://assetstore.unity.com/packages/tools/utilities/decal-master-advanced-deferred-decals-145432) * [kDecals](https://github.com/Kink3d/kDecals) kDecals is a system for definition, placement and rendering of projection Decals in Unity's Universal Render Pipeline * [DynamicDecals](https://github.com/EricFreeman/DynamicDecals) * [driven-decals](https://github.com/Anatta336/driven-decals) ##### Face - [手机端皮肤渲染](https://zhuanlan.zhihu.com/c_1244739490260090880) ##### Crystal - https://github.com/CJT-Jackton/URP-Anime-Crystal-Shader ##### Ice - https://github.com/daniel-ilett/shaders-ice ##### Rimlight - https://github.com/AdultLink/Rimlight #### Noise - https://github.com/keijiro/NoiseShader - https://github.com/tuxalin/procedural-tileable-shader - https://github.com/Auburn/FastNoiseLite - https://flogelz.itch.io/noisemixer - https://github.com/Hengle/FastNoiseLite - https://github.com/boppygames/FastNoiseEditorUnity - https://github.com/tuxalin/procedural-tileable-shaders - https://github.com/ToasterTub/UniNoise - https://zhuanlan.zhihu.com/p/560229938 - https://github.com/BrianSharpe/Wombat - https://github.com/BrianSharpe/GPU-Noise-Lib - https://github.com/ashima/webgl-noise - https://github.com/Fewes/CloudNoiseGen - https://github.com/stegu/psrdnoise ##### Trail - [RevealShader](https://github.com/nomand/RevealShader) This is a set of shaders for Unity3D. It maps worldspace position of a gameObject and draws to a RenderTexture in relation to world bounds and remaps it back onto the worldas a mask, allowing for various shader effects. #### RenderPipelineFrameWork - https://github.com/StressLevelZero - https://github.com/Hypnos-Render-Pipeline - https://github.com/MaxwellGengYF/Unity-MPipeline m大神的渲染框架 - https://github.com/haolange/InfinityRenderPipeline - https://github.com/MatheusMarkies/MagicByte - https://github.com/umutbebek/shadertoy-to-unity-URP - https://github.com/JorenJoestar/DataDrivenRendering - https://github.com/larsbertram69 - https://github.com/TakeshiCho/UI_RenderPipelineInLinearSpace - https://cmwdexint.com/2019/05/30/3d-scene-need-linear-but-ui-need-gamma/ - https://github.com/chenjd/Unity_UI_Gamma - https://github.com/alelievr/HDRP-UI-Camera-Stacking - https://github.com/tkweizhong/CustomURP - https://github.com/AkilarLiao/ForwardPlusURP - https://github.com/Raphael2048/URP_ForwardPlus - https://github.com/bcrusco/Forward-Plus-Renderer - https://github.com/GuardHei/SRP - https://github.com/wlgys8/SRPLearn - https://github.com/Cyanilux/URP_BlitRenderFeature - https://github.com/AKGWSB/ToyRenderPipeline - https://github.com/GuardHei/UltimateTAA - https://github.com/sienaiwun/TAA_Unity_URP - https://github.com/Raphael2048/URPTAA - https://github.com/CMDRSpirit/URPTemporalAA - https://github.com/CrazyEngine/Unity_Indirect-Rendering-With-Compute-Shaders - https://github.com/Looooong/Unity-SRP-VXGI - [dots-renderer](https://github.com/vectorized-runner/dots-renderer) - https://github.com/flwmxd/LuxGI - https://github.com/jiaozi158/UnitySSPathTracingURP #### Global illumination (GI) ##### Collection * [IlluminationComparison](https://github.com/EKnapik/IlluminationComparison) A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination) * [dirtchamber](https://github.com/thefranke/dirtchamber) A mixed reality testing environment for real-time global illumination algorithms * [DXR-Sandbox-GI](https://github.com/steaklive/DXR-Sandbox-GI) Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR * [NatRender](https://github.com/unitycoder/NatRender) NatRender is a lightweight graphics utility library for Unity Engine. * [A voxel cone traced realtime Global Illumination rendering engine in dx12, wip](https://github.com/LanLou123/DXE) ##### PRT * [precomputed-radiance-transfer](https://github.com/pramanc/precomputed-radiance-transfer) * [SHTest](https://github.com/dwilliamson/SHTest) * [SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) * [Urho3D-1.4-SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) * [实时PRTGI技术与实现](https://zhuanlan.zhihu.com/p/541137978) * [预计算辐照度全局光照(PRTGI)从理论到实战](https://zhuanlan.zhihu.com/p/571673961) * [Unity-Baked-Volumetrics](https://github.com/frostbone25/Unity-Baked-Volumetrics) * [Volumetrics_URP](https://github.com/bladesero/Volumetrics_URP) A render feature to recover Unity 5.x's offical volumetric fog in Adam demo * [CasualPRT](https://github.com/AKGWSB/CasualPRT) ##### Irradiance Probes/Voxels * [webgl-deferred-irradiance-volumes](https://github.com/pyalot/webgl-deferred-irradiance-volumes) An implementation of deferred irradiance volumes in WebGL * [RTXGI](https://github.com/NVIDIAGameWorks/RTXGI) RTX Global Illumination (RTXGI) SDK ##### VPL ##### VSGL * [VSGL](https://github.com/yusuketokuyoshi/VSGL) Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights ##### RSM ##### Imperfect Shadow Maps * [qt5-shadow-maps](https://github.com/tatsy/qt5-shadow-maps) Shadow mapping implementation with Qt5 and OpenGL ##### Instant Radiosity ##### LPV * [Light-Propagation-Volumes](https://github.com/djbozkosz/Light-Propagation-Volumes) * [GI-LPV](https://github.com/innovation-cat/GI-LPV) Implement global illumination with OCaml, using light propagation volumes ##### VCT * [【渲染】算法分析:Deferred Voxel Shading for Real-Time Global Illumination](https://zhuanlan.zhihu.com/p/466869586) * [Nigiri](https://github.com/ninlilizi/Nigiri) A fully-dynamic voxel-based global illumination system for Unity. * [SEGI](https://github.com/sonicether/SEGI) Almost real-time Global Illumination for Unity. * [Unity-SRP-VXGI](https://github.com/Looooong/Unity-SRP-VXGI) Voxel-based Global Illumination using Unity Scriptable Render Pipeline. * [VCTRenderer](https://github.com/jose-villegas/VCTRenderer) Deferred voxel shading for real-time global illumination. https://jose-villegas.github.io/post/deferred_voxel_shading/ * [voxel-cone-tracing](https://github.com/Friduric/voxel-cone-tracing) A real-time global illumination implementation using voxel cone tracing. * [VoxelConeTracingGI](https://github.com/compix/VoxelConeTracingGI) Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint. * [Vulkan-VXGI-VR-FrameWork](https://github.com/byumjin/Vulkan-VXGI-VR-FrameWork) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project * [MAGE](https://github.com/matt77hias/MAGE) Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing. * [VoxelConeTracing](https://github.com/domme/VoxelConeTracing) An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin * [VCTGI](https://github.com/rdinse/VCTGI) GPU-based real-time global illumination renderer based on voxel cone tracing * [Voxel_Cone_Tracing](https://github.com/kbladin/Voxel_Cone_Tracing) [Voxel-Cone-Tracing](https://github.com/Cigg/Voxel-Cone-Tracing) easy to understand * [MAGE](https://github.com/matt77hias/MAGE) Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing. ##### SSGI * [SSGI-URP](https://github.com/demonixis/SSGI-URP) Screen Space Global Illumination for Unity Universal Render Pipeline * [FSSGI](https://github.com/bloc97/FSSGI) Fast Screen Space Global Illumination ##### DFGI ##### Lighting Grid * [LGHDemo](https://github.com/DQLin/LGHDemo) Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo ##### Point Based GI * [PBGI](https://github.com/XT95/PBGI) Point Based Global Illumination ##### Radiosity * [instant_radiosity](https://github.com/cache-tlb/instant_radiosity) * [simple-instant-radiosity](https://github.com/githole/simple-instant-radiosity) * [GIGL](https://github.com/vgfx/GIGL) Tiny Global Illumination OpenGL Renderer ##### Ray tracing - [gpurt](https://github.com/GPUOpen-Drivers/gpurt) - https://github.com/Pjbomb2/Realtime-Compute-Shader-Unity-PathTracer - https://github.com/fallingcat/ComputeRayTracingSamples - [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions. - [snelly](https://github.com/portsmouth/snelly) A system for physically-based SDF (signed distance field) pathtracing in WebGL - [nori](https://wjakob.github.io/nori/) Nori: an educational ray tracer - [minilight](https://www.hxa.name/minilight) another good educational path tracer. - https://github.com/daseyb/pathgraph - https://www.ospray.org/index.html - [cmake-raytracer](https://github.com/64/cmake-raytracer) - https://developer.download.nvidia.com/ray-tracing-gems/rtg2-chapter30-preprint.pdf ##### Path tracing * [minpt](https://github.com/hi2p-perim/minpt) A path tracer in 300 lines of C++ * [GLSL-PathTracer](https://github.com/knightcrawler25/GLSL-PathTracer) :thumbsup: A GLSL Path Tracer * [PSRayTracing](https://github.com/define-private-public/PSRayTracing) A (modern) C++ implementation of the first two books of the Peter Shirley Ray Tracing mini-books * [rayn](https://github.com/termhn/rayn) A small path tracing renderer written in Rust. * [simple-bidirectional-pathtracer](https://github.com/githole/simple-bidirectional-pathtracer) * [edubpt](https://github.com/githole/edubpt) * [Volumetric-Path-Tracer](https://github.com/sergeneren/Volumetric-Path-Tracer) Volumetric path tracer using cuda * [simple-spectral](https://github.com/imallett/simple-spectral) A Simple Spectral Renderer ##### RTX * [Quartz](https://github.com/Nadrin/Quartz) Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language. * [DXRPathTracer](https://github.com/TheRealMJP/DXRPathTracer) A (very) simple path tracer implemented using DirectX Ray Tracing (DXR) * [WispRenderer](https://github.com/TeamWisp/WispRenderer) RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science https://teamwisp.github.io * [rtx-explore](https://github.com/rtx-on/rtx-explore) DirectX Raytracing Path Tracer * [Kaguya](https://github.com/kcloudy0717/Kaguya) This is a hobby project using DirectX 12 and DirectX RayTracing (DXR) * [RayTracingInVulkan](https://github.com/GPSnoopy/RayTracingInVulkan) Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension. * [PBRVulkan](https://github.com/Zielon/PBRVulkan) Vulkan Real-time Path Tracer Engine * [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions. * [vk_mini_path_tracer](https://github.com/nvpro-samples/vk_mini_path_tracer) A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++. - [UPGEN Lighting](https://forum.unity.com/threads/upgen-lighting-standard-hdrp-urp.898526/) ##### Metropolis Light Transport ##### PhotonMapping * [CPMFIGIOTVVD](https://github.com/ResearchDaniel/Correlated-Photon-Mapping-for-Interactive-Global-Illumination-of-Time-Varying-Volumetric-Data) Correlated Photon Mapping for Interactive Global Illumination of Time-Varying Volumetric Data by Daniel Jönsson and Anders Ynnerman * [SOPGI](https://github.com/alexnardini/SOPGI) A VEX raytracer for SideFX Houdini with photon mapping global illumination and full recursive reflections and refractions * [DXR-PhotonMapper](https://github.com/ananthaks/DXR-PhotonMapper) An implementation of Photon Mapping using DXR ##### Ambient occlusion - [游戏中的全局光照(三) 环境光遮蔽/AO](https://zhuanlan.zhihu.com/p/19419867 ) * [KinoObscurance](https://github.com/keijiro/KinoObscurance) Alchemy Ambient Obscurance ---AlchemyHPG11 * [ScalableAmbientObscurance](https://research.nvidia.com/publication/scalable-ambient-obscurance) https://research.nvidia.com/publication/scalable-ambient-obscurance * [XeGTAO](https://github.com/GameTechDev/XeGTAO) An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license * [ASSAO](https://github.com/GameTechDev/ASSAO) Adaptive Screen Space Ambient Occlusion * [Robust Screen Space Ambient Occlusion](https://github.com/wolfgangfengel/GPUZen/tree/master/04_Screen%20Space/) Robust Screen Space Ambient Occlusion * [HBAOPlus](https://github.com/NVIDIAGameWorks/HBAOPlus) HBAO+ is a SSAO algorithm designed to achieve high efficiency on DX11 GPUs. * [gl_ssao](https://github.com/nvpro-samples/gl_ssao) optimized screen-space ambient occlusion, cache-aware hbao * [VXAO](https://developer.nvidia.com/vxao-voxel-ambient-occlusion) Voxel Ambient Occlusion * [MiniEngineAO](https://github.com/keijiro/MiniEngineAO) SSAO image effect from Microsoft MiniEngine, ported to Unity. * [NNAO](https://github.com/simeonradivoev/NNAO) Neural Network Ambien Occlusion * [dssdo](https://github.com/kayru/dssdo) Deferred Screen Space Directional Occlusion http://kayru.org/articles/dssdo/ * [ssgi](https://github.com/jdupuy/ssgi) Screen space global illumination demo: SSAO vs SSDO * [SSRT](https://github.com/cdrinmatane/SSRT) Real-time indirect diffuse illuminaton using screen-space information for Unity. * [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) Full source-code for Amplify Occlusion plugin for Unity [AmplifyOcclusion-URP](https://github.com/neon-age/AmplifyOcclusion-URP) * [Unity-Ground-Truth-Ambient-Occlusion](https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion) A physically based screen space ambient occulsion post processing effect * [Unity-GeoAO](https://github.com/nezix/Unity-GeoAO) Fast ambien occlusion in Unity at runtime * [ConeSphereOcclusionLUT](https://github.com/knarkowicz/ConeSphereOcclusionLUT) ConeSphereOcclusionLUT generates a cone sphere occlusion LUT to be used with TLoU style **capsule AO shadows**. For details "Lighting Technology Of "The Last Of Us". * [RTAO](https://github.com/boksajak/RTAO) Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR) * [BNAO](https://github.com/Fewes/BNAO) A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity. * [dxr-ao-bake](https://github.com/Twinklebear/dxr-ao-bake) A demo of ambient occlusion map baking using DXR ##### Bent Normal * [ssbn](https://github.com/KageKirin/ssbn) Screen Space Bent Normals ##### Radiosity Normal Mapping * [GzRNM](https://github.com/Geenz/GzRNM) brings Radiosity Normal Mapping/Directional Light Mapping to Unity 3D! * [SSbumpGenerator](https://sourceforge.net/projects/ssbumpgenerator/) A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps). ##### LightMap - [lightmapping-troubleshooting-guide](https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/) - [Unity Global Illumination Learning Resources](https://forum.unity.com/threads/global-illumination-learning-resources.1290662/) * [lightmapper](https://github.com/ands/lightmapper) A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light! * [seamoptimizer](https://github.com/ands/seamoptimizer) A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps. * [BakingLab](https://github.com/TheRealMJP/BakingLab) A D3D11 application for experimenting with Spherical Gaussian lightmaps * [GPULightmass](https://github.com/AlanIWBFT/GPULightmass) Luoshuang's GPULightmass for UE4 * [trianglepacker](https://github.com/ray-cast/trianglepacker) Triangle packer for light map * [HDR_Lightmapper](https://github.com/Naxela/HDR_Lightmapper) Implements a cycles based lightmapper with denoiser * [The_Lightmapper](https://github.com/Naxela/The_Lightmapper) Fast and easy baked GI Lightmaps for Blender and Cycles * [LightmapperToy](https://github.com/candycat1992/LightmapperToy) This project is a hobby lightmapper completely based on Houdini geometry nodes. Basically it grew out of a re-implementation of Matt's The Baking Lab with some modification. * https://github.com/laurenth-personal/lightmap-switching-tool * https://github.com/Ayfel/PrefabLightmapping * https://github.com/Burn1ngApe/Prefab_Lighting_Baker * https://github.com/MahmoudKanbar/Unity-Dynamic-Lightmaps * https://github.com/liuwenjiexx/Unity.BakedLightmap * https://github.com/laurenth-personal/LODLightmapScripts * https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker * https://github.com/lujian101/LightmapRepacker_FixedDemo * https://github.com/gordonbest/UnityCullMaskBake ##### MLGI * [DeepIllumination](https://github.com/CreativeCodingLab/DeepIllumination) Code and examples from our paper "Deep Illumination: Approximating Dynamic Global Illumination with Generative Adversarial Networks," by Manu Mathew Thomas and Angus Forbes ##### ltcgi - [ltcgi](https://github.com/PiMaker/ltcgi) Optimized plug-and-play realtime area lighting using the linearly transformed cosine algorithm for Unity/VRChat. - [LTC-Polygon-Light-For-URP](https://github.com/DaiZiLing/LTC-Polygon-Light-For-URP) ##### Beam - [Unity_LightBeamPerformance](https://github.com/kodai100/Unity_LightBeamPerformance) This package can create light beam performance with Unity's timeline functionality. - [volumetric-light-beam](https://assetstore.unity.com/packages/vfx/shaders/volumetric-light-beam-99888) unity-plugin #### Shadow * [realtimeshadows](https://www.realtimeshadows.com/?q=node/12) <Realtime Shadows> codes * [Unity SRP 实战(三)PCSS 软阴影与性能优化](https://zhuanlan.zhihu.com/p/462371147) * [UnityShadows](https://github.com/Eukky/UnityShadows) Shadow map in unity, include hard shadow, PCF, PCSS, VSSM. - [PerObjectShadowSRP](https://github.com/GavinKG/PerObjectShadowSRP) Per-object shadow implementation using Unity SRP. * [Shadows](https://github.com/TheRealMJP/Shadows) :thumbsup: A sample app that demonstrates several techniques for rendering real-time shadow maps * [UnityPCSS](https://github.com/TheMasonX/UnityPCSS) Nvidia's PCSS soft shadow algorithm implemented in Unity * [ContactShadows](https://github.com/keijiro/ContactShadows) Experimental implementation of contact shadows for Unity. * [HFTS](https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows) NVIDIA Hybrid Frustum Traced Shadows in NVIDIA ShadowLib. * [ShadowFX](https://github.com/GPUOpen-Effects/ShadowFX) DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering * [Cinder-Experiments](https://github.com/simongeilfus/Cinder-Experiments) A collection of experiments, samples and other bits of code. * [of-ESMShadowMapping](https://github.com/jacres/of-ESMShadowMapping) Exponential Shadow Mapping in openFrameworks * [RayTracedShadows](https://github.com/kayru/RayTracedShadows) This demo implements BVH construction and GPU traversal for rendering hard shadows. * [RaytracedHardShadow](https://github.com/unity3d-jp/RaytracedHardShadow) DXR based raytraced hard shadow for Unity * [ShadowVolume](https://github.com/chengkehan/ShadowVolume) Shadow Volume for Static-Scene-Object of Unity * [variance_shadow_mapping_vk](https://github.com/sydneyzh/variance_shadow_mapping_vk) Variance shadow mapping for omni lights with Vulkan * [Precomputed-Shadow-Fields-for-Dynamic-Scenes](https://github.com/nblintao/Precomputed-Shadow-Fields-for-Dynamic-Scenes) A realization of computing soft shadow by shadow fields * [voxelized-shadows-improved](https://github.com/loinesg/voxelized-shadows-improved) Construction and sampling of precomputed shadows in a compressed voxel octree * [DeepShadowMap](https://github.com/ecidevilin/DeepShadowMap) Real-Time Deep Shadow Maps for Unity3D * [CachedShadowMaps](https://github.com/aivclab/CachedShadowMaps) Cached Shadow Map Solution for Unity * [Unity-Capsule-Shadows](https://github.com/frostbone25/Unity-Capsule-Shadows) A work in progress solution for capsule shadows in Unity. #### GPGPU - https://github.com/arrayfire/arrayfire - [现代C++中的高性能并行编程与优化](https://www.bilibili.com/video/BV1fa411r7zp) - https://github.com/tech-quantum/Amplifier.NET - https://www.ilgpu.net/ - https://github.com/KomputeProject/kompute - https://github.com/Sergio0694/ComputeSharp - https://github.com/kunzmi/managedCuda - https://github.com/andmax/gpufilter - [Parallel Prefix Sum (Scan) with CUDA](http://www.eecs.umich.edu/courses/eecs570/hw/parprefix.pdf) - [Thinking Parallel, Part I: Collision Detection on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/) - [Thinking Parallel, Part II: Tree Traversal on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-ii-tree-traversal-gpu/) - [Thinking Parallel, Part III: Tree Construction on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/) #### Compute-Shader - [Compute Shader 简介](http://frankorz.com/2021/04/17/compute-shader/) - [Introduction to Compute Shaders](https://anteru.net/blog/2018/intro-to-compute-shaders/) - [More Compute Shaders](https://anteru.net/blog/2018/more-compute-shaders/) - [Even more Compute Shaders](https://anteru.net/blog/2018/even-more-compute-shaders/) - [Compute Shader Glossary](https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md) - [MinimalCompute](https://github.com/cinight/MinimalCompute) Minimal Compute Shader Examples - https://zhuanlan.zhihu.com/p/368307575 - https://github.com/cabbibo/IMMATERIA/ - https://github.com/luckyWjr/ComputeShaderDemo - https://bitbucket.org/catlikecodingunitytutorials/basics-05-compute-shaders/src/master/ - https://github.com/googlefonts/compute-shader-101 - https://www.youtube.com/watch?v=DZRn_jNZjbw - https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md - https://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/ - https://github.com/keijiro/NoiseBall6 - https://logins.github.io/graphics/2020/10/31/D3D12ComputeShaders.html - https://www.3dgep.com/learning-directx-12-4/#Compute_Shaders - https://github.com/Robert-K/gpu-particles - https://github.com/Ninjajie/Fusion - https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders - https://github.com/EmmetOT/BufferSorter - https://github.com/hiroakioishi/UnityGPUBitonicSort - https://github.com/krylov-na/Compute-shader-particles - https://github.com/IRCSS/Procedural-painting - https://github.com/keijiro/Swarm - https://github.com/voxell-tech/GPUClothSimulationInUnity - https://github.com/TarAlacrin/HeightmapOnTheGPU - https://github.com/Scrawk/GPU-GEMS-3D-Fluid-Simulation - https://github.com/LouisBavoil/ThreadGroupIDSwizzling - [Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD](https://www.youtube.com/watch?v=0DLOJPSxJEg) - [Indirect-Rendering-With-Compute-Shaders](https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders) An example of drawing numerous instances using Unity3D, compute shaders and Graphics.DrawMeshInstancedIndirect with Frustum & Occlusion culling and LOD'ing. - [Unity物理引擎实战-基于SPH方法的简单水体模拟](https://zhuanlan.zhihu.com/p/456696305) - https://github.com/Gornhoth/Unity-Smoothed-Particle-Hydrodynamics - https://github.com/aceyan/Unity3D_PBR_Path_Tracer - https://github.com/b0nes164/SimpleComputeShaderHashTable - https://github.com/happy-turtle/oit-unity #### Boids * [Boids](https://github.com/Shinao/Unity-GPU-Boids) c# gpu * [Boids](https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/EntitiesSamples/Boids) EntityComponentSystemSamples Boids * [nvjob-boids](https://github.com/nvjob/nvjob-boids) #NVJOB Simple Boids (Flocks of Birds, Fish and Insects). Flocking Simulation. nvjob.github.io/unity/nvjob-boids * [DragonSpace](https://github.com/Appleguysnake/DragonSpace-Demo) A simple boids simulation to show the difference between implementations of a few spatial partitioning structures in Unity. * [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity) * [Unity-Flocking-CPU-GPU](https://github.com/CristianQiu/Unity-Flocking-CPU-GPU) CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton. * [Unity-BatchRendererGroup-Boids](https://github.com/AlexMerzlikin/Unity-BatchRendererGroup-Boids) * [Unity-Boids-Behavior-on-GPGPU](https://github.com/chenjd/Unity-Boids-Behavior-on-GPGPU) * [unity-jobsystem-boids](https://github.com/komietty/unity-jobsystem-boids) Superfast CPU boids for Unity #### GPU Driven - [Realtime-Compute-Shader-Unity-PathTracer](https://github.com/killop/Realtime-Compute-Shader-Unity-PathTracer) A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others - [GPUDrivenTerrainLearn](https://github.com/wlgys8/GPUDrivenTerrainLearn) - [GPUDriven](https://github.com/GouGeLSJ/GPUDriven) - [webgpu-compute-rasterizer](https://github.com/OmarShehata/webgpu-compute-rasterizer) - [URasterizer](https://github.com/happyfire/URasterizer) URasterizer: A software rasterizer on top of Unity, accelerated by Job system & Compute Shader - [vkguide gpu_driven_engines](https://vkguide.dev/docs/gpudriven/gpu_driven_engines/) - [Max:GPU Driven Pipeline — 工具链与进阶渲染](https://zhuanlan.zhihu.com/p/44411827) - [GPU Driven Render Pipeline](https://zhuanlan.zhihu.com/p/37084925) - [撸一个GPU Driven Pipeline](https://zhuanlan.zhihu.com/p/109858034) - [现代渲染引擎开发-GPU Driven Render Pipeline](https://zhuanlan.zhihu.com/p/409244895) - [GPU-Driven Rendering 有没有可能应用到移动端呢?如果不能是什么原因导致的?](https://www.zhihu.com/question/427803115/answer/1548993170) - [[Siggraph15] GPU-Driven Rendering Pipelines](https://zhuanlan.zhihu.com/p/33881505) - [max:GPU Driven Rendering Pipeline 开发小结](https://zhuanlan.zhihu.com/p/58311222) - [游戏引擎随笔 0x13:现代图形 API 的 Bindless](https://zhuanlan.zhihu.com/p/136449475) - [Unity中实现高性能渲染遇到的问题](https://zhuanlan.zhihu.com/p/106388466) - [Unity_GPU_Driven_Particles](https://github.com/sienaiwun/Unity_GPU_Driven_Particles) - [[GDC16] Optimizing the Graphics Pipeline with Compute](https://zhuanlan.zhihu.com/p/33881861) - [unity-gpu-culling-experiment](https://www.mpc-rnd.com/unity-gpu-culling-experiment) - [VkGPUDrivenCNGuide](https://github.com/fangcun010/VkGPUDrivenCNGuide) 基于Vulkan的GPU Driven Rendering教程 #### GPU-Particle - [KvantSpray](https://github.com/keijiro/KvantSpray) Object instancing/particle animation system for Unity #### BVH - [ComputeShaderBVHMeshHit](https://github.com/fuqunaga/ComputeShaderBVHMeshHit) Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking. - [NativePhysicsBVH](https://github.com/marijnz/NativePhysicsBVH) A Bounding Volume Hierarchy with basic physics queries for Unity DOTS - [UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) Unity Bounding Volume Heirachy (BVH) - [Fast-BVH](https://github.com/brandonpelfrey/Fast-BVH) A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing - [bvh](https://github.com/madmann91/bvh) About A modern C++ BVH construction and traversal library - https://github.com/ToruNiina/lbvh - https://github.com/EmmetOT/BoundingVolumeHierarchy - https://github.com/Sylmerria/Spatial-Hashing - https://github.com/AdamYuan/SparseVoxelOctree - https://github.com/bartofzo/NativeTrees #### SVG - [Berny_Core](https://github.com/Reavenk/Berny_Core) - [UnityGPUVectorGraphics](https://github.com/voxell-tech/UnityGPUVectorGraphics) #### Post-Process - https://github.com/keijiro/KinoBloom 牛逼的bloom - https://github.com/tkonexhh/X-PostProcessing-URP - https://github.com/GarrettGunnell/Post-Processing - https://github.com/xwidghet/StereoCancer #### MatCaps - https://github.com/nidorx/matcaps#matcaps #### Color - [exposure](https://bruop.github.io/exposure/) - [colour-unity](https://github.com/colour-science/colour-unity) - [万能的曲线——堪称调色之王(颜色篇)](https://zhuanlan.zhihu.com/p/375597094) - [色彩理论」颜色是怎么回事儿?以及如何高效使用 Adobe 颜色库](https://www.bilibili.com/video/BV114411R7x4?) - [皮克斯光线与色彩应用培训中文字幕](https://www.bilibili.com/video/BV1Dr4y1P7LW?) - [电脑颜色是错的](https://www.bilibili.com/video/BV1Js411S7w3?) - [实时渲染之how to render pixels](https://zhuanlan.zhihu.com/p/128090890) - [伽马还是线性?用一张图理理在U3D中该如何设置。](https://zhuanlan.zhihu.com/p/271011254) - [一篇文章彻底搞清PS混合模式的原理](https://zhuanlan.zhihu.com/p/23905865) - [Photoshop blending modes in glsl ](https://github.com/jamieowen/glsl-blend) - [blending modes](https://www.shadertoy.com/view/XdS3RW) - [色彩空间基础](https://zhuanlan.zhihu.com/p/24214731) - [漫谈HDR和色彩管理](https://zhuanlan.zhihu.com/p/129095380) - [色彩原理](https://docs.krita.org/zh_CN/general_concepts/colors.html) - [停止扯淡!!漫谈显示器色彩管理](https://zhuanlan.zhihu.com/p/19648994) - [颜色:原理和应用](https://ppt.baomitu.com/d/c887a533#/) - [浅谈伽玛和线性颜色空间](https://www.gameres.com/811214.html) - [Gamma的传说](http://geekfaner.com/unity/blog1_gamma.html) - [通过实验透彻理解颜色空间](https://zhuanlan.zhihu.com/p/141904960) - [Color: From Hexcodes to Eyeballs](http://jamie-wong.com/post/color/) - [A short history of color theory](https://programmingdesignsystems.com/color/a-short-history-of-color-theory/index.html) - [color vision](https://www.handprint.com/LS/CVS/color.html) - [color science](https://www.itp.uni-hannover.de/fileadmin/arbeitsgruppen/zawischa/static_html/indexe.html) - [色彩基础知识](https://www.zcool.com.cn/search/content?&word=%E8%89%B2%E5%BD%A9%E7%9F%A5%E8%AF%86) - 微信公众号: 领略色彩之雅 - [colorizer](http://colorizer.org/) - [光学原理在绘画中的应用](https://www.bilibili.com/video/BV1zE41167AH?p=9) - [配色网站一锅端](http://www.fenxitu.cn/peise/web.php) - [物理学大神如何研究颜色](https://www.bilibili.com/read/cv9334842?from=category_0) - [color-studio](https://assetstore.unity.com/packages/tools/painting/color-studio-151892) unity-plugin - https://opencolorio.org/ #### Depth - [Unity中深度值推导](https://zhuanlan.zhihu.com/p/393643084) - [【Unity】深度图(Depth Texture)的简单介绍](https://zhuanlan.zhihu.com/p/389971233?) - [UnityShader部分内置函数推导(周末随机更几个)](https://zhuanlan.zhihu.com/p/404516361) ### FPS - https://mp.weixin.qq.com/s/RS3KYxq5hmLAGrmijk3FtQ - https://bbs.perfdog.qq.com/article-detail.html?id=5 ## Interview/DataStruct-Algorithms - https://github.com/enjalot/algovis - https://github.com/gaerae/awesome-algorithms-education - https://github.com/lnishan/awesome-competitive-programming - https://github.com/tayllan/awesome-algorithms - https://github.com/0voice/interview_internal_reference#1 - https://github.com/ZXZxin/ZXBlog - https://github.com/awangdev/LintCode - https://github.com/apachecn/Interview - https://github.com/kdn251/interviews/blob/master/README-zh-cn.md - https://algorithm.yuanbin.me/zh-hans/?q= - https://github.com/labuladong/fucking-algorithm - https://github.com/algorithm-visualizer/algorithm-visualizer - https://github.com/aalhour/C-Sharp-Algorithms - https://github.com/SolutionsDesign/Algorithmia - https://github.com/OpenGenus/cosmos - https://github.com/CyC2018/CS-Notes - https://github.com/azl397985856/leetcode - https://github.com/wolverinn/Waking-Up - https://github.com/AobingJava/JavaFamily - https://github.com/MisterBooo/LeetCodeAnimation - https://www.keithschwarz.com/interesting/ - https://gitee.com/SnailClimb/JavaGuide - https://github.com/dongyuanxin/blog - https://leetcode.wang/ - https://github.com/Xunzhuo/OI_Sharing - https://github.com/TheAlgorithms/Java - https://github.com/greyireland/algorithm-pattern - https://www.cs.usfca.edu/~galles/visualization/Algorithms.html - https://visualgo.net/zh - https://algorithm-visualizer.org/ - https://github.com/geekxh/hello-algorithm - https://github.com/Xunzhuo/Algorithms-in-4-Steps - https://github.com/halfrost/LeetCode-Go - https://github.com/sephirothx/DStruct.NET - https://github.com/justcoding121/Advanced-Algorithms - https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp - https://github.com/pinefor1983/CS-Growing-book - https://github.com/changgyhub/leetcode_101 - https://github.com/youngyangyang04/leetcode-master - https://light-city.club/ - https://oi-wiki.org/ - https://www.geeksforgeeks.org/advanced-data-structures/ - https://doocs.github.io/#/README_CN - https://github.com/IceLanguage/LinHowe_GameAlgorithm - https://github.com/afatcoder/LeetcodeTop - https://www.scaler.com/topics/data-structures/ - https://github.com/krahets/hello-algo #### Article - [24张图,九大数据结构安排得明明白白!](https://mp.weixin.qq.com/s/ZVwIUN-xf9FuxOFXW8H3Nw) - [十大经典排序算法大梳理 (动图+代码)](https://mp.weixin.qq.com/s/ekGdneZrMa23ALxt5mvKpQ) - [数据结构里各种难啃的“树”,一文搞懂它](https://mp.weixin.qq.com/s/k4-RaW4ROlo6chSXsO_4AA) - [一篇文章彻底学会递归思路解题!](https://mp.weixin.qq.com/s/-V0jBkPoZHYC2jLfSnQ6-g) ## Operating-System - [万字长文带你还原进程和线程](https://www.cnblogs.com/cxuanBlog/p/12302848.html) - [CPU Cache](https://coolshell.cn/articles/20793.html) - [CPU Cache Latency](https://gist.github.com/hellerbarde/2843375) - [Linux内存 -1](https://mp.weixin.qq.com/s/Aj-A5ltGJoD5fkFiMlhjoA) - [Linux内存 -2](https://mp.weixin.qq.com/s/EvU7pV51ctPooREQt_8SaQ) - [Cache的基本原理](https://zhuanlan.zhihu.com/p/102293437) - [打开线程 | 进程 | 协程的大门 ](https://mp.weixin.qq.com/s/RLlNHgW6ilMqoFVHXf6x6g) ## Bad World Filter - [bad-word-filter](https://assetstore.unity.com/packages/tools/localization/bad-word-filter-pro-26255) unity-plugin - https://github.com/toolgood/ToolGood.Words -- 中文敏感词过滤 - https://github.com/NewbieGameCoder/IllegalWordsDetection 敏感词过滤 - https://github.com/871041532/ZMatchForLua ## 高性能数据结构和算法 - [Arithmetics](https://github.com/Lombiq/Arithmetics) Next-generation arithmetic implementations, improved floating point number types for .NET, written in C#. Includes the following number types: - [BreakInfinity](https://github.com/Razenpok/BreakInfinity.cs) Double replacement for numbers that go over 1e308 - https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp -- 高性能优先级队列 - [swifter](https://github.com/Dogwei/Swifter.Core) -- swifter 的和核心库,里面很多unsafe 优化 - [StructureOfArraysGenerator](https://github.com/Cysharp/StructureOfArraysGenerator) Structure of arrays source generator to make CPU Cache and SIMD friendly data structure for high-performance code in .NET and Unity. - https://github.com/giacomelli/GeneticSharp 遗传算法 - https://github.com/DesignEngrLab 里面的有很多的优化项,不知道为啥不火 - https://surparallel.org unity 多线程优化工具 - https://github.com/linys2333/TimingWheel c# 时间轮优化 - https://github.com/HalfLobsterMan/TimingWheel c# 时间轮优化 - https://github.com/wangjia184/HashedWheelTimer HashedWheelTimer implemented in C# and .Net Standard inspired by io.netty.util.HashedWheelTimer - https://github.com/bitfaster/BitFaster.Caching 高性能cache - https://github.com/ZiggyCreatures/FusionCache 高性能cache - [WeightedRandomSelector](https://github.com/viliwonka/WeightedRandomSelector) - [bithacks](http://graphics.stanford.edu/~seander/bithacks.html) bithacks - [SparseBitsets](https://github.com/RupertAvery/SparseBitsets) A pure C# implementation of sparse bitsets - https://github.com/MrUnbelievable92/Bit-Collections Bit Collections for Unity is all about saving as much RAM as possible, by providing array value types of single bits, aswell as array value types of signed- and unsigned integers with a given number of bits. - https://github.com/dennisdoomen/FluidCaching Multi-threaded .NET high performance Least Recently Used cache with async/await support shipped as source-only NuGet package - https://github.com/NetFabric/NetFabric.Hyperlinq High performance LINQ implementation with minimal heap allocations. Supports enumerables, async enumerables, arrays and Span<T>. - https://github.com/jackmott/LinqFaster Linq-like extension functions for Arrays, Span<T>, and List<T> that are faster and allocate less. - https://github.com/disruptor-net/Disruptor-net The Disruptor is a high performance inter-thread message passing framework. This project is the .NET port of LMAX Disruptor. - https://github.com/lujian101/GCFreeClosure A gc-free closure implementation for unity - https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream A library to provide pooling for .NET MemoryStream objects to improve application performance, especially in the area of garbage collection. - https://github.com/LunaMultiplayer/CachedQuickLz Allows you to compress and decompress with QuickLz while keeping low the GC pressure - [KDTree](https://github.com/viliwonka/KDTree) 3D KDTree for Unity, with fast construction and fast & thread-safe querying, with minimal memory garbage. - [UnityOctree](https://github.com/Nition/UnityOctree) A dynamic octree implementation for Unity written in C#. - [trienet](https://github.com/gmamaladze/trienet) .NET Implementations of Trie Data Structures for Substring Search, Auto-completion and Intelli-sense. Includes: patricia trie, suffix trie and a trie implementation using Ukkonen's algorithm. - https://github.com/AArnott/Nerdbank.Streams 高效流 - [NaturalSort](https://github.com/tompazourek/NaturalSort.Extension) Extension method for StringComparison that adds support for natural sorting (e.g. "abc1", "abc2", "abc10" instead of "abc1", "abc10", "abc2"). - [Collections.Pooled](https://github.com/jtmueller/Collections.Pooled) Fast, low-allocation ports of List, Dictionary, HashSet, Stack, and Queue using ArrayPool and Span. - [BurstCollections](https://github.com/andywiecko/BurstCollections) - [MemoryExtensions](https://github.com/xljiulang/MemoryExtensions) - [Faster.Map](https://github.com/Wsm2110/Faster.Map) A fast & densely stored hashtable based on robin-hood backshift deletion c# - [caffeine](https://github.com/ben-manes/caffeine) A high performance caching library for Java - [AdvancedDLSupport](https://github.com/Firwood-Software/AdvancedDLSupport) Delegate-based C# P/Invoke alternative - compatible with all platforms and runtimes. - https://github.com/mono/Embeddinator-4000 - [NativeOctree](https://github.com/marijnz/NativeOctree) - [SharedMemory](https://github.com/justinstenning/SharedMemory) C# shared memory classes for sharing data between processes (Array, Buffer, Circular Buffer and RPC) - [interprocess](https://github.com/cloudtoid/interprocess) A cross-platform shared memory queue for fast communication between processes (Interprocess Communication or IPC). - [LeslieXin.SimpleMMF](https://github.com/lesliexinxin/LeslieXin.SimpleMMF) 简单、易用的进程间通信框架,基于共享内存实现。 - [DawgSharp](https://github.com/bzaar/DawgSharp) DAWG String Dictionary in C# - [Towel](https://github.com/ZacharyPatten/Towel) A .NET library intended to make coding a bit more towelerable: data structures, algorithms, mathematics, metadata, extensions, console, and more. :) - [QuikGraph](https://github.com/KeRNeLith/QuikGraph) About Generic Graph Data Structures and Algorithms for .NET - [SparseSet](https://gdx.dotbunny.com/api/GDX.Collections.SparseSet.html) - [ObservableCollections](https://github.com/Cysharp/ObservableCollections) High performance observable collections and synchronized views, for WPF, Blazor, Unity. - [ObservableComputations](https://github.com/IgorBuchelnikov/ObservableComputations) Cross-platform .NET library for computations whose arguments and results are objects that implement INotifyPropertyChanged and INotifyCollectionChanged (ObservableCollection) interfaces. - [daachorse](https://github.com/legalforce-research/daachorse) A fast implementation of the Aho-Corasick algorithm using the compact double-array data structure. - [fasterflect](https://github.com/buunguyen/fasterflect) - [ZeroLog](https://github.com/Abc-Arbitrage/ZeroLog) A high-performance, zero-allocation .NET logging library. - [Varena](https://github.com/xoofx/Varena) - [NativeStringCollections](https://github.com/kawai125/NativeStringCollections) The toolset to parse text files using C# JobSystem on Unity. - [c#零成本抽象](https://mp.weixin.qq.com/s/jenoW4Ls0yKLknSdLEEa0g) #### MMO - [3D游戏的万人同屏技术详解(2)](https://zhuanlan.zhihu.com/p/195065464) #### OC - https://github.com/Kink3d/kPortals #### String - https://github.com/benaadams/Ben.StringIntern string intern - https://github.com/Cysharp/ZString 零内存消耗的stringbuilder - https://github.com/871041532/zstring 零内存消耗的stringbuilder - https://github.com/Cysharp/ZLogger/ Zero Allocation Text/Structured Logger for .NET Core and Unity - https://github.com/snozbot/FastString Alternative to StringBuilder class for Unity games, with minimal memory allocation and faster performance. - https://github.com/MikePopoloski/StringFormatter Zero-allocation string formatting for .NET. - [stringHelper](https://github.com/Dogwei/Swifter.Json/blob/db6c0be4fa2bfac5583d5bce7b475a2d618e7d74/Swifter.Core/Tools/String/StringHelper.cs) unsafe zero alloc string from [swifter](https://github.com/Dogwei/Swifter.Core) - [ZeroLog](https://github.com/Abc-Arbitrage/ZeroLog) ZeroLog is a zero-allocation .NET logging library - https://github.com/Misaka-Mikoto-Tech/MutableString #### Thread/Task - https://github.com/RichieSams/FiberTaskingLib - https://github.com/taskflow/taskflow ## Utils #### C * APR:Apache Portable Runtime;另一个跨平台的实用函数库。[Apache2.0](http://directory.fsf.org/wiki/License:Apache2.0)。[官网](http://apr.apache.org/) * C Algorithms:一个常用算法和数据结构的集合。[官网](https://github.com/fragglet/c-algorithms) * CPL:The Common Pipeline Library;一系列详尽,高效和强壮的软件工具包。[GNU GPL2.1](http://www.gnu.org/licenses/old-licenses/gpl-2.0.html)。[官网](http://www.eso.org/sci/software/cpl/) * EFL:一个大型实用数据结构和函数的的集合。多种许可证,完全免费。[官网](https://www.enlightenment.org/p.php?p=about/efl) * GLib:一个便携,高效和强大的实用函数和数据结构库。[GNU LGPL2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html)。[官网](https://wiki.gnome.org/Projects/GLib) * GObject:一个 C 的面向对象系统和对象模型。[GNU LGPL2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html)。[官网](https://developer.gnome.org/gobject/stable/) * libnih:一个轻量级的 C 函数和数据结构库。[GNU GPL2.1](http://www.gnu.org/licenses/old-licenses/gpl-2.0.html)。[官网](https://github.com/keybuk/libnih) * libU:一个提供基本实用函数的迷你库,包括内存分配,字符串处理和日志功能。[官网](http://www.koanlogic.com/libu/) * PBL:一个包括实用函数,特色数据结构等的大型库。[GNU LGPL2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html)及更高版本(库),[GNU GPL2.1](http://www.gnu.org/licenses/old-licenses/gpl-2.0.html)及更高版本(测试代码)。[官网](http://www.mission-base.com/peter/source/) * qlibc:一个简单且强大的 C 库,当我们想要小且轻的库时,可作为 Glib 的替代品。[qLib license](https://github.com/wolkykim/qlibc/blob/master/LICENSE) (类似于 [FreeBSD](http://directory.fsf.org/wiki?title=License:FreeBSD "License:FreeBSD"))。[官网](https://github.com/wolkykim/qlibc) * stb:一系列单文件 C 库。公共领域。[官网](https://github.com/nothings/stb) * [libcstl](http://hao.importnew.com/libcstl/):标准C语言通用数据结构和常用算法库。[官网](http://libcstl.org/) #### C++ * https://github.com/electronicarts/EASTL ## Javascript - https://github.com/ljianshu/Blog -js优秀博主 - https://muyiy.cn/blog/ -- js优秀博主 - https://github.com/airbnb/javascript JavaScript Style Guide - https://github.com/ryanmcdermott/clean-code-javascript clean-code-javascript - https://github.com/vuejs/vue 不解释,最牛逼的框架 - https://github.com/denysdovhan/wtfjs/blob/master/README-zh-cn.md js的奇技淫巧 - https://github.com/trekhleb/javascript-algorithms js相关的数据结构 - https://github.com/lydiahallie/javascript-questions ## Lua - http://cloudwu.github.io/lua53doc/manual.html - [Rxlua](https://github.com/bjornbytes/RxLua) - https://github.com/iwiniwin/LuaKit - https://github.com/frog-game/lua-5.4.4-comments - https://zhuanlan.zhihu.com/p/597188766 - https://github.com/PlutoLang/Pluto ## Typescript - https://jkchao.github.io/typescript-book-chinese/#how-to-contribute ## C# - https://github.com/gautema/cqrslite cqrs - https://github.com/libgit2/libgit2sharp -git的c#实现 - https://github.com/NetchX/Netch -nat打洞 - https://referencesource.microsoft.com/ C#源码 - https://github.com/kgrzybek/modular-monolith-with-ddd 领域设计驱动 - https://getakka.net/ - Akka.Net - https://dotnet.github.io/orleans/ actor - https://github.com/OrleansContrib/Orleankka actor - https://github.com/ledjon-behluli/OrleanSpaces - https://github.com/PiotrJustyna/road-to-orleans - https://github.com/RayTale/Vertex Vertex is a distributed, ultimately consistent, event traceable cross platform framework based on Orleans, which is used to build high-performance, high throughput, low latency, scalable distributed applications - https://www.newlifex.com/ - https://github.com/iamoldli/NetModular NetModular 是基于.Net Core 和 Vue.js 的业务模块化以及前后端分离的快速开框架 - https://github.com/nodatime/nodatime 时间管理 - https://github.com/night-moon-studio/Leo A high-performance type dynamic operation library. - [Chinese](https://github.com/zmjack/Chinese) 中文解析通用工具。包括拼音,简繁转换,数字读法,货币读法。 - [Demystifier](https://github.com/benaadams/Ben.Demystifier) High performance understanding for stack traces (Make error logs more productive) - [ProductionStackTrace](https://github.com/gimelfarb/ProductionStackTrace) Without deploying PDBs, generate a .NET exception stack trace that can be processed to retrieve source file and line number info - [fasterflect](https://github.com/buunguyen/fasterflect) .NET Reflection Made Fast and Simple - [unity3d_quick_reflection](https://github.com/smopu/unity3d_quick_reflection) [作者知乎](https://zhuanlan.zhihu.com/p/552294970) - https://github.com/madelson/DistributedLock - https://github.com/thedmi/Equ - https://github.com/bitwarden/server - https://github.com/randyklex/caffeine.net ## C - https://github.com/nothings/stb - [Tinyhttpd](https://github.com/EZLippi/Tinyhttpd) Tinyhttpd 是J. David Blackstone在1999年写的一个不到 500 行的超轻量型 Http Server,用来学习非常不错,可以帮助我们真正理解服务器程序的本质。建议源码阅读顺序为:main ->startup ->accept_request ->execute_cgi, 通晓主要工作流程后再仔细把每个函数的源码看一看。这500行代码吃透了,C语言的功底就会大幅提升。 - [MyTinySTL](https://github.com/Alinshans/MyTinySTL) MyTinySTL的作者它就用 C++11 重新复写了一个小型 STL(容器库+算法库)。代码结构清晰规范、包含中文文档与注释,并且自带一个简单的测试框架,非常适合新手学习与参考! - [oatpp](https://github.com/oatpp/oatpp) oatpp是一个轻量、跨平台、高性能、完全零依赖,用纯 C++ 实现的 Web 框架,实在是难得,小伙伴们可以学习学习 ## CPP - [CPlusPlusThings](https://github.com/Light-City/CPlusPlusThings) C++那些事 ## Java - [eladmin](https://github.com/elunez/eladmin) eladmin 是一款基于 Spring Boot 2.1.0 、 Jpa、 Spring Security、redis、Vue 的前后端分离的后台管理系统,项目采用分模块开发方式, 权限控制采用 RBAC,支持数据字典与数据权限管理,支持一键生成前后端代码,支持动态路由 - [人人开源](https://www.renren.io/) - [COLA](https://github.com/alibaba/COLA) Clean Object-Oriented and Layered Architecture - [SnowJena](https://github.com/ystcode/SnowJena) SnowJena是一个基于令牌桶算法实现的分布式无锁限流框架,支持熔断降级,支持动态配置规则,支持可视化监控,开箱即用。可用于Java后端项目常见的本地限流和分布式限流的场景。 - [jodd](https://github.com/oblac/jodd)(Produce lightweight code and focus on unleashing your full potential. Jodd is a set of developer-friendly and open-source Java micro-frameworks. It's designed to make things simple, but not simpler.) ## Lua - https://github.com/cfadmin-cn/cfadmin ## Author - https://github.com/AzureAD/microsoft-authentication-library-for-dotnet - [sa-token](https://github.com/dromara/sa-token) sa-token是一个轻量级Java权限认证框架,主要解决:登录认证、权限认证、Session会话、单点登录、OAuth2.0 等一系列权限相关问题 ## CMAKE - https://github.com/Akagi201/learning-cmake - https://github.com/ttroy50/cmake-examples - https://github.com/onqtam/awesome-cmake - https://github.com/iBicha/NativePluginBuilder - https://github.com/xiaoweiChen/Professional-CMake - https://www.bookstack.cn/books/CMake-Cookbook - https://github.com/SFUMECJF/cmake-examples-Chinese - https://github.com/xiaoweiChen/CMake-Cookbook - https://github.com/fenneishi/cmake - https://zhuanlan.zhihu.com/p/393316878 - https://github.com/leetal/ios-cmake - https://zhuanlan.zhihu.com/p/534439206 ## Embed-Script/VM/JIT - [luajit-remake](https://github.com/luajit-remake/luajit-remake) - [minivm](https://github.com/FastVM/minivm) A VM That is Dynamic and Fast - [CS2X](https://github.com/reignstudios/CS2X) Transpiles a C# subset to non .NET languages and runtimes. (Powered by Roslyn) - [roblox-ts](https://github.com/roblox-ts/roblox-ts) ts2lua - [titan](https://github.com/titan-lang/titan) - [tolua](https://github.com/topameng/tolua) The fastest unity lua binding solution - [xlua](https://github.com/Tencent/xLua) xLua is a lua programming solution for C# ( Unity, .Net, Mono) , it supports android, ios, windows, linux, osx, etc. - [PureJSB](https://github.com/linkabox/PureJSB) - [gravity](https://github.com/marcobambini/gravity) - [quickjs](https://github.com/horhof/quickjs) - [wren](https://github.com/wren-lang/wren) - [skip](https://github.com/skiplang/skip) Skip is a general-purpose programming language that tracks side effects to provide caching with reactive invalidation, ergonomic and safe parallelism, and efficient garbage collection. Skip is statically typed and ahead-of-time compiled using LLVM to produce highly optimized executables. - [miniJVM](https://github.com/digitalgust/miniJVM) Develop iOS Android app in java, Cross platform java virtual machine, embeded jvm , the minimal jvm . - [cone](https://github.com/jondgoodwin/cone) Cone is a fast, fit, friendly, and safe systems programming language. - [flax](https://github.com/flax-lang/flax) A low level, general-purpose language with high level syntax and expressibility. - [coreVM](https://github.com/tetrachrome/coreVM) Language runtime framework designed to empower developers devise modern and novel programming language features. - [dora](https://github.com/dinfuehr/dora) JIT-compiler for the programming language Dora implemented in Rust. Works on Linux, Windows and macOS (x86_64 and aarch64). - [awesome-jit](https://github.com/wdv4758h/awesome-jit) A curated list of awesome JIT frameworks, libraries, software and resources - [WAVM](https://github.com/WAVM/WAVM) WAVM is a WebAssembly virtual machine, designed for use in non-web applications. - [Bytecoder](https://github.com/mirkosertic/Bytecoder) Bytecoder is a Rich Domain Model for Java Bytecode and Framework to interpret and transpile it to other languages such as JavaScript, OpenCL or WebAssembly - [skew](https://github.com/evanw/skew) A web-first, cross-platform programming language with an optimizing compiler - [delta](https://github.com/delta-lang/delta) A new systems programming language in development - [Volta](https://github.com/VoltLang/Volta) Volt is a systems level programming language, that aims to be safe by default but still allowing you access to nitty gritty low level details. - [Eagle](https://github.com/samhorlbeck/eagle-lang) A compiled language that is halfway between C and Go/Swift/Rust - [ponyc](https://github.com/ponylang/ponyc) ony is an open-source, object-oriented, actor-model, capabilities-secure, high-performance programming language - [gosu-lang](https://github.com/gosu-lang/gosu-lang) Gosu is a pragmatic programming language for the JVM. It has been designed with Java developers in mind by providing a set of features that allow them to be more productive without sacrificing the benefits of Java's simple syntax and type-safety. Gosu is an object oriented language with a sprinkle of functional programming features. - [Tern](https://github.com/tern-lang/tern) Tern is an optionally typed object oriented language with first class functions and coroutines. It borrows concepts and constructs from many sources including Swift, JavaScript, Java, and Scala amongst others. It is interpreted and has no intermediate representation, so there is no need to compile or build your application. - [fanx](http://fanx.info/) A portable language with elegant libraries - [mun](https://mun-lang.org/) A programming language empowering creation through iteration. - [beef](https://www.beeflang.org/) Beef is an open source performance-oriented compiled programming language which has been built hand-in-hand with its IDE environment. The syntax and many semantics are most directly derived from C#, while attempting to retain the C ideals of bare-metal explicitness and lack of runtime surprises, with some "modern" niceties inspired by languages such as Rust, Swift, and Go - [dascript](https://dascript.org) daScript is high-level, statically strong typed scripting language, designed to be fast as embeddable ‘scripting’ language for C++ performance critical applications like games. - [neos](https://neos.dev/) neos is a cross-platform (C++) universal compiler that can theoretically compile any scripting/programming language. - [rune](https://github.com/rune-rs/rune/) - https://github.com/LemonVM/LemonVMRedesign2 - https://github.com/flix/flix - [inko](https://inko-lang.org/) - [arturo](https://github.com/arturo-lang/arturo) - [artichoke](https://github.com/artichoke/artichoke) python in dnasm - [Yuri AVG Engine](https://github.com/Project-AZUSA/YuriAVGEngine) Project Yuri将着眼于设计一个包含基本AVG游戏所需功能的引擎套装。 - [chaos](https://chaos-lang.org/) Chaos is a purely functional programming language that achieves zero cyclomatic complexity. - [RTCLI.Runtime](https://github.com/Team-RTCLI/RTCLI.Runtime) - [langs-in-rust](https://github.com/alilleybrinker/langs-in-rust) - [sol2](https://github.com/ThePhD/sol2) Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here, and it's great! Documentation: - [lc3-vm](https://justinmeiners.github.io/lc3-vm/) Write your Own Virtual Machine - [nekovm](https://nekovm.org/) - [Jinx](https://jamesboer.github.io/Jinx/) - [terralang](https://terralang.org/) - [mana_lang](https://github.com/0xF6/mana_lang) - [halide](https://halide-lang.org/) - [ulox](https://github.com/stevehalliwell/ulox) - [umka-lang](https://github.com/vtereshkov/umka-lang) - [luau](https://github.com/Roblox/luau) - [BorrowScript](https://github.com/alshdavid/BorrowScript) - [tuyin](http://www.tuyin.org/) #### Collection - https://langium.org/ - https://github.com/shining1984/PL-Compiler-Resource - https://github.com/alilleybrinker/langs-in-rust - https://github.com/prathyvsh/pl-catalog - [awesome-jit](https://github.com/wdv4758h/awesome-jit) - [awesome-wasm-runtimes](https://github.com/appcypher/awesome-wasm-runtimes) - [awesome-language-engineering](https://github.com/NLKNguyen/awesome-language-engineering) - https://github.com/ChessMax/awesome-programming-languages #### Garbage Collector - [UpsilonGC](https://github.com/kkokosa/UpsilonGC) Zero GCs and one real-world Upsilon GC - [bdwgc](https://github.com/ivmai/bdwgc) The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (libgc, bdwgc, boehm-gc) #### dynCall - [libffi](http://sourceware.org/libffi/) - [dyncall](https://dyncall.org) - [xbyak](https://github.com/herumi/xbyak) Xbyak is a C++ header library that enables dynamically to assemble x86(IA32), x64(AMD64, x86-64) mnemonic. ## DevOps #### Tools - [bashtop](https://github.com/aristocratos/bashtop) Resource monitor that shows usage and stats for processor, memory, disks, network and processes. ## Unity #### Awesome-Unity - https://github.com/michidk/Unity-Script-Collection - [needle](https://github.com/needle-mirror) - https://github.com/agarcialeon/awesome-unity#awesome-unity - https://github.com/baba-s/awesome-unity-open-source-on-github - https://lab.uwa4d.com/ - https://unitylist.com/ - https://openupm.com/packages/ - https://github.com/insthync/awesome-unity3d - https://github.com/RyanNielson/awesome-unity - https://github.com/Warl-G/GRUnityTools - https://gdx.dotbunny.com/ - https://github.com/UnityCommunity/UnityLibrary - https://github.com/crazyshader/GameDev - https://www.zhihu.com/search?q=renderdoc%20unity&range=3m&type=content #### AssetBundle - [UnityDataTools](https://github.com/Unity-Technologies/UnityDataTools) - [Locus-Bundle-System](https://github.com/locus84/Locus-Bundle-System) Simple Unity Addressables Alternative That Supports Synchronized API - [UnityAutoBundles](https://github.com/perholmes/UnityAutoBundles) Extension to Unity Engine's Addressables for making it easier to distribute large projects and keep mobile download size small. - [xasset](https://github.com/xasset/xasset) Fast & powerful, asset system for unity. - [YooAsset](https://github.com/tuyoogame/YooAsset) 途游 unity3d resource system - [AssetBundleLoadManager](https://github.com/TonyTang1990/AssetBundleLoadManager) - [AssetBundleManager](https://github.com/SadPandaStudios/AssetBundleManager) Yet another asset bundle manager for Unity. - [unity-addressable-importer](https://github.com/favoyang/unity-addressable-importer) A rule based addressable asset importer - [HiAssetBundle_unity](https://github.com/hiramtan/HiAssetBundle_unity) Unity's asset bundle solution for end-users to access resources dynamically at runtime. - [assetUpdater](https://github.com/sNaticY/assetUpdater-core) AssetUpdater is a Unity plugin which helps developers build assetbundles and download it easily - [AddressableTools](https://github.com/UniGameTeam/UniGame.AddressableTools) Addressables utils for Unity3D - [addressable-asset-system-chinese-manual](https://github.com/xiexx-game/addressable-asset-system-chinese-manual) - [EZAddresser](https://github.com/Haruma-K/EZAddresser) - [AssetBundle-ContentHasher](https://github.com/AndyMUnity/AssetBundle-ContentHasher) This tool can be integrated into a build pipeline in order to generate more reliable hashes for AssetBundles using Unity's built in pipeline. - [AddressablesServices](https://github.com/dre0dru/AddressablesServices) A set of classes to convert Unity Addressables callbacks/coroutine workflow to async/await with UniTask. - [Addler](https://github.com/Haruma-K/Addler) Preloading, Pooling, Lifetime Management for Unity Addressable Asset System. - [AssetBundles-Browser](https://github.com/Rootjhon/AssetBundles-Browser) #### Framework - https://qinzhuo.coding.net/public/ - https://github.com/cocowolf/loxodon-framework - https://tinax.corala.space/#/ tinax - https://github.com/gmhevinci/MotionFramework - https://github.com/yimengfan/BDFramework.Core - https://github.com/liangxiegame/QFramework - https://github.com/EllanJiang/GameFramework - https://github.com/mr-kelly/KSFramework - https://github.com/CatLib/CatLib - https://github.com/OnClick9927/IFramework - https://github.com/jarjin/FinalFramework - https://github.com/Tencent/InjectFix - https://github.com/hadashiA/VContainer - https://github.com/Justin-sky/Nice-Lua - https://github.com/Juce-Assets/ - https://github.com/MattRix/Futile - https://github.com/dotmos/uGameFramework - https://github.com/ManakhovN/FigmaToUnityImporter - https://github.com/kyubuns/AkyuiUnity - https://github.com/dotmos/uGameFramework - https://github.com/DonnYep/CosmosFramework - https://github.com/christides11/hack-and-slash-framework #### Dependency Injection - https://github.com/danielpalme/IocPerformance - https://github.com/gustavopsantos/reflex - https://github.com/ssannandeji/Zenject-2019 - https://github.com/hadashiA/VContainer - https://github.com/ipjohnson/Grace - https://github.com/dadhi/DryIoc - https://github.com/Mathijs-Bakker/Extenject #### Skill - https://github.com/lsunky/SkillEditorDemo - https://github.com/BillEliot/GASDocumentation_Chinese - https://github.com/m969/EGamePlay - https://github.com/huailiang/seqence 剧情-技能编辑器 - https://github.com/jewer3330/plato 技能编辑器 - https://github.com/Elfansoer/dota-2-lua-abilities - https://github.com/sjai013/unity-gameplay-ability-system - https://github.com/taotao111/SkillSystem - https://github.com/emreCanbazoglu/SkillSystem - https://github.com/HalfLobsterMan/SkillSystem - [IcSkillSystem](https://github.com/yika-aixi/IcSkillSystem) - A simple and reusable skill system - https://github.com/jewer3330/plato timeline skill - https://github.com/PxGame - https://github.com/WAYNGROUP/MGM-Ability - https://github.com/qq362946/AOI - https://github.com/wqaetly/SkillEditorBasedOnSlate - https://github.com/KrazyL/SkillSystem-3 (Dota2 alike Skill System Implementation for KnightPhone) - https://github.com/weichx/AbilitySystem - https://github.com/dongweiPeng/SkillSystem (丰富的接口可便于使用扩展 完整的技能效果流程【如流程图】 配套的技能管理器 自定义的技能数据表) - https://github.com/sjai013/UnityGameplayAbilitySystem (The approach for this is taken from that used by Unreal's Gameplay Ability System, but implemented in Unity using the Data-Oriented Technology Stack (DOTS) where possible.) - https://github.com/dx50075/SkillSystem (skill system for unity , 思路 http://blog.csdn.net/qq18052887/article/details/50358463 技能描述文件如下 skill(1000) //技能1 { FaceToTarget(0) PlayAnimation(1,Skill_1) Bullet(1.3,Bullet,7) PlayEffect(0,Explode8,3) }) - [GASDocumentation](https://github.com/tranek/GASDocumentation) My understanding of Unreal Engine 4's GameplayAbilitySystem plugin with a simple multiplayer sample project. - https://github.com/SuperCLine/actioneditor - https://github.com/PhysaliaStudio/Flexi #### Occlusion Culling - [剔除:从软件到硬件](https://zhuanlan.zhihu.com/p/66407205) - [使用Unity DXR加速PVS烘焙](https://zhuanlan.zhihu.com/p/88905817) - [适合于移动平台的预计算遮挡剔除](https://zhuanlan.zhihu.com/p/150448978) - [Vision](https://github.com/mackysoft/Vision) UnityEngine.CullingGroup API for everyone. - [ta-frustrum-culling](https://github.com/ThousandAnt/ta-frustrum-culling) Demo repository for URP + Frustrum Culling + Jobs - [culling](https://github.com/zcvdf/culling) Unity ECS implementation of a typical Culling system supporting Frustrum Culling and Occlusion Culling #### ShaderGraph&&Effect - [ShaderGraph暴力学习](https://www.bilibili.com/video/BV1ZE411W7Nz?) - [赵京宇](https://www.bilibili.com/video/BV1ut41197aQ) - [浮生若梦Jason](https://space.bilibili.com/20508311/) - [游戏特效优化指南—贴图篇](https://zhuanlan.zhihu.com/p/394084695) - [ShaderGraphAssets](https://github.com/keijiro/ShaderGraphAssets) - [ShaderGraph_ExampleLibrary](https://github.com/UnityTechnologies/ShaderGraph_ExampleLibrary) - [ShaderGraphExamples](https://github.com/keijiro/ShaderGraphExamples) - [Unity_ShaderGraphStudy](https://github.com/rito15/Unity_ShaderGraphStudy) - [Shader Graph所有节点讲解](https://www.bilibili.com/video/BV1qE411y7MJ?) - [Brackeys] Unity Shader Graph教程合集](https://www.bilibili.com/video/BV1pV411U7sE) - https://github.com/andydbc/unity-shadergraph-sandbox - https://github.com/Zallist/unity-universal-shadergraph-extensions - https://github.com/gilescoope/shader-graph-nodes #### Memory/GC - https://github.com/SergeyTeplyakov/ObjectLayoutInspector - [Unity游戏内存分布概览](https://zhuanlan.zhihu.com/p/370467923) - [分析Unity在移动设备的GPU内存机制](https://zhuanlan.zhihu.com/p/50632856) - [解决unity3d mono内存问题的架构思路](https://zhuanlan.zhihu.com/p/379371712) - [关于unity mono内存优化的工具](https://zhuanlan.zhihu.com/p/99655489) - [Unity内存分配和回收的底层原理](https://zhuanlan.zhihu.com/p/381859536) - [Unity的内存管理与性能优化](https://zhuanlan.zhihu.com/p/362941227) - [Unity2019新特性增量式垃圾回收[译文]](https://www.bilibili.com/read/cv3260881) - [浅谈 Unity 内存管理](https://www.notion.so/Unity-f79bb1d4ccfc483fbd8f8eb859ae55fe) - [[Unity 活动]-浅谈Unity内存管理](https://www.bilibili.com/video/av79798486/) - [解读MONO内存管理:BOEHM GC原理及总结](https://zhuanlan.zhihu.com/p/41398507) - [.NET内存性能分析指南](https://www.cnblogs.com/InCerry/p/maoni-mem-doc.html) #### Asyn-Await - https://www.albahari.com/threading - https://www.zhihu.com/question/554133167/answer/2690808608 - https://github.com/timcassell/ProtoPromise - https://github.com/modesttree/Unity3dAsyncAwaitUtil - https://github.com/Cysharp/UniTask - https://github.com/Arvtesh/UnityFx.Async - https://www.cnblogs.com/heyuquan/archive/2013/04/26/3045827.html - https://github.com/brminnick/AsyncAwaitBestPractices - https://github.com/mgravell/PooledAwait - https://github.com/coryleach/UnityAsync - https://asyncexpert.com/ - https://github.com/StephenCleary/AsyncEx - https://github.com/mehdihadeli/awesome-dotnet-async - https://github.com/microsoft/coyote - [minicoro](https://github.com/edubart/minicoro) Single header asymmetric stackful cross-platform coroutine library in pure C. - [libcsp](https://github.com/shiyanhui/libcsp) A concurrency C library 10x faster than Golang. - [ZeroAllocJobScheduler](https://github.com/genaray/ZeroAllocJobScheduler) A high-performance alloc free c# Jobscheduler. - [durabletask](https://github.com/Azure/durabletask) Durable Task Framework allows users to write long running persistent workflows in C# using the async/await capabilities. - [AsyncWorkerCollection](https://github.com/dotnet-campus/AsyncWorkerCollection) A collection of tools that support asynchronous methods and support high-performance multithreading. #### Node-Editor - [Bolt.Addons.Community](https://github.com/RealityStop/Bolt.Addons.Community) - [UAlive](https://github.com/LifeandStyleMedia/UAlive) - [UNode](https://assetstore.unity.com/packages/tools/visual-scripting/unode-visual-scripting-101176) - [XNode](https://github.com/Siccity/xNode) - [Node_Editor_Framework](https://github.com/Seneral/Node_Editor_Framework) - [BlueGraph](https://github.com/McManning/BlueGraph) #### AI - [delft-ai-toolkit](https://github.com/pvanallen/delft-ai-toolkit) - https://github.com/jiachenli94/Awesome-Interaction-aware-Trajectory-Prediction #### UI - [OwlAndJackalope.UX](https://github.com/AnonyBob/OwlAndJackalope.UX) A simple property binding and UX management library for Unity. - [Rosalina](https://github.com/Eastrall/Rosalina) Rosalina is a code generation tool for Unity's UI documents. It generates C# code-behind script based on a UXML template. - https://github.com/ChebanovDD/UnityMvvmToolkit - https://gameinstitute.qq.com/community/detail/117690 - https://github.com/litefeel/Unity-AlignTools ugui锚点设置 - https://github.com/JingFengJi/UpdateSpriteAssetTool - https://github.com/Elringus/SpriteDicing 这才叫图集工具 - https://github.com/scottcgi/MojoUnity-Packages - https://github.com/coding2233/TextInlineSprite - https://github.com/chick-soups/TextFilesForTextMeshPro tm 的字体库 - https://github.com/wy-luke/Unity-TextMeshPro-Chinese-Characters-Set - https://github.com/akof1314/Unity-TextMeshPro-DynamicText - https://github.com/TonyViT/CurvedTextMeshPro - https://github.com/jp-netsis/RubyTextMeshPro - https://github.com/FallingXun/ - https://github.com/Ikaroon/TMP3D - https://github.com/JimmyCushnie/FancyTextRendering Render markdown & clickable links with TextMeshPro in Unity. - https://github.com/gwaredd/UnityMarkdownViewer - https://github.com/Wilson403/Html2UnityRich - https://github.com/garsonlab/GText - https://github.com/redbluegames/unity-text-typer - [easy-multiple-healthbar](https://assetstore.unity.com/packages/tools/gui/easy-multiple-healthbar-193986) - https://uiforia.io/ - https://github.com/LudiKha/Graphene - https://github.com/ReactUnity/core - https://github.com/chexiongsheng/XUUI - [Unity-RuntimeEditorWindow](https://github.com/994935108/Unity-RuntimeEditorWindow) - [uicomponents](https://github.com/jonisavo/uicomponents)A small front-end framework for Unity's UIToolkit with a goal to reduce boilerplate code and make development more fun - https://assetstore.unity.com/packages/tools/gui/flexbox-4-unity-139571 unity ugui layout system - https://github.com/chasinghope/CurveLayoutGroup - https://github.com/mitay-walle/com.mitay-walle.ui-circle-segmented - https://github.com/506638093/RichText 头顶血条 - https://github.com/wuxiongbin/uHyperText - https://github.com/coding2233/TextInlineprite - https://gitcode.net/linxinfa/UnityEmojiTextDemo - https://edu.uwa4d.com/course-intro/0/127 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions - [modular](https://assetstore.unity.com/packages/3d/gui/modular-3d-text-in-game-3d-ui-system-159508) unity 3d ui - https://github.com/mattak/Unidux - https://github.com/kirurobo/UniWindowController - https://github.com/liuhaopen/UGUI-Editor - https://github.com/zs9024/quick_psd2ugui - [psd-2-ugui](https://assetstore.unity.com/packages/tools/gui/psd-2-ugui-pro-16131 - [SlidingScreenAndSurfaceBall](https://github.com/romantic123fly/SlidingScreenAndSurfaceBall) 实例的球形分布+UGUI切换卡牌效果 - [RadialProgressBar](https://github.com/AdultLink/RadialProgressBar) 牛逼的雷达进度条 - [ParticleEffectForUGUI](https://github.com/mob-sakai/ParticleEffectForUGUI) 最好的ui 特效组件 - [UnityUiParticles](https://github.com/ken48/UnityUiParticles) - [UIEffect](https://github.com/mob-sakai/UIEffect) UIEffect is an effect component for uGUI element in Unity - [HSV-Color-Picker-Unity](https://github.com/judah4/HSV-Color-Picker-Unity) HSV color picker for Unity UI - [TexturePanner](https://github.com/AdultLink/TexturePanner) This shader is a glorified texture panner, with a few extra features oriented towards adding variety. By getting creative with mesh geometry and textures, we can achieve a wide range of results - [UnityUIOptimizationTool](https://github.com/JoanStinson/UnityUIOptimizationTool) #### UI-Animation - [UnityUIPlayables](https://github.com/Haruma-K/UnityUIPlayables) - [Dash](https://github.com/pshtif/Dash) - https://github.com/brunomikoski/Animation-Sequencer - https://github.com/instance-id/ElementAnimationToolkit - http://zh.esotericsoftware.com/spine-unity #### 2D - [2d-cloth](https://assetstore.unity.com/packages/tools/sprite-management/2d-cloth-165428?) - [2d-soft-body](https://assetstore.unity.com/packages/tools/physics/2d-soft-body-182142) - [pidi-2d-reflections-2-standard-edition](https://assetstore.unity.com/packages/tools/particles-effects/pidi-2d-reflections-2-standard-edition-148499) - [character-creator-2d](https://assetstore.unity.com/packages/2d/characters/character-creator-2d-111398) #### Timeline - https://github.com/pofulu/TimelineTool - https://github.com/needle-tools/custom-timeline-editor - https://github.com/corle-bell/UnityTimeLineEvent - https://github.com/k-okawa/WaypointSystemForTimeline - https://github.com/ddionisio/MateAnimator - https://github.com/snaphat/UnityTimelineTools #### TextureStreaming - [TextureStreaming](https://docs.google.com/document/d/1P3OUoQ_y6Iu9vKcI5B3Vs2kWhQYSXe02h6YrkDcEpGM/edit#) - [uwa4d-course](https://edu.uwa4d.com/course-intro/1/91) #### Util - https://github.com/Hertzole/runtime-options-manager - https://github.com/joebinns/asteroids-scriptable-objects - https://github.com/neuecc/LINQ-to-GameObject-for-Unity - https://github.com/lujian101 - https://github.com/shinn716/ShinnUtils - https://github.com/cs-util-com/cscore - https://github.com/silphid/silphid.unity/ - https://github.com/IainS1986/UnityCoverFlow - https://github.com/blueberryzzz/UIAndShader - https://github.com/rfadeev/pump-editor - https://github.com/bradsc0tt/Unity-Extended-Transform-Editor - [PlayHooky](https://github.com/wledfor2/PlayHooky) PlayHooky is a simple C# Class that can be used to hook C# Methods at runtime. - https://github.com/doitian/unity-git-hooks - https://github.com/SirHall/Excessives - https://github.com/prime31/UtilityKit - https://github.com/vertxxyz/NTexturePreview - https://github.com/Unity-Technologies/AutoLOD/tree/master/Runtime/Helpers - https://github.com/renanwolf/UniRate/ - https://github.com/ashblue/oyster-package-generator - https://github.com/Deadcows/MyBox - https://github.com/handzlikchris/Unity.TransformSetterInterceptor - https://github.com/handzlikchris/Unity.TransformChangesDebugger.API - https://github.com/SolarianZ/UnityPlayableGraphMonitorTool - https://github.com/KybernetikGames/LinkAndSync - https://github.com/Rhinox-Training/rhinox-lightspeed - [Cable](https://github.com/sass00n1/Cable) 在Unity中使用Verlet积分模拟绳索 - https://github.com/ehakram/FrameRateBooster - https://github.com/stonesheltergames/Unity-GUID #### Code-Reload - https://github.com/joshcamas/unity-domain-reload-helper - https://github.com/Misaka-Mikoto-Tech/UnityScriptHotReload - [fast-script-reload-239351](https://assetstore.unity.com/packages/tools/utilities/fast-script-reload-239351) unity-plugin - [hotreload](https://hotreload.net/) #### Windows-Show - https://github.com/Blinue/Magpie 使游戏窗口全屏显示 - https://github.com/sator-imaging/AppWindowUtility - https://github.com/XJINE/Unity_TransparentWindowManager #### Unity 特色工程(精粹) - https://github.com/CiaccoDavide/Alchemy-Circles-Generator 炼金师法阵 - https://github.com/mtrive/ProjectAuditor untiy工程分析工具 - [介绍几个日本开源动画项目](https://connect.unity.com/p/jie-shao-ji-ge-ri-ben-kai-yuan-dong-hua-xiang-mu) #### Drawing - [linefy](https://assetstore.unity.com/packages/tools/particles-effects/linefy-165393) unity-plugin - [fast-line-renderer](https://assetstore.unity.com/packages/tools/particles-effects/fast-line-renderer-for-unity-gpu-line-and-particle-system-54118) - [Shapes](https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167) - [aline](https://assetstore.unity.com/packages/tools/gui/aline-162772) #### Effect - [mmfeedbacks](https://assetstore.unity.com/packages/tools/utilities/mmfeedbacks-155004) - [Dynamic Radial Masks](https://assetstore.unity.com/packages/vfx/shaders/dynamic-radial-masks-144845) #### Scriptable Object * [ScriptableObjectCollection](https://github.com/brunomikoski/ScriptableObjectCollection) The ScriptableObjectCollection exists to help you deal with scriptable objects without losing your sanity! Its a set of tools that will make your life a lot easier. * [unity-atoms](https://github.com/AdamRamberg/unity-atoms) - Tiny modular pieces utilizing the power of Scriptable Objects * [SoCreator](https://github.com/NullTale/SoCreator) ScriptableObject creation menu * [Scriptable-Framework](https://github.com/pablothedolphin/Scriptable-Framework) - A Unity Framework for modular app creation based on ScriptableObject architecture, data oriented design and event driven programming to help programmers and designers adhere to the 5 SOLID programming principals. * [yaSingleton](https://github.com/jedybg/yaSingleton) - A singleton pattern implementation for Unity3d. Based on ScriptableObjects instead of the conventional MonoBehaviour approach. * [SOFlow](https://github.com/BLUDRAG/SOFlow) - A ScriptableObject oriented design SDK. * [ScriptableObject-Architecture](https://github.com/DanielEverland/ScriptableObject-Architecture) - Makes using Scriptable Objects as a fundamental part of your architecture in Unity super easy - [GenericScriptableObjects](https://github.com/SolidAlloy/GenericScriptableObjects) This package allows to create and use generic ScriptableObjects in Unity3D. Although generic serializable classes are now supported by Unity 2020, generic ScriptableObject and MonoBehaviour are not yet, and this plugin allows to overcome this limitation. #### DOTS - https://github.com/Unity-Technologies/ECS-Network-Racing-Sample - https://github.com/Wind-Coming/MultiUnitSameScreen * [KNN](https://github.com/ArthurBrussee/KNN) - Fast K-Nearest Neighbour Library for Unity DOTS * [SpriteSheetRenderer](https://github.com/fabriziospadaro/SpriteSheetRenderer) - A powerful Unity ECS system to render massive numbers of animated sprites * [NSprites](https://github.com/Antoshidza/NSprites) DOTS based sprite render system * [IsoSorting](https://github.com/Sylmerria/IsoSorting) Isometric sorting system for Unity using ECS * [NativeCollections](https://github.com/jacksondunstan/NativeCollections) - Native Collection Types for Unity https://jacksondunstan.com/articles/tag/native-collection * [UnsafeCollections](https://github.com/fholm/UnsafeCollections/) - Native Collection Types for Unity * [EntitySelection](https://github.com/JonasDeM/EntitySelection) - A minimal solution for selecting entities in the unity sceneview. * [Reinterpret](https://github.com/HelloKitty/Reinterpret.Net) * [Unity-2D-Pathfinding-Grid-ECS-Job](https://github.com/Omniaffix-Dave/Unity-2D-Pathfinding-Grid-ECS-Job) - ECS Burst Job System 2D Pathfinding * [EntitySelection](https://github.com/JonasDeM/EntitySelection) - A minimal solution for selecting entities in the unity sceneview * [Easy-Road-3D-ECS-Traffic](https://github.com/Blissgig/Easy-Road-3D-ECS-Traffic) - Unity DOTS/ECS traffic using Easy Roads 3D for the data * [Unity-ECS-Job-System-SPH](https://github.com/leonardo-montes/Unity-ECS-Job-System-SPH) Implementation of the SPH Algorithm (fluid simulation) in Unity, comparing singlethread and ECS/Job System performances. * [Latios-Framework](https://github.com/Dreaming381/Latios-Framework) The packages contained in this repository are packages built upon Unity DOTS which I use for my own personal hobbyist game development * [ReactiveDots](https://github.com/PanMadzior/ReactiveDots) Reactive systems and other utilities for Unity DOTS. * [DOTS-Stackray](https://github.com/GilbertoGojira/DOTS-Stackray) https://github.com/GilbertoGojira/DOTS-Stackray * [bovinelabs](https://github.com/tertle/com.bovinelabs.core) * [actors](https://github.com/PixeyeHQ/actors.unity) * [ReeseUnityDemos](https://github.com/reeseschultz/ReeseUnityDemos) * [UniteAustinTechnicalPresentation](https://github.com/Unity-Technologies/UniteAustinTechnicalPresentation) * https://github.com/nothke/UnityDOTSGotchas * https://github.com/Tree37/Unity-DOTS-RTS-Collision-System * https://github.com/unitycoder/Unity-DOTS-RTS-Collision-System * https://github.com/quabug/EntitiesBT * https://github.com/GilbertoGojira/DOTS-Stackr * https://github.com/AI-In-Games/FormationMovement * https://github.com/NagaChiang/entity-tween * https://github.com/nothke/UnityDOTSGotchas * https://github.com/mikyll/UnityDOTS-Thesis * https://github.com/sschoener/burst-simd-exercises #### PathFinding * https://coffeebraingames.wordpress.com * http://qiao.github.io/PathFinding.js/visual/ * https://github.com/trgrote/JPS-Unity * https://space.bilibili.com/477041559 - [Unity-Formation-Movement2.0](https://github.com/Goodgulf281/Unity-Formation-Movement2.0) Formation movement for Unity 3D using built in NavMesh navigation or A*Pathfinding - [unity-ecs-navmesh](https://github.com/zulfajuniadi/unity-ecs-navmesh) - A demo implementation of Unity Entity Component System with NavMesh - [NavMeshAvoidance](https://github.com/InsaneOneHub/NavMeshAvoidance) Custom Nav Mesh Avoidance to replace default one - [NavMeshAvoidance](https://github.com/OlegDzhuraev/NavMeshAvoidance) Custom Nav Mesh Avoidance to replace default one in Unity. - [CustomNavMesh](https://github.com/jadvrodrigues/CustomNavMesh) Alternative to Unity's NavMesh system where the agents avoid each other. - [dotsnav](https://github.com/dotsnav/dotsnav) A fully dynamic planar navmesh Unity package supporting agents of any size - [Unity_DOTS_NodePathFinding](https://github.com/Antypodish/Unity_DOTS_NodePathFinding) Unity DOTS node based path finding, using Eager Dijkstra modified Shortest Path algorithm - [unity-rrt](https://github.com/markus-exler/unity-rrt) - [RecastSharp](https://github.com/ryancheung/RecastSharp) dotnet 6 port of the C++ recastnavigation library. - https://github.com/KimHeeRyeong/SphereNavigation - https://github.com/idbrii/unity-navgen - https://github.com/h8man/NavMeshPlus - https://github.com/jzyong/NavMeshDemo - https://github.com/llamacademy/ai-series-part-14.5/ - https://github.com/brunomikoski/Simple-optimized-A-Pathfinder - https://github.com/dbrizov/Unity-PathFindingAlgorithms - https://github.com/samueltardieu/pathfinding - https://github.com/hugoscurti/hierarchical-pathfinding/ - https://clementmihailescu.github.io/Pathfinding-Visualizer - https://www.zhihu.com/people/cong-zi-64/posts - https://wuzhiwei.net/group-path-movement/ - https://github.com/zhm-real/PathPlanning - https://mp.weixin.qq.com/s/MIGnEW_VxOBAHNm9uAu5AQ - https://forum.unity.com/attachments/com-bovinelabs-navigation-7z.679287/ - https://github.com/ppiastucki/recast4j - https://github.com/Cr33zz/Nav - https://github.com/snape/RVO2-CS - https://github.com/Nebukam/com.nebukam.orca - [agents-navigation](https://assetstore.unity.com/packages/tools/ai/agents-navigation-239233) unity-plugin - [SimpleAI](https://github.com/OneManMonkeySquad/SimpleAI) - [WZCQ](https://github.com/FengQuanLi/WZCQ) 用基于策略梯度得强化学习方法训练AI玩王者荣耀 - https://github.com/RubenFrans/ContextSteering-Unity - https://github.com/friedforfun/ContextSteering #### Bone&&Spring - [Swing Bone](https://assetstore.unity.com/packages/tools/animation/swing-bone-90743) - [dynamic Bone](https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743) - [Boing Kit](https://assetstore.unity.com/packages/tools/particles-effects/boing-kit-dynamic-bouncy-bones-grass-water-and-more-135594) - [AutomaticDynamicBone](https://github.com/OneYoungMean/AutomaticDynamicBone) - [uSpringBone](https://github.com/EsProgram/uSpringBone) - [Unity-DynamicBone-JobSystem-Opmized](https://github.com/dreamfairy/Unity-DynamicBone-JobSystem-Opmized) - [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics) - [UnityHighPerformanceDynamicBone](https://github.com/ldh/UnityHighPerformanceDynamicBone) #### Create Model - [ProBuilder](https://assetstore.unity.com/packages/tools/modeling/probuilder-2-x-111418) - [Archimatix](https://assetstore.unity.com/packages/tools/modeling/archimatix-pro-59733) - [umodeler](https://assetstore.unity.com/packages/tools/modeling/umodeler-80868) #### Mesh - [Graphmesh](https://github.com/Siccity/Graphmesh) Graph-based mesh modifiers. - [mesh-baker](https://assetstore.unity.com/packages/tools/modeling/mesh-baker-5017) - [skinned-mesh-combiner](https://assetstore.unity.com/packages/templates/systems/skinned-mesh-combiner-mt-135422) - [costume](https://assetstore.unity.com/packages/tools/animation/q-costume-157049) - [mesh-combine-studio](https://assetstore.unity.com/packages/tools/modeling/mesh-combine-studio-2-101956) - [super-combiner](https://assetstore.unity.com/packages/tools/modeling/super-combiner-92129) - [fast-skinned-mesh-combiner](https://github.com/joshcamas/fast-skinned-mesh-combiner) - [AvatarClothes](https://github.com/136512892/AvatarClothes) Unity 人物换装系统解决方案 - [网格汇编程序](https://assetstore.unity.com/packages/3d/animations/mesh-assembler-110145) unity-plugin - [Mount Points](https://assetstore.unity.com/packages/tools/animation/mount-points-16318) unity-plugin - [MeshDebugger](https://github.com/willnode/MeshDebugger/) First-class Mesh debugging tools for Unity - [LyumaMeshTools](https://github.com/lyuma/LyumaShader/blob/master/LyumaShader/Editor/LyumaMeshTools.cs) - https://github.com/BennyKok/unity-hotspot-uv - [mudbun-volumetric-vfx-mesh](https://assetstore.unity.com/packages/tools/particles-effects/mudbun-volumetric-vfx-mesh-tool-177891) unity plugin - [clayxels](https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312) unity plugin - https://github.com/nementic-games/mesh-debugging - [BakerBoy](https://github.com/Fewes/BakerBoy) A tiny GPU-based ambient occlusion and bent normal baker for Unity - [GMesh](https://github.com/sitterheim/GMesh) a node-based procedural geometry generator for Unity - [uv-inspector](https://assetstore.unity.com/packages/tools/utilities/uv-inspector-91703) unity plugin - [UVPreview](https://github.com/AsehesL/UVPreview) - [meshlab](https://github.com/cnr-isti-vclab/meshlab) MeshLab is an open source, portable, and extensible system for the processing and editing of unstructured large 3D triangular meshes - [libigl](https://libigl.github.io/) libigl - A simple C++ geometry processing library - [Open3D](https://github.com/intel-isl/Open3D) Open3D: A Modern Library for 3D Data Processing - [meshoptimizer](https://github.com/zeux/meshoptimizer) Mesh optimization library that makes meshes smaller and faster to render - [trimesh](https://github.com/mikedh/trimesh) Python library for loading and using triangular meshes. - [meshio](https://github.com/nschloe/meshio) There are various mesh formats available for representing unstructured meshes. meshio can read and write all of the following and smoothly converts between them - [MeshBoolean](https://github.com/KaimaChen/MeshBoolean) Make Boolean Operator on Mesh. In Unity. - [Open3D](https://github.com/isl-org/Open3D) Open3D: A Modern Library for 3D Data Processing - [MonoManifold](https://github.com/komietty/MonoManifold) Differencial Geometry library on Unity ##### Fracture Mesh - https://gitlab.com/dima13230/unity-libre-fracture #### Voxel - [voxel-renderer-unity](https://github.com/sjoerd-code/voxel-renderer-unity) This is a voxel renderer made using Unity - https://github.com/voxelbased/core - [unity-voxel-SC-WGRDemo](https://github.com/betairylia/unity-voxel-SC-WGRDemo) Unity playground for voxel world generation / rendering. #### Fog - [Vapor](https://github.com/ArthurBrussee/Vapor) Volumetric Fog for Unity - [FogOfWar](https://github.com/QinZhuo/FogOfWar_ForUnity) unity实现的基于视野的战争迷雾 #### Volumetric Mesh - [volumetric Mesh ](https://assetstore.unity.com/packages/templates/systems/clayxels-165312) Clayxels is an interactive volumetric toolkit to sculpt models in editor and in game #### VolumetricClouds - https://github.com/vanish87/UnityVolumetricCloud - https://github.com/adrianpolimeni/RealTimeVolumetricClouds - https://github.com/Raphael2048/URP_SkyAtmosphere_VolumetricClouds #### Editor * [UnityDrawers](https://github.com/fishtopher/UnityDrawers) :thumbsup: A collection of property and decorator drawers for Unity * [NaughtyAttributes](https://github.com/dbrizov/NaughtyAttributes) :thumbsup: Attribute Extensions for Unity * [ShaderAccessor](https://github.com/JiongXiaGu/ShaderAccessor) Define the structure, assign values to shader parameters using C# reflection,work in unity * [CategoryTool](https://github.com/Demkeys/CategoryTool) Unity Editor tool to create Categories in the Hierarchy. The Categories work as dividers between GameObjects. * [RapidGUI](https://github.com/fuqunaga/RapidGUI) Unity OnGUI(IMGUI) extensions for Rapid prototyping/development * [unity-toolbar-extender](https://github.com/marijnz/unity-toolbar-extender) Extend the Unity Toolbar with your own Editor UI code #### Asset-Management * [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer) Roslyn Analyzer for Unity3D * [ReferenceExplorer](https://github.com/tsubaki/ReferenceExplorer) ReferenceExplorer will visualize the object and component dependencies * [AssetsReporter](https://github.com/wotakuro/AssetsReporter) [Unity] Report System for Asset Import Settings * [Unity-AssetDependencyGraph](https://github.com/Unity-Harry/Unity-AssetDependencyGraph) An Asset Dependency Graph for Unity * [UnityResourceStaticAnalyzeTool](https://github.com/AMikeW/UnityResourceStaticAnalyzeTool) 分析Unity资源,如贴图、精灵图、旧版图集, 新版图集SpriteAtlas,支持AB包资源冗余 * [unitysizeexplorer](https://github.com/aschearer/unitysizeexplorer) Visualize how much space each asset in your Unity game takes * [UnityAddressablesBuildLayoutExplorer](https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer) - [UnityComponent](https://github.com/GameBuildingBlocks/UnityComponent) - [Maintainer](https://assetstore.unity.com/packages/tools/utilities/find-reference-2-59092) - [find reference2](https://assetstore.unity.com/packages/tools/utilities/find-reference-2-59092) - [Unity-Dependencies-Hunter](https://github.com/AlexeyPerov/Unity-Dependencies-Hunter) - [asset-relations-viewer](https://github.com/innogames/asset-relations-viewer) - [shader control](https://assetstore.unity.com/packages/vfx/shaders/shader-control-74817) - [Asset Hunter PRO](https://assetstore.unity.com/packages/tools/utilities/asset-hunter-pro-135296) - [A+ Assets Explorer](https://assetstore.unity.com/packages/tools/utilities/a-assets-explorer-57335) - [AssetBundle加密-fair-guard](https://www.fair-guard.com) - [Unity-Resource-Checker](https://github.com/handcircus/Unity-Resource-Checker) - https://github.com/ZxIce/AssetCheck - https://github.com/Unity-Technologies/asset-auditing-tools - https://github.com/MarkUnity/AssetAuditor - https://github.com/charcolle/CustomAssetImporter - https://github.com/daihenka/asset-pipeline - [render-order-settings-editor](https://assetstore.unity.com/packages/tools/utilities/render-order-settings-editor-226896?) - [Choosing the Right Load Type in Unity’s Audio Import Settings](https://medium.com/@made-indrayana/choosing-the-right-load-type-in-unitys-audio-import-settings-1880a61134c7) - [Unity 下网格内存的优化](https://mp.weixin.qq.com/s/OB5oyokEhf1psyzsFvgjoQ) - https://github.com/starburst997/Unity.Trimmer #### Material-Cleaner - [清理material中无用的的property](https://blog.csdn.net/ngrandmarch/article/details/46828365) - [EZMaterialOptimizer](https://github.com/EZhex1991/EZUnity/blob/master/Assets/EZhex1991/EZUnity/Editor/EditorTools/EZMaterialOptimizer.cs) - [MaterialCleaner](https://github.com/lujian101/UnityToolDist/blob/master/Assets/Editor/MaterialCleaner.cs) - [unity-material-cleaner](https://github.com/ina-amagami/unity-material-cleaner/blob/master/Assets/Editor/MaterialCleaner.cs) - [MotionFramework/Scripts/Editor/EditorTools](https://github.com/gmhevinci/MotionFramework/blob/master/Assets/MotionFramework/Scripts/Editor/EditorTools.cs) - [Unity材质冗余序列化数据清理](https://zhuanlan.zhihu.com/p/366636732) - [UnityClearMaterailsProperties](https://github.com/tkweizhong/UnityClearMaterailsProperties) - https://github.com/Unity-Javier/SimpleEditorLogParser ##### Textrue Compression - [ASTC纹理压缩格式详解](https://zhuanlan.zhihu.com/p/158740249) - [常用纹理和纹理压缩格式](https://blog.csdn.net/ynnmnm/article/details/44983545) - [Unity-Textrue-Format](https://docs.unity3d.com/Manual/class-TextureImporterOverride.html) - [工作技巧 | 纹理压缩格式Block Compression](https://zhuanlan.zhihu.com/p/199635682) - [几种主流贴图压缩算法的实现原理详解](https://www.2cto.com/kf/201603/493773.html) - [[小数派报告]-Shader加载的纹理压缩的原理](https://zhuanlan.zhihu.com/p/104006858) - [游戏图片纹理压缩相关总结](https://zhuanlan.zhihu.com/p/102416815) - [游戏资源常见贴图类型](https://zhuanlan.zhihu.com/p/260973533) - [你所需要了解的几种纹理压缩格式原理](https://zhuanlan.zhihu.com/p/237940807) - [各种移动GPU压缩纹理的使用方法](https://www.cnblogs.com/luming1979/archive/2013/02/04/2891421.html) ###### Article - [程序丨入门必看:Unity资源加载及管理 ](https://mp.weixin.qq.com/s/0XFQt8LmqoTxxst_kKDMjw) - [Unity引擎资源管理模块知识Tree](https://blog.uwa4d.com/archives/UWA_ResourceTree.html) - [Unity3D内存释放](https://blog.csdn.net/andyhebear/article/details/50977295) #### Message Bus - [BasicEventBus](https://github.com/pointcache/BasicEventBus) - Basic event bus - [UniEventSystem](https://github.com/Bian-Sh/UniEventSystem) - A generic Event-Bus - [Unibus](https://github.com/mattak/Unibus) - Unibus is event passing system - [klab-messagebuses-unity](https://github.com/KLab/klab-messagebuses-unity) - Message bus - [signals](https://github.com/yankooliveira/signals) - A typesafe, lightweight messaging lib - [unity-events](https://github.com/GalvanicGames/unity-events) - A code focused strongly typed event system with global system and per GameObject system - [Unity3d-Signals](https://github.com/dimmpixeye/Unity3d-Signals) - Signals are in-memory publish/subscribe system and effectively replace Unity SendMessage - [MessageKit](https://github.com/prime31/MessageKit) - Decoupled message sending system meant as a replacement for SendMessage and its variantslibrary - [edriven](https://github.com/dkozar/edriven) - Event-driven / asynchronous framework for Unity3d - [Brighter](https://github.com/BrighterCommand/Brighter) Command Dispatcher, Processor, and Distributed Task Queue - [signals](https://github.com/supyrb/signals) - [UnityEventVisualizer](https://github.com/MephestoKhaan/UnityEventVisualizer) - [ExtEvents](https://github.com/SolidAlloy/ExtEvents) A better replacement for UnityEvents - [Unity.MissingUnityEvents](https://github.com/handzlikchris/Unity.MissingUnityEvents) - [bovinelabs.event](https://github.com/tertle/com.bovinelabs.event) A high performance solution for safely creating events between systems in Unity ECS. #### Time control - [agamotto](https://assetstore.unity.com/packages/tools/particles-effects/agamotto-180884?) unity-plugin - [ultimate-replay](https://assetstore.unity.com/packages/tools/camera/ultimate-replay-2-0-178602) unity-plugin - https://github.com/AkiKurisu/Time-Control - https://github.com/SitronX/UnityTimeRewinder #### Raycast&&Sensor - RayCastCommand - Dealing with Physics bottle necks? You can use Unity C# Job System's RayCastCommand to boost your performance. Test example. - https://github.com/staggartcreations/Graphics-Raycast/ - https://github.com/muveso/Unity-Detection-Sensor #### CameraController - https://github.com/XJINE/Unity_SceneCameraController #### GamePlay - [我开发的角色动作系统概述-战斗,3C相关](https://zhuanlan.zhihu.com/p/67143501) ## 知识库软件/笔记软件 - [A hackable markdown note application for programmers](https://github.com/purocean/yn) - [印象笔记](https://www.yinxiang.com/) - [有道云笔记](http://note.youdao.com/) - [pocket](https://app.getpocket.com/) - [mybase](http://www.wjjsoft.com/chs) - [蚁阅](https://rss.anyant.com) - [语雀](https://www.yuque.com/dashboard) - [notion](https://www.notion.so/) - [diigo](https://www.diigo.com/index) - [微软 onenote](https://www.onenote.com) - [obsidian](https://obsidian.md/) - [withpinbox](https://withpinbox.com/) - [taskade](https://taskade.com/) - [思源](https://github.com/siyuan-note/siyuan) - [日常学习工作流](https://csdiy.wiki/%E5%BF%85%E5%AD%A6%E5%B7%A5%E5%85%B7/workflow/) ## UnityBuild - [详解iOS打包、发布与证书体系](https://insights.thoughtworks.cn/ios-package-release/) - [Usdk](~~https://github.com/honghuachen/Usdk~~) 这是一个Unity3D移动平台sdk快速适配框架和多渠道打包平台 - https://github.com/UNSH/Unity-Apple-Distribution-Workflow - https://github.com/tylearymf/UniHacker - [buildtool](https://github.com/superunitybuild/buildtool) - [u3d](https://github.com/DragonBox/u3d/) fast lane - [AndResGuard](https://github.com/shwenzhang/AndResGuard) Android资源混淆工具 - [UnitySkipSplash](https://github.com/psygames/UnitySkipSplash) Skip Unity Splash Screen only one script ## Mobile - [UnityAndroidRuntimePermissions](https://github.com/yasirkula/UnityAndroidRuntimePermissions)A native Unity plugin to handle runtime permissions on Android M+ - [unity-background-service](https://github.com/nintendaii/unity-background-service) - [unimgpicker](https://github.com/thedoritos/unimgpicker)] - [BlankGalleryScreenshot](https://github.com/AlianBlank/BlankGalleryScreenshot) Unity 3D Gallery Screenshot - [Unity-iOS-Android-Download](https://github.com/LBCross/Unity-iOS-Android-Download) - [Unity-NativePlugins](https://github.com/AlexMerzlikin/Unity-NativePlugins) - [Android-Auxiliary](https://github.com/JYX-MOD/Android-Auxiliary) Unity开发过程中部分安卓操作会用到的函数 - [APKToolGUI](https://github.com/AndnixSH/APKToolGUI) - [AppIconChangerUnity](https://github.com/kyubuns/AppIconChangerUnity) - [BlankDeviceUniqueIdentifier](https://github.com/AlianBlank/BlankDeviceUniqueIdentifier) 用于在 Unity3D 中获取Android 和 iOS 平台上唯一机器码的插件 - [BlankOperationClipboard](https://github.com/AlianBlank/BlankOperationClipboard) Unity 读写Android 和 iOS 的粘贴板插件 - [UnityWebBrowser](https://github.com/Voltstro-Studios/UnityWebBrowser) - [UnityNativeFilePicker](https://github.com/yasirkula/UnityNativeFilePicker) ## Unity-Games - https://github.com/liuhaopen/UnityMMO - https://github.com/jynew/jynew - [Pal3.Unity](https://github.com/0x7c13/Pal3.Unity) 仙剑奇侠传三(以及外传)C#/Unity实现 - https://github.com/skyteks - https://github.com/judah4/MMO-Dragon-Game-Framwork - https://github.com/TastSong/CrazyCar 网络联机游戏解决方案---Unity制作的联机赛车游戏,服务端为SpringBoot + Mybatis;后台为Vue + Element;游戏端采用QFramework框架,支持KCP和WebSocket网络(商用级) - [DarkGod](https://github.com/mGitup/DarkGod) 基于 Unity 的 3D ARPG 移动端网游 - https://gitee.com/NKG_admin/NKGMobaBasedOnET 基于ET框架致敬LOL的Moba游戏,包含完整的客户端与服务端交互,热更新,基于双端行为树的技能系统,更多精彩等你发现! - [NineChronicles](https://github.com/planetarium/NineChronicles) Unity client application for Nine Chronicles, a fully decentralized idle RPG powered by the community. - [CodeFPS](https://github.com/Zhao-666/CodeFPS) Unity引擎实现的一款FPS游戏,实现《使命召唤4》训练靶场关卡 ## Programmer-Common-Tool - https://learn-english.dev/ 程序员 常用英语 - https://github.com/nusr/hacker-laws-zh 程序员应该知道的原则 - http://binaryconvert.com 专门做二进制转换的网站 - [这样讲原码、反码、补码,帮学妹解决困扰了三天的问题](https://mp.weixin.qq.com/s/vKZleAIMivOxJ_kEB1uSqw) - [box3](htttp://www.box3.cn) 开发者工具箱 - https://ihateregex.io/expr 正则表达式 - https://github.com/loonggg/DevMoneySharing 独立开发者赚钱经验分享 - https://www.toolnb.com toolnb - https://github.com/eastlakeside/awesome-productivity-cn - https://www.kwgg2020.com/ - https://jianwai.youdao.com/ - https://github.com/zhaoolee/OnlineToolsBook 集锦 - https://github.com/csdjk/ToolsShare - https://masuit.com/ - http://www.qijishow.com/down/navigation.html - https://www.iamxk.com/navigation - https://xclient.info/s/ - https://github.com/cunyu1943/amazing-websites - http://www.gfxcamp.com/houdini-185462/ - https://www.iiicg.com/ - https://www.cger.com/ ## workflow - https://wiki.eryajf.net/pages/2415.html#_1-%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0%E3%80%82 - https://github.com/n8n-io/n8n - https://github.com/fastlane/fastlane - https://github.com/aelassas/Wexflow - https://bonsai-rx.org - https://assetstore.unity.com/packages/tools/utilities/rocktomate-156311 ## Auto Test - https://github.com/king3soft/UAutoIDE - https://github.com/AirtestProject ## 问答 > 强烈推荐阅读 [《提问的智慧》](https://github.com/ryanhanwu/How-To-Ask-Questions-The-Smart-Way)、[《如何向开源社区提问题》](https://github.com/seajs/seajs/issues/545) 和 [《如何有效地报告 Bug》](http://www.chiark.greenend.org.uk/%7Esgtatham/bugs-cn.html)、[《如何向开源项目提交无法解答的问题》](https://zhuanlan.zhihu.com/p/25795393),更好的问题更容易获得帮助。 ## 文案排版 - [赫蹏](https://sivan.github.io/heti/) - [中文技术文档写作风格指南 ](https://zh-style-guide.readthedocs.io/zh_CN/latest/index.html) - [中文文案排版](https://github.com/sparanoid/chinese-copywriting-guidelines) - [掘金计划- 中文文案排版](https://github.com/xitu/gold-miner/wiki/%E8%AF%91%E6%96%87%E6%8E%92%E7%89%88%E8%A7%84%E5%88%99%E6%8C%87%E5%8C%97) - https://github.com/writing-resources/awesome-scientific-writing - https://github.com/wechatsync/Wechatsync ## 游戏策划 - https://zhuanlan.zhihu.com/p/67963068 - https://zhuanlan.zhihu.com/p/34213415 - [有哪些非游戏领域的书籍读后有利于显著提升游戏策划和设计水平](https://www.zhihu.com/question/36162464) - [国外游戏理论研究的前沿都在研究什么?](https://www.zhihu.com/question/50253977/answer/120147034) #### 镜头 - https://www.zhihu.com/people/cptz-23 - https://zhuanlan.zhihu.com/p/138144313 - https://zhuanlan.zhihu.com/p/371213488 - https://zhuanlan.zhihu.com/p/22098814 - https://zhuanlan.zhihu.com/p/411366466 ## Interest is the best teacher - https://github.com/alaskasquirrel/Chinese-Podcasts - https://youquhome.com/ - https://github.com/geekan/HowToLiveLonger - https://cook.yunyoujun.cn/ - https://www.animatedknots.com 如何系绳子-关键时候救你一命 - http://www.iqsuperman.net/ IQ 超人 - https://www.allhistory.com 全历史 - https://new.shuge.org/ 博物馆 - https://www.die.net/earth/ 白天和黑夜实时预览 - https://humanbenchmark.com/ 脑力benckmark - https://chatroulette.com/ 全世界随机聊天 - http://www.cbaigui.com/ 中国妖精合集 - https://works.yangerxiao.com/honeyed-words-generator/ 土味情话 - https://github.com/soulteary/tenant-point 程序员如何租房子 - https://github.com/beiliangshizi/China_House 程序员如何租房子 - [天涯 kkndme 神贴聊房价](https://github.com/shengcaishizhan/kkndme_tianya) - [北京买房](https://github.com/facert/beijing_house_knowledge#%E5%A4%96%E5%9C%B0%E4%BA%BA%E5%9C%A8%E5%8C%97%E4%BA%AC%E4%B9%B0%E6%88%BF%E6%9D%A1%E4%BB%B6%E5%8F%8A%E8%B5%84%E6%A0%BC) - [上海买房](https://github.com/ayuer/shanghai_house_knowledge) - https://wallroom.io 壁纸网站 - https://wallhaven.cc/ 壁纸网站 - https://github.com/Odaimoko/ACE-CPT-Notes 程序员如何健身 - https://zhuanlan.zhihu.com/p/130216185 电子书下载 - https://www.zhihu.com/question/20915020/answer/2269578502 - https://github.com/pipiliang/hello-comic 程序员漫画 - https://github.com/easychen/one-person-businesses-methodology 一人公司方法论 - https://github.com/itgoyo/TelegramGroup ## 友情链接 * [MyStudyNote](https://github.com/HHHHHHHHHHHHHHHHHHHHHCS/MyStudyNote) MyStudyNote * [图形学随笔](https://github.com/Tianji95/CG_learning_note) * [Article_About_GameDevelopment](https://github.com/tkonexhh/Article_About_GameDevelopment) * [AwesomeUnityTutorial](https://github.com/chutianshu1981/AwesomeUnityTutorial) * [OpenGraphic](https://github.com/Gforcex/OpenGraphic) * [马三小伙儿的Unity杂货铺](https://github.com/XINCGer/Unity3DTraining) * [Game-Development-Notes](https://github.com/xiaxia9/Game-Development-Notes) * [GithubRepositoryStudy](https://github.com/3-Delta/Unity-GithubRepositoryStudy) 一些UnityRepository的学习笔记 * [网络手游开发技术图谱](https://github.com/gonglei007/GameDevMind) 网络手游开发知识、技术与信息库,游戏研发技术从业者的导航地图 * [大崔](https://github.com/Go1c/AboutGameEngineGraphics) * [GameAndUnity](https://github.com/m969/GameAndUnity-TechLib) * [programming-awesome-list](https://github.com/BredaUniversity/programming-awesome-list) * [TechnicalNote](https://github.com/OtakuAndFitness/TechnicalNote) * [TA后备隐藏能源(持续更新嗷)](https://zhuanlan.zhihu.com/p/265590519) * [GameDevelopTutorials](https://github.com/GamesTan/GameDevelopTutorials) * [秋秋群里面的日常讨论](https://gist.github.com/lexnewgate/01dc7a985b2c8d847adfb90758d24843) * [gamedev](https://github.com/DsoTsin/gamedev) ue gamedev * [cs-self-learning](https://github.com/PKUFlyingPig/cs-self-learning) ## 看完不star,小心没jj :)!
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This is a code repository for the corresponding video tutorial. Using React, Node.js, Express & MongoDB you'll learn how to build a Full Stack MERN Application - from start to finish. The App is called "Memories" and it is a simple social media app that allows users to post interesting events that happened in their lives.
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A habit tracker app which treats your goals like a Role Playing Game.
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📚 db-tutorial 是一个数据库教程。
<p align="center"> <a href="https://dunwu.github.io/db-tutorial/" target="_blank" rel="noopener noreferrer"> <img src="https://raw.githubusercontent.com/dunwu/images/dev/common/dunwu-logo.png" alt="logo" width="150px"/> </a> </p> <p align="center"> <a href="https://github.com/dunwu/db-tutorial"> <img alt="star" class="no-zoom" src="https://img.shields.io/github/stars/dunwu/db-tutorial?style=for-the-badge"> </a> <a href="https://github.com/dunwu/db-tutorial"> <img alt="fork" class="no-zoom" src="https://img.shields.io/github/forks/dunwu/db-tutorial?style=for-the-badge"> </a> <a href="https://github.com/dunwu/db-tutorial/commits/master"> <img alt="commit" class="no-zoom" src="https://img.shields.io/github/workflow/status/dunwu/db-tutorial/CI?style=for-the-badge"> </a> <a href="https://creativecommons.org/licenses/by-nc-sa/4.0/deed.zh"> <img alt="code style" class="no-zoom" src="https://img.shields.io/github/license/dunwu/db-tutorial?style=for-the-badge"> </a> </p> <h1 align="center">DB-TUTORIAL</h1> > 💾 **db-tutorial** 是一个数据库教程。 > > - 🔁 项目同步维护:[Github](https://github.com/dunwu/db-tutorial/) | [Gitee](https://gitee.com/turnon/db-tutorial/) > - 📖 电子书阅读:[Github Pages](https://dunwu.github.io/db-tutorial/) | [Gitee Pages](https://turnon.gitee.io/db-tutorial/) ## 分布式 ### 分布式综合 - [分布式面试总结](https://dunwu.github.io/waterdrop/pages/f9209d/) ### 分布式理论 - [分布式理论](https://dunwu.github.io/waterdrop/pages/286bb3/) - 关键词:`拜占庭将军`、`CAP`、`BASE`、`错误的分布式假设` - [共识性算法 Paxos](https://dunwu.github.io/waterdrop/pages/0276bb/) - 关键词:`共识性算法` - [共识性算法 Raft](https://dunwu.github.io/waterdrop/pages/4907dc/) - 关键词:`共识性算法` - [分布式算法 Gossip](https://dunwu.github.io/waterdrop/pages/71539a/) - 关键词:`数据传播` ### 分布式关键技术 - 集群 - 复制 - 分区 - 选主 #### 流量调度 - [流量控制](https://dunwu.github.io/waterdrop/pages/60bb6d/) - 关键词:`限流`、`熔断`、`降级`、`计数器法`、`时间窗口法`、`令牌桶法`、`漏桶法` - [负载均衡](https://dunwu.github.io/waterdrop/pages/98a1c1/) - 关键词:`轮询`、`随机`、`最少连接`、`源地址哈希`、`一致性哈希`、`虚拟 hash 槽` - [服务路由](https://dunwu.github.io/waterdrop/pages/3915e8/) - 关键词:`路由`、`条件路由`、`脚本路由`、`标签路由` - 服务网关 - [分布式会话](https://dunwu.github.io/waterdrop/pages/95e45f/) - 关键词:`粘性 Session`、`Session 复制共享`、`基于缓存的 session 共享` #### 数据调度 - [数据缓存](https://dunwu.github.io/waterdrop/pages/fd0aaa/) - 关键词:`进程内缓存`、`分布式缓存`、`缓存雪崩`、`缓存穿透`、`缓存击穿`、`缓存更新`、`缓存预热`、`缓存降级` - [读写分离](https://dunwu.github.io/waterdrop/pages/3faf18/) - [分库分表](https://dunwu.github.io/waterdrop/pages/e1046e/) - 关键词:`分片`、`路由`、`迁移`、`扩容`、`双写`、`聚合` - [分布式 ID](https://dunwu.github.io/waterdrop/pages/3ae455/) - 关键词:`UUID`、`自增序列`、`雪花算法`、`Leaf` - [分布式事务](https://dunwu.github.io/waterdrop/pages/e1881c/) - 关键词:`2PC`、`3PC`、`TCC`、`本地消息表`、`MQ 消息`、`SAGA` - [分布式锁](https://dunwu.github.io/waterdrop/pages/40ac64/) - 关键词:`数据库`、`Redis`、`ZooKeeper`、`互斥`、`可重入`、`死锁`、`容错`、`自旋尝试` #### 资源调度 - 弹性伸缩 #### 服务治理 - [服务注册和发现](https://dunwu.github.io/waterdrop/pages/1a90aa/) - [服务容错](https://dunwu.github.io/waterdrop/pages/e32c7e/) - 服务编排 - 服务版本管理 ## 数据库综合 - [Nosql 技术选型](docs/12.数据库/01.数据库综合/01.Nosql技术选型.md) - [数据结构与数据库索引](docs/12.数据库/01.数据库综合/02.数据结构与数据库索引.md) ## 数据库中间件 - [ShardingSphere 简介](docs/12.数据库/02.数据库中间件/01.Shardingsphere/01.ShardingSphere简介.md) - [ShardingSphere Jdbc](docs/12.数据库/02.数据库中间件/01.Shardingsphere/02.ShardingSphereJdbc.md) - [版本管理中间件 Flyway](docs/12.数据库/02.数据库中间件/02.Flyway.md) ## 关系型数据库 > [关系型数据库](docs/12.数据库/03.关系型数据库) 整理主流关系型数据库知识点。 ### 公共知识 - [关系型数据库面试总结](docs/12.数据库/03.关系型数据库/01.综合/01.关系型数据库面试.md) 💯 - [SQL Cheat Sheet](docs/12.数据库/03.关系型数据库/01.综合/02.SqlCheatSheet.md) 是一个 SQL 入门教程。 - [扩展 SQL](docs/12.数据库/03.关系型数据库/01.综合/03.扩展SQL.md) 是一个 SQL 入门教程。 ### Mysql ![img](https://raw.githubusercontent.com/dunwu/images/dev/snap/20200716103611.png) - [Mysql 应用指南](docs/12.数据库/03.关系型数据库/02.Mysql/01.Mysql应用指南.md) ⚡ - [Mysql 工作流](docs/12.数据库/03.关系型数据库/02.Mysql/02.MySQL工作流.md) - 关键词:`连接`、`缓存`、`语法分析`、`优化`、`执行引擎`、`redo log`、`bin log`、`两阶段提交` - [Mysql 事务](docs/12.数据库/03.关系型数据库/02.Mysql/03.Mysql事务.md) - 关键词:`ACID`、`AUTOCOMMIT`、`事务隔离级别`、`死锁`、`分布式事务` - [Mysql 锁](docs/12.数据库/03.关系型数据库/02.Mysql/04.Mysql锁.md) - 关键词:`乐观锁`、`表级锁`、`行级锁`、`意向锁`、`MVCC`、`Next-key 锁` - [Mysql 索引](docs/12.数据库/03.关系型数据库/02.Mysql/05.Mysql索引.md) - 关键词:`Hash`、`B 树`、`聚簇索引`、`回表` - [Mysql 性能优化](docs/12.数据库/03.关系型数据库/02.Mysql/06.Mysql性能优化.md) - [Mysql 运维](docs/12.数据库/03.关系型数据库/02.Mysql/20.Mysql运维.md) 🔨 - [Mysql 配置](docs/12.数据库/03.关系型数据库/02.Mysql/21.Mysql配置.md) 🔨 - [Mysql 问题](docs/12.数据库/03.关系型数据库/02.Mysql/99.Mysql常见问题.md) ### 其他 - [PostgreSQL 应用指南](docs/12.数据库/03.关系型数据库/99.其他/01.PostgreSQL.md) - [H2 应用指南](docs/12.数据库/03.关系型数据库/99.其他/02.H2.md) - [SqLite 应用指南](docs/12.数据库/03.关系型数据库/99.其他/03.Sqlite.md) ## 文档数据库 ### MongoDB > MongoDB 是一个基于文档的分布式数据库,由 C++ 语言编写。旨在为 WEB 应用提供可扩展的高性能数据存储解决方案。 > > MongoDB 是一个介于关系型数据库和非关系型数据库之间的产品。它是非关系数据库当中功能最丰富,最像关系数据库的。它支持的数据结构非常松散,是类似 json 的 bson 格式,因此可以存储比较复杂的数据类型。 > > MongoDB 最大的特点是它支持的查询语言非常强大,其语法有点类似于面向对象的查询语言,几乎可以实现类似关系数据库单表查询的绝大部分功能,而且还支持对数据建立索引。 - [MongoDB 应用指南](docs/12.数据库/04.文档数据库/01.MongoDB/01.MongoDB应用指南.md) - [MongoDB 的 CRUD 操作](docs/12.数据库/04.文档数据库/01.MongoDB/02.MongoDB的CRUD操作.md) - [MongoDB 聚合操作](docs/12.数据库/04.文档数据库/01.MongoDB/03.MongoDB的聚合操作.md) - [MongoDB 事务](docs/12.数据库/04.文档数据库/01.MongoDB/04.MongoDB事务.md) - [MongoDB 建模](docs/12.数据库/04.文档数据库/01.MongoDB/05.MongoDB建模.md) - [MongoDB 建模示例](docs/12.数据库/04.文档数据库/01.MongoDB/06.MongoDB建模示例.md) - [MongoDB 索引](docs/12.数据库/04.文档数据库/01.MongoDB/07.MongoDB索引.md) - [MongoDB 复制](docs/12.数据库/04.文档数据库/01.MongoDB/08.MongoDB复制.md) - [MongoDB 分片](docs/12.数据库/04.文档数据库/01.MongoDB/09.MongoDB分片.md) - [MongoDB 运维](docs/12.数据库/04.文档数据库/01.MongoDB/20.MongoDB运维.md) ## KV 数据库 ### Redis ![img](https://raw.githubusercontent.com/dunwu/images/dev/snap/20200713105627.png) - [Redis 面试总结](docs/12.数据库/05.KV数据库/01.Redis/01.Redis面试总结.md) 💯 - [Redis 应用指南](docs/12.数据库/05.KV数据库/01.Redis/02.Redis应用指南.md) ⚡ - 关键词:`内存淘汰`、`事件`、`事务`、`管道`、`发布与订阅` - [Redis 数据类型和应用](docs/12.数据库/05.KV数据库/01.Redis/03.Redis数据类型和应用.md) - 关键词:`STRING`、`HASH`、`LIST`、`SET`、`ZSET`、`BitMap`、`HyperLogLog`、`Geo` - [Redis 持久化](docs/12.数据库/05.KV数据库/01.Redis/04.Redis持久化.md) - 关键词:`RDB`、`AOF`、`SAVE`、`BGSAVE`、`appendfsync` - [Redis 复制](docs/12.数据库/05.KV数据库/01.Redis/05.Redis复制.md) - 关键词:`SLAVEOF`、`SYNC`、`PSYNC`、`REPLCONF ACK` - [Redis 哨兵](docs/12.数据库/05.KV数据库/01.Redis/06.Redis哨兵.md) - 关键词:`Sentinel`、`PING`、`INFO`、`Raft` - [Redis 集群](docs/12.数据库/05.KV数据库/01.Redis/07.Redis集群.md) - 关键词:`CLUSTER MEET`、`Hash slot`、`MOVED`、`ASK`、`SLAVEOF no one`、`redis-trib` - [Redis 实战](docs/12.数据库/05.KV数据库/01.Redis/08.Redis实战.md) - 关键词:`缓存`、`分布式锁`、`布隆过滤器` - [Redis 运维](docs/12.数据库/05.KV数据库/01.Redis/20.Redis运维.md) 🔨 - 关键词:`安装`、`命令`、`集群`、`客户端` ## 列式数据库 ### HBase > [HBase](https://dunwu.github.io/bigdata-tutorial/hbase) 📚 因为常用于大数据项目,所以将其文档和源码整理在 [bigdata-tutorial](https://dunwu.github.io/bigdata-tutorial/) 项目中。 - [HBase 原理](https://github.com/dunwu/bigdata-tutorial/blob/master/docs/hbase/HBase原理.md) ⚡ - [HBase 命令](https://github.com/dunwu/bigdata-tutorial/blob/master/docs/hbase/HBase命令.md) - [HBase 应用](https://github.com/dunwu/bigdata-tutorial/blob/master/docs/hbase/HBase应用.md) - [HBase 运维](https://github.com/dunwu/bigdata-tutorial/blob/master/docs/hbase/HBase运维.md) ## 搜索引擎数据库 ### Elasticsearch > Elasticsearch 是一个基于 Lucene 的搜索和数据分析工具,它提供了一个分布式服务。Elasticsearch 是遵从 Apache 开源条款的一款开源产品,是当前主流的企业级搜索引擎。 - [Elasticsearch 面试总结](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/01.Elasticsearch面试总结.md) 💯 - [Elasticsearch 快速入门](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/02.Elasticsearch快速入门.md) - [Elasticsearch 简介](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/03.Elasticsearch简介.md) - [Elasticsearch 索引](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/04.Elasticsearch索引.md) - [Elasticsearch 查询](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/05.Elasticsearch查询.md) - [Elasticsearch 高亮](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/06.Elasticsearch高亮.md) - [Elasticsearch 排序](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/07.Elasticsearch排序.md) - [Elasticsearch 聚合](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/08.Elasticsearch聚合.md) - [Elasticsearch 分析器](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/09.Elasticsearch分析器.md) - [Elasticsearch 性能优化](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/10.Elasticsearch性能优化.md) - [Elasticsearch Rest API](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/11.ElasticsearchRestApi.md) - [ElasticSearch Java API 之 High Level REST Client](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/12.ElasticsearchHighLevelRestJavaApi.md) - [Elasticsearch 集群和分片](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/13.Elasticsearch集群和分片.md) - [Elasticsearch 运维](docs/12.数据库/07.搜索引擎数据库/01.Elasticsearch/20.Elasticsearch运维.md) ### Elastic - [Elastic 快速入门](docs/12.数据库/07.搜索引擎数据库/02.Elastic/01.Elastic快速入门.md) - [Elastic 技术栈之 Filebeat](docs/12.数据库/07.搜索引擎数据库/02.Elastic/02.Elastic技术栈之Filebeat.md) - [Filebeat 运维](docs/12.数据库/07.搜索引擎数据库/02.Elastic/03.Filebeat运维.md) - [Elastic 技术栈之 Kibana](docs/12.数据库/07.搜索引擎数据库/02.Elastic/04.Elastic技术栈之Kibana.md) - [Kibana 运维](docs/12.数据库/07.搜索引擎数据库/02.Elastic/05.Kibana运维.md) - [Elastic 技术栈之 Logstash](docs/12.数据库/07.搜索引擎数据库/02.Elastic/06.Elastic技术栈之Logstash.md) - [Logstash 运维](docs/12.数据库/07.搜索引擎数据库/02.Elastic/07.Logstash运维.md) ## 资料 📚 ### 数据库综合资料 - [DB-Engines](https://db-engines.com/en/ranking) - 数据库流行度排名 - **书籍** - [《数据密集型应用系统设计》](https://book.douban.com/subject/30329536/) - 这可能是目前最好的分布式存储书籍,强力推荐【进阶】 - **教程** - [CMU 15445 数据库基础课程](https://15445.courses.cs.cmu.edu/fall2019/schedule.html) - [CMU 15721 数据库高级课程](https://15721.courses.cs.cmu.edu/spring2020/schedule.html) - [检索技术核心 20 讲](https://time.geekbang.org/column/intro/100048401) - 极客教程【进阶】 - [后端存储实战课](https://time.geekbang.org/column/intro/100046801) - 极客教程【入门】:讲解存储在电商领域的种种应用和一些基本特性 - **论文** - [Efficiency in the Columbia Database Query Optimizer](https://15721.courses.cs.cmu.edu/spring2018/papers/15-optimizer1/xu-columbia-thesis1998.pdf) - [How Good Are Query Optimizers, Really?](http://www.vldb.org/pvldb/vol9/p204-leis.pdf) - [Architecture of a Database System](https://dsf.berkeley.edu/papers/fntdb07-architecture.pdf) - [Data Structures for Databases](https://www.cise.ufl.edu/~mschneid/Research/papers/HS05BoCh.pdf) - **文章** - [Data Structures and Algorithms for Big Databases](https://people.csail.mit.edu/bradley/BenderKuszmaul-tutorial-xldb12.pdf) ### 关系型数据库资料 - **综合资料** - [《数据库的索引设计与优化》](https://book.douban.com/subject/26419771/) - [《SQL 必知必会》](https://book.douban.com/subject/35167240/) - SQL 的基本概念和语法【入门】 - **Oracle 资料** - [《Oracle Database 9i/10g/11g 编程艺术》](https://book.douban.com/subject/5402711/) #### Mysql 资料 - **官方** - [Mysql 官网](https://www.mysql.com/) - [Mysql 官方文档](https://dev.mysql.com/doc/) - **官方 PPT** - [How to Analyze and Tune MySQL Queries for Better Performance](https://www.mysql.com/cn/why-mysql/presentations/tune-mysql-queries-performance/) - [MySQL Performance Tuning 101](https://www.mysql.com/cn/why-mysql/presentations/mysql-performance-tuning101/) - [MySQL Performance Schema & Sys Schema](https://www.mysql.com/cn/why-mysql/presentations/mysql-performance-sys-schema/) - [MySQL Performance: Demystified Tuning & Best Practices](https://www.mysql.com/cn/why-mysql/presentations/mysql-performance-tuning-best-practices/) - [MySQL Security Best Practices](https://www.mysql.com/cn/why-mysql/presentations/mysql-security-best-practices/) - [MySQL Cluster Deployment Best Practices](https://www.mysql.com/cn/why-mysql/presentations/mysql-cluster-deployment-best-practices/) - [MySQL High Availability with InnoDB Cluster](https://www.mysql.com/cn/why-mysql/presentations/mysql-high-availability-innodb-cluster/) - **书籍** - [《高性能 MySQL》](https://book.douban.com/subject/23008813/) - 经典,适合 DBA 或作为开发者的参考手册【进阶】 - [《MySQL 技术内幕:InnoDB 存储引擎》](https://book.douban.com/subject/24708143/) - [《MySQL 必知必会》](https://book.douban.com/subject/3354490/) - Mysql 的基本概念和语法【入门】 - **教程** - [runoob.com MySQL 教程](http://www.runoob.com/mysql/mysql-tutorial.html) - 入门级 SQL 教程 - [mysql-tutorial](https://github.com/jaywcjlove/mysql-tutorial) - **文章** - [MySQL 索引背后的数据结构及算法原理](http://blog.codinglabs.org/articles/theory-of-mysql-index.html) - [Some study on database storage internals](https://medium.com/@kousiknath/data-structures-database-storage-internals-1f5ed3619d43) - [Sharding Pinterest: How we scaled our MySQL fleet](https://medium.com/@Pinterest_Engineering/sharding-pinterest-how-we-scaled-our-mysql-fleet-3f341e96ca6f) - [Guide to MySQL High Availability](https://www.mysql.com/cn/why-mysql/white-papers/mysql-guide-to-high-availability-solutions/) - [Choosing MySQL High Availability Solutions](https://dzone.com/articles/choosing-mysql-high-availability-solutions) - [High availability with MariaDB TX: The definitive guide](https://mariadb.com/sites/default/files/content/Whitepaper_High_availability_with_MariaDB-TX.pdf) - Mysql 相关经验 - [Booking.com: Evolution of MySQL System Design](https://www.percona.com/live/mysql-conference-2015/sessions/bookingcom-evolution-mysql-system-design) ,Booking.com 的 MySQL 数据库使用的演化,其中有很多不错的经验分享,我相信也是很多公司会遇到的的问题。 - [Tracking the Money - Scaling Financial Reporting at Airbnb](https://medium.com/airbnb-engineering/tracking-the-money-scaling-financial-reporting-at-airbnb-6d742b80f040) ,Airbnb 的数据库扩展的经验分享。 - [Why Uber Engineering Switched from Postgres to MySQL](https://eng.uber.com/mysql-migration/) ,无意比较两个数据库谁好谁不好,推荐这篇 Uber 的长文,主要是想让你从中学习到一些经验和技术细节,这是一篇很不错的文章。 - Mysql 集群复制 - [Monitoring Delayed Replication, With A Focus On MySQL](https://engineering.imvu.com/2013/01/09/monitoring-delayed-replication-with-a-focus-on-mysql/) - [Mitigating replication lag and reducing read load with freno](https://githubengineering.com/mitigating-replication-lag-and-reducing-read-load-with-freno/) - [Better Parallel Replication for MySQL](https://medium.com/booking-com-infrastructure/better-parallel-replication-for-mysql-14e2d7857813) - [Evaluating MySQL Parallel Replication Part 2: Slave Group Commit](https://medium.com/booking-com-infrastructure/evaluating-mysql-parallel-replication-part-2-slave-group-commit-459026a141d2) - [Evaluating MySQL Parallel Replication Part 3: Benchmarks in Production](https://medium.com/booking-com-infrastructure/evaluating-mysql-parallel-replication-part-3-benchmarks-in-production-db5811058d74) - [Evaluating MySQL Parallel Replication Part 4: More Benchmarks in Production](https://medium.com/booking-com-infrastructure/evaluating-mysql-parallel-replication-part-4-more-benchmarks-in-production-49ee255043ab) - [Evaluating MySQL Parallel Replication Part 4, Annex: Under the Hood](https://medium.com/booking-com-infrastructure/evaluating-mysql-parallel-replication-part-4-annex-under-the-hood-eb456cf8b2fb) - Mysql 数据分区 - [StackOverflow: MySQL sharding approaches?](https://stackoverflow.com/questions/5541421/mysql-sharding-approaches) - [Why you don’t want to shard](https://www.percona.com/blog/2009/08/06/why-you-dont-want-to-shard/) - [How to Scale Big Data Applications](https://www.percona.com/sites/default/files/presentations/How to Scale Big Data Applications.pdf) - [MySQL Sharding with ProxySQL](https://www.percona.com/blog/2016/08/30/mysql-sharding-with-proxysql/) - 各公司的 Mysql 数据分区经验分享 - [MailChimp: Using Shards to Accommodate Millions of Users](https://devs.mailchimp.com/blog/using-shards-to-accommodate-millions-of-users/) - [Uber: Code Migration in Production: Rewriting the Sharding Layer of Uber’s Schemaless Datastore](https://eng.uber.com/schemaless-rewrite/) - [Sharding & IDs at Instagram](https://instagram-engineering.com/sharding-ids-at-instagram-1cf5a71e5a5c) - [Airbnb: How We Partitioned Airbnb’s Main Database in Two Weeks](https://medium.com/airbnb-engineering/how-we-partitioned-airbnb-s-main-database-in-two-weeks-55f7e006ff21) - **更多资源** - [awesome-mysql](https://github.com/jobbole/awesome-mysql-cn) - MySQL 的资源列表 ### Nosql 数据库综合 - Martin Fowler 在 YouTube 上分享的 NoSQL 介绍 [Introduction To NoSQL](https://youtu.be/qI_g07C_Q5I), 以及他参与编写的 [NoSQL Distilled - NoSQL 精粹](https://book.douban.com/subject/25662138/),这本书才 100 多页,是本难得的关于 NoSQL 的书,很不错,非常易读。 - [NoSQL Databases: a Survey and Decision Guidance](https://medium.com/baqend-blog/nosql-databases-a-survey-and-decision-guidance-ea7823a822d#.nhzop4d23),这篇文章可以带你自上而下地从 CAP 原理到开始了解 NoSQL 的种种技术,是一篇非常不错的文章。 - [Distribution, Data, Deployment: Software Architecture Convergence in Big Data Systems](https://resources.sei.cmu.edu/asset_files/WhitePaper/2014_019_001_90915.pdf),这是卡内基·梅隆大学的一篇讲分布式大数据系统的论文。其中主要讨论了在大数据时代下的软件工程中的一些关键点,也说到了 NoSQL 数据库。 - [No Relation: The Mixed Blessings of Non-Relational Databases](http://ianvarley.com/UT/MR/Varley_MastersReport_Full_2009-08-07.pdf),这篇论文虽然有点年代久远。但这篇论文是 HBase 的基础,你花上一点时间来读读,就可以了解到,对各种非关系型数据存储优缺点的一个很好的比较。 - [NoSQL Data Modeling Techniques](https://highlyscalable.wordpress.com/2012/03/01/nosql-data-modeling-techniques/) ,NoSQL 建模技术。这篇文章我曾经翻译在了 CoolShell 上,标题为 [NoSQL 数据建模技术](https://coolshell.cn/articles/7270.htm),供你参考。 - [MongoDB - Data Modeling Introduction](https://docs.mongodb.com/manual/core/data-modeling-introduction/) ,虽然这是 MongoDB 的数据建模介绍,但是其很多观点可以用于其它的 NoSQL 数据库。 - [Firebase - Structure Your Database](https://firebase.google.com/docs/database/android/structure-data) ,Google 的 Firebase 数据库使用 JSON 建模的一些最佳实践。 - 因为 CAP 原理,所以当你需要选择一个 NoSQL 数据库的时候,你应该看看这篇文档 [Visual Guide to NoSQL Systems](http://blog.nahurst.com/visual-guide-to-nosql-systems)。 选 SQL 还是 NoSQL,这里有两篇文章,值得你看看。 - [SQL vs. NoSQL Databases: What’s the Difference?](https://www.upwork.com/hiring/data/sql-vs-nosql-databases-whats-the-difference/) - [Salesforce: SQL or NoSQL](https://engineering.salesforce.com/sql-or-nosql-9eaf1d92545b) ### 列式数据库资料 #### Cassandra 资料 - 沃尔玛实验室有两篇文章值得一读。 - [Avoid Pitfalls in Scaling Cassandra Cluster at Walmart](https://medium.com/walmartlabs/avoid-pitfalls-in-scaling-your-cassandra-cluster-lessons-and-remedies-a71ca01f8c04) - [Storing Images in Cassandra at Walmart](https://medium.com/walmartlabs/building-object-store-storing-images-in-cassandra-walmart-scale-a6b9c02af593) - [Yelp: How We Scaled Our Ad Analytics with Apache Cassandra](https://engineeringblog.yelp.com/2016/08/how-we-scaled-our-ad-analytics-with-cassandra.html) ,Yelp 的这篇博客也有一些相关的经验和教训。 - [Discord: How Discord Stores Billions of Messages](https://blog.discordapp.com/how-discord-stores-billions-of-messages-7fa6ec7ee4c7) ,Discord 公司分享的一个如何存储十亿级消息的技术文章。 - [Cassandra at Instagram](https://www.slideshare.net/DataStax/cassandra-at-instagram-2016) ,Instagram 的一个 PPT,其中介绍了 Instagram 中是怎么使用 Cassandra 的。 - [Netflix: Benchmarking Cassandra Scalability on AWS - Over a million writes per second](https://medium.com/netflix-techblog/benchmarking-cassandra-scalability-on-aws-over-a-million-writes-per-second-39f45f066c9e) ,Netflix 公司在 AWS 上给 Cassandra 做的一个 Benchmark。 #### HBase 资料 - [Imgur Notification: From MySQL to HBASE](https://medium.com/imgur-engineering/imgur-notifications-from-mysql-to-hbase-9dba6fc44183) - [Pinterest: Improving HBase Backup Efficiency](https://medium.com/@Pinterest_Engineering/improving-hbase-backup-efficiency-at-pinterest-86159da4b954) - [IBM : Tuning HBase performance](https://www.ibm.com/support/knowledgecenter/en/SSPT3X_2.1.2/com.ibm.swg.im.infosphere.biginsights.analyze.doc/doc/bigsql_TuneHbase.html) - [HBase File Locality in HDFS](http://www.larsgeorge.com/2010/05/hbase-file-locality-in-hdfs.html) - [Apache Hadoop Goes Realtime at Facebook](http://borthakur.com/ftp/RealtimeHadoopSigmod2011.pdf) - [Storage Infrastructure Behind Facebook Messages: Using HBase at Scale](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.294.8459&rep=rep1&type=pdf) - [GitHub: Awesome HBase](https://github.com/rayokota/awesome-hbase) 针对于 HBase 有两本书你可以考虑一下。 - 首先,先推荐两本书,一本是偏实践的《[HBase 实战](https://book.douban.com/subject/25706541/)》,另一本是偏大而全的手册型的《[HBase 权威指南](https://book.douban.com/subject/10748460/)》。 - 当然,你也可以看看官方的 [The Apache HBase™ Reference Guide](http://hbase.apache.org/0.94/book/book.html) - 另外两个列数据库: - [ClickHouse - Open Source Distributed Column Database at Yandex](https://clickhouse.yandex/) - [Scaling Redshift without Scaling Costs at GIPHY](https://engineering.giphy.com/scaling-redshift-without-scaling-costs/) ### KV 数据库资料 #### Redis 资料 - **官网** - [Redis 官网](https://redis.io/) - [Redis github](https://github.com/antirez/redis) - [Redis 官方文档中文版](http://redis.cn/) - [Redis 命令参考](http://redisdoc.com/) - **书籍** - [《Redis 实战》](https://item.jd.com/11791607.html) - [《Redis 设计与实现》](https://item.jd.com/11486101.html) - **源码** - [《Redis 实战》配套 Python 源码](https://github.com/josiahcarlson/redis-in-action) - **资源汇总** - [awesome-redis](https://github.com/JamzyWang/awesome-redis) - **Redis Client** - [spring-data-redis 官方文档](https://docs.spring.io/spring-data/redis/docs/1.8.13.RELEASE/reference/html/) - [redisson 官方文档(中文,略有滞后)](https://github.com/redisson/redisson/wiki/%E7%9B%AE%E5%BD%95) - [redisson 官方文档(英文)](https://github.com/redisson/redisson/wiki/Table-of-Content) - [CRUG | Redisson PRO vs. Jedis: Which Is Faster? 翻译](https://www.jianshu.com/p/82f0d5abb002) - [redis 分布锁 Redisson 性能测试](https://blog.csdn.net/everlasting_188/article/details/51073505) - **文章** - [Learn Redis the hard way (in production) at Trivago](http://tech.trivago.com/2017/01/25/learn-redis-the-hard-way-in-production/) - [Twitter: How Twitter Uses Redis To Scale - 105TB RAM, 39MM QPS, 10,000+ Instances](http://highscalability.com/blog/2014/9/8/how-twitter-uses-redis-to-scale-105tb-ram-39mm-qps-10000-ins.html) - [Slack: Scaling Slack’s Job Queue - Robustly Handling Billions of Tasks in Milliseconds Using Kafka and Redis](https://slack.engineering/scaling-slacks-job-queue-687222e9d100) - [GitHub: Moving persistent data out of Redis at GitHub](https://githubengineering.com/moving-persistent-data-out-of-redis/) - [Instagram: Storing Hundreds of Millions of Simple Key-Value Pairs in Redis](https://engineering.instagram.com/storing-hundreds-of-millions-of-simple-key-value-pairs-in-redis-1091ae80f74c) - [Redis in Chat Architecture of Twitch (from 27:22)](https://www.infoq.com/presentations/twitch-pokemon) - [Deliveroo: Optimizing Session Key Storage in Redis](https://deliveroo.engineering/2016/10/07/optimising-session-key-storage.html) - [Deliveroo: Optimizing Redis Storage](https://deliveroo.engineering/2017/01/19/optimising-membership-queries.html) - [GitHub: Awesome Redis](https://github.com/JamzyWang/awesome-redis) ### 文档数据库资料 - [Couchbase Ecosystem at LinkedIn](https://engineering.linkedin.com/blog/2017/12/couchbase-ecosystem-at-linkedin) - [SimpleDB at Zendesk](https://medium.com/zendesk-engineering/resurrecting-amazon-simpledb-9404034ec506) - [Data Points - What the Heck Are Document Databases?](https://msdn.microsoft.com/en-us/magazine/hh547103.aspx) #### MongoDB 资料 - **官方** - [MongoDB 官网](https://www.mongodb.com/) - [MongoDB Github](https://github.com/mongodb/mongo) - [MongoDB 官方免费教程](https://university.mongodb.com/) - **教程** - [MongoDB 教程](https://www.runoob.com/mongodb/mongodb-tutorial.html) - [MongoDB 高手课](https://time.geekbang.org/course/intro/100040001) - **数据** - [mongodb-json-files](https://github.com/ozlerhakan/mongodb-json-files) - **文章** - [Introduction to MongoDB](https://www.slideshare.net/mdirolf/introduction-to-mongodb) - [eBay: Building Mission-Critical Multi-Data Center Applications with MongoDB](https://www.mongodb.com/blog/post/ebay-building-mission-critical-multi-data-center-applications-with-mongodb) - [The AWS and MongoDB Infrastructure of Parse: Lessons Learned](https://medium.baqend.com/parse-is-gone-a-few-secrets-about-their-infrastructure-91b3ab2fcf71) - [Migrating Mountains of Mongo Data](https://medium.com/build-addepar/migrating-mountains-of-mongo-data-63e530539952) - **更多资源** - [Github: Awesome MongoDB](https://github.com/ramnes/awesome-mongodb) ### 搜索引擎数据库资料 #### ElasticSearch - **官方** - [Elasticsearch 官网](https://www.elastic.co/cn/products/elasticsearch) - [Elasticsearch Github](https://github.com/elastic/elasticsearch) - [Elasticsearch 官方文档](https://www.elastic.co/guide/en/elasticsearch/reference/current/index.html) - [Elasticsearch: The Definitive Guide](https://www.elastic.co/guide/en/elasticsearch/guide/master/index.html) - ElasticSearch 官方学习资料 - **书籍** - [《Elasticsearch 实战》](https://book.douban.com/subject/30380439/) - **教程** - [ELK Stack 权威指南](https://github.com/chenryn/logstash-best-practice-cn) - [Elasticsearch 教程](https://www.knowledgedict.com/tutorial/elasticsearch-intro.html) - **文章** - [Elasticsearch+Logstash+Kibana 教程](https://www.cnblogs.com/xing901022/p/4704319.html) - [ELK(Elasticsearch、Logstash、Kibana)安装和配置](https://github.com/judasn/Linux-Tutorial/blob/master/ELK-Install-And-Settings.md) - **性能调优相关**的工程实践 - [Elasticsearch Performance Tuning Practice at eBay](https://www.ebayinc.com/stories/blogs/tech/elasticsearch-performance-tuning-practice-at-ebay/) - [Elasticsearch at Kickstarter](https://kickstarter.engineering/elasticsearch-at-kickstarter-db3c487887fc) - [9 tips on ElasticSearch configuration for high performance](https://www.loggly.com/blog/nine-tips-configuring-elasticsearch-for-high-performance/) - [Elasticsearch In Production - Deployment Best Practices](https://medium.com/@abhidrona/elasticsearch-deployment-best-practices-d6c1323b25d7) - **更多资源** - [GitHub: Awesome ElasticSearch](https://github.com/dzharii/awesome-elasticsearch) ### 图数据库 - 首先是 IBM Devloperworks 上的两个简介性的 PPT。 - [Intro to graph databases, Part 1, Graph databases and the CRUD operations](https://www.ibm.com/developerworks/library/cl-graph-database-1/cl-graph-database-1-pdf.pdf) - [Intro to graph databases, Part 2, Building a recommendation engine with a graph database](https://www.ibm.com/developerworks/library/cl-graph-database-2/cl-graph-database-2-pdf.pdf) - 然后是一本免费的电子书《[Graph Database](http://graphdatabases.com)》。 - 接下来是一些图数据库的介绍文章。 - [Handling Billions of Edges in a Graph Database](https://www.infoq.com/presentations/graph-database-scalability) - [Neo4j case studies with Walmart, eBay, AirBnB, NASA, etc](https://neo4j.com/customers/) - [FlockDB: Distributed Graph Database for Storing Adjacency Lists at Twitter](https://blog.twitter.com/engineering/en_us/a/2010/introducing-flockdb.html) - [JanusGraph: Scalable Graph Database backed by Google, IBM and Hortonworks](https://architecht.io/google-ibm-back-new-open-source-graph-database-project-janusgraph-1d74fb78db6b) - [Amazon Neptune](https://aws.amazon.com/neptune/) ### 时序数据库 - [What is Time-Series Data & Why We Need a Time-Series Database](https://blog.timescale.com/what-the-heck-is-time-series-data-and-why-do-i-need-a-time-series-database-dcf3b1b18563) - [Time Series Data: Why and How to Use a Relational Database instead of NoSQL](https://blog.timescale.com/time-series-data-why-and-how-to-use-a-relational-database-instead-of-nosql-d0cd6975e87c) - [Beringei: High-performance Time Series Storage Engine @Facebook](https://code.facebook.com/posts/952820474848503/beringei-a-high-performance-time-series-storage-engine/) - [Introducing Atlas: Netflix’s Primary Telemetry Platform @Netflix](https://medium.com/netflix-techblog/introducing-atlas-netflixs-primary-telemetry-platform-bd31f4d8ed9a) - [Building a Scalable Time Series Database on PostgreSQL](https://blog.timescale.com/when-boring-is-awesome-building-a-scalable-time-series-database-on-postgresql-2900ea453ee2) - [Scaling Time Series Data Storage - Part I @Netflix](https://medium.com/netflix-techblog/scaling-time-series-data-storage-part-i-ec2b6d44ba39) - [Design of a Cost Efficient Time Series Store for Big Data](https://medium.com/@leventov/design-of-a-cost-efficient-time-series-store-for-big-data-88c5dc41af8e) - [GitHub: Awesome Time-Series Database](https://github.com/xephonhq/awesome-time-series-database) ## 传送 🚪 ◾ 💧 [钝悟的 IT 知识图谱](https://dunwu.github.io/waterdrop/) ◾ 🎯 [钝悟的博客](https://dunwu.github.io/blog/) ◾
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30 days of Python programming challenge is a step-by-step guide to learn the Python programming language in 30 days. This challenge may take more than100 days, follow your own pace.
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Fullstack open source Invoicing application made with MongoDB, Express, React & Nodejs (MERN)
### [accountill.com](https://accountill.com/) # MERN Stack Invoicing Application Built with the MERN stack (MongoDB, Express, React and NodeJS). ![Invoice](https://res.cloudinary.com/almpo/image/upload/v1637311386/invoice/invoice-app_tcz0dj.png) ## Update I am pleased to inform you that the name of this repository has been changed from Arc Invoice to Accountill. There are so many things coming! Stay tuned!! Panshak ---- * [Introduction](#introduction) * [Key Features](#key-features) * [Technologies used](#technologies-used) - [Client](#client) - [Server](#server) - [Database](#database) * [Configuration and Setup](#configuration-and-setup) * [Troubleshooting](#troubleshooting) * [Author](#author) * [License](#license) ## Introduction This is a side project I've been working on. A full stack invoicing application made using the MERN stack (MongoDB, Express, React & Nodejs), specially designed for freelancers and small businesses, but can be used for almost any type of business need. With this application, you can send beautiful invoices, receipts, estimates, quotes, bills etc to your clients. Jump right off the [Live App](https://accountill.com/) and start sending invoice or download the entire [Source code](https://github.com/Panshak/accountill) and run it on your server. This project is something I've been working on in my free time so I cannot be sure that everything will work out correctly. But I'll appreciate you if can report any issue. ![Invoice Dashboard](https://res.cloudinary.com/almpo/image/upload/v1637314504/invoice/dashboard_c5z0is.png) ## Key Features - Send invoices, receipts, estimates, quotations and bills via email - Generate and send/download pdf invoices, receipts, estimates, quotations and bills via email - Set due date. - Automatic status change when payment record is added - Payment history section for each invoice with record about payment date, payment method and extra note. - Record partial payment of invoice. - Clean admin dashboard for displaying all invoice statistics including total amount received, total pending, recent payments, total invoice paid, total unpaid and partially paid invoices. - Multiple user registration. - Authentication using jsonwebtoken (jwt) and Google auth ## Technologies used This project was created using the following technologies. #### Client - React JS - Redux (for managing and centralizing application state) - React-router-dom (To handle routing) - Axios (for making api calls) - Material UI & CSS Module (for User Interface) - React simple Snackbar (To display success/error notifications) - Cloudinary (to allows users to upload their business logo) - Apex Charts (to display payment history) - React-google-login (To enable authentication using Google) #### Server - Express - Mongoose - JWT (For authentication) - bcryptjs (for data encryption) - Nodemailer (for sending invoice via email) - html-pdf (for generating invoice PDFs) #### Database MongoDB (MongoDB Atlas) ## Configuration and Setup In order to run this project locally, simply fork and clone the repository or download as zip and unzip on your machine. - Open the project in your prefered code editor. - Go to terminal -> New terminal (If you are using VS code) - Split your terminal into two (run the client on one terminal and the server on the other terminal) In the first terminal - cd client and create a .env file in the root of your client directory. - Supply the following credentials ``` REACT_APP_GOOGLE_CLIENT_ID = REACT_APP_API = http://localhost:5000 REACT_APP_URL = http://localhost:3000 ``` To get your Google ClientID for authentication, go to the [credential Page ](https://console.cloud.google.com/apis/credentials) (if you are new, then [create a new project first](https://console.cloud.google.com/projectcreate) and follow the following steps; - Click Create credentials > OAuth client ID. - Select the Web application type. - Name your OAuth client and click Create - Remember to provide your domain and redirect URL so that Google identifies the origin domain to which it can display the consent screen. In development, that is going to be `http://localhost:3000` and `http://localhost:3000/login` - Copy the Client ID and assign it to the variable `REACT_APP_GOOGLE_CLIENT_ID` in your .env file ``` $ cd client $ npm install (to install client-side dependencies) $ npm start (to start the client) ``` In the second terminal - cd server and create a .env file in the root of your server directory. - Supply the following credentials ``` DB_URL = PORT = 5000 SECRET = SMTP_HOST = SMTP_PORT = SMTP_USER = SMTP_PASS = ``` Please follow [This tutorial](https://dev.to/dalalrohit/how-to-connect-to-mongodb-atlas-using-node-js-k9i) to create your mongoDB connection url, which you'll use as your DB_URL ``` $ cd server $ npm install (to install server-side dependencies) & npm start (to start the server) ``` ## Troubleshooting If you're getting error while trying to send or download PDF, please run the following in your server terminal. ``` $ npm install html-pdf -g $ npm link html-pdf $ npm link phantomjs-prebuilt ``` ## Docker Using docker is simple. Just add the .env contextualized with the docker network. e.g: > goes to path "server/.env" ``` DB_URL = mongodb://mongo:27017/arch PORT = 5000 SECRET = SMTP_HOST = SMTP_PORT = SMTP_USER = SMTP_PASS = ``` > goes to path "client/.env" ``` REACT_APP_GOOGLE_CLIENT_ID = REACT_APP_API = http://localhost:5000 REACT_APP_URL = http://localhost ``` And run ``` docker-compose -f docker-compose.prod.yml build And then docker-compose -f docker-compose.prod.yml up ``` ## Comment I intend to keep adding more features to this application, so if you like it, please give it a star, that will encourage me to to keep improving the project. ## Author - Twitter: [@panshak_](https://twitter.com/panshak_) - Github: [@panshak](https://github.com/panshak) - Linkedin: [@panshak](https://www.linkedin.com/in/panshak/) - Email: [@ipanshak](mailto:[email protected]) ## License - This project is [MIT](https://github.com/Panshak/accountill/blob/master/LICENSE.md) licensed.
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A QueryBuilder component for React
# React Query Builder [![npm][badge-npm]](https://www.npmjs.com/package/react-querybuilder) [![Demo][badge-demo]](https://react-querybuilder.js.org/demo) [![Docs][badge-docs]](https://react-querybuilder.js.org/) [![Learn from the maintainer][badge-training]](https://www.newline.co/courses/building-advanced-admin-reporting-in-react) [![Continuous Integration][badge-ci]](https://github.com/react-querybuilder/react-querybuilder/actions/workflows/main.yml) [![codecov.io][badge-codecov]](https://codecov.io/github/react-querybuilder/react-querybuilder?branch=main) [![All Contributors][badge-all-contributors]](#contributors-) **React Query Builder** is a fully customizable query builder component for React, along with a collection of utility functions for [importing from](https://react-querybuilder.js.org/docs/api/import), and [exporting to](https://react-querybuilder.js.org/docs/api/export), various query languages like SQL, MongoDB, and more. Demo is [here](https://react-querybuilder.js.org/demo). _**Complete documentation is available at [react-querybuilder.js.org](https://react-querybuilder.js.org)**._ ![Screenshot](_assets/screenshot.png) ## Getting started To get started, import the main component and the default stylesheet, then render the component in your app: ```tsx import { QueryBuilder } from 'react-querybuilder'; import 'react-querybuilder/dist/query-builder.css'; export const App = () => { return <QueryBuilder />; }; ``` For a more complete introduction, see the [main package README](packages/react-querybuilder/README.md), dive into the [full documentation](https://react-querybuilder.js.org/docs/api/querybuilder), or browse the [example projects](./examples/). To enable drag-and-drop functionality, see the [`@react-querybuilder/dnd` package README](packages/dnd/README.md). _For instructions on migrating from earlier versions of `react-querybuilder`, [click here](https://react-querybuilder.js.org/docs/migrate)._ ## Compatibility packages [![Ant Design](https://img.shields.io/badge/RQB-for_Ant%20Design-blue?logo=antdesign)](https://www.npmjs.com/package/@react-querybuilder/antd) [![Bootstrap](https://img.shields.io/badge/RQB-for_Bootstrap-blue?logo=bootstrap)](https://www.npmjs.com/package/@react-querybuilder/bootstrap) [![Bulma](https://img.shields.io/badge/RQB-for_Bulma-blue?logo=bulma)](https://www.npmjs.com/package/@react-querybuilder/bulma) [![Chakra](https://img.shields.io/badge/RQB-for_Chakra%20UI-blue?logo=chakraui)](https://www.npmjs.com/package/@react-querybuilder/chakra) [![MUI](https://img.shields.io/badge/RQB-for_MUI-blue?logo=mui)](https://www.npmjs.com/package/@react-querybuilder/material) In addition to the main [`react-querybuilder`](https://www.npmjs.com/package/react-querybuilder) package, this repo also hosts official compatibility component packages for use with several popular style libraries including [Ant Design](https://www.npmjs.com/package/@react-querybuilder/antd), [Bootstrap](https://www.npmjs.com/package/@react-querybuilder/bootstrap), [Bulma](https://www.npmjs.com/package/@react-querybuilder/bulma), [Chakra UI](https://www.npmjs.com/package/@react-querybuilder/chakra), and [MUI](https://www.npmjs.com/package/@react-querybuilder/material). ## Development To run a test page with a basic query builder using the default components, run `yarn start`. To run the documentation website, run `yarn website:start`. Click "Demo" in the page header to load the full demo with all options and compatibility components available. ## Credits This component was inspired by prior work from: - [jQuery QueryBuilder](http://querybuilder.js.org/) - [Angular QueryBuilder](https://github.com/mfauveau/angular-query-builder) - [React Awesome Query Builder](https://github.com/ukrbublik/react-awesome-query-builder) ## Contributors ✨ Thanks goes to these wonderful people ([emoji key](https://allcontributors.org/docs/en/emoji-key)): <!-- ALL-CONTRIBUTORS-LIST:START - Do not remove or modify this section --> <!-- prettier-ignore-start --> <!-- markdownlint-disable --> <table> <tbody> <tr> <td align="center"><a href="https://github.com/jakeboone02"><img src="https://avatars1.githubusercontent.com/u/366438?v=4?s=100" width="100px;" alt="Jake Boone"/><br /><sub><b>Jake Boone</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=jakeboone02" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=jakeboone02" title="Documentation">📖</a> <a href="#maintenance-jakeboone02" title="Maintenance">🚧</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=jakeboone02" title="Tests">⚠️</a></td> <td align="center"><a href="https://quicklens.app/"><img src="https://avatars0.githubusercontent.com/u/156846?v=4?s=100" width="100px;" alt="Pavan Podila"/><br /><sub><b>Pavan Podila</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=pavanpodila" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=pavanpodila" title="Documentation">📖</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=pavanpodila" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/maniax89"><img src="https://avatars2.githubusercontent.com/u/6325237?v=4?s=100" width="100px;" alt="Andrew Turgeon"/><br /><sub><b>Andrew Turgeon</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=maniax89" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=maniax89" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/miphe"><img src="https://avatars2.githubusercontent.com/u/393147?v=4?s=100" width="100px;" alt="André Drougge"/><br /><sub><b>André Drougge</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=miphe" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=miphe" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/oumar-sh"><img src="https://avatars0.githubusercontent.com/u/10144493?v=4?s=100" width="100px;" alt="Oumar Sharif DAMBABA"/><br /><sub><b>Oumar Sharif DAMBABA</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=oumar-sh" title="Code">💻</a></td> <td align="center"><a href="https://github.com/artenator"><img src="https://avatars2.githubusercontent.com/u/1946019?v=4?s=100" width="100px;" alt="Arte Ebrahimi"/><br /><sub><b>Arte Ebrahimi</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=artenator" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=artenator" title="Documentation">📖</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=artenator" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/CharlyJazz"><img src="https://avatars0.githubusercontent.com/u/12489333?v=4?s=100" width="100px;" alt="Carlos Azuaje"/><br /><sub><b>Carlos Azuaje</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=CharlyJazz" title="Code">💻</a></td> </tr> <tr> <td align="center"><a href="https://github.com/srinivasdamam"><img src="https://avatars0.githubusercontent.com/u/13461208?v=4?s=100" width="100px;" alt="Srinivas Damam"/><br /><sub><b>Srinivas Damam</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=srinivasdamam" title="Code">💻</a></td> <td align="center"><a href="https://matthewreishus.com/"><img src="https://avatars3.githubusercontent.com/u/937354?v=4?s=100" width="100px;" alt="Matthew Reishus"/><br /><sub><b>Matthew Reishus</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=mreishus" title="Documentation">📖</a></td> <td align="center"><a href="https://github.com/duwalanise"><img src="https://avatars2.githubusercontent.com/u/7278569?v=4?s=100" width="100px;" alt="Anish Duwal"/><br /><sub><b>Anish Duwal</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=duwalanise" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=duwalanise" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/RomanLamsal1337"><img src="https://avatars1.githubusercontent.com/u/66664277?v=4?s=100" width="100px;" alt="RomanLamsal1337"/><br /><sub><b>RomanLamsal1337</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=RomanLamsal1337" title="Code">💻</a></td> <td align="center"><a href="https://twitter.com/snakerxx"><img src="https://avatars2.githubusercontent.com/u/2099820?v=4?s=100" width="100px;" alt="Dmitriy Kolesnikov"/><br /><sub><b>Dmitriy Kolesnikov</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=xxsnakerxx" title="Code">💻</a></td> <td align="center"><a href="http://vitorbarbosa.com/"><img src="https://avatars2.githubusercontent.com/u/86801?v=4?s=100" width="100px;" alt="Vitor Barbosa"/><br /><sub><b>Vitor Barbosa</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=vitorhsb" title="Code">💻</a></td> <td align="center"><a href="https://github.com/lakk1"><img src="https://avatars0.githubusercontent.com/u/9366737?v=4?s=100" width="100px;" alt="Laxminarayana"/><br /><sub><b>Laxminarayana</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=lakk1" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=lakk1" title="Documentation">📖</a></td> </tr> <tr> <td align="center"><a href="https://mundpropaganda.net/"><img src="https://avatars0.githubusercontent.com/u/3873068?v=4?s=100" width="100px;" alt="Christian Mund"/><br /><sub><b>Christian Mund</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=kkkrist" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=kkkrist" title="Documentation">📖</a></td> <td align="center"><a href="http://thegalacticdesignbureau.com/"><img src="https://avatars0.githubusercontent.com/u/6655746?v=4?s=100" width="100px;" alt="Dallas Larsen"/><br /><sub><b>Dallas Larsen</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=hellofantastic" title="Code">💻</a></td> <td align="center"><a href="https://geekayush.github.io/"><img src="https://avatars2.githubusercontent.com/u/22499864?v=4?s=100" width="100px;" alt="Ayush Srivastava"/><br /><sub><b>Ayush Srivastava</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=geekayush" title="Documentation">📖</a></td> <td align="center"><a href="https://github.com/fabioespinosa"><img src="https://avatars2.githubusercontent.com/u/10719524?v=4?s=100" width="100px;" alt="Fabio Espinosa"/><br /><sub><b>Fabio Espinosa</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=fabioespinosa" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=fabioespinosa" title="Documentation">📖</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=fabioespinosa" title="Tests">⚠️</a></td> <td align="center"><a href="https://careers.stackoverflow.com/bubenkoff"><img src="https://avatars0.githubusercontent.com/u/427136?v=4?s=100" width="100px;" alt="Anatoly Bubenkov"/><br /><sub><b>Anatoly Bubenkov</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=bubenkoff" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=bubenkoff" title="Documentation">📖</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=bubenkoff" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/saurabhnemade"><img src="https://avatars0.githubusercontent.com/u/17445338?v=4?s=100" width="100px;" alt="Saurabh Nemade"/><br /><sub><b>Saurabh Nemade</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=saurabhnemade" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=saurabhnemade" title="Tests">⚠️</a></td> <td align="center"><a href="https://www.linkedin.com/in/edwin-xavier/"><img src="https://avatars2.githubusercontent.com/u/74540236?v=4?s=100" width="100px;" alt="Edwin Xavier"/><br /><sub><b>Edwin Xavier</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=eddie-xavi" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=eddie-xavi" title="Documentation">📖</a></td> </tr> <tr> <td align="center"><a href="http://stackoverflow.com/users/3875582/code-monk"><img src="https://avatars.githubusercontent.com/u/15674997?v=4?s=100" width="100px;" alt="Code Monk"/><br /><sub><b>Code Monk</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=CodMonk" title="Code">💻</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=CodMonk" title="Documentation">📖</a> <a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=CodMonk" title="Tests">⚠️</a></td> <td align="center"><a href="https://github.com/ZigZagT"><img src="https://avatars.githubusercontent.com/u/7879714?v=4?s=100" width="100px;" alt="ZigZagT"/><br /><sub><b>ZigZagT</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=ZigZagT" title="Code">💻</a></td> <td align="center"><a href="https://github.com/mylawacad"><img src="https://avatars.githubusercontent.com/u/20267295?v=4?s=100" width="100px;" alt="mylawacad"/><br /><sub><b>mylawacad</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=mylawacad" title="Code">💻</a></td> <td align="center"><a href="https://github.com/kyrylostepanchuk"><img src="https://avatars.githubusercontent.com/u/98354866?v=4?s=100" width="100px;" alt="Kyrylo Stepanchuk"/><br /><sub><b>Kyrylo Stepanchuk</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=kyrylostepanchuk" title="Code">💻</a></td> <td align="center"><a href="https://github.com/kculmback-eig"><img src="https://avatars.githubusercontent.com/u/81175351?v=4?s=100" width="100px;" alt="Kasey Culmback"/><br /><sub><b>Kasey Culmback</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=kculmback-eig" title="Code">💻</a></td> <td align="center"><a href="http://fasiha.github.io/"><img src="https://avatars.githubusercontent.com/u/37649?v=4?s=100" width="100px;" alt="Ahmed Fasih"/><br /><sub><b>Ahmed Fasih</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=fasiha" title="Code">💻</a></td> <td align="center"><a href="https://github.com/Austin-Stowe"><img src="https://avatars.githubusercontent.com/u/60020423?v=4?s=100" width="100px;" alt="Austin Stowe"/><br /><sub><b>Austin Stowe</b></sub></a><br /><a href="https://github.com/react-querybuilder/react-querybuilder/commits?author=Austin-Stowe" title="Code">💻</a></td> </tr> </tbody> </table> <!-- markdownlint-restore --> <!-- prettier-ignore-end --> <!-- ALL-CONTRIBUTORS-LIST:END --> This project follows the [all-contributors](https://github.com/all-contributors/all-contributors) specification. Contributions of any kind welcome! <!-- prettier-ignore-start --> <!-- ALL-CONTRIBUTORS-BADGE:START - Do not remove or modify this section --> [badge-all-contributors]: https://img.shields.io/badge/all_contributors-28-orange.svg <!-- ALL-CONTRIBUTORS-BADGE:END --> <!-- prettier-ignore-end --> [badge-demo]: https://img.shields.io/badge/demo-blue.svg?logo=data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAACXBIWXMAAAHSAAAB0gGhKG2eAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAA/VJREFUWIW1l21MW1UYx//P7aWUbQU6shleBtncYApxRNHETGb0yxaiiGZD2AdDNMaE+MG4LL4sWZaQaJZsM3NgFjVGo9EwMzWylddQWFllyV6kjrYrw6lQoZSEvr/ee48fdKb3Figt7fPt/s95nt//nnuec++lc2bv3wQUI4sRDAbRffGnQCgcVsXr2yvKZvhsggFAEARc6h+AP+DfKB+hm8/s26fnsm1g9KoJTueCUp4TVcILGk1eLKsGbtz6FRarTSmHmcQ13T33ziwAUKfZ0wFwBZmG3560VowYjc8zMIqTWW1NzddP1T95/d9LqqNls9cZlW+e2k0SxgHIbkytUZ954/W2D+5f5wQEgc6YWF5ugUuVUCXNMPaZdDen7w4TsDNeJw4/6w47Wgq3CNJ9LTRbJPLqTf4xJmoezQRckiS4wiEolzWvKILdrfcaVWoxKDNV7u/J6Ca8MmbCrMMh03iNiJ1Nf0GlFpfNyZgB8+1J/GaxyDTiGB5snEFuQXTFvIwYcMzNwfjLeIJe8ewctGWBVXN5AF+AoT9d+PyCs7BH39smiWJevF64w39jyyNLhtVyJUaT62rDqldPaqFRmQDUxOsMGCzZ6m8YOXFCSFaDuiZ8B0FSbqpwSRLpm+6L77o9nup4XaPRLLS+1HRWm68NJS3CMM8zYp8BVJiqgavXrsPt8Shl3+aN+Y06zQYbosvv+viIqlVH0nobWu1TuDVhVsoiI2oxdLxyzdCxtjqdZp+QchfMO50wjF5JHCD2tr3riD7VeimtQCAYgL5/CKIoX14GfGnvOvpxqnAAoE/M7sckRkmNuN2e3O4ffjwfjcUeitfzN2lnWpsPfpWTwyd/6Eo4KLDGNmRU1X76OwAvKwb+FCT2xPT5owlfHGs20TnhfZ/Atq02adAwUme1T9XJEjkWqWhwnCqq8jhWyksKZ/QHD7BDjKh2pUnTv9+DbWpKmYkdDY5cXaXnGFi6eACMXVq1C1yLixgYNoApIKV7XdBVJpwBacWKBkKhEC73DUAQ5KepbpcXxY8vZgQOADyIYgBkFEkUoR8YUvn8ftkm3bA1jO0HZgFaz7rLY9kuqGo//TnAXpOJnOTa9vRCc/EetzNTcIngS+j/mrc+ei8WFeVwokhJSWnbiw+32xDLFB4gUYjwXWbvSUbYDAAWq61seNS4XzGP7amu/ra+fm+5JLHyzOEBAlfLM+AwGMqW3G6MmcbBFFueMXx4of3AsQuZJP8XnWbfcQ4AIuEIenr7EIkmfLv12hfLj2eB/X9wjEnQDw7B4/HKBohgEVXqFnzfnPIZn0pQ09ket/XOHdkfDM/nhBuf2/9pyQPFS1mFc1T6D+rMjhBdvrClAAAAAElFTkSuQmCC [badge-docs]: https://img.shields.io/badge/📖_documentation-blue.svg [badge-npm]: https://img.shields.io/npm/v/react-querybuilder.svg?cacheSeconds=3600&logo=npm [badge-training]: https://img.shields.io/badge/training-blue.svg?logo=data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAOCAYAAAAfSC3RAAAACXBIWXMAAAEIAAABCAFpWn9CAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAgdJREFUKJGNkb9rE2EYxz/33l0uubTXwYSLwWroIgoWIUqoBUF0KS4HQkAKkqndtDi5mLb/h4sGIUOwQkDIkoAiblo0ASXEwSKVYEtKk+Zi877nYmNLsfjdngc+3+/zQ3NdN+q67rNYLHZFKSX4t/bbPzbrkc9f7kx63j7T09Olfr8f/I/KL1+ou5nJp57nIeLxeDocDjMYDAiC4IRAuH7jpiZCodsAQgihA8zOzlIul08EhRBEjeDU2qU3V0c7LS4uks/nR6mdTodms0m9XqfRaBwxUEK7PwJzuRzdbpdSqQRApVIhk8mwsLBAOp1mZ2fnLxmQHYGmaZLP51lZWUFKiWmaJBIJarUag8GAdrv9h0EBIRFCjx7A8/PzKKUoFosYhoFSCsuyjozZhy6AMJH6QVPXdZaXl1ldXcW2bZLJJABTU1OYpgmAFR3awFCgadphx2w2i23bbGxsUK1WAWi1WqRSKQA0HYOo/GQEUh47eaFQIBKJHHtHr9cjainU2X5KP+84ufFEIhZ3XXzfx/d9HMfBtu1R7fs+nU6HpUcP1L3L68Mzroxor+bmnMb2dqspZUwGBD/luZ6hRcaGmhx+C4ekJgxLiq1dJjfHQ9cmeJL6+PrCcGtc8zyPNdO8uC/le8DqBae/fvi1lATC6xNj76oxZwZg79bjt9L5PhNXe7Xnu5WHvwH2M+1kJKUCQwAAAABJRU5ErkJggg== [badge-ci]: https://github.com/react-querybuilder/react-querybuilder/actions/workflows/main.yml/badge.svg [badge-codecov]: https://codecov.io/github/react-querybuilder/react-querybuilder/coverage.svg?branch=main
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Open source web application to learn JS stack: React, Material-UI, Next.js, Node.js, Express.js, Mongoose, MongoDB database.
![image](https://user-images.githubusercontent.com/26158226/155850630-137ae3be-aa29-487b-a422-e8fb4db634dc.png) Support Ukraine: [link](https://bank.gov.ua/en/news/all/natsionalniy-bank-vidkriv-spetsrahunok-dlya-zboru-koshtiv-na-potrebi-armiyi)<br> ## Builder Book Open source web app to self-publish and sell books or other online content. If you want to learn how to build this project from scratch, check out our book: https://builderbook.org. The open source project is located in the `builderbook` folder. If you purchased our book, codebases for each of the book's chapters are located in the `book` folder. We've used this `builderbook` project to build: - [Builder Book](https://builderbook.org) - learn how to build full-stack web apps from scratch - [SaaS Boilerplate](https://github.com/async-labs/saas) - open source web app to build your own SaaS product - [Work in biotech](https://workinbiotech.com) - job board for small and young biotech companies - [Async](https://async-await.com) - open source urgent vs non-urgent team communication tool for small teams - [Async Labs](https://async-labs.com) - many custom dev projects ## Live app: https://builderbook.org/books/builder-book/introduction ## Sponsors [![aws-activate-logo](https://user-images.githubusercontent.com/26158226/138565715-4311ddda-fb77-452a-8755-d53eb18f8645.png)](https://aws.amazon.com/activate/) [![1password-logo](https://user-images.githubusercontent.com/26158226/138565841-ad435374-7330-477a-b6f3-2542109c3217.png)](https://1password.com/) ## Showcase Check out projects built with the help of this open source app. Feel free to add your own project by creating a pull request. - [Retaino](https://retaino.com) by [Earl Lee](https://github.com/earllee): Save, annotate, review, and share great web content. Receive smart email digests to retain key information. - [michaelstromer.nyc](https://michaelstromer.nyc) by [Michael Stromer](https://github.com/Maelstroms38): Books and articles by Michael Stromer. - [SaaS Boilerplate](https://github.com/async-labs/saas): Open source web app to build your own SaaS product. - [Work in biotech](https://workinbiotech.com): Job board for small and young biotech companies - [Async](https://async-await.com): Open source web app for team communication, separate urgent vs. non-urgent conversations. - [Async Labs](https://async-labs.com): We build custom SaaS web applications. ## Contents - [What can I learn from this project?](#what-can-i-learn-from-this-project) - [Run locally](#run-locally) - [Add a new book](#add-a-new-book) - [Add your own styles](#add-your-own-styles) - [Deploy to Heroku](#deploy-to-heroku) - [Scaling](#scaling) - [Docker](#docker) - [Screenshots](#screenshots) - [Built with](#built-with) - [Core stack](#core-stack) - [Third party APIs](#third-party-apis) - [Contributing](#contributing) - [Team](#team) - [License](#license) - [Project structure](#project-structure) ## What can I learn from this project? You will learn how to structure your project and build many internal and external API infrastructures. On the browser, the main technologies you will learn are: Next.js, React.js, Material-UI. On the server, the main technologies you will learn are: Next.js, Node.js, Express.js, Mongoose.js, MongoDB database. In addition to the above technologies, you can learn how to integrate your web application with the following external API services: - [Google OAuth API](https://developers.google.com/identity/protocols/oauth2) - [Github API](https://docs.github.com/en/rest/guides/basics-of-authentication) - [Stripe API](https://stripe.com/docs/keys) - [AWS SES API](https://docs.aws.amazon.com/STS/latest/APIReference/API_GetAccessKeyInfo.html) - [Mailchimp API](https://mailchimp.com/developer/marketing/api/root/) Plus, you can learn many concepts such as `session` and `cookie`, headers, HTTP request-response, Express middleware, `Promise`, `async/await`, and more. You have to know these concepts to be a confident web developer, no matter what language you use. The main use cases for this project, besides learning, are: - To write and host free documentation with Github being a source of truth for content. - To sell online content, such as books. - To extend it (see our second book, SaaS Boilerplate Book) to start software business. ## Run locally - Clone the project and run `yarn` to add packages. - Before you start the app, create a `.env` file at the app's root. This file must have values for some env variables specified below. - To get `MONGO_URL_TEST`, we recommend a [free MongoDB at MongoDB Atlas](https://docs.mongodb.com/manual/tutorial/atlas-free-tier-setup/) (to be updated soon with MongoDB Atlas, see [issue](https://github.com/async-labs/builderbook/issues/138)). - Get `GOOGLE_CLIENTID` and `GOOGLE_CLIENTSECRET` by following [official OAuth tutorial](https://developers.google.com/identity/sign-in/web/sign-in#before_you_begin). Important: For Google OAuth app, callback URL is: http://localhost:8000/oauth2callback <br/> Important: You have to enable Google+ API in your Google Cloud Platform account. - Specify your own secret key for Express session `SESSION_SECRET`: https://github.com/expressjs/session#secret - To use all features and third-party integrations (such as Stripe, Google OAuth, Mailchimp), create a `.env` file and add values for all variables as shown below. These variables are also listed in [`.env.example`](https://github.com/async-labs/builderbook/blob/master/builderbook/.env.example), which you can use as a template to create your own `.env` file. `.env` : ``` # Used in server/server.js MONGO_URL= MONGO_URL_TEST= SESSION_SECRET= # Used in lib/getRootUrl.js NEXT_PUBLIC_URL_APP= NEXT_PUBLIC_PRODUCTION_URL_APP="https://heroku.builderbook.org" # Used in server/google.js GOOGLE_CLIENTID= GOOGLE_CLIENTSECRET= # Used in server/aws.js AWS_ACCESSKEYID= AWS_SECRETACCESSKEY= AWS_REGION= # Used in server/models/User.js EMAIL_ADDRESS_FROM= ---------- # All environmental variables above this line are required for successful sign up # Used in server/github.js GITHUB_TEST_CLIENTID= GITHUB_LIVE_CLIENTID= GITHUB_TEST_SECRETKEY= GITHUB_LIVE_SECRETKEY= # Used in server/stripe.js NEXT_PUBLIC_STRIPE_TEST_PUBLISHABLEKEY= NEXT_PUBLIC_STRIPE_LIVE_PUBLISHABLEKEY= STRIPE_TEST_SECRETKEY= STRIPE_LIVE_SECRETKEY= STRIPE_TEST_DEMO_BOOK_PRICE_ID= STRIPE_LIVE_DEMO_BOOK_PRICE_ID= STRIPE_TEST_SECOND_BOOK_PRICE_ID= STRIPE_LIVE_SECOND_BOOK_PRICE_ID= # Used in server/mailchimp.js MAILCHIMP_API_KEY= MAILCHIMP_REGION= MAILCHIMP_PURCHASED_LIST_ID= MAILCHIMP_SIGNEDUP_LIST_ID= # Used in pages/_document.js and pages/_app.js NEXT_PUBLIC_GA_MEASUREMENT_ID= COOKIE_DOMAIN=".builderbook.org" ``` - IMPORTANT: do not publish your actual values for environmentable variables in `.env.example`; this file is public and only meant to show you how your `.env` file should look. - Add your value (domain that you own) for `COOKIE_DOMAIN` and `NEXT_PUBLIC_PRODUCTION_URL_APP`. - Start the app with `yarn dev`. - To get `NEXT_PUBLIC_GA_MEASUREMENT_ID`, set up Google Analytics and follow [these instructions](https://support.google.com/analytics/answer/1008080?hl=en) to find your tracking ID. - To get Stripe-related API keys, set up or log into your Stripe account and find your key [here](https://dashboard.stripe.com/account/apikeys). - Env keys `NEXT_PUBLIC_GA_MEASUREMENT_ID` and `NEXT_PUBLIC_STRIPE_TEST_PUBLISHABLEKEY`/`NEXT_PUBLIC_STRIPE_LIVE_PUBLISHABLEKEY` are universally available (client and server). Env keys inside `.env` file are used in server code only unless they have `NEXT_PUBLIC_` prepended to their name. In that case, they are universally available. - To make user a book's owner, set `"isAdmin": true` on corresponding MongoDB document in your database (default value is `false` for any new user). **Important: if you don't add values for environmental variables to `.env` file, corresponding functionality will not work. For example, login with Google account, purchasing book, getting repo information via GitHub API and other third-party API infrastructures.** ## Add a new book - Create a new Github repo (public or private). - In that repo, create an `introduction.md` file and write some content. - At the top of your `introduction.md` file, add metadata in the format shown below. See [this file](https://github.com/builderbook/demo-book/blob/master/introduction.md) as an example. ``` --- title: Introduction seoTitle: title for search engines seoDescription: description for search engines isFree: true --- ``` - Go to the app, click "Connect Github". - Click "Add Book". Enter details and select the Github repo you created. - Click "Save". When you add new `.md` files or update content, go to the `BookDetail` page of your app and click `Sync with Github`. Important: All `.md` files in your Github repo _must_ have metadata in the format shown above. Important: All `.md` files in your Github repo _must_ have name `introduction.md` or `chapter-N.md`. To make the content of a `.md` file _private_ (meaning a person must purchase the content to see it), remove `isFree:true` and add `excerpt:""`. Add some excerpt content - this content is public and serves as a free preview. ## Add your own styles To change the color scheme of this app, modify the `primary` and `secondary` theme colors inside `lib/context.js`. Select any colors from Material UI's official [color palette](https://material-ui-next.com/style/color/#color). Recommended ways to add your own styles to this app: 1. [Inline style for a single element](#inline-style-for-a-single-element) 2. [Reusable style for multiple elements within single page or component](#reusable-style-for-multiple-elements-within-single-page-or-component) 3. [Reusable/importable style for multiple pages or components](#reusableimportable-style-for-multiple-pages-or-components) 4. [Global style for all pages in application](#global-style-for-all-pages-in-application) ### Inline style for a single element USE CASE: apply a style to _one element_ on a single page/component <br> For example, in our `book` page, we wrote this single inline style: ``` <p style={{ textAlign: 'center' }}> ... </p> ``` [See usage](https://github.com/async-labs/builderbook/blob/49116676e0894fcf00c33d208a284359b30f12bb/pages/book.js#L48) ### Reusable style for multiple elements within single page or component USE CASE: apply the same style to _multiple elements_ on a single page/component.<br> For example, in our `tutorials` page, we created `styleExcerpt` and applied it to a `<p>` element within the page: ``` const styleExcerpt = { margin: '0px 20px', opacity: '0.75', fontSize: '13px', }; <p style={styleExcerpt}> ... </p> ``` [See usage](https://github.com/async-labs/builderbook/blob/49116676e0894fcf00c33d208a284359b30f12bb/pages/tutorials.js#L14) ### Reusable/importable style for multiple pages or components USE CASE: apply the same style to elements on _multiple pages/components_.<br> For example, we created `styleH1` inside `components/SharedStyles.js` and exported the style at the bottom of the file: ``` const styleH1 = { textAlign: 'center', fontWeight: '400', lineHeight: '45px', }; module.exports = { styleH1, }; ``` [See usage](https://github.com/async-labs/builderbook/blob/04c6cf78bee42455d48ef3466d868f2196381a57/components/SharedStyles.js#L48) We then imported `styleH1` into our `book` page, as well as our `index` page, and applied the style to a `<h1>` element: ``` import { styleH1, } from '../components/SharedStyles'; <h1 style={styleH1}> ... </h1> ``` [See usage](https://github.com/async-labs/builderbook/blob/49116676e0894fcf00c33d208a284359b30f12bb/pages/book.js#L13) ### Global style for all pages in application USE CASE: apply the same style to elements on _all pages_ of your app.<br> Create your style in `pages/_document.js`. For example, we specified a style for all hyperlinks that use the `<a>` element: ``` <style> {` a, a:focus { font-weight: 400; color: #1565C0; text-decoration: none; outline: none } `} </style> ``` [See usage](https://github.com/async-labs/builderbook/blob/49116676e0894fcf00c33d208a284359b30f12bb/pages/_document.js#L51) ## Deploy to Heroku In this section, we will learn how to deploy our app to [Heroku cloud](https://www.heroku.com/home). We will deploy our React-Next-Express app to lightweight Heroku container called [dyno](https://www.heroku.com/dynos). Instructions are for app located at `/book/8-end`. Adjust route if you are deploying app from the root of this public repo. We will discuss the following topics in this section: 1. installing Heroku on Linux-based OS 2. creating app on Heroku dashboard 3. preparing app for deployment 4. configuring env variables 5. deploying app 6. checking logs 7. adding custom domain Let's go step by step. 1. Install Heroku CLI (command-line interface) on your OS. Follow the [official guide](https://devcenter.heroku.com/articles/heroku-cli). In this book we provide instructions for Linux-based systems, in particular, a Ubuntu OS. For Ubuntu OS, run in your terminal: <pre>sudo snap install --classic heroku</pre> To confirm a successful installation, run: <pre>heroku --version</pre> As example, my output that confirms successful installation, looks like: <pre>heroku/7.22.7 linux-x64 node-v11.10.1</pre> 2. [Sign up](https://signup.heroku.com/) for Heroku, go to your Heroku dashboard and click purple <b>New</b> button on the right:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54558094-12b1f100-497a-11e9-94dd-d36399052931.png) On the next screen, give a name to your app and select a region. Click purple <b>Create app</b> button at the bottom:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54558276-8eac3900-497a-11e9-9026-25aa5047af87.png) You will be redirected to `Deploy` tab of your newly created Heroku app:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54558544-417c9700-497b-11e9-8885-6fdfde21c747.png) 3. As you can see from the above screenshot, you have two options. You can deploy the app directly from your local machine using Heroku CLI or directly from GitHub. In this tutorial, we will deploy a `async-labs/builderbook/book/8-end` app from our public [async-labs/builderbook](https://github.com/async-labs/builderbook) repo hosted on GitHub. Deploying from a private repo will be a similar process. Deploying from GitHub has a few advantages. Heroku uses git to track changes in a codebase. It's possible to deploy app from the local machine using Heroku CLI, however you have to create a [Git repo](https://git-scm.com/book/en/v2/Git-Basics-Getting-a-Git-Repository) for `async-labs/builderbook/book/8-end` with `package.json` file at the root level. A first advantage is that we can deploy from a non-root folder using GitHub instead of Heroku CLI. A second advantage is automation, later on you can create a branch that automatically deploy every new commit to Heroku. For example, we have a [deploy branch](https://github.com/async-labs/saas/tree/deploy) for our demo for [SaaS boilerplate](https://github.com/async-labs/saas/). When we commit to `master` branch - there is no new deployment, when we commit to `deploy` branch - new change is automatically deployed to Heroku app. Let's set up deploying from GitHub. On `Deploy` tab of your Heroku app at Heroku dashboard, click <b>Connect to GitHub</b>, then search for your repo, then click <b>Connect</b> next to the name of the proper repo:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54560210-09775300-497f-11e9-9027-2e3850ec7ff1.png) If successful, you will see green text `Connected` and be offered to select a branch and deploy app automatically or manually. Automatic deployment will deploy every new commit, manual deployment requires you to manually click on <b>Deploy Branch</b> button. For simplicity, we will deploy manually from `master` branch of our `async-labs/builderbook` repo. Before we perform a manual deployment via GitHub, we need Heroku to run some additional code while app is being deploying. Firstly, we need to tell Heroku that `8-end` app in the `async-labs/builderbook` repo is not at the root level, it's actually nested at `/book/8-end`. Secondly, Heroku needs to know that our app is Node.js app so Heroku finds `package.json` file, properly installs dependencies and runs proper scripts (such as `build` and `start` scripts from `package.json`). To achieve this, we need to add so called `buildpacks` to our Heroku app. Click `Settings` tab, scroll to `Buildpacks` section and click purple <b>Add buildpack</b> button:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54561192-50fede80-4981-11e9-976a-c3d7c88527ec.png) Add two buildpacks, first is `https://github.com/timanovsky/subdir-heroku-buildpack` and second is `heroku/nodejs`:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54561577-30835400-4982-11e9-997f-4711d999808e.png) Next, scroll up while on `Settings` tab and click purple <b>Reveal Config Vars</b> button, create a new environmental variable `PROJECT_PATH` with value `book/8-end`:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54561775-a5568e00-4982-11e9-9561-2e5827873779.png) The above variable will be used by the first buildpack `subdir-heroku-buildpack` to deploy app from repo's subdirectory. 4. If we deploy app at this point, our app will deploy with errors since we did not add environmental variables. Similar to how you added `PROJECT_PATH` variable, add all environmental variables from `book/8-end/.env` file to your Heroku app. Remember to add the rest of env variables for all features to work, including signup event. 5. While on `Settings` tab, scroll to `Domains and certificates` section and note your app's URL. My app's URL is: https://builderbook-8-end.herokuapp.com Let's deploy, go to `Deploy` tab, scroll to `Manual deploy` section and click <b>Deploy branch</b> button. After deployment process is complete , navigate to your app's URL:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54564053-10569380-4988-11e9-87dd-f81a28dd6406.png) 6. Server logs are not available on Heroku dashboard. To see logs, you have to use Heroku CLI. In your terminal, run: <pre>heroku login</pre> Follow instructions to log in to Heroku CLI. After successful login, terminal will print: <pre>Logged in as [email protected]</pre> Where `[email protected]` is an email address that you used to create your Heroku account. To see logs, in your terminal run: <pre>heroku logs --app builderbook-8-end --tail</pre> In your terminal, you will see your most recent logs and be able to see a real-time logs. You can output certain number of lines (N) for retrieved logs by adding `--num N` to the `heroku logs` command. You can print only app's logs by adding `--source app` or system's logs by adding `--source heroku`. 7. Time to add a custom domain. The Heroku app that we created is deployed on `free dyno`. Free dyno plan does not let you to add a custom domain to your app. To add custom domain, go to `Resources` tab and click purple <b>Change Dyno Type</b> button:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54622849-983faa80-4a27-11e9-957f-54fe5aa742ca.png) Select a `Hobby` plan and click <b>Save</b> button. Navigate to `Settings` tab and scroll to the `Domains and certificates` and click purple <b>Add domain</b> button:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54623152-36cc0b80-4a28-11e9-974b-8a14fb56a86a.png) Type your custom domain name, I added `heroku.builderbook.org` as a custom domain, click <b>Save changes</b> button. Heroku will display you a value for CNAME record that you have to create for your custom domain. For me, custom domain is `heroku.builderbook.org` and I manage DNS records at Now by Zeit. After you create a CNAME, ACM status on Heroku's dashboard will change to `Ok`:<br><br> ![image](https://user-images.githubusercontent.com/10218864/54624195-2452d180-4a2a-11e9-999d-a6a771cde73c.png) It's important that you remember to manually add your custom domain to the settings of your Google OAuth app (Chapter 3) and GitHub OAuth app (Chapter 6). If you forget to do it, you will see errors when you try to log in to your app or when you try to connect GitHub to your app. ## Scaling You may want to consider splitting single Next/Express server into two servers: - Next server for serving pages, server-side caching, sitemap and robots - Express server for internal and external APIs Here is an example of a web application with split servers: https://github.com/async-labs/saas Splitting servers will get you: - faster page loads since Next rendering does not block internal and external APIs, - faster code reload times during development, - faster deployment and more flexible scaling of individual apps. ## Docker - Install Docker and Docker Compose - Modify `docker-compose-dev.yml` file - If using Ubuntu, follow these steps: https://stackoverflow.com/questions/38775954/sudo-docker-compose-command-not-found - Start app with `docker-compose -f docker-compose-dev.yml up` ## Screenshots Chapter excerpt with Buy Button for Public/Guest visitor:<br><br> ![builderbook-public-readchapter](https://user-images.githubusercontent.com/26158226/38517453-e84a7566-3bee-11e8-82cd-14b4dfbe6a78.png) Chapter content and Table of Contents for book Customer:<br><br> ![builderbook-customer-readchapter](https://user-images.githubusercontent.com/26158226/38518394-9ee97306-3bf1-11e8-8df2-8c05fb75249a.png) Add-book/Edit-book page for Admin user:<br><br> ![builderbook-admin-editbook](https://user-images.githubusercontent.com/26158226/38517449-e5faaa38-3bee-11e8-9c02-740096dc860e.png) Book-detail page for Admin user:<br><br> ![builderbook-admin-bookdetails](https://user-images.githubusercontent.com/26158226/38517450-e7005bd0-3bee-11e8-9916-81f32d3d1827.png) ## Built with #### Core stack - [React](https://github.com/facebook/react) - [Material-UI](https://github.com/mui-org/material-ui) - [Next](https://github.com/zeit/next.js) - [Express](https://github.com/expressjs/express) - [Mongoose](https://github.com/Automattic/mongoose) - [MongoDB](https://github.com/mongodb/mongo) #### Third party APIs - Google OAuth - Github - AWS SES - Stripe - MailChimp Check out [package.json](https://github.com/async-labs/builderbook/builderbook/blob/master/package.json). ## Contributing We welcome suggestions and bug reports via issues and and pull requests. By participating in this project, you are expected to uphold Builder Book's [Code of Conduct](https://github.com/async-labs/builderbook/blob/master/CODE-OF-CONDUCT.md). Want to support this project? Consider buying our [books](https://builderbook.org), which teach you how to build web apps from scratch. Also check out our open source [SaaS boilerplate](https://github.com/async-labs/saas). ## Team - [Kelly Burke](https://github.com/klyburke) - [Timur Zhiyentayev](https://github.com/tima101) You can contact us at [email protected] If you are interested in working with us, check out [Async Labs](https://async-labs.com/). ## License All code in this repository is provided under the [MIT License](https://github.com/async-labs/builderbook/blob/master/LICENSE.md). ## Project structure ``` . ├── .vscode │ ├── extensions.json │ ├── settings.json ├── book ├── builderbook │ ├── .elasticbeanstalk │ │ ├── config.yml │ ├── components │ │ ├── admin │ │ │ ├── EditBook.jsx │ │ ├── customer │ │ │ ├── BuyButton.jsx │ │ ├── Header.jsx │ │ ├── MenuWithAvatar.jsx │ │ ├── Notifier.jsx │ │ ├── SharedStyles.js ├── lib │ ├── api │ │ ├── admin.js │ │ ├── customer.js │ │ ├── getRootURL.js │ │ ├── public.js │ │ ├── sendRequest.js │ ├── notify.js │ ├── theme.js │ ├── withAuth.jsx ├── pages │ ├── admin │ │ ├── add-book.jsx │ │ ├── book-detail.jsx │ │ ├── edit-book.jsx │ │ ├── index.jsx │ ├── customer │ │ ├── my-books.jsx │ ├── public │ │ ├── login.jsx │ │ ├── read-chapter.jsx │ ├── _app.jsx │ ├── _document.jsx │ ├── index.jsx ├── public │ ├── robots.txt ├── server │ ├── api │ │ ├── admin.js │ │ ├── customer.js │ │ ├── index.js │ │ ├── public.js │ ├── models │ │ ├── Book.js │ │ ├── Chapter.js │ │ ├── EmailTemplate.js │ │ ├── Purchase.js │ │ ├── User.js │ ├── utils │ │ ├──slugify.js │ ├── app.js │ ├── aws.js │ ├── github.js │ ├── google.js │ ├── logger.js │ ├── mailchimp.js │ ├── routesWithSlug.js │ ├── sitemapAndRobots.js │ ├── stripe.js ├── test/server/utils │ ├── slugify.test.js ├── .eslintrc.js ├── .gitignore ├── package.json ├── yarn.lock ```
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:leaves: A curated list of awesome MongoDB resources, libraries, tools and applications
![Awesome MongoDB](logo.png) # Awesome MongoDB [![Awesome](https://cdn.rawgit.com/sindresorhus/awesome/d7305f38d29fed78fa85652e3a63e154dd8e8829/media/badge.svg)](https://github.com/sindresorhus/awesome) [![Build status](https://img.shields.io/travis/ramnes/awesome-mongodb.svg)](https://travis-ci.org/ramnes/awesome-mongodb) > A curated list of awesome MongoDB resources, libraries, tools and applications Inspired by the [awesome](https://github.com/sindresorhus/awesome) list thing. Feel free to improve this list by [contributing](CONTRIBUTING.md)! ## Table of Contents - [Resources](#resources) - [Documentation](#documentation) - [Articles](#articles) - [Books](#books) - [Talks](#talks) - [Tutorials](#tutorials) - [More](#more) - [Libraries](#libraries) - [C](#c) - [C++](#c-1) - [C#/.NET](#cnet) - [Delphi](#delphi) - [Elixir](#elixir) - [Erlang](#erlang) - [Go](#go) - [Haskell](#haskell) - [Java](#java) - [JavaScript](#javascript) - [Julia](#julia) - [Kotlin](#kotlin) - [Lisp](#lisp) - [Mathematica](#mathematica) - [PHP](#php) - [Python](#python) - [R](#r) - [Ruby](#ruby) - [Rust](#rust) - [Scala](#scala) - [Tools](#tools) - [Administration](#administration) - [Data](#data) - [Deployment](#deployment) - [Desktop](#desktop) - [Development](#development) - [Monitoring](#monitoring) - [Low-Code](#low-code) - [Shell](#shell) - [Web](#web) - [Applications](#applications) ## Resources ### Documentation - [MongoDB Server Introduction](https://www.mongodb.com/docs/manual/introduction/) - [MongoDB Server Documentation](https://www.mongodb.com/manual/) - [MongoDB Tutorials](https://www.mongodb.com/docs/manual/tutorial/) - [MongoDB Guides](https://www.mongodb.com/docs/guides/) - [MongoDB Developer Center](https://www.mongodb.com/developer/) - [MongoDB Driver Documentation](https://www.mongodb.com/docs/drivers/) - [MongoDB Connectors](https://www.mongodb.com/connectors/) ### Articles - [14 Things I Wish I'd Known When Starting with MongoDB (Phil Factor)](https://www.infoq.com/articles/Starting-With-MongoDB/) - [A Custom WordPress Dashboard with MongoDB Atlas, Microsoft Azure, & Serverless Functions (Ahmad Awais)](https://ahmadawais.com/wordpress-mongodb-atlas-microsoft-azure-serverless-functions/) - [Building with Patterns](https://www.mongodb.com/blog/post/building-with-patterns-a-summary) - Series of articles regarding MongoDB Design Patterns and common use case of each Design Pattern with real world examples. - [Five Things About Scaling MongoDB (A. Jesse Jiryu Davis, MongoDB Inc.)](https://emptysqua.re/blog/five-things/) - Scale 101 - [Optimizing MongoDB Compound Indexes (A. Jesse Jiryu Davis, MongoDB Inc.)](https://emptysqua.re/blog/optimizing-mongodb-compound-indexes/) - Everything you need/have to know about indexes - [Server Discovery And Monitoring In PyMongo, Perl, And C (A. Jesse Jiryu Davis, MongoDB Inc.) ](https://emptysqua.re/blog/server-discovery-and-monitoring-in-pymongo-perl-and-c/) - [Monitoring MongoDB performance metrics (Jean-Mathieu Saponaro, Datadog)](https://www.datadoghq.com/blog/monitoring-mongodb-performance-metrics-wiredtiger/) - [Tuning MongoDB performance for production systems (Marek Trunkat, Apify)](https://blog.apify.com/tuning-mongodb-performance/) - The techniques and MongoDB Cloud features to debug performance issues and expose sub-optimal queries ### Books - [50 Tips and Tricks for MongoDB Developers](https://www.oreilly.com/library/view/50-tips-and/9781449306779/) - Advanced MongoDB tips and tricks, given by a MongoDB inc. engineer - [Builder Book](https://builderbook.org) - Learn how to build a full stack JavaScript web app from scratch - [MongoDB Applied Design Patterns (Rick Copeland)](https://www.oreilly.com/library/view/mongodb-applied-design/9781449340056/) - [Practical MongoDB Aggregations E-Book](https://www.practical-mongodb-aggregations.com/) - Free e-book: How to develop effective and optimal data manipulation and analytics pipelines - [The Little MongoDB Book](https://github.com/mongodb-developer/the-little-mongodb-book) - Basic introduction - [SaaS Boilerplate Book](https://builderbook.org/book) - Learn how to build a production-ready SaaS web app from scratch ### Talks - [MongoDB Schema Design (Tugdual Grall, MongoDB Inc.)](https://www.youtube.com/watch?v=csKBT8zkRf0) [47'] - [Partial and Fuzzy Matching with MongoDB (John Page, MongoDB Inc.)](https://www.youtube.com/watch?v=hXbLHInH5qU) [35'] - [Scaling MongoDB on Amazon Web Services (Michael Saffitz, Apptentive)](https://www.youtube.com/watch?v=bkjVhEQocFI) [50'] ### Tutorials - [Kubernetes examples](https://github.com/kubernetes/examples/tree/master/staging/nodesjs-mongodb) - Deployment tutorial of a basic Node.js and MongoDB web stack on Kubernetes - [Deploy a Highly-Available MongoDB Replica Set on AWS](https://eladnava.com/deploy-a-highly-available-mongodb-replica-set-on-aws/) - [Sharded Cluster with Docker Compose](https://github.com/minhhungit/mongodb-cluster-docker-compose) ### More - [MongoDB source code](https://github.com/mongodb/mongo) - [MongoDB University](https://learn.mongodb.com/) - Certifications and free online courses - [MongoDB 101 by Academy 3T](https://studio3t.com/academy/) - Free and self-paced MongoDB courses for beginners ## Libraries ### C - [mongo-c-driver](https://github.com/mongodb/mongo-c-driver) - Official C driver ### C++ - [mongo-cxx-driver](https://github.com/mongodb/mongo-cxx-driver) - Official C++ driver ### C#/.NET ### - [mongo-csharp-driver](https://github.com/mongodb/mongo-csharp-driver) - Official C# driver - [mongo-queue-csharp](https://github.com/dominionenterprises/mongo-queue-csharp) - C# message queue on top of MongoDB - [MongoDB Messaging](https://github.com/loresoft/MongoDB.Messaging) - Lightweight queue pub/sub processing library - [MongoRepository](https://github.com/RobThree/MongoRepository) - Repository abstraction layer on top of the C# driver ### Delphi - [TMongoWire](https://github.com/stijnsanders/TMongoWire) - Minimal community Delphi driver ### Elixir - [mongodb](https://github.com/kobil-systems/mongodb) - Community Elixir driver - [mongodb_ecto](https://github.com/kobil-systems/mongodb_ecto) - Adapter for the Ecto database wrapper ### Erlang - [mongodb-erlang](https://github.com/comtihon/mongodb-erlang) - Community Erlang driver ### Go - [Bongo](https://github.com/go-bongo/bongo) - ODM based on mgo - [mgo](https://github.com/globalsign/mgo) - Community Go driver - [minquery](https://github.com/icza/minquery) - MongoDB cursor that paginates - [mongo-go-driver](https://github.com/mongodb/mongo-go-driver) - Official Go driver ### Haskell - [mongodb](https://github.com/mongodb-haskell/mongodb/) - Community Haskell driver ### Java - [Jongo](https://github.com/bguerout/jongo) - Query in Java as in Mongo shell - [Hibernate OGM](https://github.com/hibernate/hibernate-ogm) - The power and simplicity of JPA for NoSQL datastores - [mongo-java-driver](https://github.com/mongodb/mongo-java-driver) - Official Java driver - [mongo-queue-java](https://github.com/yonderblue/mongo-queue-java) - Java message queue on top of MongoDB - [mongoFS](https://github.com/dbuschman7/mongoFS) - An enhancement of GridFS to allow for more features and capabilities - [Mongojack](https://github.com/mongojack/mongojack) - Based on Jackson, allows you to easily handle your mongo objects as POJOs - [Morphia](https://github.com/MorphiaOrg/morphia) - Java ODM - [Morphium](https://github.com/sboesebeck/morphium) - Java ODM and caching layer - [Mungbean](https://github.com/jannehietamaki/mungbean) - Community driver for languages running on the JVM - [Spring Data MongoDB](https://github.com/spring-projects/spring-data-mongodb) - Spring based, object-document support and repositories ### JavaScript - [Camo](https://github.com/scottwrobinson/camo) - Class-based ES6 ODM for Mongo-like databases - [DeriveJS](https://github.com/yuval-a/derivejs) - Reactive ODM that uses Javascript Proxies to enable transparent DB persistence - [MEAN.JS](https://github.com/meanjs/mean) - Full stack based on MongoDB, Express, AngularJS, and Node.js - [MERN (mern-starter)](https://github.com/Hashnode/mern-starter) - Full stack based on MongoDB, Express, React and Node.js - [Meteor](https://github.com/meteor/meteor) - Real-time/reactive client-server framework based on MongoDB, with lots of features - [Mongoose](https://github.com/Automattic/mongoose) - Node.js asynchronous ODM - [CASL Mongoose](https://github.com/stalniy/casl/tree/master/packages/casl-mongoose) - Permissions management library integrated with Mongoose - [mongration](https://github.com/awapps/mongration) - Node.js migration framework - [Moonridge](https://github.com/capaj/Moonridge) - Framework with live querying on top of Mongoose and socket.io - [node-mongodb-native](https://github.com/mongodb/node-mongodb-native) - Official Node.js driver ### Julia - [Mongo.jl](https://github.com/Lytol/Mongo.jl) - C driver bindings ### Kotlin - [kmongo](https://github.com/Litote/kmongo) - Kotlin toolkit based on the Java driver ### Lisp - [cl-mongo](https://github.com/fons/cl-mongo) - Community Common Lisp interface - [mongo-cl-driver](https://github.com/archimag/mongo-cl-driver) Community Common Lisp driver - [mongo-el](https://github.com/emacsorphanage/mongo) - Community Emacs Lisp driver ### Mathematica - [MongoDBLink](https://github.com/zbjornson/MongoDBLink) - Community Mathematica driver ### PHP - [eloquent-mongodb-repository](https://github.com/nilportugues/eloquent-mongodb-repository) - Repository implementation built on top of laravel-mongodb - [laravel-mongodb](https://github.com/jenssegers/laravel-mongodb) - Eloquent model and query builder for Laravel - [mongodb-repository](https://github.com/nilportugues/mongodb-repository) - Repository implementation - [PHP Driver](https://github.com/mongodb/mongo-php-driver) - Official PHP driver - [PHPMongo ODM](https://github.com/sokil/php-mongo) - ODM based on the PHP Mongo PECL extension - [PHPMongo Migrator](https://github.com/sokil/php-mongo-migrator) - Migration tool based on PHPMongo ODM - [yadm](https://github.com/formapro/yadm) - Fast schemaless ODM ### Python - [Beanie](https://github.com/roman-right/beanie) - Asynchronous ODM based on [Motor](https://motor.readthedocs.io/en/stable/) and [Pydantic](https://pydantic-docs.helpmanual.io/), which supports migrations out of the box - [Djongo](https://github.com/nesdis/djongo) - MongoDB connector for Django compatible with Django ORM - [Flask-Stupe](https://github.com/numberly/flask-stupe) - Flask extension that adds PyMongo support to Flask - [Mongo-Thingy](https://github.com/numberly/mongo-thingy) - Powerful schema-less ODM for MongoDB and Python (sync + async) - [MongoEngine](https://github.com/MongoEngine/mongoengine) - ODM on top of PyMongo - [MongoLog](https://github.com/puentesarrin/mongodb-log) - MongoDB logging handler - [Motor](https://github.com/mongodb/motor) - Official non-blocking Python driver for Tornado or asyncio - [PyMongo](https://github.com/mongodb/mongo-python-driver) - Official Python driver - [PyMongoExplain](https://github.com/mongodb-labs/pymongoexplain/) - A wrapper for PyMongo's Collection object that makes it easy to run `explain` on your queries. - [minimongo](https://github.com/slacy/minimongo) - A lightweight, schemaless, Pythonic Object-Oriented interface - [ODMantic](https://github.com/art049/odmantic) - Asynchronous ODM on top of pydantic - [scrapy-mongodb](https://github.com/sebdah/scrapy-mongodb) - MongoDB pipeline for Scrapy - [μMongo](https://github.com/Scille/umongo) - Driver-independent (async/sync) ODM based on marshmallow ### R - [mongolite](https://github.com/jeroen/mongolite) - Fast and simple client for R ### Ruby - [awesome_explain](https://github.com/sandboxws/awesome_explain) - A simple global method to explain Mongoid queries - [mongo-ruby-driver](https://github.com/mongodb/mongo-ruby-driver) - Official Ruby driver - [Mongoid](https://github.com/mongodb/mongoid) - ODM framework ### Rust - [mongodb-rust-driver](https://github.com/mongodb/mongo-rust-driver) - Official Rust driver ### Scala - [driver-scala](https://github.com/mongodb/mongo-java-driver/tree/master/driver-scala) - Official Scala driver - [ReactiveMongo](https://github.com/ReactiveMongo/ReactiveMongo) - Non-blocking Scala driver - [Spark-MongoDB](https://github.com/Stratio/Spark-MongoDB) - Read/write data with Spark SQL ## Tools ### Administration - [k8s-backup-mongodb](https://github.com/tuladhar/k8s-backup-mongodb) - Schedule MongoDB backups to S3 with a Kubernetes CronJob. - [mgob](https://github.com/stefanprodan/mgob) - Full-featured MongoDB dockerized backup agent - [mongoctl](https://github.com/mongolab/mongoctl) - Manage MongoDB servers and replica sets using JSON configurations - [MongoDB Smasher](https://github.com/duckie/mongo_smasher) - Generate randomized datasets and benchmark your setup - [mongodb-tools](https://github.com/jwilder/mongodb-tools) - Three neat Python scripts to work with collections and indexes - [mtools](https://github.com/rueckstiess/mtools) - Collection of scripts to set up test environments and visualize log files - [nginx-gridfs](https://github.com/mdirolf/nginx-gridfs) - Nginx module for serving files from GridFS - [nginx-mongodb-rest](https://github.com/minhajuddin/nginx-mongodb-rest) - REST client written as an Nginx module - [pt-mongodb-query-digest](https://www.percona.com/doc/percona-toolkit/LATEST/pt-mongodb-query-digest.html) - Aggregates queries from query profiler and reports query usage statistics - [pt-mongodb-summary](https://www.percona.com/doc/percona-toolkit/LATEST/pt-mongodb-summary.html) - MongoDB cluster status overview command line tool Services: - [Compose](https://www.compose.com/) - IBM DBaaS offer (has other database types too) - [MongoDB Atlas](https://www.mongodb.com/cloud/atlas) - MongoDB Inc. DBaaS offer (works with AWS, Azure, or GCP) - [MongoDB Cloud Manager](https://www.mongodb.com/cloud/cloud-manager) - MongoDB Inc. databases management offer - [ObjectRocket](https://www.objectrocket.com/) - Rackspace DBaaS offer (has other database types too) - [Scalegrid](https://scalegrid.io) - Fully managed DBaaS (with option to bring your own Azure/AWS account) ### Data - [mongo-connector](https://github.com/yougov/mongo-connector) - Streaming replication to Elasticsearch, Solr, or MongoDB - [mongo_fdw](https://github.com/EnterpriseDB/mongo_fdw) - PostgreSQL foreign data wrapper - [mongo-hadoop](https://github.com/mongodb/mongo-hadoop) - Hadoop connector - [Mongolastic](https://github.com/ozlerhakan/mongolastic) - MongoDB to Elasticsearch (and vice-versa) migration tool - [MongoMultiMaster](https://github.com/rick446/mmm) - Multi-master replication Services: - [ProvenDB](https://www.provendb.com/) - Blockchain based Data integrity solution for MongoDB ### Deployment - [ansible-role-mongodb](https://github.com/UnderGreen/ansible-role-mongodb) - Ansible role - [chef-mongodb](https://github.com/edelight/chef-mongodb) - Chef cookbook - [DockerHub Official Docker Image](https://hub.docker.com/_/mongo/) - [Helm Chart](https://github.com/helm/charts/tree/master/stable/mongodb) - [puppet-mongodb](https://github.com/voxpupuli/puppet-mongodb) - Puppet module (formerly puppetlabs-mongodb) Services: - [Cluster to cluster sync](https://www.mongodb.com/products/cluster-to-cluster-sync) - MongoDB Inc. solution for continuous data sync between separate clusters ### Desktop - [Compass](https://github.com/mongodb-js/compass) - Free Cross-platform GUI from MongoDB - [MongoDB for VS Code](https://marketplace.visualstudio.com/items?itemName=mongodb.mongodb-vscode) - Connect to MongoDB and prototype queries from VS Code - [MongoHub](https://github.com/jeromelebel/MongoHub-Mac) - Mac native client Services: - [DataGrip](https://www.jetbrains.com/datagrip/) - Cross-platform JetBrains' IDE - [Mingo](https://mingo.io/) - MongoDB Admin. Intuitive UI. Fast. Reliable - [Moon Modeler](http://www.datensen.com/) - Data modeling tool for MongoDB and relational databases - [NoSQLBooster](https://nosqlbooster.com) - Feature-rich but easy-to-use cross-platform IDE (formerly MongoBooster) - [QueryAssist](https://queryassist.com) - Modern and powerful GUI tool, cross-platform and easy-to-use - [Studio 3T](https://studio3t.com/) - Cross-platform GUI, stable and powerful (formerly MongoChef and Robo 3T) - [TablePlus](https://tableplus.com/) - Native, lightweight GUI on macOS ### Development - [C# Analyzer](https://github.com/mongodb/mongo-csharp-analyzer) - View the MongoDB Query API equivalents of your builder expressions in Visual Studio - [mgodatagen](https://github.com/feliixx/mgodatagen) - Random data generator - [Mongo Playground](https://github.com/feliixx/mongoplayground) - Online query playground - [Mongo Seeding](https://github.com/pkosiec/mongo-seeding) - Node.js library, CLI and Docker image for populating databases using JS and JSON files - [Mongoeye](https://github.com/mongoeye/mongoeye) - Schema and data analyzer: explore data in your collections - [Variety](https://github.com/variety/variety) - Schema analyzer: see what fields are in your collection and what's their content - [VS Code Extension](https://github.com/mongodb-js/vscode) Services: - [MongoDB Atlas App Services](https://www.mongodb.com/atlas/app-services) - MongoDB Inc. solution to run code without the operational overhead - [MongoDB Realm](https://www.mongodb.com/realm) - MongoDB Inc. solution for mobile data sync ### Monitoring - [check_mongodb](https://github.com/dalenys/check_mongodb) - Nagios plugin (in Bash) - [mongo-monitor](https://github.com/dwmkerr/mongo-monitor) - Simple monitoring CLI - [mongo-munin](https://github.com/erh/mongo-munin) - Collection of Munin plugins - [Mongoop](https://github.com/Lujeni/mongoop) - Long operations monitoring and alerting - [mongomon](https://github.com/pcdummy/mongomon) - More Munin plugins - [Motop](https://github.com/tart/motop) - MongoDB top clone - [mtop](https://github.com/beaufour/mtop) - Another top clone - [nagios-plugin-mongodb](https://github.com/mzupan/nagios-plugin-mongodb) - Nagios plugin (in Python) - [Percona Monitoring and Management](https://www.percona.com/software/database-tools/percona-monitoring-and-management) - Free and open-source platform for managing and monitoring databases performances - [mongotail](https://github.com/mrsarm/mongotail) - Log all MongoDB queries in a "tail"able way Services: - [Datadog](https://www.datadoghq.com/blog/monitor-mongodb-performance-with-datadog/) - SaaS-based monitoring - [Solarwindws Database Performance Monitor](https://www.solarwinds.com/database-performance-monitor) - SaaS-based query performance analytics and monitoring ### Low-Code > 💡 These tools are not necessarily made for MongoDB in particular, but support it. - [Appsmith](https://github.com/appsmithorg/appsmith) - Open-source Retool alternative - [Appwrite](https://github.com/appwrite/appwrite) - Open-source Firebase alternative - [Budibase](https://github.com/Budibase/budibase) - Open-source Retool alternative - [ILLA Builder](https://github.com/illacloud/illa-builder) - Open-source Retool alternative - [Tooljet](https://github.com/ToolJet/ToolJet) - Open-source Retool alternative Services: - [DronaHQ](https://www.dronahq.com/) - Retool alternative - [Retool](https://retool.com/) - Drag-and-drop editor with pre-built components to build internal tools ### Shell - [MongoDB Atlas CLI](https://github.com/mongodb/mongodb-atlas-cli) - Official Atlas API command-line client - [mongosh](https://github.com/mongodb-js/mongosh) - Official command-line client ### Web - [adminMongo](https://github.com/mrvautin/adminMongo) - Web-based user interface to handle connections and databases needs - [mongo-express](https://github.com/mongo-express/mongo-express) - Web-based admin interface built with Express - [mongoadmin](https://github.com/thomasst/mongoadmin) - Admin interface built with Django - [Mongoku](https://github.com/huggingface/Mongoku) - MongoDB client for the web - [mongri](https://github.com/dongri/mongri) - Web-based user interface written in JavaScript - [Rockmongo](https://github.com/iwind/rockmongo) - PHPMyAdmin for MongoDB, sort of Services: - [HumongouS.io](https://www.humongous.io) - Easy online GUI and data-visualization dashboards ## Applications Those open-source applications have MongoDB somewhere in their stack: - [Builder Book App](https://github.com/async-labs/builderbook) - Web app to publish books or documentation built with React and Express - [CodeCombat](https://github.com/codecombat/codecombat) - Multiplayer programming game for learning how to code - [Countly](https://github.com/countly/countly-server) - Mobile & web analytics and marketing platform built with Node.js - [FactorJS](https://github.com/fiction-com/factor) - JavaScript CMS built with Mongoose - [GrandNode](https://github.com/grandnode/grandnode) - Multi-platform e-commerce shopping cart built with ASP.NET - [Leanote](https://github.com/leanote/leanote) - Evernote clone built with Go - [NodeBB](https://github.com/NodeBB/NodeBB) - Node.js based forum software ("built for the modern web") - [Reaction](https://github.com/reactioncommerce/reaction) - Event-driven, real-time commerce platform built with ES6 - [SaaS Boilerplate](https://github.com/async-labs/saas) - Boilerplate for SaaS products, built with TypeScript, React and Express - [uptime](https://github.com/fzaninotto/uptime) - Remote monitoring application built with Node.js and Bootstrap - [WildDuck Mail Server](https://github.com/nodemailer/wildduck) - Scalable high availability email server that uses MongoDB for email storage ## License [![CC0](http://mirrors.creativecommons.org/presskit/buttons/88x31/svg/cc-zero.svg)](https://creativecommons.org/publicdomain/zero/1.0/) To the extent possible under law, [Guillaume Gelin](https://github.com/ramnes) has waived all copyright and related or neighboring rights to this work.
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Popular JavaScript / React / Node / Mongo stack Interview questions and their answers. Many of them, I faced in actual interviews and ultimately got my first full-stack Dev job :)
# Awesome JavaScript Interviews ## Checkout my [Deep Learning | Machine Learning YouTube Channel](https://www.youtube.com/channel/UC0_a8SNpTFkmVv5SLMs1CIA/featured) [yt_cover]: /assets/Youtube_Cover.jpg [![Youtube Link][yt_cover]](https://www.youtube.com/channel/UC0_a8SNpTFkmVv5SLMs1CIA/videos) --- #### You can find me here.. - 🐦 TWITTER: https://twitter.com/rohanpaul_ai - 🟠 YouTube: https://www.youtube.com/channel/UC0_a8SNpTFkmVv5SLMs1CIA/videos - ​👨‍🔧​ Kaggle: https://www.kaggle.com/paulrohan2020 - 👨🏻‍💼 LINKEDIN: https://www.linkedin.com/in/rohan-paul-b27285129/ - 👨‍💻 GITHUB: https://github.com/rohan-paul - 🤖: My Website and Blog: https://rohan-paul-ai.netlify.app/ - 🧑‍🦰 Facebook Page: https://www.facebook.com/rohanpaulai - 📸 Instagram: https://www.instagram.com/rohan_paul_2020/ --- [logo]: https://raw.githubusercontent.com/rohan-paul/MachineLearning-DeepLearning-Code-for-my-Youtube-Channel/master/assets/yt_logo.png --- ## Below are a collection of super-popular Interview questions, along with explanations and implementation examples that I was putting together for myself while preparing for my first Full-Stack JavaScript job interviews. ## Table of Contents of this Readme file 1. [Most common Fundamental JavaScript Interview Topics & Questions](#most-common-fundamental-javascript-interview-topics--questions) 2. [Most common Tricky Javascript Interview Topics & Questions](#most-common-tricky-javascript-interview-topics--questions) 3. [Most common Async/Await and Promise related Interview Topics & Questions](#most-common-asyncawait-and-promise-related-interview-topics--questions) 4. [Most common Node Interview Topics & Questions](#most-common-node-interview-topics--questions) 5. [Most common Web-Development Architecture related Interview Topics & Questions](#most-common-web-development-architecture-related-interview-topics--questions) 6. [Most common React Interview Topics & Questions](#most-common-react-interview-topics--questions) 7. [Most common Redux Interview Topics & Questions](#most-common-redux-interview-topics--questions) 8. [Most common Angular Interview Topics & Questions](#most-common-angular-interview-topics--questions) 9. [Most common MongoDB Interview Topics & Questions](#most-common-mongodb-interview-topics--questions) 10. [Most common HTML Interview Topics & Questions](#most-common-html-interview-topics--questions) 11. [Most common CSS Interview Topics & Questions](#most-common-css-interview-topics--questions) 12. [Most common Git and Github related Interview Topics & Questions](#most-common-git-and-github-related-interview-topics--questions) 13. [Understanding the Theory and the fundamentals of some super-popular Algorithm questions](#understanding-the-theory-and-the-fundamentals-of-some-super-popular-algorithm-questions) 14. [Github Repositories with large collections of problems-and-solutions of them most popular Interview challenges](#github-repositories-with-large-collections-of-problems-and-solutions-of-them-most-popular-interview-challenges) 15. [Overall multi-factor approach for winning this huge challenge and a great journey of getting the first Developer Job](#overall-multi-factor-approach-for-winning-this-huge-challenge-and-a-great-journey-of-getting-the-first-developer-job) 16. [Other important resources](#other-important-resources) 17. [Coding Challenge Practice Platforms](#coding-challenge-practice-platforms) 18. [More curated list of general resources for JavaScript Interviews](#more-curated-list-of-general-resources-for-javascript-interviews) 19. [Most frequently asked concepts for Front End Engineering Interview](#most-frequently-asked-concepts-for-front-end-engineering-interview) 20. [List of sites where you can hunt for a developer job](#list-of-sites-where-you-can-hunt-for-a-developer-job) 21. [Want a startup job?](#want-a-startup-job) 22. [Best places to job hunt for remote jobs](#best-places-to-job-hunt-for-remote-jobs) 23. [Here are a few places to hunt for ios, react, vue and more](#here-are-a-few-places-to-hunt-for-ios-react-vue-and-more) 24. [Want a list of just JavaScript jobs?](#want-a-list-of-just-javascript-jobs) 25. [Are you looking for a junior dev job?](#are-you-looking-for-a-junior-dev-job) 26. [Women focused job boards!](#women-focused-job-boards) 27. [Want a job as a freelance dev? Here's a list](#want-a-job-as-a-freelance-dev-heres-a-list) 28. [Some useful websites for programmers](#some-useful-websites-for-programmers) 29. [When you get stuck](#when-you-get-stuck) 30. [For small project ideas](for-small-project-ideas) 31. [General Coding advice](general-coding-advice) 32. [Coding Style](#coding-style) 33. [General Good Articles](#general-good-articles) 34. [Collection of Leetcode Problem solution](#collection-of-leetcode-problem-solution) 35. [Collection of Cracking the Coding Interview Book Problem solution](#collection-of-cracking-the-coding-interview-book-problem-solution) 36. [Most common System-Design Interview Topics & Questions](#most-common-system-design-interview-topics--questions) 37. [System-Design related topics-Some very useful articles](#system-design-related-topics-some-very-useful-articles) 38. [System-Design-Company engineering blog](#system-design-company-engineering-blog) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Fundamental JavaScript Interview Topics & Questions (Below Links are all within this Repository) - [Explain event delegation](Javascript/event-delegation-propagation-bubbling.md) - [Explain how `this` works in JavaScript](Javascript/this-keyword/this-keyword-2nd-example-GREAT-Example.md) - [more-on `this` keyword](Javascript/this-keyword/this-example-custom-Array-Prototype-method.md) - [more on `this` keyword](Javascript/this-keyword/this-keyword-simplest-catagories.md) - [more-on-`this`-keyword](Javascript/this-keyword/this-keyword-1.js) - [Explain how prototypal inheritance works](Javascript/OOP-Prototypal-Inheritence/README.md) - [how-to-get-prototype-of-an-object](Javascript/OOP-Prototypal-Inheritence/how-to-get-prototype-of-an-object.md) - [Inheritance-OOP-Class-vs-Prototypes-Example](Javascript/OOP-Prototypal-Inheritence/Inheritence-OOP-Class-vs-Prototypes-Example-BEST.md) - [Inheritance-OOP-Class-vs-Prototypes-Theory](Javascript/OOP-Prototypal-Inheritence/Inheritence-OOP-Class-vs-Prototypes-Theory.md) - [Inheritence-with-classes-super-keyword-Exhaustive-Explanation](Javascript/OOP-Prototypal-Inheritence/Inheritence-with-classes-super-keyword-SIMPLEST-EXHAUSTIVE.md) - [OOP-Basics-1](Javascript/OOP-Prototypal-Inheritence/OOP-Basics-1.md) - [OOP-basics-2](Javascript/OOP-Prototypal-Inheritence/OOP-basics-2.md) - [OOP-Encapsulation-example-1](Javascript/OOP-Prototypal-Inheritence/OOP-Encapsulation-example-1.md) - [OOP-Encapsulation-example-2](Javascript/OOP-Prototypal-Inheritence/OOP-Encapsulation-example-2.md) - [OOP-Encapsulation-Theory-GOOD-Explanations-Private-Methods](Javascript/OOP-Prototypal-Inheritence/OOP-Encapsulation-Theory-GOOD-Explanations-Private-Methods.md) - [print-All-Prototypes-of-Objects](Javascript/OOP-Prototypal-Inheritence/print-All-Prototypes-of-Objects.js) - [Prototype-Example-Really-GOOD-Explanations](Javascript/OOP-Prototypal-Inheritence/Prototype-Example-Really-GOOD-Explanations.js) - [Prototype-Example-1](Javascript/OOP-Prototypal-Inheritence/Prototype-Example-1.js) - [Prototype-Example-2](Javascript/OOP-Prototypal-Inheritence/Prototype-Example-2.js) - [prototype-func-print-array-elements](Javascript/OOP-Prototypal-Inheritence/prototype-func-print-array-elements.js) - [Prototype-func-String-dasherize](Javascript/OOP-Prototypal-Inheritence/Prototype-func-String-dasherize.js) - [Prototypes-Benefits-Handling-Memory-Leaks](Javascript/OOP-Prototypal-Inheritence/Prototypes-Benefits-Handling-Memory-Leaks.md) - [Prototypes-Prevents-Memory-Leaks-1-Good-Explanation](Javascript/OOP-Prototypal-Inheritence/Prototypes-Prevents-Memory-Leaks-1-Good-Explanation.md) - [Explain the concepts around and the difference between Call, Apply and Bind](Javascript/call-apply-bind/call-function-basics-1.md) - [More on Call, Apply and Bind](Javascript/call-apply-bind/call-function-basics-2.md) - [More on Call, Apply and Bind](Javascript/call-apply-bind/call-function-basics-2.md) - [call-vs-apply-vs-bind](Javascript/call-apply-bind/call-vs-apply-vs-bind.md) - [Why bind function is needed](bind-why-its-needed) - [arrow-vs-regular-functions](Javascript/arrow-function/arrow-vs-regular-functions.md) - [when-not-to-use-arrow-function](Javascript/arrow-function/when-not-to-use-arrow-function.md) - [arrow-function-and-this-keyword](arrow-function-and-this-keyword) - [Destructuring - some examples](Javascript/ES6-Array-Helper-Methods/Destructuring_Geneal.md) - [filter method implementation](Javascript/ES6-Array-Helper-Methods/filter-implement.js) - [forEach-vs-map](Javascript/ES6-Array-Helper-Methods/forEach-vs-map.md) - [Pure-functions-basics](Javascript/Functional-Programming_Pure-Function/Pure-functions-basics.md) - [closure explanations](Javascript/js-basics/Closure/closure.md) - [closure-MOST-POPULAR-Interview Question on setTimeout](Javascript/js-basics/Closure/closure-setTimeout-MOST-POPULAR.js) - [Basics closure concepts involving setTimeout](Javascript/js-basics/Closure/closure-setTimeout.js) - [closure-tricky and great Example](Javascript/js-basics/Closure/closure-tricky-GREAT-EXAMPLE.JS) - [closure-use-case-for-creating-private-variable](Javascript/js-basics/Closure/closure-use-case-create-private-variable.js) - [closure-why-its-needed at all](Javascript/js-basics/Closure/closure-why-its-needed.js) - [More on Closure](Javascript/js-basics/Closure/closures-retains-values-of-outer-function-after-outer-returns.md) - [Custom Callback Function-1](Javascript/js-basics/custom_Callback-1.js) - [Custom Callback Function-2](Javascript/js-basics/custom_Callback-2.js) - [IIFE function in 10 different ways](Javascript/js-basics/IIFE-10-ways.js) - [IIFE](Javascript/IIFE.md) - [scope in JS - A basic-understanding](Javascript/js-basics/scope-basic-understanding.md) - [Data Types in JS](Javascript/js-data-types/data-types.md) - [BigInt-data-type](Javascript/js-data-types/BigInt-data-type.md) - [check-data-type-with-typeof](Javascript/js-data-types/check-data-type-with-typeof.js) - [data-type-mutability](Javascript/js-data-types/data-type-mutability.md) - [data-types of Number-A very popular Interview Question](Javascript/js-data-types/data-types-Number-Famous-Question.md) - [More on data-types of Number](Javascript/js-data-types/data-types-Number.md) - [data-types-symbol](Javascript/js-data-types/data-types-symbol.md) - [what-is-type-coercion](Javascript/js-data-types/what-is-type-coercion.md) - [More on coercion](Javascript/coercion.md) - [spread-operator-vs-rest-parameters](Javascript/rest-spread-destructuring/spread-operator-vs-rest-parameters.md) - [rest-spread-basic-techniques](Javascript/rest-spread-destructuring/rest-spread-basic-techniques.js) - [More on rest and spread operator](Javascript/rest-spread-destructuring/rest-spread-2.js) - [Example of Call Stack](Javascript/call-stack-good-example.md) - [const-var-let](Javascript/const-var-let.md) - [curried-function](Javascript/curried-function.md) - [execution-context-call-stack.md](Javascript/execution-context-call-stack.md) - [hashing-vs-encrypting.md](Javascript/hashing-vs-encrypting.md) - [Hoisting - The supre important concept](Javascript/hoisting.md) - [is-javascript-static-or-dynamically-typed](Javascript/is-javascript-static-or-dynamically-typed.md) - [is-JS-block-scoped-or-function-scoped](Javascript/is-JS-block-scoped-or-function-scoped.md) - [map-set-get](Javascript/map-set-get.js) - [Null-Coalescing-operator](Javascript/Null-Coalescing-operator.md) - [truthy-falsy-1](Javascript/truthy-falsy-1.js) - [truthy-falsy-2](Javascript/truthy-falsy-2.md) - [truthy-falsy-pass-by-value-vs-reference-strict-equality-use-case](Javascript/truthy-falsy-pass-by-value-vs-reference-strict-equality-use-case.js) - [passing-by-value-and-by-reference](Javascript/passing-by-value-and-by-reference.md) - [undefined-vs-not_defined](Javascript/undefined-vs-not_defined.md) - [Why-eval-function-considered-dangerous](Javascript/Why-eval-function-considered-dangerous.md) - [use-strict-describe](Javascript/use-strict-describe.md) - [How would you compare two objects in JavaScript?](Large-Collection-of-Popular-Problems-with-Solutions/Objects-Master-List-of-Problems-Super-Useful-Daily-Techniques/compare-two-objects.md) - [Memoize a function](Large-Collection-of-Popular-Problems-with-Solutions/Objects-Master-List-of-Problems-Super-Useful-Daily-Techniques/Memoize-a-function.md) - [repaint-reflow](Javascript/repaint-reflow.md) - [What are events?](Javascript/what-are-events.md) - [What are the options in a cookie](Javascript/What-are-the-options-in-a-cookie.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) --- ## Most common Tricky Javascript Interview Topics & Questions (Below Links are all within this Repository) - [Collection-of-Tricky-JS-Questlions](Javascript/Tricky-JS-Problems/Collection-of-Tricky-JS-Questlions.md) - [closure-tricky and great Example](Javascript/js-basics/Closure/closure-tricky-GREAT-EXAMPLE.js) - [logical-and-operator-Tricky Question](Javascript/Tricky-JS-Problems/logical-and-operator.js) - [Value of Null](Javascript/Tricky-JS-Problems/value-of-null.js) - [pitfall-of-using-typeof](Javascript/Tricky-JS-Problems/pitfall-of-using-typeof.md) - [What-is-the-value-of-Math.max([2,3,4,5])](Javascript/Tricky-JS-Problems/What-is-the-value-of-Math.max_2_3_4_5_.md) - [not-not-operator-in-javascript](Javascript/Tricky-JS-Problems/not-not-operator-in-javascript.md) - [why-does-adding-two-decimals-in-javascript-produce-a-wrong-result](Javascript/Tricky-JS-Problems/why-does-adding-two-decimals-in-javascript-produce-a-wrong-result.md) - [typeof-NaN](Javascript/Tricky-JS-Problems/typeof-NaN.md) - [If null is a primitive, why does typeof(null) return "object"?](Javascript/Tricky-JS-Problems/typeof-null-why-its-object.md) - [null-vs-undefined](Javascript/Tricky-JS-Problems/null-vs-undefined.md) - [Closures-Inside-Loops](Javascript/Tricky-JS-Problems/Closures-Inside-Loops.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Async/Await and Promise related Interview Topics & Questions (Below Links are all within this Repository) - [Async/Await - Understanding the fundamentals](Promise-Async-Await-Sequential-Execution/async-await-master-notes/README.md) - [asyn-await-how-its-called-asynchronous-when-it-makes-possible-to-execute-in-synchrounous-manner](Promise-Async-Await-Sequential-Execution/async-await-master-notes/asyn-await-how-its-called-asynchronous-when-it-makes-possible-to-execute-in-synchrounous-manner.md) - [Example async-await-1](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-1.js) - [Example async-await-2](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-2.js) - [Example async-await-3](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-3.js) - [async-await-absolute-basics](async-await-absolute-basics.js) - [async-await-example-when-Promise-is-preferred](Promise-Async-Await-Sequential-Execution/async-await-master-notes/async-await-example-when-Promise-is-preferred.js) - [converting-callback-to-Promise-and-async-await-1](Promise-Async-Await-Sequential-Execution/async-await-master-notes/converting-callback-to-Promise-and-async-await-1.md) - [converting-callback-to-Promise-and-async-await-2](Promise-Async-Await-Sequential-Execution/async-await-master-notes/converting-callback-to-Promise-and-async-await-2.md) - [setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-1](Promise-Async-Await-Sequential-Execution/async-await-master-notes/setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-1.js) - [setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-2](Promise-Async-Await-Sequential-Execution/async-await-master-notes/setTimeout-rate-limiting-api-calls-IMP-with-async-await-looping-over-apis-2.js) - [Promise - Fundamental Understanding](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/README.md) - [calback-hell-resolved-with-promise](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/calback-hell-resolved-with-promise.js) - [More callback-hell-examples](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/callback-hell-examples.js) - [How-Promise-makes-code-Asynchronous-non-blocking](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/How-Promise-makes-code-Asynchronous-non-blocking.md) - [Promise Super simple-Examples](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/Promise-simple-Example.js) - [More Promise Super simple Examples](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/absolute-super-basic-Promise-creation.md) - [More Promise Super simple Examples](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/Promise-super-basic-implementation-Absolute-Basics.js) - [Understanding then in Promise](Promise-Async-Await-Sequential-Execution/Promise-async-await-master-notes/then-in-Promise-GOOD-Explanations.md) - [Promise-super-basic-example-transform-values-with-Promise](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/Promise-super-basic-example-transform-values-with-Promise.md) - [Promise-Absolute basic-syntax](Promise-Async-Await-Sequential-Execution/Promise-Super-Basic/Promise-super-basic-syntax-GOOD.md) - [Async-await-API-call-Simple-Example-synchronous-Fetch](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/Async-await-API-call-Simple-Example-synchronous-Fetchl-Simple-Good-Example.md) - [Async-Event-Handler-both-async-await-and-with-Promise-1](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/Async-Event-Handler-both-async-await-and-with-Promise-1.md) - [multiple-API-calls-before-executing-next-function-in-React-Promise-2](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/multiple-API-calls-before-executing-next-function-in-React-Promise-2.md) - [multiple-API-fetch-before-executing-next-function-in-React-Promise-1](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/multiple-API-fetch-before-executing-next-function-in-React-Promise-1.md) - [multiple-sequential-axios-request](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/multiple-sequential-axios-request.md) - [sequential-execution-async-await-in-Express-routes](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/sequential-execution-async-await-in-Express-routes.md) - [sequential-execution-fundamental_working-THEORY](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/sequential-execution-fundamental_working-THEORY.md) - [sequential-execution-plain-callback-in-Express-routes](Promise-Async-Await-Sequential-Execution/sequential-execution-of-codes-React-Node-Context-Master-Notes/sequential-execution-plain-callback-in-Express-routes.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Node Interview Topics & Questions (Below Links are all within this Repository) - [why-nodejs-required-at-all-and-difference-vs-plain-js](Node-Express/why-nodejs-required-at-all-and-difference-vs-plain-js.md) - [How-nodejs-works](Node-Express/How-nodejs-works.md) - [What-is-an-error-first-callback](Node-Express/What-is-an-error-first-callback.md) - [Authentication vs Authorization](Node-Express/Authentication-vs-Authorization.md) - [What is Middleware-1](Node-Express/app.use-Middleware-1.md) - [What is Middleware-2](Node-Express/app.use-Middleware-2.md) - [app.use-vs-app.get](Node-Express/app.use-vs-app.get.md) - [bcrypt-How-it-works-de-hashing](Node-Express/bcrypt-How-it-works-de-hashing.md) - [bcrypt-manually-generate-a-salted-and-encrypted-password](Node-Express/bcrypt-manually-generate-a-salted-and-encrypted-password.md) - [bodyParser_what-does-it-do](Node-Express/bodyParser_what-does-it-do.md) - [buffer-class-what-is-it](Node-Express/buffer-class-what-is-it.md) - [busboy-why-its-needed](Node-Express/busboy-why-its-needed.md) - [busboy-why-I-use-stream-to-upload-file](Node-Express/busboy-why-I-use-stream-to-upload-file.md) - [cookie-parser-what-does-it-do](Node-Express/cookie-parser-what-does-it-do.md) - [cors_Why_its_needed](Node-Express/cors_Why_its_needed.md) - [error-handling-in-node-Theory](Node-Express/error-handling-in-node-Theory.md) - [More on error-handling-in-node](Node-Express/error-handling-in-node.md) - [express-js-why-do-i-need-it](Node-Express/express-js-why-do-i-need-it.md) - [gracefully-shut-down-node-app](Node-Express/gracefully-shut-down-node-app.md) - [jwt-how-it-works](Node-Express/jwt-how-it-works.md) - [jwt-where-to-save-localStorage-vs-sessionStorage-vs-cookie](Node-Express/jwt-where-to-save-localStorage-vs-sessionStorage-vs-cookie.md) - [session-cookies-vs-JWT-Tokens-2-ways-to-authenticate](Node-Express/session-cookies-vs-JWT-Tokens-2-ways-to-authenticate.md) - [sesstionStorage-vs-localStorage-vs-Cookie](Node-Express/sesstionStorage-vs-localStorage-vs-Cookie.md) - [localForage-what-does-it-do](Node-Express/localForage-what-does-it-do.md) - [How would you do node-debugging](Node-Express/node-debugging.md) - [passport-authentication-middleware-BASIC-FLOW](Node-Express/passport-authentication-middleware-BASIC-FLOW.md) - [passport-express-session-Fundamentals-and-params](Node-Express/passport-express-session-Fundamentals-and-params.md) - [passport-express-session-how-it-works](Node-Express/passport-express-session-how-it-works.md) - [passport-workflow-with-passport-local-strategy](Node-Express/passport-workflow-with-passport-local-strategy.md) - [pipe concepts in node](Node-Express/pipe-in-node.md) - [REST-architectural-concepts](Node-Express/REST-architectural-concepts.md) - [significance-of-file-bin-www](Node-Express/significance-of-file-bin-www.md) - [Streams Concepts in Node](Node-Express/Streams.md) - [Node.js Interview Questions](https://www.interviewbit.com/node-js-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Web-Development Architecture related Interview Topics & Questions (Below Links are all within this Repository) - [critical-render-path](Web-Development-In-General/critical-render-path.md) - [How-to-Check-HTTP-Request-Response-on-Chrome](Web-Development-In-General/How-to-Check-HTTP-Request-Response-on-Chrome.md) - [HTTP-and-TCP-Difference](Web-Development-In-General/HTTP-and-TCP-Difference.md) - [HTTP-methods-put-vs-post](Web-Development-In-General/HTTP-methods-put-vs-post.md) - [HTTP-Protocol](Web-Development-In-General/HTTP-Protocol.md) - [HTTP-Status-Codes-Understanding-Express-res.status](Web-Development-In-General/HTTP-Status-Codes-Understanding-Express-res.status.md) - [More on HTTP-Status-Codes](Web-Development-In-General/HTTP-Status-Codes.md) - [http-vs-https](Web-Development-In-General/http-vs-https.md) - [minimize-page-load-time](Web-Development-In-General/minimmize-page-load-time.md) - [Postman-checking-protected-routes-from-backend](Web-Development-In-General/Postman-checking-protected-routes-from-backend.md) - [websocket-basics](Web-Development-In-General/websocket-basics.md) - [What-happens-when-you-navigate-to-an-URL](Web-Development-In-General/What-happens-when-you-navigate-to-an-URL.md) - [What-happens-when-you-navigate-to-google](Web-Development-In-General/What-happens-when-you-navigate-to-google.md) - [what-is-AJAX](Web-Development-In-General/what-is-AJAX.md) - [Web Developer Interview Questions](https://www.interviewbit.com/web-developer-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common React Interview Topics & Questions (Below Links are all within this Repository) - [Element-vs-Component-in-React](React/Element-vs-Component-in-React.md) - [What is a Prop - props-Absolute-Basics](React/props-Absolute-Basics.md) - [Life-Cycle-Fundamentals](React/Component-Life-Cycle/README.md) - [Life Cycle Methods - getDerivedStateFromProps](React/Component-Life-Cycle/getDerivedStateFromProps.md) - [Life Cycle Methods - shouldComponentUpdate-what-does-it-do](React/Component-Life-Cycle/shouldComponentUpdate-what-does-it-do.md) - [Life Cycle Methods - constructor-vs-componentwillmount](React/Component-Life-Cycle/constructor-vs-componentwillmount.md) - [React-Hooks-convert-ClassBasedForm-to-HooksBasedForm](React/Hooks/convert-ClassBasedForm-to-HooksBasedForm.md) - [hooks-updateState-with-callback](React/Hooks/updateState-with-callback.md) - [lifeCycle-methods-for-various-hooks](React/Hooks/lifeCycle-methods-for-various-hooks.md) - [Shallow-comparison-React-useEffect-compare-array-in-second-argument](React/Hooks/Shallow-comparison-React-useEffect-compare-array-in-second-argument.md) - [useEffect-basics-1](React/Hooks/useEffect-basics-1.md) - [useEffect-api-call-with-async-inside-useEffect](React/Hooks/useEffect-api-call-with-async-inside-useEffect.md) - [More on useEffect-async-call-inside](React/Hooks/useEffect-async-call-inside.md) - [useEffect-compare-array-in-second-argument-replace-ComonentDidMount-with-useRef](React/Hooks/useEffect-compare-array-in-second-argument-replace-ComonentDidMount-with-useRef.md) - [useEffect-compare-array-in-second-argument-shallow](React/Hooks/useEffect-compare-array-in-second-argument-shallow.md) - [useEffect-replace-componentDidMount-and-Update](React/Hooks/useEffect-replace-componentDidMount-and-Update.md) - [useEffect-replace-componentWillUnmount](React/Hooks/useEffect-replace-componentWillUnmount.md) - [useEffect-running-callback-after-setState-IMPORTANT](React/Hooks/useEffect-running-callback-after-setState-IMPORTANT.md) - [useEffect-with-Redux-actions](React/Hooks/useEffect-with-Redux-actions-GOOD.md) - [useReducer-basics-1](React/Hooks/useReducer-basics-1.md) - [userReducer-vs-redux-reducer](React/Hooks/userReducer-vs-redux-reducer.md) - [useState-replace-componentWillReceiveProps-getDerivedStateFromProps](React/Hooks/useState-replace-componentWillReceiveProps-getDerivedStateFromProps.md) - [styled-component-basics](React/React-Styled-Component/styled-component-basics.md) - [styled-component-a-clean-example](React/React-Styled-Component/styled-component-a-clean-example.md) - [Testing-react-shallow-renderer-basics](React/React-Testing-Jest/Testing-react-shallow-renderer-basics.md) - [snapshot-testing](React/React-Testing-Jest/snapshot-testing.md) - [React Testing - where-should-enzyme-setup-file-be-written](React/React-Testing-Jest/where-should-enzyme-setup-file-be-written.md) - [refs-in-React](React/refs-in-react/refs-in-React.md) - [refs-Call-child-method-from-parent](React/refs-in-react/refs-Call-child-method-from-parent.md) - [execute-child-function-from-parent](React/refs-in-react/execute-child-function-from-parent.md) - [refs-vs-keys-when-to-use-ref](React/refs-in-react/refs-vs-keys-when-to-use-ref.md) - [useRef-basics](React/refs-in-react/useRef-basics.md) - [context-api-basics](React/context-api-basics.md) - [controlled-unContolled-Component](React/controlled-unContolled-Component.md) - [Create-Class-avoiding-binding-in-constructor](React/Create-Class-avoiding-binding-in-constructor.md) - [destructuring_basics-js](React/destructuring_basics-js.md) - [More destructuring_example](React/destructuring_example.md) - [More Destructuring explanations and examples](React/Destructuring_General.md) - [destructuring_in_react-1](React/destructuring_in_react-1.md) - [More destructuring_in_react](React/destructuring_in_react-2.md) - [What is e.target.value](React/e.target.value.md) - [Explain-whats-wrong-with-this-React-code](React/Explain-whats-wrong-with-this-React-code.md) - [functional-component-declaration-syntax](React/functional-component-declaration-syntax.md) - [More examples on functional-component-declaration-syntax](React/functional-component-declaration-syntax-1.md) - [HOC - Higher Order Component](React/HOC.md) - [how-react-decide-to-re-render-a-component](React/how-react-decide-to-re-render-a-component.md) - [Unique keys-for-li-elements-why-its-needed](React/keys-for-li-elements-why-its-needed.md) - [onChange-updating-state-from-child](React/onChange-updating-state-from-child.md) - [pass-props-from-Parent-To-Child-Component-communication](React/pass-props-from-Parent-To-Child-Component-communication.md) - [pass-prop-to-component-rendered-by-React-Router](React/pass-prop-to-component-rendered-by-React-Router.md) - [More on pass-props-from-Child-to-parent-Component-communication](React/pass-props-from-Child-to-parent-Component-communication.md) - [More on pass-props-from-Child-to-parent-Component-communication-2](React/pass-props-from-Child-to-parent-Component-communication-2.md) - [preventDefault-in-React](React/preventDefault-in-React.md) - [pureComponent - What they are](React/pureComponent.md) - [pureComponent-Performance-benefit](React/pureComponent-Performance-benefit.md) - [react-hot-loader](React/react-hot-loader.md) - [React.Fragment](React/React.Fragment.md) - [Redirect-from-react-router-dom](React/Redirect-from-react-router-dom.md) - [server-side-rendering-react-app](React/server-side-rendering-react-app.md) - [setState-what-does-it-do](React/setState-what-does-it-do.md) - [super(props)-why-its-required](<React/super(props)-why-its-required.md>) - [this.props.children](React/this.props.children.md) - [Virtual-DOM-and-Reconciliation-Algorithm](React/Virtual-DOM-and-Reconciliation-Algorithm.md) - [What are the approaches to include polyfills in your create-react-app](React/include-polyfills.md) - [React Interview Questions](https://www.interviewbit.com/react-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Redux Interview Topics & Questions (Below Links are all within this Repository) - [What is Redux Actions](Redux/Actions.md) - [actions-why-enclosed-in-curly-braces](Redux/actions-why-enclosed-in-curly-braces.md) - [What are actions.payload](Redux/actions.payload.md) - [What is applyMiddleware](Redux/applyMiddleware.md) - [What is bindActionCreators](Redux/bindActionCreators.md) - [What is combine-Reducer](Redux/combine-Recucer.md) - [What is compose-function](Redux/compose-function.md) - [What is Connect function](Redux/Connect.md) - [What is container-component](Redux/container-component.md) - [What is createStore](Redux/createStore.md) - [Example of Currying](Redux/currying.md) - [What is dispatch](Redux/dispatch.md) - [flux-vs-redux](Redux/flux-vs-redux.md) - [What is mapDispatchToProps](Redux/mapDispatchToProps.md) - [mapStateToProps-basic-understanding-1](Redux/mapStateToProps-basic-understanding-1.md) - [mapStateToProps-basic-understanding-2](Redux/mapStateToProps-basic-understanding-2.md) - [mapStateToProps-how-exactly-it-gets-the-state-from-reducers](Redux/mapStateToProps-how-exactly-it-gets-the-state-from-reducers.md) - [What is Provider](Redux/Provider.md) - [What is Reducers](Redux/Reducers.md) - [What is Redux Thunk](Redux/redux-thunk-basics.md) - [what-is-thunk-in-programming](Redux/redux-thunk-what-is-thunk-in-programming.md) - [What is Store](Redux/Store.md) - [Why-Redux-needs-reducers-to-be-pure functions](React/immutable-state-store-in-React-Redux/Why-Redux-needs-reducers-to-be-pure-functions-VERY-GOOD-EXPLANATIONS.md) - [immutable-state-store-in-React-Redux-2](React/immutable-state-store-in-React-Redux/immutable-state-store-in-React-Redux-2.md) - [immutable-state-store-in-React-Redux-Pass-by-Reference-shallow-comapre](React/immutable-state-store-in-React-Redux/immutable-state-store-in-React-Redux-Pass-by-Reference-shallow-comapre.md) - [Redux Interview Questions](https://www.interviewbit.com/redux-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Angular Interview Topics & Questions (Below Links are all within this Repository) - [AsyncPipe-fundamentals](Angular-Topics-Interview/AsyncPipe/AsyncPipe-fundamentals.md) - [AsyncPipe-basic-Oberservable-use-case](Angular-Topics-Interview/AsyncPipe/AsyncPipe-basic-Oberservable-use-case.md) - [converting-a-subscribe-to-asyncPipe-1](Angular-Topics-Interview/AsyncPipe/converting-a-subscribe-to-asyncPipe-1.md) - [converting-a-subscribe-to-asyncPipe-Simplest-use-case](Angular-Topics-Interview/AsyncPipe/converting-a-subscribe-to-asyncPipe-Simplest-use-case.md) - [Converting-a-subscribe-to-asyncPipe-3](Converting-a-subscribe-to-asyncPipe-3) - [Component-Communications-via-Input](Angular-Topics-Interview/Component-Data-Communications/Component-Communications-via-Input.md) - [Component-Communications-via-Output-EventEmitter](Angular-Topics-Interview/Component-Data-Communications/Component-Communications-via-Output-EventEmitter.md) - [ContentChildren-basics](Angular-Topics-Interview/Decorators/ContentChildren-basics.md) - [decorators-basics-in-angular](Angular-Topics-Interview/Decorators/decorators-basics-in-angular.md) - [decorators-basics-in-typescript](Angular-Topics-Interview/Decorators/decorators-basics-in-typescript.md) - [Property-decorators-basics-in-angular-1](Angular-Topics-Interview/Decorators/Property-decorators-basics-in-angular-1.md) - [Property-Decorators-Typescript-1](Angular-Topics-Interview/Decorators/Property-Decorators-Typescript-1.md) - [Property-Decorators-Typescript-2](Angular-Topics-Interview/Decorators/Property-Decorators-Typescript-2.md) - [QueryList-basics](Angular-Topics-Interview/Decorators/QueryList-basics.md) - [TemplateRef-basics-1](Angular-Topics-Interview/Decorators/TemplateRef-basics-1.md) - [TemplateRef-basics-2](Angular-Topics-Interview/Decorators/TemplateRef-basics-2.md) - [ViewChild-basics](Angular-Topics-Interview/Decorators/ViewChild-basics.md) - [AfterViewInit-hook](Angular-Topics-Interview/Life-Cycle-Hooks/AfterViewInit-hook.md) - [ngOnChanges-Fundamentals](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnChanges-Fundamentals.md) - [ngOnChanges-SimpleChanges_interface](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnChanges-SimpleChanges_interface.md) - [ngOnInit-vs-Constructor](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnInit-vs-Constructor.md) - [ngOnInit-vs-ngAfterViewInit](Angular-Topics-Interview/Life-Cycle-Hooks/ngOnInit-vs-ngAfterViewInit.md) - [ngOnChange-BestPractice](Angular-Topics-Interview/ng-Best_Practice/ngOnChange-BestPractice.md) - [cold-vs-hot-observable](Angular-Topics-Interview/Observables/cold-vs-hot-observable.md) - [examples-cancellable-with-takeUntil](Angular-Topics-Interview/Observables/examples-cancellable-with-takeUntil.ts) - [examples-observable-is-Lazy](Angular-Topics-Interview/Observables/examples-observable-is-Lazy.ts) - [Observable-basics](Angular-Topics-Interview/Observables/Observable-basics.md) - [Observable-simple-implementation-1](Angular-Topics-Interview/Observables/Observable-simple-implementation-1.md) - [Observable-vs-Promises](Angular-Topics-Interview/Observables/Observable-vs-Promises.md) - [subscribe-method](Angular-Topics-Interview/Observables/subscribe-method.md) - [Reading-Route-Parameters in Angular](Angular-Topics-Interview/Routing/Reading-Route-Parameters.md) - [rx-js-best-practice - Dont-pass-streams-to-components-directly](Angular-Topics-Interview/rx-js/best-practices-common-pattern/Dont-pass-streams-to-components-directly.md) - [subscribe_pattern-with-take(1)](<Angular-Topics-Interview/rx-js/best-practices-common-pattern/subscribe_pattern-with-take(1).md>) - [Best Practice - when_using_async_pipe_no_need_to_unsubscribe](Angular-Topics-Interview/rx-js/best-practices-common-pattern/when_using_async_pipe_no_need_to_unsubscribe.md) - [Is there a need to unsubscribe from the Observable the Angular HttpClient's methods return?](Angular-Topics-Interview/rx-js/angular-httpclient-unsubscribe.md) - [combineLatest-basics](Angular-Topics-Interview/rx-js/combineLatest-basics.md) - [debounceTime-usecase-input-validation](Angular-Topics-Interview/rx-js/debounceTime-usecase-input-validation.md) - [pipe-basics-how-it-works-with-example](Angular-Topics-Interview/rx-js/pipe-basics-how-it-works-with-simple-good-example.md) - [More on pipe-function-1](Angular-Topics-Interview/rx-js/pipe-function-1.md) - [More on pipe-function-2](Angular-Topics-Interview/rx-js/pipe-function-2.md) - [More on pipe-function-3](Angular-Topics-Interview/rx-js/pipe-function-3.md) - [retryWhen - I want to retry an api call 10 times (waiting one second since it fails until next execution)](Angular-Topics-Interview/rx-js/retryWhen-1.md) - [More on retryWhen-basics](Angular-Topics-Interview/rx-js/retryWhen-basics-2.md) - [switchMap-get-route-params](Angular-Topics-Interview/rx-js/switchMap-get-route-params.md) - [switchMap-good-example-for-user-input](Angular-Topics-Interview/rx-js/switchMap-good-example-for-user-input.md) - [take(1)](<Angular-Topics-Interview/rx-js/take(1).md>) - [class-in-typescript](Angular-Topics-Interview/TypeScript/Class-Definitions/class-in-typescript.md) - [generic-typescript-class-definition](Angular-Topics-Interview/TypeScript/Class-Definitions/generic-typescript-class-definition.md) - [get-method-in-typescript](Angular-Topics-Interview/TypeScript/Class-Definitions/get-method-in-typescript.md) - [proxy-in-typescript](Angular-Topics-Interview/TypeScript/Class-Definitions/proxy-in-ts.md) - [typescript - when-a-method-returns-boolean](Angular-Topics-Interview/Useful_Pattern_Observable/when-a-method-returns-boolean.md) - [ViewEncapsulation-Basics](Angular-Topics-Interview/ViewEncapsulation/ViewEncapsulation-Basics.md) - [ViewEncapsulation-None](Angular-Topics-Interview/ViewEncapsulation/ViewEncapsulation-None.md) - [component-selectors-different-way](Angular-Topics-Interview/component-selectors-different-way.md) - [ControlValueAccessor_basics](Angular-Topics-Interview/ControlValueAccessor_basics.md) - [directive-basics](Angular-Topics-Interview/directive-basics.md) - [host-selector](Angular-Topics-Interview/host-selector.md) - [ng-content](Angular-Topics-Interview/ng-content.md) - [ngModel-basics-1](Angular-Topics-Interview/ngModel-basics-1.md) - [ngModel-basics-2](Angular-Topics-Interview/ngModel-basics-2.md) - [Angular Interview Questions](https://www.interviewbit.com/angular-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common MongoDB Interview Topics & Questions (Below Links are all within this Repository) - [aggregation-in-mongodb](MongoDB/aggregation-in-mongodb.md) - [delete-single-document-from-collection](MongoDB/delete-single-document-from-collection.md) - [GridFS-storing-files-in-mongo](MongoDB/GridFS-storing-files-in-mongo.md) - [indexing-in-mongo](MongoDB/indexing-in-mongo.md) - [mongodb-quick-comands-cheat-sheet](MongoDB/mongodb-quick-comands-cheat-sheet.md) - [mongoose-exec-method](MongoDB/mongoose-exec-method.md) - [referencing-other-model-populate-method-mongoose](MongoDB/populate-method-mongoose-referencing-other-model.md) - [referencing-another-schema-in-Mongoose-1](MongoDB/referencing-another-schema-in-Mongoose-1.md) - [More on referencing-another-schema-in-Mongoose-1](MongoDB/referencing-another-schema-in-Mongoose-2.md) - [sharding-in-mongodb](MongoDB/sharding-in-mongodb.md) - [MongpDB Interview Questions](https://www.interviewbit.com/mongodb-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common HTML Interview Topics & Questions (Below Links are all within this Repository) - [Collection-of-HTML-Interview-Questions](HTML/Collection-of-HTML-Interview-Questions.md) - [DOM-fundamentals](HTML/DOM-fundamentals.md) - [HTML Interview Questions](https://www.interviewbit.com/html-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common CSS Interview Topics & Questions (Below Links are all within this Repository) - [Collection-of-CSS-Questions](CSS/Collection-of-CSS-Questions.md) - [BEM-Model](BEM-Model) - [box-Model](box-Model) - [flexbox](CSS/flexbox.md) - [flexbox-example-centering-elements](CSS/flexbox-example-centerting-elements.md) - [Grid-Layout](CSS/Grid-Layout.md) - [left-vs-margin-left](CSS/left-vs-margin-left.md) - [not-pseudo-class-selector](CSS/not-pseudo-class-selector.md) - [pseudo-class](CSS/pseudo-class.md) - [relative-absolute-fixed-position](CSS/relative-absolute-fixed-position.md) - [relative-positioning-basic-good-notes](CSS/relative-positioning-basic-good-notes.md) - [rem-unit-basics-and-converting-px](CSS/rem-unit-basics-and-converting-px.md) - [z-index](CSS/z-index.md) - [CSS Interview Questions](https://www.interviewbit.com/css-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most common Git and Github related Interview Topics & Questions (Below Links are all within this Repository) - [What is git stash](Git-and-Github/git-stash.md) - [What is git rebase](Git-and-Github/git-rebase/git-rebase.md) - [Resolving-merge-conflicts during git-rebase-](Git-and-Github/git-rebase/git-rebase-Resolving-merge-conflicts.md) - [git-squash-many-commits-to-a-single-one-before-PR](Git-and-Github/PR-Flow/git-squash-many-commits-to-a-single-one-before-PR.md) - [Pull-Requst-Steps-to-take-in-a-team-before-submitting-PR](Git-and-Github/PR-Flow/Pull-Requst-Steps-to-take-in-a-team-before-submitting-PR.md) - [Update-cloned-repo-in-local-machine-with-latest-master-branch](Git-and-Github/PR-Flow/Update-cloned-repo-in-local-machine-with-latest-master-branch.md) - [git-staging-area](Git-and-Github/git-staging-area.md) - [Git Interview Questions](https://www.interviewbit.com/git-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Understanding the Theory and the fundamentals of some super-popular Algorithm questions - :link: [Big O Cheatsheet](http://bigocheatsheet.com/) :link: [Quick Big O understanding for coding interviews](https://medium.com/@jayshah_84248/big-o-for-coding-interviews-e6ca8897f926) - :link: [developers/sorting-algorithms](https://www.toptal.com/developers/sorting-algorithms) - :link: [tackling-javascript-algorithms](https://medium.com/@yanganif/tackling-javascript-algorithms-66f1ac9770dc) - :link: [sorting-algorithms-in-javascript](https://github.com/benoitvallon/computer-science-in-javascript/tree/master/sorting-algorithms-in-javascript) - :link: [Learn-Data_Structure-Algorithm-by-Javascript](https://github.com/Algorithm-archive/Learn-Data_Structure-Algorithm-by-Javascript) - :book: [Grokking Algorithms](https://www.goodreads.com/book/show/22847284-grokking-algorithms-an-illustrated-guide-for-programmers-and-other-curio) - :link: [Algorithms Visualization](https://www.cs.usfca.edu/~galles/visualization/Algorithms.html) - :link: [coding-interviews-for-dummies](https://medium.freecodecamp.org/coding-interviews-for-dummies-5e048933b82b) - :link: [educative.io/collection/page/](https://www.educative.io/collection/page/5642554087309312/5679846214598656/240002) - :link: [Karp_algorithm](https://www.wikiwand.com/en/Rabin%E2%80%93Karp_algorithm) - :link: [www.geeksforgeeks.org/top-algorithms-and-data-structures-for-competitive-programming/](https://www.geeksforgeeks.org/top-algorithms-and-data-structures-for-competitive-programming/) - :link: [best javascript-algorithms github repo](https://github.com/trekhleb/javascript-algorithms) - :link: [14-patterns-to-ace-any-coding-interview-question](https://hackernoon.com/14-patterns-to-ace-any-coding-interview-question-c5bb3357f6ed) - :link: [Grokking the Coding Interview: Patterns for Coding Questions](https://www.educative.io/collection/5668639101419520/5671464854355968) - :link: [https://github.com/amejiarosario/dsa.js-data-structures-algorithms-javascript](https://github.com/amejiarosario/dsa.js-data-structures-algorithms-javascript) - :link: [coding-interview-university](https://github.com/jwasham/coding-interview-university) - :link: [reactjs-interview-questions](https://github.com/sudheerj/reactjs-interview-questions) - :link: [Front-end-Developer-Interview-Questions](https://github.com/h5bp/Front-end-Developer-Interview-Questions) - :link: [front-end-interview-handbook](https://github.com/yangshun/front-end-interview-handbook) - Almost complete answers to "Front-end Job Interview Questions" which you can use to interview potential candidates, test yourself or completely ignore - :link: [Algorithm Interview Questions](https://www.interviewbit.com/algorithm-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Github Repositories with large collections of problems-and-solutions of them most popular Interview challenges - :link: [Algorithms-Leetcode-Javascript](https://github.com/ignacio-chiazzo/Algorithms-Leetcode-Javascript) - :link: [Algorithm-in-JavaScript](https://github.com/rohan-paul/Algorithm-in-JavaScript) - :link: [Javascript-Challenges](https://github.com/rohan-paul/Javascript-Challenges) - :link: [JS-Challenges](https://github.com/rohan-paul/The-Hacking-School-Full-Stack-Bootcamp-Projects/tree/master/JS-Challenges) - :link: [code-problems-solutions](https://github.com/mkshen/code-problems-solutions) - :link: [some common problems](https://gist.github.com/Smakar20?page=1) - :link: [Cracking the Coding Interview - Javascript](https://github.com/careercup/CtCI-6th-Edition-JavaScript) - :link: [interview-questions-in-javascript](https://github.com/kennymkchan/interview-questions-in-javascript) - :link: [javascript-interview-questions](https://github.com/sudheerj/javascript-interview-questions) - :link: [javascript-Exercises](https://github.com/kolodny/exercises) - :link: [30-seconds-of-interview](https://github.com/30-seconds/30-seconds-of-interviews) - :link: [js--interview-questions](https://github.com/vvscode/js--interview-questions) - :link: [JavaScript-Code-Challenges](https://github.com/sadanandpai/javascript-code-challenges) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Overall multi-factor approach for winning this huge challenge and a great journey of getting the first Developer Job - :link: [medium.com/javascript-scene/every-developer-needs-a-code-portfolio](https://medium.com/javascript-scene/every-developer-needs-a-code-portfolio-cc79c3d92110) :link: [Collection of Resources for Interview preparations and practices](https://medium.com/@jayshah_84248/how-to-do-well-in-a-coding-interview-2bcd67e93cb5) :link: [How I cleared the Amazon SDE 2 interview](https://medium.com/@rachit138/how-i-cleared-the-amazon-sde-2-interview-f82a33706ff4) :link: [How I got 7 Job Offers in 8 Weeks ](https://blog.usejournal.com/how-i-got-7-job-offers-in-8-weeks-part-1-please-interview-me-21e6f4ded106) - :link: [/master-the-javascript-interview-soft-skills](https://medium.com/javascript-scene/master-the-javascript-interview-soft-skills-a8a5fb02c466) - :link: [google-lost-a-chance-to-hire-me-finally-amazon-hired-me](https://medium.com/@jayshah_84248/google-lost-a-chance-to-hire-me-finally-amazon-hired-me-e35076c73fe2) - :link: [the-best-way-to-learn-to-code-is-to-code-learn-app-architecture-by-building-apps](https://medium.com/javascript-scene/the-best-way-to-learn-to-code-is-to-code-learn-app-architecture-by-building-apps-7ec029db6e00) - :link: [7-key-steps-to-getting-your-first-software-engineering-job](https://medium.freecodecamp.org/7-key-steps-to-getting-your-first-software-engineering-job-6ef80543cad9) - :link: [5-key-learnings-from-the-post-bootcamp-job-search](https://medium.freecodecamp.org/5-key-learnings-from-the-post-bootcamp-job-search-9a07468d2331) - :link: [how-to-get-your-first-developer-job-in-4-months](https://medium.freecodecamp.org/https-medium-com-samwcoding-how-to-get-your-first-developer-job-in-4-months-ec86da6e5d9a) - :link: [how-to-land-your-first-dev-job-even-if-you-don-t-have-a-cs-degree](https://medium.com/swlh/how-to-land-your-first-dev-job-even-if-you-don-t-have-a-cs-degree-e83d08db4615) - :link: [how-to-land-a-top-notch-tech-job-as-a-student](https://medium.freecodecamp.org/how-to-land-a-top-notch-tech-job-as-a-student-5c97fec82f3d) - :link: [unlocking-the-javascript-code-interview-an-interviewer-perspective](https://medium.com/appsflyer/unlocking-the-javascript-code-interview-an-interviewer-perspective-f4fe06246b29) - :link: [get-that-job-at-google.html](https://steve-yegge.blogspot.com/2008/03/get-that-job-at-google.html) - :link: [i-failed-my-effing-coding-interview-ab720c339c8a](https://blog.usejournal.com/i-failed-my-effing-coding-interview) - :link: [how-i-landed-a-full-stack-developer-job-without-a-tech-degree-or-work-experience](https://medium.freecodecamp.org/how-i-landed-a-full-stack-developer-job-without-a-tech-degree-or-work-experience-6add97be2051) - :link: [here-are-4-best-ways-to-apply-for-software-engineer-jobs-and-exactly-how-to-use-them](https://medium.freecodecamp.org/here-are-4-best-ways-to-apply-for-software-engineer-jobs-and-exactly-how-to-use-them-a644a88b2241) - :link: [how-to-get-a-tech-job-with-no-previous-work-experience](https://medium.freecodecamp.org/how-to-get-a-tech-job-with-no-previous-work-experience-6d3d7d25e1) - :link: [the-hard-thing-about-learning-hard-things](https://medium.freecodecamp.org/the-hard-thing-about-learning-hard-things-168e655ac7f2) - :link: [70-job-find-websites-for-developers-other-tech-professionals](https://medium.com/@traversymedia/70-job-find-websites-for-developers-other-tech-professionals-34cdb45518be) - :link: [YouTube - 70+ Websites To Find Developer Jobs](https://www.youtube.com/watch?v=xKOPqWWmxEQ) - :link: [YouTube - I'm 47 And Now I Want to be a Programmer](https://www.youtube.com/watch?v=EJDZ2L95Sjo) - :link: [YouTube - How To Be A Well-Paid Programmer In 1 Year?](https://www.youtube.com/watch?v=V71Cv7mjgfI) - :link: [the-secret-to-being-a-top-developer-is-building-things-heres-a-list-of-fun-apps-to-build](https://medium.freecodecamp.org/the-secret-to-being-a-top-developer-is-building-things-heres-a-list-of-fun-apps-to-build-aac61ac0736c) [[↑] Back to top](#table-of-contents-of-this-readme-file) ### Other important resources - :link: [javascript cheatsheet](http://overapi.com/javascript) - :link: [Javascript cheat sheet - InterviewBit](https://www.interviewbit.com/javascript-cheat-sheet/) - :link: [Super useful es6-cheatsheet](https://github.com/DrkSephy/es6-cheatsheet) - :link: [freeCodeCamp Guide](https://guide.freecodecamp.org/) - :link: [functional-programming-in-js-map-filter-reduce](https://hackernoon.com/functional-programming-in-js-map-filter-reduce-pt-5-308a205fdd5f) - :link: [you-must-understand-these-14-javasript-functions](https://medium.com/javascript-in-plain-english/you-must-understand-these-14-javasript-functions-1f4fa1c620e2) - :link: [developer.mozilla.org/JavaScript/A_re-introduction_to_JavaScript](https://developer.mozilla.org/en-US/docs/Web/JavaScript/A_re-introduction_to_JavaScript) - :link: [developer.mozilla.org/docs/JavaScript/Guide](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide) - :book: [You-Dont-Know-JS](https://github.com/getify/You-Dont-Know-JS) - :link: [GeeksForGeeks](https://www.geeksforgeeks.org/) - :link: [Dev.To](https://dev.to/) - :link: [Stack Overflow](https://stackoverflow.com/) - :link: [Dzone](https://dzone.com/) - :link: [https://scotch.io/](https://scotch.io/) - :link: [https://30secondsofcode.org/](https://30secondsofcode.org/) - :link: [Front-end JavaScript Interviews in 2018–19](https://blog.webf.zone/front-end-javascript-interviews-in-2018-19-e17b0b10514) - :link: [Scaler Topics](https://www.scaler.com/topics/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Coding Challenge Practice Platforms - :link: [interviewing.io](https://interviewing.io/) - :link: [Leetcode](https://leetcode.com/) - :link: [HackerRank](https://www.hackerrank.com/) - :link: [CodeForces](http://codeforces.com/) - :link: [CodeChef](https://www.codechef.com) - :link: [Coderbyte](https://coderbyte.com/) - :link: [CodinGame](https://www.codingame.com/) - :link: [Cs Academy](https://csacademy.com/) - :link: [Daily Coding Problem](https://www.dailycodingproblem.com/) - :link: [Spoj](https://spoj.com/) - :link: [HackerEarth](https://hackerearth.com/) - :link: [TopCoder](https://www.topcoder.com/) - :link: [Codewars](https://codewars.com/) - :link: [Exercism](http://www.exercism.io/) - :link: [CodeFights](https://codefights.com/) - :link: [Project Euler](https://projecteuler.net/) - :link: [Interviewcake](https://www.interviewcake.com/) - :link: [InterviewBit](https://www.interviewbit.com/) - :link: [uCoder](ucoder.com.br) - :link: [LintCode](https://www.lintcode.com/) - :link: [CodeCombat](https://codecombat.com/) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## More curated list of general resources for JavaScript Interviews - :link: [Follow this list in Twitter - These are some great developers who regularly gives a lot of useful advice for a wannabe dev regularly](https://twitter.com/i/lists/1273224332521717761) - :link: [https://www.thatjsdude.com/interview/js1.html](https://www.thatjsdude.com/interview/js1.html) - JS: Interview Algorithm Part-1 - :link: [https://www.thatjsdude.com/interview/js2.html](https://www.thatjsdude.com/interview/js2.html) - JS: Basics and Tricky Questions Part-2: intermediate - :link: [https://www.thatjsdude.com/interview/dom.html](https://www.thatjsdude.com/interview/dom.html) - JS: Interview Questions Part-3 - :link: [https://medium.freecodecamp.org/3-questions-to-watch-out-for-in-a-javascript-interview-725012834ccb](https://medium.freecodecamp.org/3-questions-to-watch-out-for-in-a-javascript-interview-725012834ccb) - 3 JavaScript questions to watch out for during coding interviews - :link: [https://github.com/ggomaeng/awesome-js](https://github.com/ggomaeng/awesome-js) - A curated list of javascript fundamentals and algorithms - :link: [https://github.com/Chalarangelo/30-seconds-of-code](https://github.com/Chalarangelo/30-seconds-of-code) - Curated collection of useful Javascript snippets that you can understand in 30 seconds or less. - :link: [https://medium.com/dev-bits/a-perfect-guide-for-cracking-a-javascript-interview-a-developers-perspective-23a5c0fa4d0d](https://medium.com/dev-bits/a-perfect-guide-for-cracking-a-javascript-interview-a-developers-perspective-23a5c0fa4d0d) - A perfect guide for cracking a JavaScript interview - A developer’s perspective - :link: [master-the-javascript-interview-what-s-the-difference-between-class-prototypal-inheritance-e4cd0a7562e9](https://medium.com/javascript-scene/master-the-javascript-interview-what-s-the-difference-between-class-prototypal-inheritance-e4cd0a7562e9) - Master the JavaScript Interview: What’s the Difference Between Class & Prototypal Inheritance? - :link: [https://medium.com/javascript-scene/master-the-javascript-interview-what-is-a-closure-b2f0d2152b36](https://medium.com/javascript-scene/master-the-javascript-interview-what-is-a-closure-b2f0d2152b36) - Master the JavaScript Interview: What is a Closure? - :link: [https://medium.com/javascript-scene/master-the-javascript-interview-what-is-function-composition-20dfb109a1a0](https://medium.com/javascript-scene/master-the-javascript-interview-what-is-function-composition-20dfb109a1a0) - Master the JavaScript Interview: What is Function Composition? - :link: [https://medium.com/javascript-scene/common-misconceptions-about-inheritance-in-javascript-d5d9bab29b0a](https://medium.com/javascript-scene/common-misconceptions-about-inheritance-in-javascript-d5d9bab29b0a) - Common Misconceptions About Inheritance in JavaScript - :link: [https://dev.to/arnavaggarwal/10-javascript-concepts-you-need-to-know-for-interviews?utm_source=hashnode.com](https://dev.to/arnavaggarwal/10-javascript-concepts-you-need-to-know-for-interviews?utm_source=hashnode.com) - 10 JavaScript concepts you need to know for interviews - :link: [https://hackernoon.com/a-quick-introduction-to-functional-javascript-7e6fe520e7fa](https://hackernoon.com/a-quick-introduction-to-functional-javascript-7e6fe520e7fa) - A Quick Introduction to Functional Javascript - :link: [https://github.com/ganqqwerty/123-Essential-JavaScript-Interview-Question](https://github.com/ganqqwerty/123-Essential-JavaScript-Interview-Questions) - 123-Essential-JavaScript-Interview-Question - :link: [https://www.toptal.com/javascript/interview-questions](https://www.toptal.com/javascript/interview-questions) - 37 Essential JavaScript Interview Questions - :link: [https://medium.com/coderbyte/a-tricky-javascript-interview-question-asked-by-google-and-amazon-48d212890703](https://medium.com/coderbyte/a-tricky-javascript-interview-question-asked-by-google-and-amazon-48d212890703) - A Tricky JavaScript Interview Question Asked by Google and Amazon - :link: [Many tricky and common javascript-questions](https://github.com/lydiahallie/javascript-questions) - :link: [Javascript Interview Questions]([https://github.com/lydiahallie/javascript-questions](https://www.interviewbit.com/javascript-interview-questions/) - Prepare from this comprehensive list of the latest Javascript Interview Questions and ace your interview. [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Most frequently asked concepts for Front End Engineering Interview 1. call, apply and bind method 2. Polyfill for bind method 3. Currying 4. Debouncing 5. async vs defer 6. Event Bubbling & Capturing 7. Prototype & Prototypal Inheritance 8. Throttling 9. Thinking Recursively 10. Local Storage and Session Storage 11. CORS 12. sum(a)(b)(c)...(n) 13. Web Storage APIs 14. Event Loop 15. Web Sockets 16. Closures 17. Callbacks & Promises 18. Revise everything again 19. Difference between deep clone and shallow clone and how to write your own deep clone fucntion/polyfill for deepclone 20. ES6 data structures such as Map and Set. In certain cases, Map is much better suited than an Object. Probably even Server Sent Events would be a good thing to know. 21. Observable and subscribers, subject, behaviour subject and repeatable subject [[↑] Back to top](#table-of-contents-of-this-readme-file) ## List of sites where you can hunt for a developer job - :link: AngelList - https://angel.co - :link: DevITjobs.us: https://devitjobs.us - :link: DevITjobs.uk: https://devitjobs.uk - :link: Mashable: http://jobs.mashable.com/jobs - :link: Indeed: http://indeed.com - :link: StackOverflow: http://stackoverflow.com/jobs - :link: LinkedIn: http://linkedIn.com - :link: Glassdoor: http://glassdoor.com - :link: Dice: http://dice.com - :link: Monster: http://monster.com - :link: Simply Hired: http://simplyhired.com - :link: Toptal: https://toptal.com - :link: Hired - https://hired.com - :link: Muse: http://themuse.com/jobs - :link: Tuts+: http://jobs.tutsplus.com - :link: Krop: http://krop.com - :link: PowerToFly: http://powertofly.com/jobs - :link: Developers for Hire: http://developersforhire.com - :link: http://Joblist.app: http://joblist.app - :link: Fullstack Job: http://fullstackjob.com - :link: Authentic jobs: http://authenticjobs.com - :link: Jobspresso: http://jobspresso.co - :link: Jobs in Europe: http://landing.jobs - :link: TripleByte: https://triplebyte.com [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Want a startup job? - :link: AngelList: http://angel.co/jobs - :link: Product Hunt: http://producthunt.com/jobs - :link: Startup Hire: http://startuphire.com - :link: Startupers: http://startupers.com - :link: YCombinator: http://news.ycombinator.com/jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Best places to job hunt for remote jobs: - :link: FlexJobs: http://flexjobs.com - :link: WeWorkRemotely: http://weworkremotely.com - :link: RemoteOk: http://remoteok.io/remote-dev-jobs - :link: Stackoverflow: http://stackoverflow.com/jobs/remote-developer-jobs - :link: Working Nomads: http://workingnomads.co/remote-development-jobs - :link: Remote . co - https://remote.co/remote-jobs/developer/ - :link: Remoters: http://remoters.net/jobs/software-development - :link: JS Remotely: http://jsremotely.com - :link: Front-end remote: http://frontendremotejobs.com - :link: IWantRemote: http://iwantremote.com - :link: DailyRemote - https://dailyremote.com - :link: Remotive: https://remotive.io/remote-jobs/software-dev - :link: Outsourcely: http://outsourcely.com/remote-web-development-jobs - :link: Pangian: https://pangian.com/job-travel-remote/ - :link: RemoteLeads: http://remoteleads.io - :link: Remote Talent: http://remotetalent.co/jobs - :link: JustRemote: https://justremote.co/remote-developer-jobs - :link: RemoteLeaf - https://remoteleaf.com - :link: Sitepoint - https://sitepoint.com/jobs/ [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Here are a few places to hunt for ios, react, vue and more - :link: iOS: http://iosdevjobs.com - :link: React: http://reactjobboard.com - :link: Vue jobs: http://vuejobs.com - :link: Ember: http://jobs.emberjs.com - :link: Python Jobs - http://python.org/jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Want a list of just JavaScript jobs? - :link: JavaScript job XYZ: http://javascriptjob.xyz - :link: Javascript remotely: http://jsremotely.com [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Are you looking for a junior dev job? - :link: JrDevJobs: http://jrdevjobs.com - :link: Stackoverflow Junior jobs: https://stackoverflow.com/jobs/junior-developer-jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Women focused job boards! - :link: Women Who Code: http://womenwhocode.com/jobs - :link: Tech Ladies - https://hiretechladies.com [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Want a job as a freelance dev? Here's a list - :link: Freelancer: http://freelancer.com/jobs - :link: Upwork: http://upwork.com - :link: FlexJobs: http://flexjobs.com/jobs - :link: FreelancerMap: http://freelancermap.com - :link: http://Gun.io: http://gun.io - :link: Guru: http://guru.com/d/jobs [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Some useful websites for programmers <li><a href="#when-you-get-stuck">When you get stuck</a></li> <li><a href="#for-small-project-ideas">For small project ideas</a></li> <li><a href="#general-coding-advice">General Coding advice</a></li> <li><a href="#coding-style">Coding Style</a></li> <li><a href="#general-good-articles">General Good Articles</a></li> [[↑] Back to top](#table-of-contents-of-this-readme-file) ## When you get stuck - [Codementor](https://www.codementor.io) : A mentorship community to learn from fellow developers via live 1:1 help and more. - [devRant](https://www.devrant.io) : Community where you can rant and release your stress - [Learn Anything](https://learn-anything.xyz) : Community curated knowledge graph of best paths for learning anything - [Quora](https://www.quora.com) : A place to share knowledge and better understand the world - [Stack Overflow](https://stackoverflow.com) : subscribe to their weekly newsletter and any other topic which you find interesting - [Stackoverflow High Scored JS Questions](https://dashboard.nbshare.io/apps/stackoverflow/top-javascript-questions/) : Dashboard to track top Javascript questions asked on Stackoverflow [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Ideas For small project ideas - [freeCodeCamp | React project ideas](https://medium.freecodecamp.org/every-time-you-build-a-to-do-list-app-a-puppy-dies-505b54637a5d?gi=c786640fbd11) : 27 fun app ideas you can build while learning React. - [martyr2s-mega-project-ideas-list](http://www.dreamincode.net/forums/topic/78802-martyr2s-mega-project-ideas-list/) : contains about 125 project ideas from beginner to intermediate level. - [karan/Projects](https://github.com/karan/Projects) : a large collection of small projects for beginners with - [Wrong "big projects" for beginners](http://rodiongork.tumblr.com/post/108155476418/wrong-big-projects-for-beginners) : How to choose where to start - [vicky002/1000-Projects](https://github.com/vicky002/1000_Projects) : Mega List of practical projects that one can solve in any programming language! - [reddit.com/r/AppIdeas](https://www.reddit.com/r/AppIdeas/) : A place to discuss ideas for applications, for bored developers. - [reddit.com/r/SomebodyMakeThis](https://www.reddit.com/r/SomebodyMakeThis/) : A home for ideas by people who lack time, money, or skills. - [InterviewBit | JavaScript Projects Ideas](https://www.interviewbit.com/blog/javascript-projects/) : Top 15+ JavaScript Projects Ideas. [[↑] Back to top](#table-of-contents-of-this-readme-file) ## General Coding advice - [10-ways-to-be-a-better-developer](https://stephenhaunts.files.wordpress.com/2014/04/10-ways-to-be-a-better-developer.png) : Ways to become a better dev! - [Code Review Best Practices](https://www.kevinlondon.com/2015/05/05/code-review-best-practices.html) : Kevin London's blog - [Design Patterns](https://sourcemaking.com/design_patterns) : Design Patterns explained in detail with examples. - [Develop for Performance](http://developforperformance.com) : High-performance computing techniques for software architects and developers - [How to become a programmer or the art of Googling well](https://okepi.wordpress.com/2014/08/21/how-to-become-a-programmer-or-the-art-of-googling-well/) : How to become a programmer or the art of Googling well - [How to escape tutorial purgatory as a new developer — or at any time in your career](https://medium.freecodecamp.org/how-to-escape-tutorial-purgatory-as-a-new-developer-or-at-any-time-in-your-career-e3a4b2384a40) : How to escape tutorial purgatory - [JS Project Guidelines](https://github.com/wearehive/project-guidelines) : A set of best practices for JavaScript projects. - [Learn to Code With Me](https://learntocodewith.me) : A comprehensive site resource by Laurence Bradford for developers who aims to build a career in the tech world - [Lessons From A Lifetime Of Being A Programmer](http://thecodist.com/article/lessons_from_a_lifetime_of_being_a_programmer) : The Codist Header Lessons From A Lifetime Of Being A Programmer - [Software design pattern](https://en.wikipedia.org/wiki/Software_design_pattern) : The entire collection of Design Patterns. - [Things I Wish Someone Had Told Me When I Was Learning How to Code — Free Code Camp](https://medium.freecodecamp.com/things-i-wish-someone-had-told-me-when-i-was-learning-how-to-code-565fc9dcb329?gi=fc6d0a309be) : What I’ve learned from teaching others - [What every computer science major should know](http://matt.might.net/articles/what-cs-majors-should-know/) : The Principles of Good Programming - [Working as a Software Developer](https://henrikwarne.com/2012/12/12/working-as-a-software-developer/) : Henrik Warne's blog - [The Open Web Application Security Project (OWASP)](https://www.owasp.org) : OWASP is an open community dedicated to enabling organizations to conceive, develop, acquire, operate, and maintain applications that can be trusted. - [14 Things I Wish I’d Known When Starting with MongoDB](https://www.infoq.com/articles/Starting-With-MongoDB/) - [40 Keys Computer Science Concepts Explained In Layman’s Terms](http://carlcheo.com/compsci) - [A Gentle Introduction To Graph Theory](https://dev.to/vaidehijoshi/a-gentle-introduction-to-graph-theory) - [A programmer-friendly language that compiles to Lua.](http://moonscript.org) - [A Software Developer’s Reading List](https://stevewedig.com/2014/02/03/software-developers-reading-list/) : Some good books and links in there. - [Code a TCP/IP stack](http://www.saminiir.com/lets-code-tcp-ip-stack-5-tcp-retransmission/) : Let's code a TCP/IP stack, 5: TCP Retransmission - [Codewords.recurse](https://codewords.recurse.com/issues/four/the-language-of-choice) : The language of choice - [Dive into the byte code](https://www.wikiwand.com/en/Java_bytecode) - [Expectations of a Junior Developer](http://blog.thefirehoseproject.com/posts/expectations-of-a-junior-developer/) - [Getting Started with MongoDB – An Introduction](https://studio3t.com/knowledge-base/articles/mongodb-getting-started/) - [How to install ELK](https://logit.io/blog/post/elk-stack-guide) - [Linux Inside](https://0xax.gitbooks.io/linux-insides/content/Booting/linux-bootstrap-1.html) - [List of algorithms](https://www.wikiwand.com/en/List_of_algorithms) - [Step by Step Guide to Database Normalization](https://www.databasestar.com/normalization-in-dbms/): A guide to database normalization. - [The Key To Accelerating Your Coding Skills](http://blog.thefirehoseproject.com/posts/learn-to-code-and-be-self-reliant/) - [Unicode](https://www.joelonsoftware.com/2003/10/08/the-absolute-minimum-every-software-developer-absolutely-positively-must-know-about-unicode-and-character-sets-no-excuses/) - [We are reinventing the retail industry through innovative technology](http://multithreaded.stitchfix.com) - [What every programmer absolutely, positively needs to know about encodings and character sets to work with text](http://kunststube.net/encoding/) - [What every programmer should know about memory - PDF](http://futuretech.blinkenlights.nl/misc/cpumemory.pdf) - [qotoqot - improving-focus](https://qotoqot.com/blog/improving-focus/) : How I got to 200 productive hours a month - [Pixel Beat - Unix](http://www.pixelbeat.org/docs/unix-parallel-tools.html) : Parallel processing with Unix tools - [Learning Vim](https://hackernoon.com/learning-vim-what-i-wish-i-knew-b5dca186bef7) : What I Wish I Knew - [Write a Kernel](http://arjunsreedharan.org/post/82710718100/kernel-101-lets-write-a-kernel) : Kernel 101 – Let’s write a Kernel - [Learning JavaScript Design Patterns](https://addyosmani.com/resources/essentialjsdesignpatterns/book/) : the online version of the Learning JavaScript Design Patterns published by O'Reilly, released by the author Addy Osmani under CC BY-NC-ND 3.0 - [Working with Webhooks](https://requestbin.com/blog/working-with-webhooks/) : a comprehensive guide on webhooks [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Coding Style - [Airbnb JS Style Guide](https://github.com/airbnb/javascript) : A mostly reasonable approach to JavaScript - [Airbnb Ruby Style Guide](https://github.com/airbnb/ruby) : A ruby style guide by Airbnb - [Ruby coding style guide](https://github.com/bbatsov/ruby-style-guide) : A community-driven Ruby coding style guide - [Angular Style Guide](https://github.com/johnpapa/angular-styleguide/tree/master/a1) : Officially endorsed style guide by John Pappa - [CS 106B Coding Style Guide](http://stanford.edu/class/archive/cs/cs106b/cs106b.1158/styleguide.shtml) : must see for those who create spaghetti - [Debugging Faqs](http://www.umich.edu/~eecs381/generalFAQ/Debugging.html) : Check out how to debug your program - [Directory of CS Courses (many with online lectures)](https://github.com/prakhar1989/awesome-courses) : Another online CS courses - [Directory of Online CS Courses](https://github.com/ossu/computer-science) : Free online CS courses - [Good C programming habits. • /r/C_Programming](https://www.reddit.com/r/C_Programming/comments/1vuubw/good_c_programming_habits/) : C programming habits to adopt - [Google C++ Style Guide](https://google.github.io/styleguide/cppguide.html) - [How to Report Bugs Effectively](https://www.chiark.greenend.org.uk/~sgtatham/bugs.html) : Want to report a bug but you don't how? Check out this post - [What are some bad coding habits you would recommend a beginner avoid getting into?](https://www.reddit.com/r/learnprogramming/comments/1i4ds4/what_are_some_bad_coding_habits_you_would/) : Bad habits to avoid when you get start - [PEP8 - Style Guide for Python Code](https://www.python.org/dev/peps/pep-0008/) : Style Guide for Python Code - [Standard JS Style Guide](https://standardjs.com) : JavaScript style guide, with linter & automatic code fixer - [Google Python Style Guide](https://google.github.io/styleguide/pyguide.html) : Google Python Style Guide - [Aurelia Style Guide](https://github.com/behzad888/Aurelia-styleguide) : An Aurelia style guide by Behzad Abbasi(Behzad888) - [Source Making ](https://sourcemaking.com/): Design Patterns & Refactoring - [Refactoring Guru](https://refactoring.guru/): Refactoring And Design Patterns [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Collection of Leetcode Problem solution - [github.com/AlanWei/LeetCode](https://github.com/AlanWei/LeetCode) - [github.com/LiuL0703/algorithm/tree/master/LeetCode/JavaScript](https://github.com/LiuL0703/algorithm/tree/master/LeetCode/JavaScript) - [github.com/ecmadao/algorithms/tree/master/leetcode](https://github.com/ecmadao/algorithms/tree/master/leetcode) - [github.com/paopao2/leetcode-js](https://github.com/paopao2/leetcode-js) - [github.com/cs1707/leetcode](https://github.com/cs1707/leetcode) - [github.com/EasyHard/leetcodejs](https://github.com/EasyHard/leetcodejs) - [github.com/fa-ge/leetcode](https://github.com/fa-ge/leetcode) - [github.com/ktorng/AlgoInterviewPrep/tree/master/misc/LeetCode](https://github.com/ktorng/AlgoInterviewPrep/tree/master/misc/LeetCode) - [github.com/bluesh/LeetCode](https://github.com/bluesh/LeetCode) - [github.com/chihungyu1116/leetcode-javascript](https://github.com/chihungyu1116/leetcode-javascript) - [github.com/didi0613/leetcode-javascript](https://github.com/didi0613/leetcode-javascript) - [github.com/dnshi/Leetcode/tree/master/algorithms](https://github.com/dnshi/Leetcode/tree/master/algorithms) - [github.com/xiaoyu2er/leetcode-js](https://github.com/xiaoyu2er/leetcode-js) - [blog.sodhanalibrary.com/search/label/JavaScript](http://blog.sodhanalibrary.com/search/label/JavaScript) - [github.com/imcoddy/leetcode](https://github.com/imcoddy/leetcode) - [github.com/iwantooxxoox/leetcode](https://github.com/iwantooxxoox/leetcode) - [github.com/karenpeng/leetCode](https://github.com/karenpeng/leetCode) - [github.com/KMBaby-zyl/leetcode/tree/master/Algorithms](https://github.com/KMBaby-zyl/leetcode/tree/master/Algorithms) - [github.com/MrErHu/Leetcode/tree/master/algorithms](https://github.com/MrErHu/Leetcode/tree/master/algorithms) - [github.com/zzxboy1/leetcode/tree/master/algorithms](https://github.com/zzxboy1/leetcode/tree/master/algorithms) - [github.com/loatheb/leetcode-javascript](https://github.com/loatheb/leetcode-javascript) - [github.com/paopao2/leetcode-js](https://github.com/paopao2/leetcode-js) - [github.com/theFool32/LeetCode](https://github.com/theFool32/LeetCode) - [github.com/whwei/LeetCode](https://github.com/whwei/LeetCode) - [github.com/jiangxiaoli/leetcode-javascript](https://github.com/jiangxiaoli/leetcode-javascript) - [skyyen999.gitbooks.io/-leetcode-with-javascript/content/questions/299md.html](https://skyyen999.gitbooks.io/-leetcode-with-javascript/content/questions/299md.html) - [github.com/HandsomeOne/LeetCode/tree/master/Algorithms](https://github.com/HandsomeOne/LeetCode/tree/master/Algorithms) - [github.com/zj972/leetcode/tree/master/code](https://github.com/zj972/leetcode/tree/master/code) - [github.com/xiaoliwang/leetcode/tree/master/iojs](https://github.com/xiaoliwang/leetcode/tree/master/iojs) - [github.com/dieface/leetcode/tree/master/javascript](https://github.com/dieface/leetcode/tree/master/javascript) - [github.com/magicly/leetcode/tree/master/js](https://github.com/magicly/leetcode/tree/master/js) - [github.com/LuciferChiu/leetcode/tree/master/solutions](https://github.com/LuciferChiu/leetcode/tree/master/solutions) - [github.com/alenny/leetcode/tree/master/src](https://github.com/alenny/leetcode/tree/master/src) - [github.com/kpman/leetcode/tree/master/src](https://github.com/kpman/leetcode/tree/master/src) - [github.com/hijiangtao/LeetCode-with-JavaScript/tree/master/src](https://github.com/hijiangtao/LeetCode-with-JavaScript/tree/master/src) - [www.cnblogs.com/Liok3187/default.html?page=1](https://www.cnblogs.com/Liok3187/default.html?page=1) - [github.com/yuguo/LeetCode](https://github.com/yuguo/LeetCode) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## Collection of Cracking the Coding Interview Book Problem solution - [github.com/sharlatta/cracking](https://github.com/sharlatta/cracking) - [github.com/ammiranda/CrackingTheCodingInterview](https://github.com/ammiranda/CrackingTheCodingInterview) - [github.com/bryclee/ctci](https://github.com/bryclee/ctci) - [github.com/macalinao/node-ctci](https://github.com/macalinao/node-ctci) - [github.com/seemaullal/CrackingTheCodingInterview-JS](https://github.com/seemaullal/CrackingTheCodingInterview-JS) - [github.com/rcerf/MyCtci](https://github.com/rcerf/MyCtci) - [github.com/SashaBayan/CCI](https://github.com/SashaBayan/CCI) - [github.com/careercup/CtCI-6th-Edition-JavaScript-ES2015](https://github.com/careercup/CtCI-6th-Edition-JavaScript-ES2015) - [github.com/ktorng/AlgoInterviewPrep/tree/master/CrackingTheCodingInterview](https://github.com/ktorng/AlgoInterviewPrep/tree/master/CrackingTheCodingInterview) - [github.com/muddybarefeet/Cracking-the-Coding-Interview-Problems/tree/master/toyProblems](https://github.com/muddybarefeet/Cracking-the-Coding-Interview-Problems/tree/master/toyProblems) - [github.com/randy909/coding-interview/tree/master/cracking](https://github.com/randy909/coding-interview/tree/master/cracking) - [github.com/rohan-paul/Awesome-JavaScript-Interviews#collection-of-cracking-the-coding-interview-book-problem-solution](https://github.com/rohan-paul/Awesome-JavaScript-Interviews#collection-of-cracking-the-coding-interview-book-problem-solution) - [github.com/careercup/ctci/tree/master/javascript/lib/data-structures](https://github.com/careercup/ctci/tree/master/javascript/lib/data-structures) - [github.com/miguelmota/ctci-js](https://github.com/miguelmota/ctci-js) - [github.com/ChirpingMermaid/CTCI](https://github.com/ChirpingMermaid/CTCI) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## UX-CSS-Design Sense Related - [Accessibility Interview Questions](https://scottaohara.github.io/accessibility_interview_questions/) ## Most common System-Design Interview Topics & Questions (Below Links are all within this Repository) - [design-url-shortner](system-design/design-url-shortner.md) - [e-Commerce-site](system-design/e-Commerce-site.md) - [Whatsapp-Basic-Features-of-a-chat-app](system-design/Whatsapp-Basic-Features-of-a-chat-app.md) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## System-Design related topics-Some very useful articles - [System Interview](http://www.hiredintech.com/app#system-design) - [Scalability for Dummies](http://www.lecloud.net/tagged/scalability) - [Scalable Web Architecture and Distributed Systems](http://www.aosabook.org/en/distsys.html) - [Numbers Everyone Should Know](http://everythingisdata.wordpress.com/2009/10/17/numbers-everyone-should-know/) - [Fallacies of distributed systems](https://pages.cs.wisc.edu/~zuyu/files/fallacies.pdf) - [Scalable System Design Patterns](http://horicky.blogspot.com/2010/10/scalable-system-design-patterns.html) - [Introduction to Architecting Systems for Scale](http://lethain.com/introduction-to-architecting-systems-for-scale/) - [Transactions Across Datacenters](http://snarfed.org/transactions_across_datacenters_io.html) - [The CAP FAQ](https://github.com/henryr/cap-faq) - [Paxos Made Simple](http://research.microsoft.com/en-us/um/people/lamport/pubs/paxos-simple.pdf) - [Consistent Hashing](http://www.tom-e-white.com/2007/11/consistent-hashing.html) - [NOSQL Patterns](http://horicky.blogspot.com/2009/11/nosql-patterns.html) - [Scalability, Availability & Stability Patterns](http://www.slideshare.net/jboner/scalability-availability-stability-patterns) - [Design a CDN network-Globally Distributed Content Delivery](http://repository.cmu.edu/cgi/viewcontent.cgi?article=2112&context=compsci) - [System Design Interview Questions](https://www.interviewbit.com/system-design-interview-questions/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a Google document system** - [google-mobwrite](https://code.google.com/p/google-mobwrite/) - [Differential Synchronization](https://neil.fraser.name/writing/sync/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a random ID generation system** - [Announcing Snowflake](https://blog.twitter.com/2010/announcing-snowflake) - [snowflake](https://github.com/twitter/snowflake/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a key-value database** - [Introduction to Redis](http://www.slideshare.net/dvirsky/introduction-to-redis) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design the Facebook news feed function** - [What are best practices for building something like a News Feed?](http://www.quora.com/What-are-best-practices-for-building-something-like-a-News-Feed) - [What are the scaling issues to keep in mind while developing a social network feed?](http://www.quora.com/Activity-Streams/What-are-the-scaling-issues-to-keep-in-mind-while-developing-a-social-network-feed) - [Activity Feeds Architecture](http://www.slideshare.net/danmckinley/etsy-activity-feeds-architecture) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design the Facebook timeline function** - [Building Timeline](https://www.facebook.com/note.php?note_id=10150468255628920) - [Facebook Timeline](http://highscalability.com/blog/2012/1/23/facebook-timeline-brought-to-you-by-the-power-of-denormaliza.html) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a function to return the top k requests during past time interval** - [Efficient Computation of Frequent and Top-k Elements in Data Streams](http://www.cse.ust.hk/~raywong/comp5331/References/EfficientComputationOfFrequentAndTop-kElementsInDataStreams.pdf) - [An Optimal Strategy for Monitoring Top-k Queries in Streaming Windows](http://davis.wpi.edu/xmdv/docs/EDBT11-diyang.pdf) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design an online multiplayer card game** - [How to Create an Asynchronous Multiplayer Game](http://www.indieflashblog.com/how-to-create-an-asynchronous-multiplayer-game.html) - [How to Create an Asynchronous Multiplayer Game Part 2: Saving the Game State to Online Database](http://www.indieflashblog.com/how-to-create-async-part2.html) - [How to Create an Asynchronous Multiplayer Game Part 3: Loading Games from the Database](http://www.indieflashblog.com/how-to-create-async-part3.html) - [Real Time Multiplayer in HTML5](http://buildnewgames.com/real-time-multiplayer/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a graph search function** - [Building out the infrastructure for Graph Search](https://www.facebook.com/notes/facebook-engineering/under-the-hood-building-out-the-infrastructure-for-graph-search/10151347573598920) - [Indexing and ranking in Graph Search](https://www.facebook.com/notes/facebook-engineering/under-the-hood-indexing-and-ranking-in-graph-search/10151361720763920) - [The natural language interface of Graph Search](https://www.facebook.com/notes/facebook-engineering/under-the-hood-the-natural-language-interface-of-graph-search/10151432733048920) and [Erlang at Facebook](http://www.erlang-factory.com/upload/presentations/31/EugeneLetuchy-ErlangatFacebook.pdf) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a picture sharing system** - [Flickr Architecture](http://highscalability.com/flickr-architecture) - [Instagram Architecture](http://highscalability.com/blog/2011/12/6/instagram-architecture-14-million-users-terabytes-of-photos.html) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a search engine** - [How would you implement Google Search?](http://programmers.stackexchange.com/questions/38324/interview-question-how-would-you-implement-google-search) - [Implementing Search Engines](http://www.ardendertat.com/2012/01/11/implementing-search-engines/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a recommendation system** - [Hulu’s Recommendation System](http://tech.hulu.com/blog/2011/09/19/recommendation-system.html) - [Recommender Systems](http://ijcai13.org/files/tutorial_slides/td3.pdf) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a tinyurl system** - [System Design for Big Data-tinyurl](http://n00tc0d3r.blogspot.com/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a garbage collection system** - [Baby's First Garbage Collector](http://journal.stuffwithstuff.com/2013/12/08/babys-first-garbage-collector/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a scalable web crawling system** - [How can I build a web crawler from scratch?](https://www.quora.com/How-can-I-build-a-web-crawler-from-scratch) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design the Facebook chat function** - [Erlang at Facebook](http://www.erlang-factory.com/upload/presentations/31/EugeneLetuchy-ErlangatFacebook.pdf) - [Facebook Chat](https://www.facebook.com/note.php?note_id=14218138919&id=9445547199&index=0) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a trending topic system** - [Implementing Real-Time Trending Topics With a Distributed Rolling Count Algorithm in Storm](http://www.michael-noll.com/blog/2013/01/18/implementing-real-time-trending-topics-in-storm/) - [Early detection of Twitter trends explained](http://snikolov.wordpress.com/2012/11/14/early-detection-of-twitter-trends/) [[↑] Back to top](#table-of-contents-of-this-readme-file) **Design a cache system** - [Introduction to Memcached](http://www.slideshare.net/oemebamo/introduction-to-memcached) [[↑] Back to top](#table-of-contents-of-this-readme-file) ## System-Design-Company engineering blog - [High Scalability](http://highscalability.com/) - [The GitHub Blog](https://github.com/blog/category/engineering) - [Engineering at Quora](http://engineering.quora.com/) - [Yelp Engineering Blog](http://engineeringblog.yelp.com/) - [Twitter Engineering](https://engineering.twitter.com/) - [Facebook Engineering](https://www.facebook.com/Engineering) - [Yammer Engineering](http://eng.yammer.com/blog/) - [Etsy Code as Craft](http://codeascraft.com/) - [Foursquare Engineering Blog](http://engineering.foursquare.com/) - [Airbnb Engineering](http://nerds.airbnb.com/) - [WebEngage Engineering Blog](http://engineering.webengage.com/) - [LinkedIn Engineering](http://engineering.linkedin.com/blog) - [The Netflix Tech Blog](http://techblog.netflix.com/) - [BankSimple Simple Blog](https://www.simple.com/engineering/) - [Square The Corner](http://corner.squareup.com/) - [SoundCloud Backstage Blog](https://developers.soundcloud.com/blog/) - [Flickr Code](http://code.flickr.net/) - [Instagram Engineering](http://instagram-engineering.tumblr.com/) - [Dropbox Tech Blog](https://tech.dropbox.com/) - [Cloudera Developer Blog](http://blog.cloudera.com/) - [Bandcamp Tech](http://bandcamptech.wordpress.com/) - [Oyster Tech Blog](http://tech.oyster.com/) - [THE REDDIT BLOG](http://www.redditblog.com/) - [Groupon Engineering Blog](https://engineering.groupon.com/) - [Songkick Technology Blog](http://devblog.songkick.com/) - [Google Research Blog](http://googleresearch.blogspot.com/) - [Pinterest Engineering Blog](http://engineering.pinterest.com/) - [Twilio Engineering Blog](http://www.twilio.com/engineering) - [Bitly Engineering Blog](http://word.bitly.com/) - [Uber Engineering Blog ](https://eng.uber.com/) - [Godaddy Engineering](http://engineering.godaddy.com/) - [Splunk Blog](http://blogs.splunk.com/) - [Coursera Engineering Blog](https://building.coursera.org/) - [PayPal Engineering Blog](https://www.paypal-engineering.com/) - [Nextdoor Engineering Blog](https://engblog.nextdoor.com/) - [Booking.com Development Blog](https://blog.booking.com/) - [Scalyr Engineering Blog ](https://blog.scalyr.com/) [[↑] Back to top](#table-of-contents-of-this-readme-file)
360
Event Sourcing for Go!
[![PkgGoDev](https://pkg.go.dev/badge/github.com/looplab/eventhorizon)](https://pkg.go.dev/github.com/looplab/eventhorizon) ![Build Status](https://github.com/looplab/eventhorizon/actions/workflows/test.yml/badge.svg) [![Coverage Status](https://img.shields.io/coveralls/looplab/eventhorizon.svg)](https://coveralls.io/r/looplab/eventhorizon) [![Go Report Card](https://goreportcard.com/badge/looplab/eventhorizon)](https://goreportcard.com/report/looplab/eventhorizon) # Event Horizon Event Horizon is a CQRS/ES toolkit for Go. **NOTE: Event Horizon is used in production systems but the API is not final!** CQRS stands for Command Query Responsibility Segregation and is a technique where object access (the Query part) and modification (the Command part) are separated from each other. This helps in designing complex data models where the actions can be totally independent from the data output. ES stands for Event Sourcing and is a technique where all events that have happened in a system are recorded, and all future actions are based on the events instead of a single data model. The main benefit of adding Event Sourcing is traceability of changes which can be used for example in audit logging. Additionally, "incorrect" events that happened in the past (for example due to a bug) can be compensated for with an event which will make the current data "correct", as that is based on the events. Read more about CQRS/ES from one of the major authors/contributors on the subject: http://codebetter.com/gregyoung/2010/02/16/cqrs-task-based-uis-event-sourcing-agh/ Other material on CQRS/ES: - http://martinfowler.com/bliki/CQRS.html - http://cqrs.nu - https://groups.google.com/forum/#!forum/dddcqrs Inspired by the following libraries/examples: - https://github.com/edumentab/cqrs-starter-kit - https://github.com/pjvds/go-cqrs - http://www.codeproject.com/Articles/555855/Introduction-to-CQRS - https://github.com/qandidate-labs/broadway Suggestions are welcome! # Usage See the example folder for a few examples to get you started. # Get Involved - Join our [slack channel](https://gophers.slack.com/messages/eventhorizon/) (sign up [here](https://invite.slack.golangbridge.org/)) - Check out the [contribution guidelines](CONTRIBUTING.md) # Event Store Implementations ### Official - Memory - Useful for testing and experimentation. - MongoDB - One document per aggregate with events as an array. Beware of the 16MB document size limit that can affect large aggregates. - MongoDB v2 - One document per event with an additional document per aggregate. This event store is also capable of keeping track of the global event position, in addition to the aggregate version. - Recorder - An event recorder (middleware) that can be used in tests to capture some events. - Tracing - Adds distributed tracing support to event store operations with OpenTracing. ### Contributions / 3rd party - AWS DynamoDB: https://github.com/seedboxtech/eh-dynamo - Postgress: https://github.com/giautm/eh-pg - Redis: https://github.com/TerraSkye/eh-redis # Event Bus Implementations ### Official - GCP Cloud Pub/Sub - Using one topic with multiple subscribers. - NATS - Using Jetstream features. - Kafka - Using one topic with multiple consumer groups. - Local - Useful for testing and experimentation. - Redis - Using Redis streams. - Tracing - Adds distributed tracing support to event publishing and handling with OpenTracing. ### Contributions / 3rd party - Kafka: https://github.com/Kistler-Group/eh-kafka - NATS Streaming: https://github.com/v0id3r/eh-nats # Repo Implementations ### Official - Memory - Useful for testing and experimentation. - MongoDB - One document per projected entity. - Version - Adds support for reading a specific version of an entity from an underlying repo. - Cache - Adds support for in-memory caching of entities from an underlying repo. - Tracing - Adds distributed tracing support to an repo operations with OpenTracing. # Development To develop Event Horizon you need to have Docker and Docker Compose installed. To run all unit tests: ```bash make test ``` To run and stop services for integration tests: ```bash make run make stop ``` To run all integration tests: ```bash make test_integration ``` Testing can also be done in docker: ```bash make test_docker make test_integration_docker ``` # License Event Horizon is licensed under Apache License 2.0 http://www.apache.org/licenses/LICENSE-2.0
361
🔥 A powerful MongoDB auditing and pentesting tool 🔥
<div align="center"> <h1><a href="https://mongoaud.it"><img src="https://raw.githubusercontent.com/stampery/mongoaudit/master/rsc/github-header.png" alt="mongoaudit"/></a></h1> <a href="https://travis-ci.org/stampery/mongoaudit"><img src="https://travis-ci.org/stampery/mongoaudit.svg?branch=master"></a> <a href="https://landscape.io/github/stampery/mongoaudit/master"><img alt="Code Health" src="https://landscape.io/github/stampery/mongoaudit/master/landscape.svg?style=flat"/></a> <a href="https://codeclimate.com/repos/588f61f717e4fe24b80046f6/feed"><img alt="Code Climate" src="https://codeclimate.com/repos/588f61f717e4fe24b80046f6/badges/ed691ca1655c0eb8a4a5/gpa.svg" /></a> <a href="https://codeclimate.com/repos/588f61f717e4fe24b80046f6/feed"><img alt="Issue Count" src="https://codeclimate.com/repos/588f61f717e4fe24b80046f6/badges/ed691ca1655c0eb8a4a5/issue_count.svg" /></a> <br/><br/> <p><strong>mongoaudit</strong> is a CLI tool for auditing MongoDB servers, detecting poor security settings and performing automated penetration testing.</p> </div> <h2 align="center">Installing</h2> Clone this repository and run the setup: ```bash > git clone https://github.com/stampery/mongoaudit.git > cd mongoaudit > python setup.py install > mongoaudit ``` <h2 align="center">Introduction</h2> <p>It is widely known that there are quite a few holes in MongoDB's default configuration settings. This fact, combined with abundant lazy system administrators and developers, has led to what the press has called the <a href="http://thenextweb.com/insider/2017/01/08/mongodb-ransomware-exists-people-bad-security/"><i>MongoDB apocalypse</i></a>.</p> <p><strong>mongoaudit</strong> not only detects misconfigurations, known vulnerabilities and bugs but also gives you advice on how to fix them, recommends best practices and teaches you how to DevOp like a pro! </p> <p>This is how the actual app looks like:</p> <p align="center"> <img align="center" src="https://raw.githubusercontent.com/stampery/mongoaudit/master/rsc/screenshot.png" alt="mongoaudit screenshot"/> <br /><i>Yep, that's material design on a console line interface. (Powered by <a href="https://github.com/urwid/urwid">urwid</a>)</i> </p> <h2 align="center">Supported tests</h2> * MongoDB listens on a port different to default one * Server only accepts connections from whitelisted hosts / networks * MongoDB HTTP status interface is not accessible on port 28017 * MongoDB is not exposing its version number * MongoDB version is newer than 2.4 * TLS/SSL encryption is enabled * Authentication is enabled * SCRAM-SHA-1 authentication method is enabled * Server-side Javascript is forbidden * * Roles granted to the user only permit CRUD operations * * The user has permissions over a single database * * Security bug [CVE-2015-7882](https://jira.mongodb.org/browse/SERVER-20691) * Security bug [CVE-2015-2705](https://jira.mongodb.org/browse/SERVER-17521) * Security bug [CVE-2014-8964](https://jira.mongodb.org/browse/SERVER-17252) * Security bug [CVE-2015-1609](https://jira.mongodb.org/browse/SERVER-17264) * Security bug [CVE-2014-3971](https://jira.mongodb.org/browse/SERVER-13753) * Security bug [CVE-2014-2917](https://jira.mongodb.org/browse/SERVER-13644) * Security bug [CVE-2013-4650](https://jira.mongodb.org/browse/SERVER-9983) * Security bug [CVE-2013-3969](https://jira.mongodb.org/browse/SERVER-9878) * Security bug [CVE-2012-6619](https://www.cvedetails.com/cve/CVE-2012-6619/) * Security bug [CVE-2013-1892](https://www.cvedetails.com/cve/CVE-2013-1892/) * Security bug [CVE-2013-2132](https://www.cvedetails.com/cve/CVE-2013-2132/) _Tests marked with an asterisk (`*`) require valid authentication credentials._ <h2 align="center">How can I best secure my MongoDB?</h2> Once you run any of the test suites provided by __mongoaudit__, it will offer you to receive a fully detailed report via email. This personalized report links to a series of useful guides on how to fix every specific issue and how to harden your MongoDB deployments. For your convenience, we have also published the __mongoaudit__ guides in our [Medium publication](https://medium.com/mongoaudit). <h2 align="center">Contributing</h2> We're happy you want to contribute! You can help us in different ways: * Open an issue with suggestions for improvements and errors you're facing. * Fork this repository and submit a pull request. * Improve the documentation. To submit a pull request, fork the mongoaudit repository and then clone your fork: ```bash git clone [email protected]:<your-name>/mongoaudit.git ``` Make your suggested changes, `git push` and then submit a pull request. <h2 align="center">Legal</h2> <h3>License</h3> <strong>mongoaudit</strong> is released under the [MIT License](https://github.com/stampery/mongoaudit/blob/master/LICENSE). <h3>Disclaimer</h3> "With great power comes great responsibility" * Never use this tool on servers you don't own. Unauthorized access to strangers' computer systems is a crime in many countries. * Please use this tool is at your own risk. We will accept no liability for any loss or damage which you may incur no matter how caused. * Don't be evil! :trollface: <h3>Suport and trademarks</h3> <i>This software is not supported or endorsed in any way by MongoDB Inc., Compose Inc., ObjectsLab Corporation nor other products or services providers it interoperates with. It neither tries to mimic or replace any software originally conceived by the owners of those products and services. In the same manner, any third party's trademark or intellectual property that may appear in this software must be understood as a strictly illustrative reference to the service provider it represents, and is never used in any way that may lead to confusion, so no abuse is intended.</i> [<img style="width:100%;" src="https://raw.githubusercontent.com/trailbot/vault/master/dist/img/footer.png">](https://stampery.com)
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Model layer for Meteor
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Next-generation ORM for Node.js & TypeScript | PostgreSQL, MySQL, MariaDB, SQL Server, SQLite, MongoDB and CockroachDB
![Prisma](https://i.imgur.com/h6UIYTu.png) <div align="center"> <h1>Prisma</h1> <a href="https://www.npmjs.com/package/prisma"><img src="https://img.shields.io/npm/v/prisma.svg?style=flat" /></a> <a href="https://github.com/prisma/prisma/blob/main/CONTRIBUTING.md"><img src="https://img.shields.io/badge/PRs-welcome-brightgreen.svg" /></a> <a href="https://github.com/prisma/prisma/blob/main/LICENSE"><img src="https://img.shields.io/badge/license-Apache%202-blue" /></a> <a href="https://slack.prisma.io/"><img src="https://img.shields.io/badge/chat-on%20slack-blue.svg" /></a> <br /> <br /> <a href="https://www.prisma.io/docs/getting-started/quickstart">Quickstart</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://www.prisma.io/">Website</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://www.prisma.io/docs/">Docs</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://github.com/prisma/prisma-examples/">Examples</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://www.prisma.io/blog">Blog</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://slack.prisma.io/">Slack</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://twitter.com/prisma">Twitter</a> <span>&nbsp;&nbsp;•&nbsp;&nbsp;</span> <a href="https://github.com/prisma/prisma1">Prisma 1</a> <br /> <hr /> </div> ## What is Prisma? Prisma is a **next-generation ORM** that consists of these tools: - [**Prisma Client**](https://www.prisma.io/docs/concepts/components/prisma-client): Auto-generated and type-safe query builder for Node.js & TypeScript - [**Prisma Migrate**](https://www.prisma.io/docs/concepts/components/prisma-migrate): Declarative data modeling & migration system - [**Prisma Studio**](https://github.com/prisma/studio): GUI to view and edit data in your database Prisma Client can be used in _any_ Node.js or TypeScript backend application (including serverless applications and microservices). This can be a [REST API](https://www.prisma.io/docs/understand-prisma/prisma-in-your-stack/rest), a [GraphQL API](https://www.prisma.io/docs/understand-prisma/prisma-in-your-stack/graphql), a gRPC API, or anything else that needs a database. > **Are you looking for Prisma 1? The Prisma 1 repository has been renamed to [`prisma/prisma1`](https://github.com/prisma/prisma1)**. ## Getting started The fastest way to get started with Prisma is by following the [**Quickstart (5 min)**](https://www.prisma.io/docs/getting-started/quickstart-typescript). The Quickstart is based on a preconfigured SQLite database. You can also get started with your own database (PostgreSQL and MySQL) by following one of these guides: - [Add Prisma to an existing project](https://www.prisma.io/docs/getting-started/setup-prisma/add-to-existing-project-typescript-postgres) - [Set up a new project with Prisma from scratch](https://www.prisma.io/docs/getting-started/setup-prisma/start-from-scratch-typescript-postgres) ## How does Prisma work This section provides a high-level overview of how Prisma works and its most important technical components. For a more thorough introduction, visit the [Prisma documentation](https://www.prisma.io/docs/). ### The Prisma schema Every project that uses a tool from the Prisma toolkit starts with a [Prisma schema file](https://www.prisma.io/docs/concepts/components/prisma-schema). The Prisma schema allows developers to define their _application models_ in an intuitive data modeling language. It also contains the connection to a database and defines a _generator_: ```prisma // Data source datasource db { provider = "postgresql" url = env("DATABASE_URL") } // Generator generator client { provider = "prisma-client-js" } // Data model model Post { id Int @id @default(autoincrement()) title String content String? published Boolean @default(false) author User? @relation(fields: [authorId], references: [id]) authorId Int? } model User { id Int @id @default(autoincrement()) email String @unique name String? posts Post[] } ``` In this schema, you configure three things: - **Data source**: Specifies your database connection (via an environment variable) - **Generator**: Indicates that you want to generate Prisma Client - **Data model**: Defines your application models --- ### The Prisma data model On this page, the focus is on the data model. You can learn more about [Data sources](https://www.prisma.io/docs/reference/tools-and-interfaces/prisma-schema/data-sources) and [Generators](https://www.prisma.io/docs/reference/tools-and-interfaces/prisma-schema/generators) on the respective docs pages. #### Functions of Prisma models The data model is a collection of [models](https://www.prisma.io/docs/concepts/components/prisma-schema/data-model#defining-models). A model has two major functions: - Represent a table in the underlying database - Provide the foundation for the queries in the Prisma Client API #### Getting a data model There are two major workflows for "getting" a data model into your Prisma schema: - Generate the data model from [introspecting](https://www.prisma.io/docs/concepts/components/introspection) a database - Manually writing the data model and mapping it to the database with [Prisma Migrate](https://www.prisma.io/docs/concepts/components/prisma-migrate) Once the data model is defined, you can [generate Prisma Client](https://www.prisma.io/docs/concepts/components/prisma-client/generating-prisma-client) which will expose CRUD and more queries for the defined models. If you're using TypeScript, you'll get full type-safety for all queries (even when only retrieving the subsets of a model's fields). --- ### Accessing your database with Prisma Client #### Generating Prisma Client The first step when using Prisma Client is installing its npm package: ``` npm install @prisma/client ``` Note that the installation of this package invokes the `prisma generate` command which reads your Prisma schema and _generates_ the Prisma Client code. The code will be located in `node_modules/.prisma/client`, which is exported by `node_modules/@prisma/client/index.d.ts`. After you change your data model, you'll need to manually re-generate Prisma Client to ensure the code inside `node_modules/.prisma/client` get updated: ``` npx prisma generate ``` Refer to the documentation for more information about ["generating the Prisma client"](https://www.prisma.io/docs/concepts/components/prisma-client/generating-prisma-client). #### Using Prisma Client to send queries to your database Once the Prisma Client is generated, you can import it in your code and send queries to your database. This is what the setup code looks like. ##### Import and instantiate Prisma Client You can import and instantiate Prisma Client as follows: ```ts import { PrismaClient } from '@prisma/client' const prisma = new PrismaClient() ``` or ```js const { PrismaClient } = require('@prisma/client') const prisma = new PrismaClient() ``` Now you can start sending queries via the generated Prisma Client API, here are few sample queries. Note that all Prisma Client queries return _plain old JavaScript objects_. Learn more about the available operations in the [Prisma Client docs](https://www.prisma.io/docs/concepts/components/prisma-client) or watch this [demo video](https://www.youtube.com/watch?v=LggrE5kJ75I&list=PLn2e1F9Rfr6k9PnR_figWOcSHgc_erDr5&index=4) (2 min). ##### Retrieve all `User` records from the database ```ts // Run inside `async` function const allUsers = await prisma.user.findMany() ``` ##### Include the `posts` relation on each returned `User` object ```ts // Run inside `async` function const allUsers = await prisma.user.findMany({ include: { posts: true }, }) ``` ##### Filter all `Post` records that contain `"prisma"` ```ts // Run inside `async` function const filteredPosts = await prisma.post.findMany({ where: { OR: [{ title: { contains: 'prisma' } }, { content: { contains: 'prisma' } }], }, }) ``` ##### Create a new `User` and a new `Post` record in the same query ```ts // Run inside `async` function const user = await prisma.user.create({ data: { name: 'Alice', email: '[email protected]', posts: { create: { title: 'Join us for Prisma Day 2021' }, }, }, }) ``` ##### Update an existing `Post` record ```ts // Run inside `async` function const post = await prisma.post.update({ where: { id: 42 }, data: { published: true }, }) ``` #### Usage with TypeScript Note that when using TypeScript, the result of this query will be _statically typed_ so that you can't accidentally access a property that doesn't exist (and any typos are caught at compile-time). Learn more about leveraging Prisma Client's generated types on the [Advanced usage of generated types](https://www.prisma.io/docs/concepts/components/prisma-client/advanced-usage-of-generated-types) page in the docs. ## Community Prisma has a large and supportive [community](https://www.prisma.io/community) of enthusiastic application developers. You can join us on [Slack](https://slack.prisma.io) and here on [GitHub](https://github.com/prisma/prisma/discussions). ## Security If you have a security issue to report, please contact us at [[email protected]](mailto:[email protected]?subject=[GitHub]%20Prisma%202%20Security%20Report%20). ## Support ### Ask a question about Prisma You can ask questions and initiate [discussions](https://github.com/prisma/prisma/discussions/) about Prisma-related topics in the `prisma` repository on GitHub. 👉 [**Ask a question**](https://github.com/prisma/prisma/discussions/new) ### Create a bug report for Prisma If you see an error message or run into an issue, please make sure to create a bug report! You can find [best practices for creating bug reports](https://www.prisma.io/docs/support/creating-bug-reports) (like including additional debugging output) in the docs. 👉 [**Create bug report**](https://github.com/prisma/prisma/issues/new?assignees=&labels=&template=bug_report.md&title=) ### Submit a feature request If Prisma currently doesn't have a certain feature, be sure to check out the [roadmap](https://www.prisma.io/docs/more/roadmap) to see if this is already planned for the future. If the feature on the roadmap is linked to a GitHub issue, please make sure to leave a +1 on the issue and ideally a comment with your thoughts about the feature! 👉 [**Submit feature request**](https://github.com/prisma/prisma/issues/new?assignees=&labels=&template=feature_request.md&title=) ## Contributing Refer to our [contribution guidelines](https://github.com/prisma/prisma/blob/main/CONTRIBUTING.md) and [Code of Conduct for contributors](https://github.com/prisma/prisma/blob/main/CODE_OF_CONDUCT.md). ## Build Status - Prisma Tests Status: [![Build status](https://badge.buildkite.com/590e1981074b70961362481ad8319a831b44a38c5d468d6408.svg?branch=main)](https://buildkite.com/prisma/prisma2-test) - Ecosystem Tests Status: [![Actions Status](https://github.com/prisma/ecosystem-tests/workflows/test/badge.svg)](https://github.com/prisma/ecosystem-tests/actions)
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Node.js Backend Architecture Typescript - Learn to build a backend server for production ready blogging platform like Medium and FreeCodeCamp. Main Features: Role based, Express.js, Mongoose, Redis, Mongodb, Joi, Docker, JWT, Unit Tests, Integration Tests.
# Node.js Backend Architecture Typescript Project ### A complete project to build a blogging platform like Medium, and FreeCodeCamp [![Docker Compose CI](https://github.com/janishar/nodejs-backend-architecture-typescript/actions/workflows/docker_compose.yml/badge.svg)](https://github.com/janishar/nodejs-backend-architecture-typescript/actions/workflows/docker_compose.yml) Note: This is the **latest (version 2)** of the project. If you are using **version 1** then checkout the branch [**version-1**](https://github.com/janishar/nodejs-backend-architecture-typescript/tree/version-1) <p align="center"> <img src="https://raw.githubusercontent.com/janishar/nodejs-backend-architecture-typescript/master/addons/github_assets/cover-nodejs-backend.png"> </p> <br> # Project Highlights 1. Node.js 2. Express.js 3. Typescript 4. Mongoose 5. Redis 6. Mongodb 7. Joi 8. Unit Tests & Integration Tests 9. Docker 10. JWT # About The Project This project is designed for a production ready environment. It can handle the scale and complexity of a very demanding application. This project is being used by companies like MindOrks, AfterAcademy, and CuriousJr. Apps/Websites having 10+ million usebase. It is suitable for Web Apps, Mobile Apps, and other API services. # About The Author I [Janishar Ali](https://janisharali.com) have created this project using my 10 years of experience in tech industry working for top companies. I enjoy sharing my learnings with the community. You can connect with me here: * [Twitter](https://twitter.com/janisharali) * [LinkedIn](https://www.linkedin.com/in/janishar-ali) * [Instagram](https://www.instagram.com/janisharali) [Learn from My YouTube Channel](https://www.youtube.com/@janisharali) # Project Instructions We will learn and build the backend application for a blogging platform. The main focus will be to create a maintainable and highly testable architecture. <br> Following are the features of this project: * **This backend is written in Typescript**: The type safety at build time and having intellisense for it in the IDE like vscode is unparalleled to productivity. I have found production bug reduced to a significant amount since most of the code vulnerabilities are identified during the build phase itself. * **Separation of concern principle**: Each component has been given a particular role. The role of the components is mutually exclusive. This makes the project easy to be unit tested. * **Feature encapsulation**: The files or components that are related to a particular feature have been grouped unless those components are required in multiple features. This enhances the ability to share code across projects. * **Centralised Error handling**: I have created a framework where all the errors are handled centrally. This reduces the ambiguity in the development when the project grows larger. * **Centralised Response handling**: Similar to Error handling we have a response handling framework. This makes it very convenient to apply a common API response pattern. * **Mongodb is used through Mongoose**: Mongodb fits very well to the node.js application. Being NoSQL, fast, and scalable makes it ideal for modern web applications. * **Redis Memcache**: I have used the redis server for caching the items which does not change frequently. It will boost the performance of our system. * **Async execution**: I have used async/await for the promises and made sure to use the non-blocking version of all the functions with few exceptions. * **Docker compose has been configured**: I have created the Dockerfile to provide the easy deployability without any setup and configurations. * **Unit test is favored**: The tests have been written to test the functions and routes without the need of the database server. Integration tests has also been done but the unit test is favored. * **A pure backend project**: I have experienced that when a backend is developed clubbed with a frontend then in the future it becomes really difficult to scale. We would want to create a separate backend project that servers many websites and mobile apps. > I have also open source a complete blogging website working on this backend project: [Goto Repository](https://github.com/janishar/react-app-architecture) The repository [**React.js Isomorphic Web Application Architecture**] has a complete React.js web application implemented for a blogging platform which is using this project as its API server. ## 3RE Architecture: Router, RouteHandler, ResponseHandler, ErrorHandler <p align="center"> <img src="https://raw.githubusercontent.com/janishar/nodejs-backend-architecture-typescript/master/addons/github_assets/3RE.png"> </p> <br> ## Project Outline: Blogging Platform <p align="center"> <img src="https://raw.githubusercontent.com/janishar/nodejs-backend-architecture-typescript/master/addons/github_assets/project-outline.png"> </p> <br> ## Request-Response Handling Schematic Diagram <p align="center"> <img src="https://raw.githubusercontent.com/janishar/nodejs-backend-architecture-typescript/master/addons/github_assets/api-structure.png"> </p> <br> ## Learn the concepts used in this project * [Design Node.js Backend Architecture like a Pro](https://janisharali.com/blog/design-node-js-backend-architecture-like-a-pro) * [The video guide to build and run this project](https://youtu.be/t7blRxqPIMs) * [Implement JSON Web Token (JWT) Authentication using AccessToken and RefreshToken](https://janisharali.com/blog/implement-json-web-token-jwt-authentication-using-access-token-and-refresh-token) * [TypeScript Tutorial For Beginners](https://afteracademy.com/blog/typescript-tutorial-for-beginners) * [From JavaScript to TypeScript](https://afteracademy.com/blog/from-javascript-to-typescript) ## You can find the complete API documentation [here](https://documenter.getpostman.com/view/1552895/2s8Z6u4a6N) <a href="https://documenter.getpostman.com/view/1552895/2s8Z6u4a6N" target="_blank"> <img src="https://raw.githubusercontent.com/afteracademy/nodejs-backend-architecture-typescript/master/addons/github_assets/api-doc-button.png" width="200" height="60"/> </a> ## How to build and run this project * Install using Docker Compose [**Recommended Method**] * Clone this repo. * Make a copy of **.env.example** file to **.env**. * Make a copy of **keys/private.pem.example** file to **keys/private.pem**. * Make a copy of **keys/public.pem.example** file to **keys/public.pem**. * Make a copy of **tests/.env.test.example** file to **tests/.env.test**. * Install Docker and Docker Compose. [Find Instructions Here](https://docs.docker.com/install/). * Execute `docker-compose up -d` in terminal from the repo directory. * You will be able to access the api from http://localhost:3000 * *If having any issue* then make sure 3000 port is not occupied else provide a different port in **.env** file. * *If having any issue* then make sure 27017 port is not occupied else provide a different port in **.env** file. * Run The Tests * Install node.js and npm on your local machine. * From the root of the project executes in terminal `npm install`. * *Use the latest version of node on the local machine if the build fails*. * To run the tests execute `npm test`. * Install Without Docker [**2nd Method**] * Install MongoDB on your local. * Do steps 1 to 5 as listed for **Install using Docker Compose**. * Do steps 1 to 3 as listed for **Run The Tests**. * Create users in MongoDB and seed the data taking reference from the **addons/init-mongo.js** * Change the `DB_HOST` to `localhost` in **.env** and **tests/.env.test** files. * Execute `npm start` and You will be able to access the API from http://localhost:3000 * To run the tests execute `npm test`. * Postman APIs Here: [addons/postman](https://github.com/janishar/nodejs-backend-architecture-typescript/tree/master/addons/postman) ## Learn Backend Development From Our Videos * [Introduction to Web Backend Development for Beginners](https://youtu.be/SikmqyFocKQ) * [Backend System Design for Startups](https://youtube.com/playlist?list=PLuppOTn4pNYeAn-ioA-Meec5I8pQK_gU5) * [Practical Javascript for Beginners](https://youtube.com/playlist?list=PLuppOTn4pNYdowBb05yG2I8wAmHiW7vze) ## Project Directory Structure ``` ├── .vscode │ ├── settings.json │ ├── tasks.json │ └── launch.json ├── .templates ├── src │ ├── server.ts │ ├── app.ts │ ├── config.ts │ ├── auth │ │ ├── apikey.ts │ │ ├── authUtils.ts │ │ ├── authentication.ts │ │ ├── authorization.ts │ │ └── schema.ts │ ├── core │ │ ├── ApiError.ts │ │ ├── ApiResponse.ts │ │ ├── JWT.ts │ │ ├── Logger.ts │ │ └── utils.ts │ ├── cache │ │   ├── index.ts │ │   ├── keys.ts │ │   ├── query.ts │ │   └── repository │ │   ├── BlogCache.ts │ │   └── BlogsCache.ts │ ├── database │ │ ├── index.ts │ │ ├── model │ │ │ ├── ApiKey.ts │ │ │ ├── Blog.ts │ │ │ ├── Keystore.ts │ │ │ ├── Role.ts │ │ │ └── User.ts │ │ └── repository │ │ ├── ApiKeyRepo.ts │ │ ├── BlogRepo.ts │ │ ├── KeystoreRepo.ts │ │ ├── RoleRepo.ts │ │ └── UserRepo.ts │ ├── helpers │ │ ├── asyncHandler.ts │ │ ├── permission.ts │ │ ├── role.ts │ │ ├── security.ts │ │ ├── utils.ts │ │ └── validator.ts │ ├── routes │ │ ├── access │ │ │ ├── credential.ts │ │ │ ├── login.ts │ │ │ ├── logout.ts │ │ │ ├── schema.ts │ │ │ ├── signup.ts │ │ │ ├── token.ts │ │ │ └── utils.ts │ │ ├── blog │ │ │ ├── editor.ts │ │ │ ├── index.ts │ │ │ ├── schema.ts │ │ │ └── writer.ts │ │   ├── blogs │ │   │   ├── index.ts │ │   │   └── schema.ts │ │ ├── index.ts │ │ └── profile │ │ ├── schema.ts │ │ └── user.ts │ └── types │ └── app-request.d.ts ├── tests │ ├── auth │ │ ├── apikey │ │ │ ├── mock.ts │ │ │ └── unit.test.ts │ │ ├── authUtils │ │ │ ├── mock.ts │ │ │ └── unit.test.ts │ │ ├── authentication │ │ │ ├── mock.ts │ │ │ └── unit.test.ts │ │ └── authorization │ │ ├── mock.ts │ │ └── unit.test.ts │ ├── core │ │ └── jwt │ │ ├── mock.ts │ │ └── unit.test.ts │ ├── cache │ │ └── mock.ts │ ├── database │ │ └── mock.ts │ ├── routes │ │ ├── access │ │ │ ├── login │ │ │ │ ├── integration.test.ts │ │ │ │ ├── mock.ts │ │ │ │ └── unit.test.ts │ │ │ └── signup │ │ │ ├── mock.ts │ │ │ └── unit.test.ts │ │ └── blog │ │ ├── index │ │ │ ├── mock.ts │ │ │ └── unit.test.ts │ │ └── writer │ │ ├── mock.ts │ │ └── unit.test.ts │ ├── .env.test │ └── setup.ts ├── addons │ └── init-mongo.js ├── keys │ ├── private.pem │ └── public.pem ├── .env ├── .gitignore ├── .dockerignore ├── .eslintrc ├── .eslintignore ├── .prettierrc ├── .prettierignore ├── .travis.yml ├── Dockerfile ├── docker-compose.yml ├── package-lock.json ├── package.json ├── jest.config.js └── tsconfig.json ``` ## Directory Traversal for Signup API call `/src → server.ts → app.ts → /routes/index.ts → /auth/apikey.ts → schema.ts → /helpers/validator.ts → asyncHandler.ts → /routes/access/signup.ts → schema.ts → /helpers/validator.ts → asyncHandler.ts → /database/repository/UserRepo.ts → /database/model/User.ts → /core/ApiResponses.ts` ## API Examples * Signup * Method and Headers ``` POST /signup/basic HTTP/1.1 Host: localhost:3000 x-api-key: GCMUDiuY5a7WvyUNt9n3QztToSHzK7Uj Content-Type: application/json ``` * Request Body ```json { "name" : "Janishar Ali", "email": "[email protected]", "password": "changeit", "profilePicUrl": "https://avatars1.githubusercontent.com/u/11065002?s=460&u=1e8e42bda7e6f579a2b216767b2ed986619bbf78&v=4" } ``` * Response Body: 200 ```json { "statusCode": "10000", "message": "Signup Successful", "data": { "user": { "_id": "63a19e5ba2730d1599d46c0b", "name": "Janishar Ali", "roles": [ { "_id": "63a197b39e07f859826e6626", "code": "LEARNER", "status": true } ], "profilePicUrl": "https://avatars1.githubusercontent.com/u/11065002?s=460&u=1e8e42bda7e6f579a2b216767b2ed986619bbf78&v=4" }, "tokens": { "accessToken": "some_token", "refreshToken": "some_token" } } } ``` * Response Body: 400 ```json { "statusCode": "10001", "message": "Bad Parameters" } ``` * Profile Private * Method and Headers ``` GET /profile/my HTTP/1.1 Host: localhost:3000 x-api-key: GCMUDiuY5a7WvyUNt9n3QztToSHzK7Uj Content-Type: application/json Authorization: Bearer <your_token_received_from_signup_or_login> ``` * Response Body: 200 ```json { "statusCode": "10000", "message": "success", "data": { "name": "Janishar Ali Anwar", "profilePicUrl": "https://avatars1.githubusercontent.com/u/11065002?s=460&u=1e8e42bda7e6f579a2b216767b2ed986619bbf78&v=4", "roles": [ { "_id": "5e7b8acad7aded2407e078d7", "code": "LEARNER" }, { "_id": "5e7b8c22d347fc2407c564a6", "code": "WRITER" }, { "_id": "5e7b8c2ad347fc2407c564a7", "code": "EDITOR" } ] } } ``` ### Find this project useful ? :heart: * Support it by clicking the :star: button on the upper right of this page. :v: ### License ``` Copyright (C) 2022 JANISHAR ALI ANWAR Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ```
365
Build ECommerce Website Like Amazon By React & Node & MongoDB
# React & Node Tutorial - Full ECommerce in 5 Hours [2020] Welcome to my React and Node tutorial to build a fully-functional e-commerce website in 5 hours. Open your code editor and follow me for the next hours to build an e-commerce website using React and Node.JS. ## Demo Website 👉 Demo : https://oldamazona.webacademy.pro ## Video Tutorial 👉 Click on this image to watch full 5-hours video of this tutorial [![IMAGE ALT TEXT HERE](https://img.youtube.com/vi/Fy9SdZLBTOo/0.jpg)](https://www.youtube.com/watch?v=Fy9SdZLBTOo) ## You Will Learn - HTML5 and CSS3: Semantic Elements, CSS Grid, Flexbox - React: Components, Props, Events, Hooks, Router, Axios - Redux: Store, Reducers, Actions - Node & Express: Web API, Body Parser, File Upload, JWT - MongoDB: Mongoose, Aggregation - Development: ESLint, Babel, Git, Github, - Deployment: Heroku - Watch React & Node Tutorial ## Run Locally ### 1. Clone repo ``` $ git clone [email protected]:basir/node-react-ecommerce.git $ cd node-react-ecommerce ``` ### 2. Install MongoDB Download it from here: https://docs.mongodb.com/manual/administration/install-community/ ### 3. Run Backend ``` $ npm install $ npm start ``` ### 4. Run Frontend ``` # open new terminal $ cd frontend $ npm install $ npm start ``` ### 5. Create Admin User - Run this on chrome: http://localhost:5000/api/users/createadmin - It returns admin email and password ### 6. Login - Run http://localhost:3000/signin - Enter admin email and password and click signin ### 7. Create Products - Run http://localhost:3000/products - Click create product and enter product info ## Support - Q/A: https://webacademy.pro/oldamazona - Contact Instructor: [Basir](mailto:[email protected]) ## Video Tutorials ### [00:02:00 Part 01- Introduction](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=120s) It gives you an overview of the tutorial to build an eCommerce website like Amazon. ### [00:08:26 Part 02- Install Tools](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=506s) You need to install a code editor and a web browser to start web development. In this part, we will prepare the environment to start coding. ### [00:12:36 Part 03- Website Template](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=756s) In this part, you create a web template for the eCommerce website. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/56kqn8m5n1m9fejdoxkz.png) ### [00:29:47 Part 04- Products List](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=1787s) We will create a list of products as static HTML elements. ### [00:41:54 Part 05- Create Sidebar](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=2514s) We will create a hamburger menu that shows and hide the sidebar. Also, we design the details page of the products. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/3sceblg6i6790minhaxg.jpg) ### [00:52:39 Part 06- Create React App](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=3159s) This part is about the frontend. We use React library to build the UI elements. ### [01:01:09 Part 07- Render Products](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=3669s) This is the home page of e-commerce. It shows a list of products. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/hqiwteg10o8a2cnq0wwi.jpg) ### [01:06:30 Part 08- Product Details](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=3990s) When the user clicks on a product there should a page to show details about that product. This lesson is all about making an attractive details page. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/csskvzbcmz4ypki2xjgk.jpg) ### [01:30:53 Part 09- Create Node Server](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=5453s) This part is about Node and Express. They are the popular framework to create a web server using JavaScript language. We will create a MongoDB database and save and retrieve the admin user. ### [01:39:52 Part 10- Fetch Server Data](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=5992s) In this lesson, we use React Hooks to fetch data from the server. We use the axios library to do this job in a modern async/await style. ### [01:47:55 Part 11- Manage State With Redux](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=6475s) When it comes to handling multiple forms with their data nothing is better than state management. We use Redux in this lesson to handle complex state and keep the app behavior predictable. ### [02:07:11 Part 12- Add Redux To Details](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=7631s) In this part, we move the details page state to Redux. First, we create reducers then define actions and connect them to the details component. ### [02:29:23 Part 13- Shopping Cart Screen](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=8963s) Shopping Cart is the heart of any e-commerce website. We focus on creating a user-friendly shopping cart using React and Redux. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/fyzf0no5ej1fgxp5972e.png) ### [03:08:11 Part 14- Connect MongoDB](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=11291s) This lesson is about persisting data on the MongoDB database. We use mongoose package to create models and save and retrieve data from the database. ### [03:21:35 Part 15- Sign In User](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=12095s) We need to register the user before redirecting them to the checkout. In this part, we will create forms for getting user info and save them in the database. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/92coj0rezr5508vhfv34.png) ### [03:56:02 Part 16- Manage Products](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=14162s) Admin should be able to define products and update the count in stock whenever they like. This page is about managing ECommerce products. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/154a5zk6vfapukjaxwyu.png) ### [04:38:43 Part 17- Checkout Wizard](https://www.youtube.com/watch?v=Fy9SdZLBTOo&t=16723s) In this part, we implement the checkout wizard including sign in, shipping info, payment method, and place order. ![Alt Text](https://dev-to-uploads.s3.amazonaws.com/i/l8w3g9mc3ccijt70wpf3.png) ## Only On Udemy Following parts are on my udemy course. [Get it by 90% discount](https://www.udemy.com/course/build-ecommerce-website-like-amazon-react-node-mongodb/?couponCode=BASIR1) ### Part 18- Order Details Screen It shows all details about an order includeing shipping, payments and order items. Also it is possible for admin to manage orders like set them as delivered. ### Part 19- Connect to PayPal This parts create PaypalButton component to show paypal payment button on the screen. when users click on it, they will be redirected to paypal website to make the payment. after payment users will be redirected to details page of the order. ### Part 20- Manage Order Screen This is an admin page to manage list of orders. Admin can delete an order or set it as delivered. ### Part 21- User Profile Screen When user click on thier name on the header menu, this page appears. It consists of two sections. First an profile update form and second order history. ### Part 22- Filter and Sort Products In the home page, right after header, there is a filter bar to filter products based on their name and description. also it is possible to sort product based on prices and arrivals. ### Part 23- Deploy Website on Heroku This section explains all steps to publish the ecommerce website on heroku. first you need to create a cloud mongodb and the make an account on heroku. ### Part 24- Rate and Review Products This part shows list of reviews by users for each products. also it provides a form to enter rating and review for every single product. also it update the avg rating of each product by user ratings. 1. index.html 2. link fontawesome 3. Rating.js 4. create stars based on props.value 5. show text based on props.text 6. index.css 7. style rating, span color gold and last span to gray, link text to blue 8. HomeScreen.js 9. use Rating component 10. ProductScreen.js 11. use Rating component, wrap it in anchor#reviews 12. list reviews after product details 13. create new review form to get rating and reviews 14. index.css 15. style reviews 16. ProductScreen.js 17. implement submitHandler 18. productActions.js 19. create saveProductReview(productId, review) 20. productConstants.js 21. create product review constants 22. productReducers.js 23. create productReviewSaveReducer 24. store.js 25. add productReviewSaveReducer 26. backend 27. productRoute.js 28. router.post('/:id/reviews') 29. save review in product.reviews 30. update avg rating ### Part 25- Upload Product Images On Local Server Admin shoud be able to uploads photos from their computer. This section is about uploading images on local server ans aws s3 cloud server. 1. npm install multer 2. routes/uploadRoute.js 3. import express and multer 4. create disk storage with Date.now().jpg as filename 5. set upload as multer({ storage }) 6. router.post('/', upload.single('image')) 7. return req.file.path 8. server.js 9. app.use('/api/uploads',uploadRoute) 10. ProductsScreen.js 11. create state hook for uploading 12. create input image file and onChange handler 13. define handleUploadImage function 14. prepare file for upload 15. axios post file as multipart/form-data 16. set image and set uploading 17. check result ### Part 26- Upload Product Images On AWS S3 This section is about uploading images amazon aws s3 cloud server. 1. create aws account 2. open https://s3.console.aws.amazon.com 3. create public bucket as amazona 4. create api key and secret 5. past it into .env as accessKeyId and secretAccessKey 6. move dotenv to config.js 7. add accessKeyId and secretAccessKey to config.js 8. npm install aws-sdk multer-s3 9. routes/uploadRoute.js 10. set aws.config.update to config values 11. create s3 from new aws.S3() 12. create storageS3 from multerS3 by setting s3, bucket and acl 13. set uploadS3 as multer({ storage: storageS3 }) 14. router.post('/s3', uploadS3.single('image')) 15. return req.file.location 16. ProductsScreen.js 17. on handleUploadImage set axios.post('api/uploads/s3') 18. check result on website and s3 ## Summary In this tutorial, we have made an eCommerce website like Amazon. Feel free to change this project based on your needs and add it to your portfolio. Also, I will love to hear your comment about this React and Node tutorial. Please share your thoughts here.
366
Prisma Client Python is an auto-generated and fully type-safe database client designed for ease of use
<br /> <div align="center"> <h1>Prisma Client Python</h1> <p><h3 align="center">Type-safe database access for Python</h3></p> <div align="center"> <a href="https://discord.gg/HpFaJbepBH"> <img src="https://img.shields.io/discord/933860922039099444?color=blue&label=chat&logo=discord" alt="Chat on Discord"> </a> <a href="https://prisma.io"> <img src="https://img.shields.io/static/v1?label=prisma&message=4.10.0&color=blue&logo=prisma" alt="Supported Prisma version is 4.10.0"> </a> <a href="https://github.com/grantjenks/blue"> <img src="https://camo.githubusercontent.com/dbdbcf26db37abfa1f2ab7e6c28c8b3a199f2dad98e4ef53a50e9c45c7e4ace8/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f636f64652532307374796c652d626c75652d626c75652e737667" alt="Code style: blue"> </a> <a href="https://robertcraigie.github.io/prisma-client-py/htmlcov/index.html"> <img src="https://raw.githubusercontent.com/RobertCraigie/prisma-client-py/static/coverage/coverage.svg" alt="Code coverage report"> </a> <img src="https://img.shields.io/github/actions/workflow/status/RobertCraigie/prisma-client-py/test.yml?branch=main&label=tests" alt="GitHub Workflow Status (main)"> <img src="https://img.shields.io/pypi/pyversions/prisma" alt="Supported python versions"> <img src="https://img.shields.io/pypi/v/prisma" alt="Latest package version"> </div> </div> <hr> ## What is Prisma Client Python? Prisma Client Python is a next-generation ORM built on top of [Prisma](https://github.com/prisma/prisma) that has been designed from the ground up for ease of use and correctness. [Prisma](https://www.prisma.io/) is a TypeScript ORM with zero-cost type safety for your database, although don't worry, Prisma Client Python [interfaces](#how-does-prisma-python-interface-with-prisma) with Prisma using Rust, you don't need Node or TypeScript. Prisma Client Python can be used in _any_ Python backend application. This can be a REST API, a GraphQL API or _anything_ else that needs a database. ![GIF showcasing Prisma Client Python usage](https://raw.githubusercontent.com/RobertCraigie/prisma-client-py/main/docs/showcase.gif) > _Note that the only language server that is known to support this form of autocompletion is Pylance / Pyright._ ## Why should you use Prisma Client Python? Unlike other Python ORMs, Prisma Client Python is **fully type safe** and offers native support for usage **with and without** `async`. All you have to do is [specify the type of client](https://prisma-client-py.readthedocs.io/en/stable/getting_started/setup/) you would like to use for your project in the [Prisma schema file](#the-prisma-schema). However, the arguably best feature that Prisma Client Python provides is [autocompletion support](#auto-completion-for-query-arguments) (see the GIF above). This makes writing database queries easier than ever! Core features: - [Prisma Migrate](https://www.prisma.io/docs/concepts/components/prisma-migrate) - [Full type safety](https://prisma-client-py.readthedocs.io/en/stable/getting_started/type-safety/) - [With / without async](https://prisma-client-py.readthedocs.io/en/stable/getting_started/setup/) - [Recursive and pseudo-recursive types](https://prisma-client-py.readthedocs.io/en/stable/reference/config/#recursive-type-depth) - [Atomic updates](https://prisma-client-py.readthedocs.io/en/stable/reference/operations/#updating-atomic-fields) - [Complex cross-relational queries](https://prisma-client-py.readthedocs.io/en/stable/reference/operations/#filtering-by-relational-fields) - [Partial type generation](https://prisma-client-py.readthedocs.io/en/stable/reference/partial-types/) - [Batching write queries](https://prisma-client-py.readthedocs.io/en/stable/reference/batching/) Supported database providers: - PostgreSQL - MySQL - SQLite - CockroachDB - MongoDB (experimental) - SQL Server (experimental) ## Support Have any questions or need help using Prisma? Join the [community discord](https://discord.gg/HpFaJbepBH)! If you don't want to join the discord you can also: - Create a new [discussion](https://github.com/RobertCraigie/prisma-client-py/discussions/new) - Ping me on the [Prisma Slack](https://slack.prisma.io/) `@Robert Craigie` ## How does Prisma work? This section provides a high-level overview of how Prisma works and its most important technical components. For a more thorough introduction, visit the [documentation](https://prisma-client-py.readthedocs.io). ### The Prisma schema Every project that uses a tool from the Prisma toolkit starts with a [Prisma schema file](https://www.prisma.io/docs/concepts/components/prisma-schema). The Prisma schema allows developers to define their _application models_ in an intuitive data modeling language. It also contains the connection to a database and defines a _generator_: ```prisma // database datasource db { provider = "sqlite" url = "file:database.db" } // generator generator client { provider = "prisma-client-py" recursive_type_depth = 5 } // data models model Post { id Int @id @default(autoincrement()) title String content String? views Int @default(0) published Boolean @default(false) author User? @relation(fields: [author_id], references: [id]) author_id Int? } model User { id Int @id @default(autoincrement()) email String @unique name String? posts Post[] } ``` In this schema, you configure three things: - **Data source**: Specifies your database connection. In this case we use a local SQLite database however you can also use an environment variable. - **Generator**: Indicates that you want to generate Prisma Client Python. - **Data models**: Defines your application models. --- On this page, the focus is on the generator as this is the only part of the schema that is specific to Prisma Client Python. You can learn more about [Data sources](https://www.prisma.io/docs/reference/tools-and-interfaces/prisma-schema/data-sources) and [Data models](https://www.prisma.io/docs/concepts/components/prisma-schema/data-model/) on their respective documentation pages. ### Prisma generator A prisma schema can define one or more generators, defined by the `generator` block. A generator determines what assets are created when you run the `prisma generate` command. The `provider` value defines which Prisma Client will be created. In this case, as we want to generate Prisma Client Python, we use the `prisma-client-py` value. You can also define where the client will be generated to with the `output` option. By default Prisma Client Python will be generated to the same location it was installed to, whether thats inside a virtual environment, the global python installation or anywhere else that python packages can be imported from. For more options see [configuring Prisma Client Python](https://prisma-client-py.readthedocs.io/en/stable/reference/config/). --- ### Accessing your database with Prisma Client Python Just want to play around with Prisma Client Python and not worry about any setup? You can try it out online on [gitpod](https://gitpod.io/#https://github.com/RobertCraigie/prisma-py-async-quickstart). #### Installing Prisma Client Python The first step with any python project should be to setup a virtual environment to isolate installed packages from your other python projects, however that is out of the scope for this page. In this example we'll use an asynchronous client, if you would like to use a synchronous client see [setting up a synchronous client](https://prisma-client-py.readthedocs.io/en/stable/getting_started/setup/#synchronous-client). ```sh pip install -U prisma ``` #### Generating Prisma Client Python Now that we have Prisma Client Python installed we need to actually generate the client to be able to access the database. Copy the Prisma schema file shown above to a `schema.prisma` file in the root directory of your project and run: ```sh prisma db push ``` This command will add the data models to your database and generate the client, you should see something like this: ``` Prisma schema loaded from schema.prisma Datasource "db": SQLite database "database.db" at "file:database.db" SQLite database database.db created at file:database.db 🚀 Your database is now in sync with your schema. Done in 26ms ✔ Generated Prisma Client Python to ./.venv/lib/python3.9/site-packages/prisma in 265ms ``` It should be noted that whenever you make changes to your `schema.prisma` file you will have to re-generate the client, you can do this automatically by running `prisma generate --watch`. The simplest asynchronous Prisma Client Python application will either look something like this: ```py import asyncio from prisma import Prisma async def main() -> None: prisma = Prisma() await prisma.connect() # write your queries here user = await prisma.user.create( data={ 'name': 'Robert', 'email': '[email protected]' }, ) await prisma.disconnect() if __name__ == '__main__': asyncio.run(main()) ``` or like this: ```py import asyncio from prisma import Prisma from prisma.models import User async def main() -> None: db = Prisma(auto_register=True) await db.connect() # write your queries here user = await User.prisma().create( data={ 'name': 'Robert', 'email': '[email protected]' }, ) await db.disconnect() if __name__ == '__main__': asyncio.run(main()) ``` #### Query examples For a more complete list of queries you can perform with Prisma Client Python see the [documentation](https://prisma-client-py.readthedocs.io/en/stable/reference/operations/). All query methods return [pydantic models](https://pydantic-docs.helpmanual.io/usage/models/). **Retrieve all `User` records from the database** ```py users = await db.user.find_many() ``` **Include the `posts` relation on each returned `User` object** ```py users = await db.user.find_many( include={ 'posts': True, }, ) ``` **Retrieve all `Post` records that contain `"prisma"`** ```py posts = await db.post.find_many( where={ 'OR': [ {'title': {'contains': 'prisma'}}, {'content': {'contains': 'prisma'}}, ] } ) ``` **Create a new `User` and a new `Post` record in the same query** ```py user = await db.user.create( data={ 'name': 'Robert', 'email': '[email protected]', 'posts': { 'create': { 'title': 'My first post from Prisma!', }, }, }, ) ``` **Update an existing `Post` record** ```py post = await db.post.update( where={ 'id': 42, }, data={ 'views': { 'increment': 1, }, }, ) ``` #### Usage with static type checkers All Prisma Client Python methods are fully statically typed, this means you can easily catch bugs in your code without having to run it! For more details see the [documentation](https://prisma-client-py.readthedocs.io/en/stable/getting_started/type-safety/). #### How does Prisma Client Python interface with Prisma? Prisma Client Python connects to the database and executes queries using Prisma's rust-based Query Engine, of which the source code can be found here: https://github.com/prisma/prisma-engines. Prisma Client Python exposes a CLI interface which wraps the [Prisma CLI](https://www.prisma.io/docs/reference/api-reference/command-reference). This works by downloading a Node binary, if you don't already have Node installed on your machine, installing the CLI with `npm` and running the CLI using Node. The CLI interface is the exact same as the standard [Prisma CLI](https://www.prisma.io/docs/reference/api-reference/command-reference) with [some additional commands](https://prisma-client-py.readthedocs.io/en/stable/reference/command-line/). ## Affiliation Prisma Client Python is _not_ an official Prisma product although it is very generously sponsored by Prisma. ## Room for improvement Prisma Client Python is a fairly new project and as such there are some features that are missing or incomplete. ### Auto completion for query arguments Prisma Client Python query arguments make use of `TypedDict` types. Support for completion of these types within the Python ecosystem is now fairly widespread. This section is only here for documenting support. Supported editors / extensions: - VSCode with [pylance](https://marketplace.visualstudio.com/items?itemName=ms-python.vscode-pylance) v2021.9.4 or higher - Sublime Text with [LSP-Pyright](https://github.com/sublimelsp/LSP-pyright) v1.1.196 or higher - PyCharm [2022.1 EAP 3](<https://youtrack.jetbrains.com/articles/PY-A-233537928/PyCharm-2022.1-EAP-3-(221.4994.44-build)-Release-Notes>) added support for completing `TypedDict`s - This does not yet work for Prisma Client Python unfortunately, see [this issue](https://youtrack.jetbrains.com/issue/PY-54151/TypedDict-completion-at-callee-does-not-work-for-methods) - Any editor that supports the Language Server Protocol and has an extension supporting Pyright v1.1.196 or higher - vim and neovim with [coc.nvim](https://github.com/fannheyward/coc-pyright) - [emacs](https://github.com/emacs-lsp/lsp-pyright) ```py user = await db.user.find_first( where={ '|' } ) ``` Given the cursor is where the `|` is, an IDE should suggest the following completions: - id - email - name - posts ### Performance While there has currently not been any work done on improving the performance of Prisma Client Python queries, they should be reasonably fast as the core query building and connection handling is performed by Prisma. Performance is something that will be worked on in the future and there is room for massive improvements. ### Supported platforms Windows, MacOS and Linux are all officially supported. ## Version guarantees Prisma Client Python is _not_ stable. Breaking changes will be documented and released under a new **MINOR** version following this format. `MAJOR`.`MINOR`.`PATCH` New releases are scheduled bi-weekly, however as this is a solo project, no guarantees are made that this schedule will be stuck to. ## Contributing We use [conventional commits](https://www.conventionalcommits.org) (also known as semantic commits) to ensure consistent and descriptive commit messages. See the [contributing documentation](https://prisma-client-py.readthedocs.io/en/stable/contributing/contributing/) for more information. ## Attributions This project would not be possible without the work of the amazing folks over at [prisma](https://www.prisma.io). Massive h/t to [@steebchen](https://github.com/steebchen) for his work on [prisma-client-go](https://github.com/prisma/prisma-client-go) which was incredibly helpful in the creation of this project. This README is also heavily inspired by the README in the [prisma/prisma](https://github.com/prisma/prisma) repository.
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Qt binding for Go (Golang) with support for Windows / macOS / Linux / FreeBSD / Android / iOS / Sailfish OS / Raspberry Pi / AsteroidOS / Ubuntu Touch / JavaScript / WebAssembly
Introduction ------------ [Qt](https://en.wikipedia.org/wiki/Qt_(software)) is a free and open-source widget toolkit for creating graphical user interfaces as well as cross-platform applications that run on various software and hardware platforms with little or no change in the underlying codebase. [Go](https://en.wikipedia.org/wiki/Go_(programming_language)), also known as Golang, is a programming language designed at Google. [therecipe/qt](https://github.com/therecipe/qt) allows you to write Qt applications entirely in Go, [JavaScript/TypeScript](https://github.com/therecipe/entry), [Dart/Flutter](https://github.com/therecipe/flutter), [Haxe](https://github.com/therecipe/haxe) and [Swift](https://github.com/therecipe/swift) Beside the language bindings provided, `therecipe/qt` also greatly simplifies the deployment of Qt applications to various software and hardware platforms. At the time of writing, almost all Qt functions and classes are accessible, and you should be able to find everything you need to build fully featured Qt applications. Impressions ----------- [Gallery](https://github.com/therecipe/qt/wiki/Gallery) of example applications. [JavaScript Demo](https://therecipe.github.io/entry) | *[source](https://github.com/therecipe/entry)* Installation ------------ The following instructions assume that you already installed [Go](https://golang.org/dl/) and [Git](https://git-scm.com/downloads) #### (Experimental) cgo-less version (try this first, if you are new and want to test the binding) ##### Windows ```powershell go get -ldflags="-w" github.com/therecipe/examples/basic/widgets && for /f %v in ('go env GOPATH') do %v\bin\widgets.exe ``` ##### macOS/Linux ```bash go get -ldflags="-w" github.com/therecipe/examples/basic/widgets && $(go env GOPATH)/bin/widgets ``` #### Default version ##### Windows [(more info)](https://github.com/therecipe/qt/wiki/Installation-on-Windows) ```powershell set GO111MODULE=off go get -v github.com/therecipe/qt/cmd/... && for /f %v in ('go env GOPATH') do %v\bin\qtsetup test && %v\bin\qtsetup -test=false ``` ##### macOS [(more info)](https://github.com/therecipe/qt/wiki/Installation-on-macOS) ```bash export GO111MODULE=off; xcode-select --install; go get -v github.com/therecipe/qt/cmd/... && $(go env GOPATH)/bin/qtsetup test && $(go env GOPATH)/bin/qtsetup -test=false ``` ##### Linux [(more info)](https://github.com/therecipe/qt/wiki/Installation-on-Linux) ```bash export GO111MODULE=off; go get -v github.com/therecipe/qt/cmd/... && $(go env GOPATH)/bin/qtsetup test && $(go env GOPATH)/bin/qtsetup -test=false ``` Resources --------- - [Installation](https://github.com/therecipe/qt/wiki/Installation) - [Getting Started](https://github.com/therecipe/qt/wiki/Getting-Started) - [Wiki](https://github.com/therecipe/qt/wiki) - [Qt Documentation](https://doc.qt.io/qt-5/classes.html) - [FAQ](https://github.com/therecipe/qt/wiki/FAQ) - [#qt-binding](https://gophers.slack.com/messages/qt-binding/details) Slack channel ([invite](https://invite.slack.golangbridge.org)\) Deployment Targets ------------------ | Target | Arch | Linkage | Docker Deployment | Host OS | |:------------------------:|:----------------:|:-------------------------:|:-----------------:|:-------:| | Windows | 32 / 64 | dynamic / static | Yes | Any | | macOS | 64 | dynamic | Yes | Any | | Linux | arm / arm64 / 64 | dynamic / static / system | Yes | Any | | Android (+Wear) | arm / arm64 | dynamic | Yes | Any | | Android-Emulator (+Wear) | 32 | dynamic | Yes | Any | | SailfishOS | arm | system | Yes | Any | | SailfishOS-Emulator | 32 | system | Yes | Any | | Raspberry Pi (1/2/3) | arm | dynamic / system | Yes | Any | | Ubuntu Touch | arm / 64 | system | Yes | Any | | JavaScript | 32 | static | Yes | Any | | WebAssembly | 32 | static | Yes | Any | | iOS | arm64 | static | No | macOS | | iOS-Simulator | 64 | static | No | macOS | | AsteroidOS | arm | system | No | Linux | | FreeBSD | 32 / 64 | system | No | FreeBSD | License ------- This package is released under [LGPLv3](https://opensource.org/licenses/LGPL-3.0) Qt itself is licensed and available under multiple [licenses](https://www.qt.io/licensing).
368
LiteIDE is a simple, open source, cross-platform Go IDE.
<!-- Welcome to LiteIDE X --> LiteIDE X ========= ![liteide-logo](liteidex/liteide-logo/liteide.png) ### Introduction _LiteIDE is a simple, open source, cross-platform Go IDE._ * Version: X38.1 (support Go 1.18 generics) * Author: [visualfc](mailto:[email protected]) ### Features * Core features * System environment management * MIME type management * Configurable build commands * Support files search replace and revert * Quick open file, symbol and commands * Plug-in system * Integrated terminal * Advanced code editor * Code editor supports Golang, Markdown and Golang Present * Rapid code navigation tools * Syntax highlighting and color scheme * Code completion * Code folding * Display save revision * Reload file by internal diff way * Golang support * Support Go1.18 generics * Support Go1.18 go.work * Support Go1.11 Go modules * Support Go1.5 Go vendor * Support Go1 GOPATH * Golang build environment management * Compile and test using standard Golang tools * Custom GOPATH support system, IDE and project * Custom project build configuration * Golang package browser * Golang class view and outline * Golang doc search and api index * Source code navigation and information tips * Source code find usages * Source code refactoring and revert * Integrated [gocode](https://github.com/visualfc/gocode) clone of [nsf/gocode](https://github.com/nsf/gocode) * Integrated [gomodifytags](https://github.com/fatih/gomodifytags) * Support source query tools guru * Debug with GDB and [Delve](https://github.com/derekparker/delve) ### Supported Systems * Windows x86 (32-bit or 64-bit) * Linux x86 (32-bit or 64-bit) * MacOS X10.6 or higher (64-bit) * FreeBSD 9.2 or higher (32-bit or 64-bit) * OpenBSD 5.6 or higher (64-bit) ### Latest Release Supported Platform Details * Windows * liteide-latest.windows-qt5.zip -> WindowsXP, Windows 7 8 10 * liteide-latest.windows-qt4.zip -> WindowsXP, Windows 7 * macOS * liteide-latest.macosx-qt5.zip -> macOS 10.8 or higher * Linux x64 * liteide-latest.linux-64-qt4.tar.bz2 -> Linux (64 bit) build on ubuntu 16.04 * liteide-latest.linux-64-qt5.tar.bz2 -> Linux (64 bit) build on ubuntu 16.04 * Linux x32 * liteide-latest.linux-32-qt4.tar.bz2 -> Linux (32 bit) build on ubuntu 16.04 * liteide-latest.linux-32-qt5.tar.bz2 -> Linux (32 bit) build on ubuntu 16.04 * ArchLinux * liteide-latest.archlinux-pkgbuild.zip -> ArchLinux (64 bit) PKGBUILD ### LiteIDE Command Line liteide [files|folder] [--select-env id] [--local-setting] [--user-setting] [--reset-setting] --select-env [system|win32|cross-linux64|...] select init environment id --local-setting force use local setting --user-setting force use user setting --reset-setting reset current setting ( clear setting file) ### Update liteide tools for support new Golang Version go install github.com/visualfc/gotools@latest go install github.com/visualfc/gocode@latest Windows/Linux: copy GOPATH/bin gotools and gocode to liteide/bin MacOS: copy GOPATH/bin gotools and gocode to LiteIDE.app/Contents/MacOS ### Documents * How to Install <https://github.com/visualfc/liteide/blob/master/liteidex/deploy/welcome/en/install.md> * FAQ <https://github.com/visualfc/liteide/blob/master/liteidex/deploy/welcome/en/guide.md> * 安装 LiteIDE <https://github.com/visualfc/liteide/blob/master/liteidex/deploy/welcome/zh_CN/install.md> * FAQ 中文 <https://github.com/visualfc/liteide/blob/master/liteidex/deploy/welcome/zh_CN/guide.md> ### Links * LiteIDE Home <http://liteide.org> * LiteIDE Source code <https://github.com/visualfc/liteide> * Gotools Source code <https://github.com/visualfc/gotools> * Gocode Source code <https://github.com/visualfc/gocode> * Release downloads * <https://github.com/visualfc/liteide/releases/latest> * <https://sourceforge.net/projects/liteide/files> * [百度网盘](https://pan.baidu.com/s/1wYHSEfG1TJRC2iOkE_saJg) 密码:jzrc * Google group <https://groups.google.com/group/liteide-dev> * Changes <https://github.com/visualfc/liteide/blob/master/liteidex/deploy/welcome/en/changes.md> ### Donate * https://visualfc.github.io/support ### New Home Page * [Home](http://liteide.org) * [English Document](http://liteide.org/en/documents) * [中文文档](http://liteide.org/cn/documents) * More info at [liteide.org](http://liteide.org)
369
A graphical processor simulator and assembly editor for the RISC-V ISA
# Ripes [![Windows / Qt 5.15](https://github.com/mortbopet/Ripes/actions/workflows/windows-release.yml/badge.svg)](https://github.com/mortbopet/Ripes/actions/workflows/windows-release.yml) [![Mac release / Qt 5.15](https://github.com/mortbopet/Ripes/actions/workflows/mac-release.yml/badge.svg)](https://github.com/mortbopet/Ripes/actions/workflows/mac-release.yml) [![Ubuntu release 16.04 / Qt 5.15](https://github.com/mortbopet/Ripes/actions/workflows/linux-release.yml/badge.svg)](https://github.com/mortbopet/Ripes/actions/workflows/linux-release.yml) [![Ripes CI tests](https://github.com/mortbopet/Ripes/actions/workflows/test.yml/badge.svg)](https://github.com/mortbopet/Ripes/actions/workflows/test.yml) [![Gitter](https://badges.gitter.im/Ripes-VSRTL/Ripes.svg)](https://gitter.im/Ripes-VSRTL/) Ripes is a visual computer architecture simulator and assembly code editor built for the [RISC-V instruction set architecture](https://content.riscv.org/wp-content/uploads/2017/05/riscv-spec-v2.2.pdf). If you enjoy using Ripes, or find it useful in teaching, feel free to leave a tip through [Ko-Fi](https://ko-fi.com/mortbopet). For questions, comments, feature requests, or new ideas, don't hesitate to share these at the [discussions page](https://github.com/mortbopet/Ripes/discussions). For bugs or issues, please report these at the [issues page](https://github.com/mortbopet/Ripes/issues). <p align="center"> <img src="https://github.com/mortbopet/Ripes/blob/master/resources/images/animation.gif?raw=true" /> </p> ## Usage Ripes may be used to explore concepts such as: - How machine code is executed on a variety of microarchitectures (RV32IMC/RV64IMC based) - How different cache designs influence performance - How C and assembly code is compiled and assembled to executable machine code - How a processor interacts with memory-mapped I/O If this is your first time using Ripes, please refer to the [introduction/tutorial](docs/introduction.md). For further information, please refer to the [Ripes documentation](docs/README.md). ## Downloading & Installation Prebuilt binaries are available for Linux, Windows & Mac through the [Releases page](https://github.com/mortbopet/Ripes/releases). ### Linux Releases for Linux are distributed in the AppImage format. To run an AppImage: * Run `chmod a+x` on the AppImage file * Run the file! The AppImage for Linux should be compatible with most Linux distributions. ### Windows For Windows, the C++ runtime library must be available (if not, a msvcp140.dll error will be produced). You most likely already have this installed, but if this is not the case, you download it [here](https://www.microsoft.com/en-us/download/details.aspx?id=48145). ## Building Initially, the following dependencies must be made available: - A recent (>=5.15) version of [Qt](https://www.qt.io/download) + Qt Charts (**not** bundled with Qt by default, but can be selected during Qt installation) - [CMake](https://cmake.org/) Then, Ripes can be checked out and built as a standard CMake project: ``` git clone --recursive https://github.com/mortbopet/Ripes.git cd Ripes/ cmake . Unix: Windows: make jom.exe / nmake.exe / ... ``` Note, that you must have Qt available in your `CMAKE_PREFIX_PATH`. For further information on building Qt projects with CMake, refer to [Qt: Build with CMake](https://doc.qt.io/qt-5/cmake-manual.html). --- In papers and reports, please refer to Ripes as follows: 'Morten Borup Petersen. Ripes. https://github.com/mortbopet/Ripes' or by referring to the [WCAE'21 paper on the project](https://ieeexplore.ieee.org/document/9707149), e.g. using the following BibTeX code: ``` @MISC{Ripes, author = {Morten Borup Petersen}, title = {Ripes}, howpublished = "\url{https://github.com/mortbopet/Ripes}" } @inproceedings{petersen2021ripes, title={Ripes: A Visual Computer Architecture Simulator}, author={Petersen, Morten B}, booktitle={2021 ACM/IEEE Workshop on Computer Architecture Education (WCAE)}, pages={1--8}, year={2021}, organization={IEEE} } ```
370
Video player that can play online videos from youtube, bilibili etc.
null
371
A powerful, innovative and intuitive EDA tool for everyone!
# LibrePCB [![Azure Build Status](https://dev.azure.com/LibrePCB/LibrePCB/_apis/build/status/LibrePCB.LibrePCB?branchName=master)](https://dev.azure.com/LibrePCB/LibrePCB/_build/latest?definitionId=2&branchName=master) [![Become a Patron](https://img.shields.io/badge/patreon-donate-orange.svg)](https://www.patreon.com/librepcb) [![Donate with Bitcoin](https://img.shields.io/badge/bitcoin-donate-yellow.svg)](https://blockchain.info/address/1FiXZxoXe3px1nNuNygRb1NwcYr6U8AvG8) [![irc.freenode.net](https://img.shields.io/badge/IRC-%23librepcb-blue.svg)](https://webchat.freenode.net/?channels=#librepcb) ## About LibrePCB LibrePCB is a free [EDA](https://en.wikipedia.org/wiki/Electronic_design_automation) software to develop printed circuit boards. It runs on Linux, Windows and Mac. The project is still in a rather early development stage. See [Project Status](https://docs.librepcb.org/#projectstatus) for more information about the currently available features, limitations and known bugs. ![Screenshot](doc/screenshot.png) ### Features - Cross-platform (Unix/Linux/BSD/Solaris, macOS, Windows) - Multilingual (both application and library elements) - All-In-One: project management + library/schematic/board editors - Intuitive, modern and easy-to-use graphical user interface - Very powerful library design with some innovative concepts - Human-readable file formats for both libraries and projects - Multi-PCB feature (different PCB variants of the same schematic) - Automatic netlist synchronisation between schematic and board ## Installation & Usage **Official stable releases are provided at our [download page](https://librepcb.org/download/).** **Please read our [user manual](https://docs.librepcb.org/) to see how you can install and use LibrePCB.** The [Getting Started](https://docs.librepcb.org/#gettingstarted) guide gives you a quick introduction to LibrePCB. ## Contributing Contributions are welcome! See our [Contributing Guide](CONTRIBUTING.md) for details. For internal details take a look at the [automatically generated documentation (doxygen)](https://doxygen.librepcb.org/) ## Development ***WARNING: The `master` branch always contains the latest UNSTABLE version of LibrePCB. Everything you do with this unstable version could break your workspace, libraries or projects, so you should not use it productively! For productive use, please install an official release as described in the [user manual](https://docs.librepcb.org/). For development, please read details [here](https://developers.librepcb.org/df/d30/doc_developers.html#doc_developers_unstable_versions).*** Instead of building LibrePCB manually, Arch Linux users could install the package [librepcb-git](https://aur.archlinux.org/packages/librepcb-git/) from the AUR. The package clones and builds the latest (unstable!) version of the `master` branch from GitHub. ### Requirements To compile LibrePCB, you need the following software components: - g++ >= 4.8, MinGW >= 4.8, or Clang >= 3.3 (C++11 support is required) - [Qt](http://www.qt.io/download-open-source/) >= 5.5 - [zlib](http://www.zlib.net/) - [OpenSSL](https://www.openssl.org/) - [CMake](https://cmake.org/) 3.5 or newer #### Prepared Docker Image Instead of installing the dependencies manually on your system (see instructions below), you can also use one of our [Docker images](https://hub.docker.com/r/librepcb/librepcb-dev) with all dependencies pre-installed (except GUI tools like QtCreator). These images are actually used for CI, but are also useful to build LibrePCB locally. #### Installation on Debian/Ubuntu/Mint *Note: For Ubuntu older than 22.04, replace `qtbase5-dev` by `qt5-default`.* ```bash sudo apt-get install git build-essential qtbase5-dev qttools5-dev-tools qttools5-dev \ libglu1-mesa-dev openssl zlib1g zlib1g-dev libqt5opengl5-dev libqt5svg5-dev cmake sudo apt-get install qt5-doc qtcreator # optional ``` #### Installation on Arch Linux ```bash sudo pacman -S git base-devel qt5-base qt5-svg qt5-tools desktop-file-utils shared-mime-info \ openssl zlib cmake sudo pacman -S qt5-doc qtcreator # optional ``` #### Installation on Mac OS X 1. Install Xcode through the app store and start it at least once (for the license) 2. Install [homebrew](https://github.com/Homebrew/brew) (**the** package manager) 3. Install *qt5* and *cmake*: `brew update && brew install qt5 cmake` 4. Make the toolchain available: `brew unlink qt && brew link --force qt5` #### Installation on Windows Download and run the [Qt for Windows (MinGW) installer](http://download.qt.io/official_releases/qt/5.8/5.8.0/qt-opensource-windows-x86-mingw530-5.8.0.exe) from [here](https://www.qt.io/download-open-source/). LibrePCB does not compile with MSVC, so you must install following components with the Qt installer: - The MinGW compiler itself - The Qt libraries for MinGW - cmake ### Cloning It's important to clone the repository recursively to get all submodules too: ```bash git clone --recursive https://github.com/LibrePCB/LibrePCB.git && cd LibrePCB ``` ### Updating When updating the repository, make sure to also update all the submodules recursively. Otherwise you may get strange compilation errors: ```bash git submodule update --init --recursive ``` ### Building You can either build LibrePCB using Qt Creator, or you can build on the command line using cmake. To build LibrePCB using cmake/make: ```bash mkdir build && cd build cmake .. make -j8 ``` The binary can then be found in `build/apps/librepcb/`. For more detailed instructions (including how to set up Qt Creator), see https://developers.librepcb.org/d5/d96/doc_building.html ## Credits - First of all, many thanks to all of our [contributors](AUTHORS.md)! - Thanks also to [cloudscale.ch](https://www.cloudscale.ch/) for sponsoring our API server! ## License LibrePCB is published under the [GNU GPLv3](http://www.gnu.org/licenses/gpl-3.0.html) license.
372
A Cross Platform Sci-Hub GUI Application
# Sci-Hub EVA <img src="images/SciHubEVA-icon.png" align="right" alt="logo" width="100" height = "100" style = "border: none; float: right;"> ![Release](https://img.shields.io/github/release/leovan/SciHubEVA.svg) ![License](https://img.shields.io/github/license/leovan/SciHubEVA.svg) ![Issues](https://img.shields.io/github/issues/leovan/SciHubEVA.svg) ![Downloads](https://img.shields.io/github/downloads/leovan/SciHubEVA/total.svg) --- ## Introduction **Sci-Hub EVA** is a cross-platform [Sci-Hub](https://en.wikipedia.org/wiki/Sci-Hub) GUI application written in Python and Qt. ## Usage ![Application macOS EN](docs/scihub-eva-application-macos-en.png) Click `OPEN` button to choose where to save the downloaded files. Click `SHOW` button will open the directory where you set. Fill the query and click `RAMPAGE` button, then it will search the query and download the file. Currently, you can fill the query with `URL`, `DOI`, `PMID` or search string. Range pattern in query is supported, e.g. `00.000/{1-99}` will download `00.000/1`, `00.000/2`, ... `00.000/99`. Zero padded format range pattern is allowed, e.g. `00.000/{01-99}` will download `00.000/01`, `00.000/02`, ... `00.000/99`. Also you can download with a query list file, in which each line represents a query. Click `LOAD` button to load the query list file. Right clicking the log area will popup menu, you can open the log file or log directory. Click `GEAR` icon button, it will open `Preferences` dialog, and you can change options in it. ![Preferences System macOS EN](docs/scihub-eva-preferences-system-macos-en.png) You can change language manually. Light and dark theme are supported, also you can choose `System` to fit system theme automatically. Changes will take effect after restart. ![Preferences File macOS EN](docs/scihub-eva-preferences-file-macos-en.png) You can change filename prefix format with supported keywords. Setting overwrite existing file to `No` will add a timestamp suffix in filename to avoid overwriting previous downloaded files. ![Preferences Network macOS EN](docs/scihub-eva-preferences-network-macos-en.png) Due to the unstable Sci-Hub host accessibility, it may fail to download PDFs sometimes, you can change and add other Sci-Hub URLs, or set a proxy server. Sometimes, you need enter the captcha to continue the download. ![Captcha_MACOS_EN](docs/scihub-eva-captcha-macos-en.png) ## Internationalization Support - English - Simplified Chinese (简体中文) - Traditional Chinese - Hongkong (繁體中文 - 香港) - Traditional Chinese - Taiwan (正體中文 - 臺灣) - Portuguese - Portugal ## Platform Support ### macOS <table border="0"> <tr align="center"> <td><img src="docs/scihub-eva-application-macos-en-light-theme.png" /></td> <td><img src="docs/scihub-eva-application-macos-en-dark-theme.png" /></td> </tr> <tr align="center"> <td>Light Theme</td> <td>Dark Theme</td> </tr> </tr> </table> ### Windows <table border="0"> <tr align="center"> <td><img src="docs/scihub-eva-application-windows-en-light-theme.png" /></td> <td><img src="docs/scihub-eva-application-windows-en-dark-theme.png" /></td> </tr> <tr align="center"> <td>Light Theme</td> <td>Dark Theme</td> </tr> </table> ## Installing ### macOS - Install with [DMG file](https://github.com/leovan/SciHubEVA/releases). - Install from brew cask. `brew install --cask scihubeva` ### Windows - Install with [EXE setup file](https://github.com/leovan/SciHubEVA/releases). ## Building See [`building/README.md`](building/README.md) ## Licenses [SciHubEVA](https://github.com/leovan/SciHubEVA): The MIT License (MIT) [PySide6](https://doc.qt.io/qtforpython): GNU Lesser General Public License (LGPL) Icons: GNU General Public License 3.0 (GPL-3.0), modified from [Numix Circle](https://github.com/numixproject/numix-icon-theme-circle). ## Acknowledgement Supported by JetBrains Free License Programs for Open Source Development. <div> <a href="https://www.jetbrains.com/?from=SciHubEVA" target="_blank"><img src="docs/jetbrains.svg" width=100 height=100></a> <a href="https://www.jetbrains.com/?from=SciHubEVA" target="_blank"><img src="docs/icon-pycharm.svg" width=100 height=100></a> </div>
373
Heimer is a simple cross-platform mind map, diagram, and note-taking tool written in Qt.
## Heimer Heimer is a desktop application for creating mind maps and other suitable diagrams. It's written in Qt and targeted for Linux and Windows. Here is a simple mind map of Heimer itself running on Ubuntu 20.04: ![Heimer screenshot](/screenshots/3.6.2/Heimer.png?raw=true) <a href="https://www.youtube.com/watch?feature=player_embedded&v=NXJp6tmmZdE">A very short introduction video to Heimer 1.9.0</a> ## Features * Adjustable grid * <a href="https://www.youtube.com/watch?feature=player_embedded&v=acQ8CpaCayk">Automatic layout optimization</a> * Autoload & Autosave * Easy-to-use UI * Export to PNG or SVG * Forever 100% free * Full undo/redo * Nice animations * Quickly add node text and edge labels * Save/load in XML-based .ALZ-files * Translations in English (default), Chinese, Dutch, Finnish, French, German, Italian, Spanish * Very fast * Zoom in/out/fit * Zoom with mouse wheel ## Donations It takes a lot of effort to develop and maintain Heimer, so if you find the application useful it would be very much appreciated to tip the project and help to keep the development active. It's easy to donate via PayPal: <a href="https://paypal.me/juzzlin">paypal.me/juzzlin</a> Thanks! :) ## License Heimer's source code is licensed under GNU GPLv3. See COPYING for the complete license text. All image files, except where otherwise noted, are licensed under CC BY-SA 3.0: http://creativecommons.org/licenses/by-sa/3.0/ ## Installation See https://github.com/juzzlin/Heimer/releases for available pre-built packages. ### Linux: Snap On Linux distributions that support universal Snap packages you can install Heimer like this: `$ snap install heimer` Run: `$ heimer` For more information see https://snapcraft.io/heimer and https://docs.snapcraft.io/core/install Snap is the recommended way to install Heimer on Linux. ### Linux: Deb There are Debian packages for Ubuntu/Debian. Use some graphical tool to install, or as an example on `Ubuntu 20.04`: `$ sudo apt install ./heimer-2.5.0-ubuntu-20.04_amd64.deb` Run: `$ heimer` ### Linux: AppImage `AppImage` is a "universal" package that can (in theory) be run on all Linux platforms: Make the image executable e.g. like this: `$ chmod 755 Heimer-2.4.0-x86_64.AppImage` Run: `$ ./Heimer-2.4.0-x86_64.AppImage` ### Windows For Windows there's an installer and alternatively a ZIP-archive that just contains the Heimer executable. ## Setting the language You can set the language manually with `--lang` option. For example, Finnish: `$ heimer --lang fi` Show all available options: `$ heimer -h` ## Building the project Currently the build depends on `Qt 5` only (`qt5-default`, `qttools5-dev-tools`, `qttools5-dev`, `libqt5svg5-dev` packages on Ubuntu). Support for `Qt 6` is preliminary and should work with `CMake`. In the case of missing `qt5-default`, install these packages manually: `qtbase5-dev`, `qtchooser`, `qt5-qmake`, `qtbase5-dev-tools`. Command to install all (at least most) needed dev packages on Ubuntu: `$ sudo apt install build-essential cmake qtbase5-dev qtchooser qt5-qmake qtbase5-dev-tools qttools5-dev-tools qttools5-dev libqt5svg5-dev` ### Linux / Unix The "official" build system for Linux is `CMake`. Building for Linux in a nutshell: `$ mkdir build && cd build` `$ cmake ..` `$ make -j4` Run unit tests: `$ ctest` Install locally: `$ sudo make install` Debian package (`.deb`) can be created like this: `$ cpack -G DEB` See `Jenkinsfile` on how to build other packages in Docker. ### Windows The NSIS installer for Windows is currently built in Docker with MXE (http://mxe.cc): `$ ./scripts/build-windows-nsis` This is so very cool! A Windowsless Windows build! Anyway, as the project depends only on Qt SDK you can use your favourite Qt setup to build the project on Windows. ### Docker environment files Needed Dockerfiles can be found at https://github.com/juzzlin/Dockerfiles
374
A New Cross-Platform 2D 3D Game Engine
<p align="center"> <img width="48" height="48" src="https://raw.githubusercontent.com/timi-liuliang/echo/master/editor/echo/Resource/App.ico"> </p> # Echo ## Introduction **Echo** is a new game engine, which uses many industry-standards of nowadays for game development. This new design concept makes the engine simpler to use and more powerful. [Download](https://github.com/timi-liuliang/echo/releases) [Examples](https://github.com/timi-liuliang/echo-examples) [Documentation](https://github.com/timi-liuliang/echo/wiki) ## Build ### [Editor] [How to Compile "Echo Engine" From Source Code](https://github.com/timi-liuliang/echo/wiki/Compile-Echo-From-Source-Code) ### [App] ## Features ### Easy Concept Scene manager is easy, No Entiy, No GameObject, No Component, No Prefab. Only Node and NodeTree. ### Highly Efficient Workflow ![](https://media.githubusercontent.com/media/timi-liuliang/echo-download/master/images/intro/echo.png) ### Multi-Platform Support iOS Android Html5 Windows Mac Linux Steam ### New Industry Standards Supported Gltf 2.0, Vulkan, Metal, Pbr, real time ray tracing. ### 2D And 3D Seamless Transition   Every node can be 2d or 3d. The core difference is the camera and the unit the node use. So you can just switch a node to 2d or 3d easily. ### Easy To Program Mostly, you'll use Lua as your main programming language. and also can also use C++ directly. The design of our node tree makes the Lua logic code more easy to write. And the embedded Lua editor and the embedded documents help you to write code in the echo editor directly. Besides Lua, can you also choose to use the embedded Scratch language as the main development tool. This is a type of visual script inspired by [MIT](https://scratch.mit.edu/). In the Echo engine is Scratch based on Lua, when running the app, It'll convert to Lua and make sure it's good both to merge and will run efficent.. If you really like other types of scripting languages, you can tell us or you can support it by modifying the C++ code directly. ![](https://media.githubusercontent.com/media/timi-liuliang/echo-download/master/images/intro/echo1.png) ### Data Flow Programming Based ShaderEditor Programming visualization is a very important concept for non-programmers and with the help of the DataFlowProgramming framework [nodeeditor](https://github.com/paceholder/nodeeditor), shader programming becomes easier to understand. ![](https://media.githubusercontent.com/media/timi-liuliang/echo-download/master/images/intro/shadereditor.png) ### Frame Pipeline Visualization (Developing) Inspired by [CI|CD pipeline](https://semaphoreci.com/blog/cicd-pipeline), we decided to make a frame pipeline editor, so that not only programmers, but everyone can configure the engine frame render process. 1. Forward Rendering? 2. Deferred Shading? 3. Forward+ (Tiled Forward Rendering)? Try configuring it by your needs. ![](https://media.githubusercontent.com/media/timi-liuliang/echo-download/master/images/intro/framepipeline.png) ### Configurable Module Most of the engine's Functionality was implemented by configurable modules. that means when you release your app, you can just choose the module you really need. Which makes your app smaller in size and more efficiently running. ### Animate Everything With Timeline, you can animate everything. You can not only animate any Object's (Node, Setting, Res) property. But also you can call any Object's function. ### Channel References You can compute the value of one property based on the value of another property, possibly on a different node. This lets you duplicate values, or makes values relative to other values, and have the Echo automatically update them whenever they change. ### Open Source Echo is licensed under the MIT license. You can just do what you want as you wish. ## Examples |Example|Screenshot|Description|Download| |---|---|---|---| |Build-House|<img src="https://github.com/timi-liuliang/echo-examples/blob/master/ads/build_house.gif?raw=true" alt="build house" height="128px" />|A little build house game, used for test sprite node|[build-house-android.apk](https://github.com/timi-liuliang/echo-examples/releases/tag/build-house-1.0)| |Spine|<img src="https://github.com/timi-liuliang/echo-examples/raw/master/ads/spine.gif?raw=true" alt="build house" height="128px" />|Spine 2d animation| |Live2D|<img src="https://github.com/timi-liuliang/echo-examples/raw/master/ads/live2d.gif?raw=true" alt="build house" height="128px" />|live2d animation| |Pbr|<img src="https://github.com/timi-liuliang/echo-examples/raw/master/ads/cubemap.png?raw=true" alt="build house" height="128px" />|gltf and light prob test| |Force Field|<img src="https://github.com/timi-liuliang/echo-examples/blob/master/ads/forcefield.gif?raw=true" alt="force field" height="128px" />|Force Field Effect; Shader Graph + Procedural Sphere| |Gaussian Blur|<img src="https://github.com/timi-liuliang/echo-examples/blob/master/ads/gaussianblur.png?raw=true" alt="gaussian blur" height="128px" />|Gaussian blur; Shader Graph + Procedural plane| |Zoom Blur|<img src="https://github.com/timi-liuliang/echo-examples/blob/master/ads/zoomblur.png?raw=true" alt="zoom blur" height="128px" />|Zoom blur; Shader Graph + Procedural plane|
375
HmiFuncDesigner是一款集HMI,数据采集于一体的软件。目前支持Modbus协议,JavaScript解析,画面功能编辑等。HmiFuncDesigner is a software integrating HMI and data collection.Now it supports Modbus protocol, JavaScript explain, graphic control edit etc.
## 简介 Brief introduction ​ **HmiFuncDesigner是一款集HMI,数据采集于一体的软件,开源旨在技术分享、相互学习、提升技术。目前软件处于开发中,功能不完善,很多代码也需要重构,但是我相信在不久的将来本软件功能会更加完善!如果这份代码有幸被你看到了,而且对此也有兴趣,那么期待你的加入!!** **本源码参考了SoftBox设计思路,在此特别感谢SoftBox的作者!** ### 1. 代码下载 How to download HmiFuncDesigner code 1. **打开Git Bash命令行工具, 执行 git clone https://gitee.com/VelsonWang/HmiFuncDesigner.git 克隆代码至本地目录。** 2. **同步远端更新代码至本地,执行 git pull origin。** ### 2. 软件环境 Software development environment ​ 1.**Qt5.14.2+mingw73_32** ​ 2.**如果需要在Visual Studio下编译并不产生乱码,请参考文档 (doc/Visual Studio utf8-NOBOM.docx)** ### 3. HmiFuncDesigner软件编译 How the HmiFuncDesigner compiles 1. **工程路径不要太长,最好控制在256字符以内,以免编译出错!(注:Windows系统)** 2. **打开"Qt Creator 4.5.1 (Community)"软件,打开HmiFuncDesigner/HmiFuncDesigner.pro工程。** 3. **选择Release模式。** 4. **清除以前编译工程产生的数据文件。** 5. **重新编译工程。** 6. **编译完成功后生成的软件位于HmiFuncDesignerBin/bin目录下。** 7. **拷贝所需要的运行库,打开命令窗口“Qt 5.14.2 for Desktop (MinGW 7.3.0 32-bit)”,HmiFuncDesignerBin/bin目录,执行windeployqt 软件名称.exe。** **具体操作如下图所示:** ![buildHmiFuncDesigner](md/buildHmiFuncDesigner.png) ​ ### 4. HmiRunTime软件编译 How the HmiRunTime compiles 1. **必须先编译HmiFuncDesigner然后再编译HmiRunTime工程。否则会出现找不到连接库。** 2. **打开"Qt Creator 4.11.1 (Community)"软件,打开HmiRunTime/HmiRunTime.pro工程。** 3. **选择Release模式。** 4. **清除以前编译工程产生的数据文件。** 5. **重新编译工程。** 6. **编译完成功后生成的软件位于RuntimeBin目录下。** 7. **拷贝所需要的运行库,打开命令窗口“Qt 5.14.2 for Desktop (MinGW 7.3.0 32-bit)”,RuntimeBin目录,执行windeployqt 软件名称.exe。** ### 5. HmiFuncDesigner工程管理器 ProjectManager HmiFuncDesigner ![ProjectManager](md/_projectman_1546500878_8823.png) **工程管理器具有如下功能:** 1. **系统参数,设置与运行有关的参数。** 2. **通讯设备,建立通信链路和协议。** 3. **数据库配置,建立系统IO变量表,并操作存盘、报警、转换等处理。** 4. **数据库管理,运行中的实时内存数据和SQL数据管理监视。** 5. **画面,建立系统画面。** 6. **逻辑编程,JavaScript编程。** ### 6.系统变量管理器 System variable manager ![SystemVariableManager](md/SystemVariableManager.png) ### 7.实时数据库显示 Real-time database data display ![RTDBView](md/RTDBView.png) ### 8.画面编辑 Graphic control editor ![GraphPageEdit](md/GraphPageEdit.png) ![GraphPageEdit](md/GraphPageEdit2.png) ### 9. 画面解析运行 Run the designed UI ![RuntimeViewShow](md/RuntimeViewShow.png) ![RuntimeViewShow](md/RuntimeViewShow2.png) ### 10.支持控件 Support controls ​ **文本、椭圆、直线、矩形、箭头、切换按钮,变量文本列表、图片、弹出按钮、指示灯、数值棒图、时钟、移动文本、罐形容器、输入编辑框** ### 11. 支持的通信协议 Supported communication protocol 1.**Modbus RTU** 2.**Modbus ASCII** 3.**Modbus TCPIP** 4.**Mitsubishi Fx** ### 12. 联系方式 Contact **Email:[email protected]** **QQ:706409617** **QQ交流群:568268522** #### 如果觉得代码写的还可以的话,请随手点一个Star吧或者请作者喝茶、和咖啡提神Coding! #### **您的支持是我继续前行的动力!!!** ![JasonWang_qrcode](md/JasonWang_qrcode.jpg)
376
Seer - a gui frontend to gdb
Introduction ============ Seer - a gui frontend to gdb for Linux. (Ernie Pasveer [email protected]) This project is actively worked on. The aim is a simple, yet pleasing gui to gdb. Please report any bugs or desired features to my email or create a task in my GitHub project page. Requirements ============ * Linux * C++17 * gdb with "mi" interpreter * CMake (3.10 or newer) * QT5 (5.15.2 or newer) * QT5 QtCharts (5.15.2 or newer) * QT as old as 5.9.5 (e.g., Ubuntu 18.04 LTS) is supported but has certain limitations. * When building Seer from source, you will need the QT5 "devel" packages installed on your system for your distribution. NOTE ==== As of the v1.9 release, **the Seer binary is now named 'seergdb'**. Previously it was named 'seer'. This is to remove a possibly confusion with an existing project with the same name. And, hopefully, will allow easier packaging of Seer into distributions. GUI overview ============ Examples of the various Seer views and dialogs. Main View --------- The main view for Seer looks like: ![](images/mainview.png) * Source/Function/Types/Variables/Libraries * The list of source/header files that were used in the program. * Search for Functions, Types, and Static Variables. Dobule clicking will open the source file. * The list of shared libraries referenced by the program. * The list of source/header files can be searched in. This will "shrink" the list of files shown. * Double clicking on a file will open it in the Code Manager. * Variable/Register Info * Show variable and register values. * "Logger" - log the value of a variable. Manually enter it or double click on the variable in the file that is opened in the code manager. * "Tracker" - create a list of variables to show the value for whenever gdb reaches a stopping point. (step, next, finish, etc.) When the stopping point is reached, all variables in the list will show their potentially new value. * "Registers" - show the values of all cpu registgers. * Code Manager. * The large area of the middle part of the Seer gui. * Source files are opened in this view. * Text in a file can be seached for with ^F. * Variables can be added to the "Logger" by double clicking the variable name. Double click with CTLR key pressed will prepend variable with "*". Double click with SHIFT key pressed will prepend variable with "&". Double click with CTRL+SHIFT key pressed will prepend variable with "*&". * Variables can be added to the "Tracker" by selecting the varible name and RMB and select "Add variable to Tracker". * Variables can be added to the "Memory Visualizer" by selecting the varible name and RMB and select "Add variable to Memory Visualizer". * A breakpoint/printpoint can be created by RMB on a specific line. * Can execute to a specific line by RMB on a specific line. * Tabs in this view can be detached by double-clicking a tab. * Breakpoints, Watchpoints, Catchpoints, Printpoints, manual gdb commands, and logs. * The area below the Code Manager. * Manual commands. Manually enter a gdb or gdbmi command. The commands are remembered for the next Seer use. * Breakpoint manager. Create and manage breakpoints. * Watchpoint manager. Create and manage watchpoints. A watchpoint monitors when a variable is accessed (read, write, read/write). * Catchpoint manager. Create and manage catchpoints. A catchpoint stops execution on a C++ throw/rethrow/catch call. * Printpoint manager. Create and manage printpoints. A printpoint is like a breakpoint but it allows you to print variables at that printpoint. See gdb's 'dprintf' call. * GDB output. A log of any output from the gdb program itself. * Seer output. A log of any output from the Seer program itself. As diagnostics. * Tabs in this view can be detached by double-clicking a tab. * Stack frame information. * Stack frame list. A frame can be double clicked to change the scope (the current function). * Stack frame arguments. For each frame, print the arguments passed to each function. * Stack locals. For the current function, print the values of the local variables. * Thread information. * Thread ids. A list of all threads. Double click on a thread id to change the scope (the current thread). * Thread frames. For each thread, list its stack frames. * Supports Gdb's Reverse Debugging mode. * Turn instruction recording on or off. * Set playback direction to forward or reverse. Open Dialog ----------- When the open executable dialog is invoked, it looks like this : ![](images/opendialog.png) Seer Console ------------ All text output from the executable will go to the Seer console. Text input for the executable can be entered via the console too. ![](images/console.png) Assembly View ------------- Normally Seer will just show the source code as tabs in the Code Manager. The program's assembly can also be show as a tab. Select "View->Assembly View" and an extra tab will be shown along side the source code tabs that shows the current assembly being executed. Here is an example. ![](images/mainview_assemby.png ) Like the source code tabs, breakpoints can be set in the assemby tab. The current instruction is highlighted. Double-clicking on entries in the "Breakpoints" tab and the "Stack frames" tab will show the assembly for those addresses. There are "Nexti" and "Stepi" hot-keys, as defined by your config settings. Normally "Ctrl+F5" and "CTRL+F6". Using "^F" in the assembly tab will show a powerful search bar. **The assembly feature in Seer is new. Feel free to suggest changes/features.** Memory Visualizer ----------------- When looking at the contents of raw memory in the Memory Visualizer, it looks like this : Memory | Disassembly --- | --- ![](images/memoryvisualizer.png) | ![](images/memoryvisualizer_asm.png) Array Visualizer ----------------- When looking at the contents of arrays in the Array Visualizer, it looks like this : Normal | Spline | Scatter --- | --- | --- ![](images/arrayvisualizer.png) | ![](images/arrayvisualizer_spline.png) | ![](images/arrayvisualizer_scatter.png) Two arrays can be used as an X-Y plot. For example, this simple 'points' array forms the X-Y outline of a shape. ``` int main() { int points[] = {50,1,20,91,97,35,2,35,79,91,50,1}; return 0; } ``` X values | Y values | XY Values --- | --- | --- ![](images/arrayvisualizer_x.png) | ![](images/arrayvisualizer_y.png) | ![](images/arrayvisualizer_xy.png) Struct Visualizer ----------------- When looking at the contents of a C/C++ struct or a C++ class in the Struct Visualizer, it looks like this. This example shows the contents of "*this" for the current C++ class that Seer is in. All structure members that are basic types can be edited. ![](images/structvisualizer.png) There is also a **Basic Struct Visualizer** that is more light weight, but can not follow pointers and can not be edited. Image Visualizer ----------------- When looking at the contents of raw memory that is an image, the Image Visualizer can be used. ![](images/imagevisualizer.png) Starting Seer ============= Seer is meant to easily start the program to debug from the command line. gdb has multiple methods for debugging a program. So Seer natually does too. % seergdb --start myprog arg1 arg2 # Debug myprog with its arguments. Break in main(). % seergdb --run myprog arg1 arg2 # Debug myprog with its arguments. Run it immediately without breaking. % seergdb --attach <pid> myprog # Debug myprog by attaching to the currently running pid. % seergdb --connect <host:port> myprog # Debug myprog by connecting to the currently started gdbserver process. % seergdb --core <corefile> myprog # Debug a corefile for myprog. % seergdb # Bring up a dialog box to set the program and debug method. % seergdb myprog arg1 arg2 # Bring up a dialog box to set the debug method. % seergdb --config # Bring up Seer config dialog. # Save settings with 'Settings->Save Configuration'. A breakpoint file can be read for --start and --run modes. This file contains previously saved breakpoints (breakpoints, catchpoints, printpoints, etc.) % seergdb --run --bl myprog.brk myprog arg1 arg2 # Debug myprog with its arguments. # Run it immediately and break at points describe in # myprog.brk A breakpoint function can be set for --start and --run modes. The function can be a function name or an address (eg: _start or 0xadad23220) % seergdb --run --bf _start myprog arg1 arg2 # Debug myprog with its arguments. # Run it immediately and break in the function '_start'. The Assembly Tab can be shown for --start and --run modes. % seergdb --start --sat yes myprog arg1 arg2 # Debug myprog with its arguments. # Break in "main" and show the Assemby Tab. The program's starting address can be randomizes for --start and --run modes. Normally gdb runs the program with no start address randomization. % seergdb --start --sar yes myprog arg1 arg2 # Debug myprog with its arguments. # The program's start address is randomized. The program's symbols can be taken from a separated file instead of the executable. % seergdb --sym myprog.db myprog arg1 arg2 # Debug myprog with its arguments. # Take the symbols from myprog.dbg. See "-h" for the full Seer help. % seergdb -h **Some of the command line options can be permamently set in the Seer configuration.** % seergdb --config # Bring up Seer config dialog. # Save settings with 'Settings->Save Configuration'. Building Seer ============= Download the latest code using 'clone'. % git clone https://github.com/epasveer/seer Setup cmake and build % cd seer/src % mkdir build % cd build % cmake .. % make seergdb Copy the Seer binary to your bin directory of choice. One of the below. May need root access. % cd seer/src/build % cp seergdb ~/bin/seergdb % cp seergdb /usr/local/bin/seergdb % cp seergdb /usr/bin/seergdb % rehash Or use the 'install' make target. Which will usually copy it to /usr/local/bin. May need root access. % cd seer/src/build % sudo make install For Debian based releases, you can use the normal tooling to build a .deb package containing Seer. You need the `build-essential` package installed. % cd seer % dpkg-buildpackage Support/Contact =============== Send an email to [email protected] for any bugs or features. Or create a task in my GitHub project page.
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The Mobile Application Security Testing Guide (MASTG) is a comprehensive manual for mobile app security testing and reverse engineering. It describes the technical processes for verifying the controls listed in the OWASP Mobile Application Security Verification Standard (MASVS).
<a href="https://github.com/OWASP/owasp-masvs/discussions/categories/big-masvs-refactoring"><img width="180px" align="right" style="float: right;" src="Document/Images/masvs_refactor.png"></a> # OWASP Mobile Application Security Testing Guide (MASTG) [![OWASP Flagship](https://img.shields.io/badge/owasp-flagship%20project-48A646.svg)](https://owasp.org/projects/) [![Creative Commons License](https://img.shields.io/github/license/OWASP/owasp-mastg)](https://creativecommons.org/licenses/by-sa/4.0/ "CC BY-SA 4.0") [![Document Build](https://github.com/OWASP/owasp-mastg/workflows/Document%20Build/badge.svg)](https://github.com/OWASP/owasp-mastg/actions?query=workflow%3A%22Document+Build%22) [![Markdown Linter](https://github.com/OWASP/owasp-mastg/workflows/Markdown%20Linter/badge.svg)](https://github.com/OWASP/owasp-mastg/actions?query=workflow%3A%22Markdown+Linter%22) [![URL Checker](https://github.com/OWASP/owasp-mastg/workflows/URL%20Checker/badge.svg)](https://github.com/OWASP/owasp-mastg/actions?query=workflow%3A%22URL+Checker%22) This is the official GitHub Repository of the OWASP Mobile Application Security Testing Guide (MASTG). The MASTG is a comprehensive manual for mobile app security testing and reverse engineering. It describes technical processes for verifying the controls listed in the [OWASP Mobile Application Verification Standard (MASVS)](https://github.com/OWASP/owasp-masvs "MASVS"). <br> <center> <a href="https://mas.owasp.org/MASTG/"> <img width="250px" src="Document/Images/open_website.png"/> </a> </center> <br> - ⬇️ [Download the latest PDF](https://github.com/OWASP/owasp-mastg/releases/latest) - ✅ [Get the latest Mobile App Security Checklists](https://github.com/OWASP/owasp-mastg/releases/latest) - ⚡ [Contribute!](https://mas.owasp.org/contributing) - 💥 [Play with our Crackmes](https://mas.owasp.org/crackmes) <br> ## Trusted by ... The OWASP MASVS and MASTG are trusted by the following platform providers and standardization, governmental and educational institutions. [Learn more](https://mas.owasp.org/MASTG/Intro/0x02b-MASVS-MASTG-Adoption/). <a href="https://mas.owasp.org/MASTG/Intro/0x02b-MASVS-MASTG-Adoption/"> <img src="Document/Images/Other/trusted-by-logos.png"/> </a> <br> ## 🥇 MAS Advocates MAS Advocates are industry adopters of the OWASP MASVS and MASTG who have invested a significant and consistent amount of resources to push the project forward by providing consistent high-impact contributions and continuously spreading the word. [Learn more](https://mas.owasp.org/MASTG/Intro/0x02c-Acknowledgements). <br> <a href="https://mas.owasp.org/MASTG/Intro/0x02c-Acknowledgements#our-mastg-advocates"> <img src="Document/Images/Other/nowsecure-logo.png" width="200px;" /> </a> <br><br> ## Connect with Us <ul> <li><a href="https://github.com/OWASP/owasp-mastg/discussions"><img src="Document/Images/GitHub_logo.png" width="14px"> GitHub Discussions</a></li> <li><a href="https://owasp.slack.com/archives/C1M6ZVC6S"><img src="Document/Images/slack_logo.png" width="14px"> #project-mobile-app-security</a> (<a href="https://owasp.slack.com/join/shared_invite/zt-g398htpy-AZ40HOM1WUOZguJKbblqkw#//">Get Invitation</a>)</li> <li><a href="https://twitter.com/OWASP_MAS"><img src="Document/Images/twitter_logo.png" width="14px"> @OWASP_MAS </a> (Official Account)</li> <li><a href="https://twitter.com/bsd_daemon"><img src="Document/Images/twitter_logo.png" width="14px"> @bsd_daemon </a> (Sven Schleier, Project Lead) <a href="https://twitter.com/grepharder"><img src="Document/Images/twitter_logo.png" width="14px"> @grepharder </a> (Carlos Holguera, Project Lead)</li> </ul> <br> ## Other Formats - Get the [printed version via lulu.com](https://www.lulu.com/shop/jeroen-willemsen-and-sven-schleier-and-bernhard-müller-and-carlos-holguera/owasp-mobile-security-testing-guide/paperback/product-1kw4dp4k.html) - Get the [e-book on leanpub.com](https://leanpub.com/owasp-mastg) (please consider purchasing it to support our project or [make a donation](https://mas.owasp.org/donate/#make-your-donation)) - Check our [Document generation scripts](tools/docker/README.md) <br> ## Table-of-Contents ### Introduction - [Foreword](https://mas.owasp.org/MASTG/Intro/0x01-Foreword) - [Frontispiece](https://mas.owasp.org/MASTG/Intro/0x02a-Frontispiece) - [OWASP MASVS and MASTG Adoption](https://mas.owasp.org/MASTG/Intro/0x02b-MASVS-MASTG-Adoption) - [Acknowledgements](https://mas.owasp.org/MASTG/Intro/0x02c-Acknowledgements) - [Introduction to the OWASP Mobile Application Security Project](https://mas.owasp.org/MASTG/Intro/0x03-Overview) ### General Testing Guide - [Mobile Application Taxonomy](https://mas.owasp.org/MASTG/General/0x04a-Mobile-App-Taxonomy) - [Mobile Application Security Testing](https://mas.owasp.org/MASTG/General/0x04b-Mobile-App-Security-Testing) - [Mobile App Authentication Architectures](https://mas.owasp.org/MASTG/General/0x04e-Testing-Authentication-and-Session-Management) - [Testing Network Communication](https://mas.owasp.org/MASTG/General/0x04f-Testing-Network-Communication) - [Cryptography in Mobile Apps](https://mas.owasp.org/MASTG/General/0x04g-Testing-Cryptography) - [Testing Code Quality](https://mas.owasp.org/MASTG/General/0x04h-Testing-Code-Quality) - [Tampering and Reverse Engineering](https://mas.owasp.org/MASTG/General/0x04c-Tampering-and-Reverse-Engineering) - [Testing User Privacy Protection](https://mas.owasp.org/MASTG/General/0x04i-Testing-User-Privacy-Protection) ### Android Testing Guide - [Platform Overview](https://mas.owasp.org/MASTG/Android/0x05a-Platform-Overview) - [Android Basic Security Testing](https://mas.owasp.org/MASTG/Android/0x05b-Basic-Security_Testing) - [Data Storage on Android](https://mas.owasp.org/MASTG/Android/0x05d-Testing-Data-Storage) - [Android Cryptographic APIs](https://mas.owasp.org/MASTG/Android/0x05e-Testing-Cryptography) - [Local Authentication on Android](https://mas.owasp.org/MASTG/Android/0x05f-Testing-Local-Authentication) - [Android Network Communication](https://mas.owasp.org/MASTG/Android/0x05g-Testing-Network-Communication) - [Android Platform APIs](https://mas.owasp.org/MASTG/Android/0x05h-Testing-Platform-Interaction) - [Code Quality and Build Settings for Android Apps](https://mas.owasp.org/MASTG/Android/0x05i-Testing-Code-Quality-and-Build-Settings) - [Tampering and Reverse Engineering on Android](https://mas.owasp.org/MASTG/Android/0x05c-Reverse-Engineering-and-Tampering) - [Android Anti-Reversing Defenses](https://mas.owasp.org/MASTG/Android/0x05j-Testing-Resiliency-Against-Reverse-Engineering) ### iOS Testing Guide - [Platform Overview](https://mas.owasp.org/MASTG/iOS/0x06a-Platform-Overview) - [iOS Basic Security Testing](https://mas.owasp.org/MASTG/iOS/0x06b-Basic-Security-Testing) - [Data Storage on iOS](https://mas.owasp.org/MASTG/iOS/0x06d-Testing-Data-Storage) - [iOS Cryptographic APIs](https://mas.owasp.org/MASTG/iOS/0x06e-Testing-Cryptography) - [Local Authentication on iOS](https://mas.owasp.org/MASTG/iOS/0x06f-Testing-Local-Authentication) - [iOS Network Communication](https://mas.owasp.org/MASTG/iOS/0x06g-Testing-Network-Communication) - [iOS Platform APIs](https://mas.owasp.org/MASTG/iOS/0x06h-Testing-Platform-Interaction) - [Code Quality and Build Settings for iOS Apps](https://mas.owasp.org/MASTG/iOS/0x06i-Testing-Code-Quality-and-Build-Settings) - [Tampering and Reverse Engineering on iOS](https://mas.owasp.org/MASTG/iOS/0x06c-Reverse-Engineering-and-Tampering) - [iOS Anti-Reversing Defenses](https://mas.owasp.org/MASTG/iOS/0x06j-Testing-Resiliency-Against-Reverse-Engineering) ### Appendix - [Testing Tools](https://mas.owasp.org/MASTG/Tools/0x08a-Testing-Tools) - [Reference Applications](https://mas.owasp.org/MASTG/Tools/0x08b-Reference-Apps) - [Suggested Reading](https://mas.owasp.org/MASTG/References/0x09-Suggested-Reading) <br> ## About Hybrid Apps Please note that the MASTG focuses primarily on native apps. These are apps built with Java or Kotlin using the Android SDK for Android or built with Swift or Objective-C using the Apple SDKs for iOS. Apps using frameworks such as Nativescript, React-native, Xamarin, Cordova, etc. are not within the main focus of the MASTG. However, some essential controls, such as certificate pinning, have been explained already for some of these platforms. For now, you can take a look and contribute to the work-in-progress being made in the discussions ["Hybrid application checklist experiments"](https://github.com/OWASP/owasp-mastg/discussions/1971) and ["Basic Guidelines for Hybrid Apps"](https://github.com/OWASP/owasp-masvs/discussions/557).
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This repository contains a detailed sample app that implements MVVM architecture using Dagger2, Room, RxJava2, FastAndroidNetworking and PlaceholderView
# Android MVVM Architecture: Sample App This repository contains a detailed sample app that implements MVVM architecture using Dagger2, Room, RxJava, FastAndroidNetworking, PlaceHolderView and AndroidDebugDatabase <p align="center"> <img src="https://janishar.github.io/images/mvp-app-pics/mvp-login.png" width="250"> <img src="https://janishar.github.io/images/mvp-app-pics/main-view.png" width="250"> <img src="https://janishar.github.io/gifs/mvp-app.gif" width="250"> </p> <br> <p align="center"> <img src="https://janishar.github.io/images/mvp-app-pics/mvp-drawer.png" width="200"> <img src="https://janishar.github.io/images/mvp-app-pics/mvp-rating.png" width="200"> <img src="https://janishar.github.io/images/mvp-app-pics/mvp-feed.png" width="200"> <img src="https://janishar.github.io/images/mvp-app-pics/mvp-empty-state.png" width="200"> </p> <br> <br> #### The app has following packages: 1. **data**: It contains all the data accessing and manipulating components. 2. **di**: Dependency providing classes using Dagger2. 3. **ui**: View classes along with their corresponding ViewModel. 4. **utils**: Utility classes. #### Classes have been designed in such a way that it could be inherited and maximize the code reuse. ### Library reference resources: 2. Dagger2: https://github.com/janishar/android-dagger2-example 4. PlaceHolderView: https://github.com/janishar/PlaceHolderView 6. Calligraphy: https://github.com/chrisjenx/Calligraphy 7. Room: https://developer.android.com/topic/libraries/architecture/room.html ### Concept reference resources: 1. [Introduction to Dagger 2: Part 1](https://janisharali.com/blog/introduction-to-dagger-2-using-dependency-injection-in-android-part-1-223289c2a01b#.ki6nt86l6) 2. [Introduction to Dagger 2: Part 2](https://janisharali.com/blog/introduction-to-dagger-2-using-dependency-injection-in-android-part-2-b55857911bcd#.mkpzyk8sa) 3. [Android Dagger2: Critical things to know before you implement](https://janisharali.com/blog/android-dagger2-critical-things-to-know-before-you-implement-275663aecc3e#.bskiz1879) 4. [Android Tinder Swipe View Example](https://janisharali.com/blog/android-tinder-swipe-view-example-3eca9b0d4794#.u7i7jbbvy) 5. [RxJava Anatomy: What is RxJava, how RxJava is designed, and how RxJava works.](https://janisharali.com/blog/rxjava-anatomy-what-is-rxjava-how-rxjava-is-designed-and-how-rxjava-works-d357b3aca586) ### Looking for Kotlin MVP Architecture - [Check here](https://github.com/janishar/android-kotlin-mvp-architecture) ### Looking for MVP Architecture - [Check here](https://github.com/janishar/android-mvp-architecture) ### License ``` Copyright (C) 2022 JANISHAR ALI ANWAR Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ``` ### Contributing to Android MVVM Architecture Just make pull request. You are in!
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This is a sample app that is part of a series of blog posts I have written about how to architect an android application using Uncle Bob's clean architecture approach.
Android-CleanArchitecture ========================= ## New version available written in Kotlin: [Architecting Android… Reloaded](https://fernandocejas.com/2018/05/07/architecting-android-reloaded/) Introduction ----------------- This is a sample app that is part of a blog post I have written about how to architect android application using the Uncle Bob's clean architecture approach. [Architecting Android…The clean way?](http://fernandocejas.com/2014/09/03/architecting-android-the-clean-way/) [Architecting Android…The evolution](http://fernandocejas.com/2015/07/18/architecting-android-the-evolution/) [Tasting Dagger 2 on Android](http://fernandocejas.com/2015/04/11/tasting-dagger-2-on-android/) [Clean Architecture…Dynamic Parameters in Use Cases](http://fernandocejas.com/2016/12/24/clean-architecture-dynamic-parameters-in-use-cases/) [Demo video of this sample](http://youtu.be/XSjV4sG3ni0) Clean architecture ----------------- ![http://fernandocejas.com/2015/07/18/architecting-android-the-evolution/](https://github.com/android10/Sample-Data/blob/master/Android-CleanArchitecture/clean_architecture.png) Architectural approach ----------------- ![http://fernandocejas.com/2015/07/18/architecting-android-the-evolution/](https://github.com/android10/Sample-Data/blob/master/Android-CleanArchitecture/clean_architecture_layers.png) Architectural reactive approach ----------------- ![http://fernandocejas.com/2015/07/18/architecting-android-the-evolution/](https://github.com/android10/Sample-Data/blob/master/Android-CleanArchitecture/clean_architecture_layers_details.png) Local Development ----------------- Here are some useful Gradle/adb commands for executing this example: * `./gradlew clean build` - Build the entire example and execute unit and integration tests plus lint check. * `./gradlew installDebug` - Install the debug apk on the current connected device. * `./gradlew runUnitTests` - Execute domain and data layer tests (both unit and integration). * `./gradlew runAcceptanceTests` - Execute espresso and instrumentation acceptance tests. Discussions ----------------- Refer to the issues section: https://github.com/android10/Android-CleanArchitecture/issues Code style ----------- Here you can download and install the java codestyle. https://github.com/android10/java-code-styles License -------- Copyright 2018 Fernando Cejas Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ![http://www.fernandocejas.com](https://github.com/android10/Sample-Data/blob/master/android10/android10_logo_big.png) [![Android Arsenal](https://img.shields.io/badge/Android%20Arsenal-Android--CleanArchitecture-brightgreen.svg?style=flat)](https://android-arsenal.com/details/3/909) <a href="https://www.buymeacoffee.com/android10" target="_blank"><img src="https://www.buymeacoffee.com/assets/img/custom_images/orange_img.png" alt="Buy Me A Coffee" style="height: auto !important;width: auto !important;" ></a>
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android libs from github or other websites
# awesome-android [![Build Status](https://travis-ci.org/snowdream/awesome-android.svg?branch=master)](https://travis-ci.org/snowdream/awesome-android) *This is NOT BEING MAINTAINED*. check https://github.com/JStumpp/awesome-android or https://github.com/blog/2309-introducing-topics instead. ## Introduction android libs from github or other websites Read it online: 1.[https://snowdream.github.io/awesome-android](https://snowdream.github.io/awesome-android) 2.[https://snowdream86.gitbooks.io/awesome-android/content/](https://snowdream86.gitbooks.io/awesome-android/content/) ## System requirements Android ## Notice If the lib is no longer being maintained,please do not add it here. ## How To Contribute Step 1. Add a Item as follows: ``` **Library Name**[one space]Short Description[at least four space,then press enter] [link](link) ``` Step 2. The item should fall under the appropriate category. awesome-android 开发维护指南 https://github.com/snowdream/awesome-android/wiki ### Contacts * Email:yanghui1986527#gmail.com * QQ Group: 82695646 * WeChat: sn0wdr1am86 ## License ``` Copyright (C) 2014 Snowdream Mobile <[email protected]> Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ```
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Hardcoder is a solution which allows Android APP and Android System to communicate with each other directly, solving the problem that Android APP could only use system standard API rather than the hardware resource of system.
# Hardcoder [![license](http://img.shields.io/badge/license-BSD3-brightgreen.svg?style=flat)](https://github.com/Tencent/tinker/blob/master/LICENSE)[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen.svg)](https://github.com/Tencent/tinker/pulls) 中文版请见[这里](https://github.com/Tencent/Hardcoder/wiki/Home)。 **Hardcoder is a solution which allows Android APP and Android System to communicate with each other directly, solving the problem that Android APP could only use system standard API rather than the hardware resources of the system. Through Hardcoder, Android APP can make good use of mobile phones hardware resources such as CPU frequency, Large Core, and the GPU to improve APP performance. Hardcoder allows Android system to get more information from APP in order to better provide system resources to Android APP. At the same time, for lack of implementation by the standard interface, the APP and the system can also realize the model adaptation and function expansion through the framework.** Hardcoder framework can averagely optimize the performance of Wechat by 10%-30% in terms of Wechat startup, video delivery, mini program startup, and other highly-loaded scenes. Furthermore, it could also averagely optimize the performance of Mobile QQ by 10%-50% in terms of mobile QQ startup, chatting Initialization, picture delivery, and other highly-loaded scenes. The framework now has been applied to mobile brands such as OPPO, vivo, Huawei, XIAOMI, Samsung, Meizu, etc and covers more than 460 millions devices. ![readme](https://github.com/Tencent/Hardcoder/wiki/images/readme.jpg) ## Getting started 1. Read “[Product introduction of Hardcoder](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-产品方案介绍)” to learn about Hardcoder. 2. Read “[Technical introduction of Hardcoder](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-技术方案介绍)” to know the implementation philosophy and technical framework. 3. Use the testapp to quickly verify the performance of Hardcoder. For the further detail, please check ”[Hardcoder testapp testing instruction](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-Testapp测试指南)“ and “[Hardcoder Benchmark](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-Benchmark)”. 4. Please check the “[Hardcoder Application Instruction](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-接入指南)” to learn how to use Hardcoder. 1. Download Hardcoder repo and compline Hardcoder aar. 2. Apply Hardcoder aar to “build.gradle”. 3. Call initHardCoder to establish socket connection when process initializes (Generally, it needs to request resource when process initializes. That is the reason why to call initHardCoder when process initializes). Every process is individual and they all need to call initHardCoder to establish socket connection. Every process keeps a socket after the connection and the socket will disconnect if the process quits. 4. Call checkPermission after the success of InitHardCoder call-back and transfer authentication values which are applied from different mobile brands by APP. 5. Call startPerformance under the condition of resource request scenes and transfer parameters that request resource. If the scene is in the stage of process initiation, for example APP startup, startPerformance should not be called until it successfully calls back initHardCoder or it needs to verify whether socket is connected by examining isConnect() of HardCoderJNI. 6. Actively call stopPerformance when scene stops and it needs to transfer the “hashCode" corresponding to the startPerformance in order to identify the corresponding scene. Then it can stop this request. 7. Test the performance. To do the comparison between the situation in which “Hardcoder is on and off”. 5. Apply the authentication from mobile brands. For the further detail, please check [FAQ](https://github.com/Tencent/Hardcoder/wiki/FAQ). 6. Launch APP which has involved Hardcoder. ## Document Support 1. Product introduction of Hardcoder——[https://github.com/Tencent/Hardcoder/wiki/Hardcoder-产品方案介绍](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-产品方案介绍) 2. Technical introduction of Hardcoder——[https://github.com/Tencent/Hardcoder/wiki/Hardcoder-技术方案介绍](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-技术方案介绍) 3. Hardcoder testapp testing instruction——[https://github.com/Tencent/Hardcoder/wiki/Hardcoder-Testapp测试指南](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-Testapp测试指南) 4. Hardcoder Application Instruction——[https://github.com/Tencent/Hardcoder/wiki/Hardcoder-接入指南](https://github.com/Tencent/Hardcoder/wiki/Hardcoder-接入指南) 5. FAQ——https://github.com/Tencent/Hardcoder/wiki/FAQ 6. Hardcoder for Android API References——https://tencent.github.io/Hardcoder/ 7. Hardcoder Benchmark——https://github.com/Tencent/Hardcoder/wiki/Hardcoder-Benchmark ## License Hardcoder is under the BSD license. See the [LICENSE](https://github.com/Tencent/Hardcoder/blob/master/LICENSE) file for details. ## Personal Information Protection Rules https://support.weixin.qq.com/cgi-bin/mmsupportacctnodeweb-bin/pages/kGLpLlCX1Vkskw7U If you have any questions,welcome to join QQ group to contact us. ![qqgroup_qrcode.png](https://github.com/Tencent/Hardcoder/wiki/images/qqgroup_qrcode.png)
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Yet Another Hook Framework for ART
YAHFA ---------------- [![Build Status](https://github.com/PAGalaxyLab/YAHFA/workflows/Android%20CI/badge.svg)](https://github.com/PAGalaxyLab/YAHFA/actions) [![Download](https://badgen.net/github/release/PAGalaxyLab/YAHFA)](https://github.com/PAGalaxyLab/YAHFA/releases/latest/download/library-release.aar) [![Maven](https://badgen.net/maven/v/maven-central/io.github.pagalaxylab/yahfa)](https://repo1.maven.org/maven2/io/github/pagalaxylab/yahfa/) ## Introduction YAHFA is a hook framework for Android ART. It provides an efficient way for Java method hooking or replacement. Currently it supports: - ~~Android 5.0(API 21)~~ - ~~Android 5.1(API 22)~~ - ~~Android 6.0(API 23)~~ - Android 7.0(API 24) - Android 7.1(API 25) - Android 8.0(API 26) - Android 8.1(API 27) - Android 9(API 28) - Android 10(API 29) - Android 11(API 30) - Android 12(DP1) (Support for version <= 6.0 is broken after commit [9824bdd](https://github.com/PAGalaxyLab/YAHFA/commit/9824bdd9d958fd0eca43537b6288bb04da191036).) with ABI: - x86 - x86_64 - armeabi-v7a - arm64-v8a YAHFA is utilized by [VirtualHook](https://github.com/rk700/VirtualHook) so that applications can be hooked without root permission. Please take a look at this [article](http://rk700.github.io/2017/03/30/YAHFA-introduction/) and this [one](http://rk700.github.io/2017/06/30/hook-on-android-n/) for a detailed introduction. [更新说明](https://github.com/rk700/YAHFA/wiki/%E6%9B%B4%E6%96%B0%E8%AF%B4%E6%98%8E) ## Setup Add Maven central repo in `build.gradle`: ``` buildscript { repositories { mavenCentral() } } allprojects { repositories { mavenCentral() } } ``` Then add YAHFA as a dependency: ``` dependencies { implementation 'io.github.pagalaxylab:yahfa:0.10.0' } ``` YAHFA depends on [dlfunc](https://github.com/rk700/dlfunc) after commit [5b60df8](https://github.com/PAGalaxyLab/YAHFA/commit/5b60df8af85fab2b4901cf881c7e9362010c0472) for calling `MakeInitializedClassesVisiblyInitialized` explicitly on Android R, and Android Gradle Plugin version 4.1+ is required for that native library dependency. ## Usage To hook a method: ```java HookMain.backupAndHook(Method target, Method hook, Method backup); ``` where `backup` would be a placeholder for invoking the target method. Set `backup` to null or just use `HookMain.hook(Method target, Method hook)` if the original code is not needed. Both `hook` and `backup` are static methods, and their parameters should match the ones of `target`. Please take a look at [demoPlugin](https://github.com/rk700/YAHFA/tree/master/demoPlugin) on how these methods are defined. ## Workaround for Method Inlining Hooking would fail for methods that are compiled to be inlined. For example: ``` 0x00004d5a: f24a7e81 movw lr, #42881 0x00004d5e: f2c73e11 movt lr, #29457 0x00004d62: f6495040 movw r0, #40256 0x00004d66: f2c70033 movt r0, #28723 0x00004d6a: 4641 mov r1, r8 0x00004d6c: 1c32 mov r2, r6 0x00004d6e: 47f0 blx lr ``` Here the value of register `lr` is hardcoded instead of reading from entry point field of `ArtMethod`. A simple workaround is to build the APP with debuggable option on, in which case the inlining optimization will not apply. However the option `--debuggable` of `dex2oat` is not available until API 23. So please take a look at machine instructions of the target when the hook doesn't work. ## License YAHFA is distributed under GNU GPL V3.
383
Better video player for Flutter, with multiple configuration options. Solving typical use cases!
<p align="center"> <img src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/logo.png"> </p> # Better Player [![pub package](https://img.shields.io/pub/v/better_player.svg)](https://pub.dartlang.org/packages/better_player) [![pub package](https://img.shields.io/github/license/jhomlala/betterplayer.svg?style=flat)](https://github.com/jhomlala/betterplayer) [![pub package](https://img.shields.io/badge/platform-flutter-blue.svg)](https://github.com/jhomlala/betterplayer) Advanced video player based on video_player and Chewie. It's solves many typical use cases and it's easy to run. <table> <tr> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/1.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/2.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/3.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/4.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/5.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/6.png"> </td> </tr> <tr> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/7.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/8.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/9.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/10.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/11.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/12.png"> </td> </tr> <tr> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/13.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/14.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/15.png"> </td> <td> <img width="250px" src="https://raw.githubusercontent.com/jhomlala/betterplayer/master/media/16.png"> </td> </tr> </table> ## Introduction This plugin is based on [Chewie](https://github.com/brianegan/chewie). Chewie is awesome plugin and works well in many cases. Better Player is a continuation of ideas introduced in Chewie. Better player fix common bugs, adds more configuration options and solves typical use cases. **Features:** ✔️ Fixed common bugs ✔️ Added advanced configuration options ✔️ Refactored player controls ✔️ Playlist support ✔️ Video in ListView support ✔️ Subtitles support: (formats: SRT, WEBVTT with HTML tags support; subtitles from HLS; multiple subtitles for video) ✔️ HTTP Headers support ✔️ BoxFit of video support ✔️ Playback speed support ✔️ HLS support (track, subtitles (also segmented), audio track selection) ✔️ DASH support (track, subtitles, audio track selection) ✔️ Alternative resolution support ✔️ Cache support ✔️ Notifications support ✔️ Picture in Picture support ✔️ DRM support (token, Widevine, FairPlay EZDRM). ✔️ ... and much more! ## Documentation * [Official documentation](https://jhomlala.github.io/betterplayer/) * [Example application](https://github.com/jhomlala/betterplayer/tree/master/example) * [API reference](https://pub.dev/documentation/better_player/latest/better_player/better_player-library.html) ## Important information This plugin development is in progress. You may encounter breaking changes each version. This plugin is developed part-time for free. If you need some feature which is supported by other players available in pub dev, then feel free to create PR. All valuable contributions are welcome!
384
DEPRECATED
# PLEASE NOTE, THIS PROJECT IS NO LONGER BEING MAINTAINED * * * [![Android Arsenal](https://img.shields.io/badge/Android%20Arsenal-AVLoadingIndicatorView-green.svg?style=flat)](https://android-arsenal.com/details/1/2686) AVLoadingIndicatorView =================== > **Now AVLoadingIndicatorView was updated version to 2.X , If you have any question or suggestion with this library , welcome to tell me !** ## Introduction AVLoadingIndicatorView is a collection of nice loading animations for Android. You can also find iOS version of this [here](https://github.com/ninjaprox/NVActivityIndicatorView). ## Demo ![avi](screenshots/avi.gif) ## Usage ### Step 1 Add dependencies in build.gradle. ```groovy dependencies { compile 'com.wang.avi:library:2.1.3' } ``` ### Step 2 Add the AVLoadingIndicatorView to your layout: Simple ```java <com.wang.avi.AVLoadingIndicatorView android:layout_width="wrap_content" android:layout_height="wrap_content" app:indicatorName="BallPulseIndicator" /> ``` Advance ```java <com.wang.avi.AVLoadingIndicatorView android:id="@+id/avi" android:layout_width="wrap_content" //or your custom size android:layout_height="wrap_content" //or your custom size style="@style/AVLoadingIndicatorView"// or AVLoadingIndicatorView.Large or AVLoadingIndicatorView.Small android:visibility="visible" //visible or gone app:indicatorName="BallPulseIndicator"//Indicator Name app:indicatorColor="your color" /> ``` ### Step 3 It's very simple use just like . ```java void startAnim(){ avi.show(); // or avi.smoothToShow(); } void stopAnim(){ avi.hide(); // or avi.smoothToHide(); } ``` ## Custom Indicator See [MyCustomIndicator](https://github.com/81813780/AVLoadingIndicatorView/blob/master/app/src/main/java/com/wang/avi/sample/MyCustomIndicator.java) in Sample . ## Proguard When using proguard need add rules: ``` -keep class com.wang.avi.** { *; } -keep class com.wang.avi.indicators.** { *; } ``` Indicators is load from class names, proguard may change it (rename). ## Indicators As seen above in the **Demo**, the indicators are as follows: **Row 1** * `BallPulseIndicator` * `BallGridPulseIndicator` * `BallClipRotateIndicator` * `BallClipRotatePulseIndicator` **Row 2** * `SquareSpinIndicator` * `BallClipRotateMultipleIndicator` * `BallPulseRiseIndicator` * `BallRotateIndicator` **Row 3** * `CubeTransitionIndicator` * `BallZigZagIndicator` * `BallZigZagDeflectIndicator` * `BallTrianglePathIndicator` **Row 4** * `BallScaleIndicator` * `LineScaleIndicator` * `LineScalePartyIndicator` * `BallScaleMultipleIndicator` **Row 5** * `BallPulseSyncIndicator` * `BallBeatIndicator` * `LineScalePulseOutIndicator` * `LineScalePulseOutRapidIndicator` **Row 6** * `BallScaleRippleIndicator` * `BallScaleRippleMultipleIndicator` * `BallSpinFadeLoaderIndicator` * `LineSpinFadeLoaderIndicator` **Row 7** * `TriangleSkewSpinIndicator` * `PacmanIndicator` * `BallGridBeatIndicator` * `SemiCircleSpinIndicator` **Row 8** * `com.wang.avi.sample.MyCustomIndicator` ## Thanks - [NVActivityIndicatorView](https://github.com/ninjaprox/NVActivityIndicatorView) - [Connor Atherton](https://github.com/ConnorAtherton) ## Contact me If you have a better idea or way on this project, please let me know, thanks :) [Email](mailto:[email protected]) [Weibo](http://weibo.com/601265161) [My Blog](http://hlong.xyz) ### License ``` Copyright 2015 jack wang Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ```
385
PJSIP project
[![CI Linux](https://github.com/pjsip/pjproject/actions/workflows/ci-linux.yml/badge.svg)](https://github.com/pjsip/pjproject/actions/workflows/ci-linux.yml) [![CI Mac](https://github.com/pjsip/pjproject/actions/workflows/ci-mac.yml/badge.svg)](https://github.com/pjsip/pjproject/actions/workflows/ci-mac.yml) [![CI Windows](https://github.com/pjsip/pjproject/actions/workflows/ci-win.yml/badge.svg)](https://github.com/pjsip/pjproject/actions/workflows/ci-win.yml) [![CodeQL](https://github.com/pjsip/pjproject/actions/workflows/codeql-analysis.yml/badge.svg)](https://github.com/pjsip/pjproject/actions/workflows/codeql-analysis.yml) [![docs.pjsip.org](https://readthedocs.org/projects/pjsip/badge/?version=latest)](https://docs.pjsip.org/en/latest/) # PJSIP PJSIP is a free and open source multimedia communication library written in C with high level API in C, C++, Java, C#, and Python languages. It implements standard based protocols such as SIP, SDP, RTP, STUN, TURN, and ICE. It combines signaling protocol (SIP) with rich multimedia framework and NAT traversal functionality into high level API that is portable and suitable for almost any type of systems ranging from desktops, embedded systems, to mobile handsets. ## Getting PJSIP - Main repository: https://github.com/pjsip/pjproject - Releases: https://github.com/pjsip/pjproject/releases ## Documentation Main documentation site: https://docs.pjsip.org Table of contents: - Overview - [Overview](https://docs.pjsip.org/en/latest/overview/intro.html) - [Features (Datasheet)](https://docs.pjsip.org/en/latest/overview/features.html) - [License](https://docs.pjsip.org/en/latest/overview/license.html) - **Getting started** - [Getting PJSIP](https://docs.pjsip.org/en/latest/get-started/getting.html) - [General Guidelines](https://docs.pjsip.org/en/latest/get-started/general_guidelines.html) - [Android](https://docs.pjsip.org/en/latest/get-started/android/index.html) - [iPhone](https://docs.pjsip.org/en/latest/get-started/ios/index.html) - [Mac/Linux/Unix](https://docs.pjsip.org/en/latest/get-started/posix/index.html) - [Windows](https://docs.pjsip.org/en/latest/get-started/windows/index.html) - [Windows Phone](https://docs.pjsip.org/en/latest/get-started/windows-phone/index.html) - PJSUA2 - High level API guide - [Introduction](https://docs.pjsip.org/en/latest/pjsua2/intro.html) - [Building PJSUA2](https://docs.pjsip.org/en/latest/pjsua2/building.html) - [General concepts](https://docs.pjsip.org/en/latest/pjsua2/general_concept.html) - [Hello world!](https://docs.pjsip.org/en/latest/pjsua2/building.html) - [Using PJSUA2](https://docs.pjsip.org/en/latest/pjsua2/using/index.html) - [Sample applications](https://docs.pjsip.org/en/latest/pjsua2/samples.html) - Specific guides - [Audio](https://docs.pjsip.org/en/latest/specific-guides/index.html#audio) - [Build and integration](https://docs.pjsip.org/en/latest/specific-guides/index.html#build-integration) - [Development and programming](https://docs.pjsip.org/en/latest/specific-guides/index.html#development-programming) - [Media](https://docs.pjsip.org/en/latest/specific-guides/index.html#media) - [Network and NAT](https://docs.pjsip.org/en/latest/specific-guides/index.html#network-nat) - [Performance and footprint](https://docs.pjsip.org/en/latest/specific-guides/index.html#performance-footprint) - [Security](https://docs.pjsip.org/en/latest/specific-guides/index.html#security) - [SIP](https://docs.pjsip.org/en/latest/specific-guides/index.html#sip) - [Video](https://docs.pjsip.org/en/latest/specific-guides/index.html#video) - [Other](https://docs.pjsip.org/en/latest/specific-guides/index.html#other) - API reference - [PJSUA2](https://docs.pjsip.org/en/latest/api/pjsua2/index.html) - high level API (Java/C#/Python/C++/swig) - [PJSUA-LIB](https://docs.pjsip.org/en/latest/api/pjsua-lib/index.html) - high level API (C) - [PJSIP](https://docs.pjsip.org/en/latest/api/pjsip/index.html) - SIP stack - [PJMEDIA](https://docs.pjsip.org/en/latest/api/pjmedia/index.html) - media framework - [PJNATH](https://docs.pjsip.org/en/latest/api/pjnath/index.html) - NAT traversal helper - [PJLIB-UTIL](https://docs.pjsip.org/en/latest/api/pjlib-util/index.html) - utilities - [PJLIB](https://docs.pjsip.org/en/latest/api/pjlib/index.html) - portable library
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:zap:致力于打造一款极致体验的 http://www.wanandroid.com/ 客户端,知识和美是可以并存的哦QAQn(*≧▽≦*)n
<h1 align="center">Awesome-WanAndroid</h1> <div align="center"> <img src="https://img.shields.io/badge/Version-V1.2.5-brightgreen.svg"> <img src="https://img.shields.io/badge/build-passing-brightgreen.svg"> <a href="https://developer.android.com/about/versions/android-5.0.html"> <img src="https://img.shields.io/badge/API-21+-blue.svg" alt="Min Sdk Version"> </a> <a href="http://www.apache.org/licenses/LICENSE-2.0"> <img src="https://img.shields.io/badge/License-Apache2.0-blue.svg" alt="License" /> </a> <img src="https://img.shields.io/badge/[email protected]"> </div> <div align="center"> <img src="https://diycode.b0.upaiyun.com/user/avatar/2468.jpg"> </div> ### 致力于打造一款极致体验的WanAndroid客户端,知识和美是可以并存的哦QAQn(*≧▽≦*)n ,更好的 Awesome-WanAndroid V1.2.5正式版发布,相比初始版本,项目的稳定性和界面的美化程度已提升了几个档次,如果您觉得还不错的话,就点个Star吧~(持续打磨中~,敬请关注) ### 本项目采用的性能优化技术全部来自于[Awesome-Android-Performance](https://github.com/JsonChao/Awesome-Android-Performance) ## Introduction Awesome WanAndroid项目基于Material Design + MVP + Rxjava2 + Retrofit + Dagger2 + GreenDao + Glide 这是一款会让您觉得很nice的技术学习APP,所用技术基本涵盖了当前Android开发中常用的主流技术框架,阅读内容主要面向想在Android开发领域成为专家的朋友们。此外,我正在进行一个 [全新的Android进阶计划](https://github.com/JsonChao/Awesome-Android-Exercise), 致力于成为更好的Android开发,有兴趣的朋友可以参考下~ ## Awesome-WanAndroid Architecture <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/AppArchitecture.png"> </div> #### 借鉴于[设计MVP架构的最佳实践](https://blog.mindorks.com/essential-guide-for-designing-your-android-app-architecture-mvp-part-1-74efaf1cda40#.3lyk8t57x) #### Tips: - Android Studio 上提示缺失Dagger生成的类,可以直接编译项目,会由Dagger2自动生成 - 本项目还有一些不够完善的地方,如发现有Bug,欢迎[issue](https://github.com/JsonChao/Awesome-WanAndroid/issues)、Email([[email protected]]())、PR - 项目中的API均来自于[WanAndroid网站](http://www.wanandroid.com),纯属共享学习之用,不得用于商业用途!!大家有任何疑问或者建议的可以联系[[email protected]]() ## Preview <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/GIF1.gif"><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/GIF2.gif"> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/GIF3.gif"><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/GIF4.gif"> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/GIF5.gif"><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/GIF6.gif"> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG1.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG2.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG3.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG4.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG5.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG6.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG7.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG8.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG9.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG10.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG11.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG12.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG13.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG14.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG15.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG16.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG17.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG18.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG19.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG20.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG21.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG22.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG23.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG24.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG25.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG26.png" width=20%><img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG27.png" width=20%> </div> <div align="center"> <img src="https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/PNG28.png" width=20%> </div> ## Apk download(Android 5.0 or above it)(更好的Awesome-WanAndroid V1.2.5 来了) <center> ![image](https://raw.githubusercontent.com/JsonChao/Awesome-WanAndroid/master/screenshots/apk.png) </center> ## Skill points - 项目代码尽力遵循了阿里巴巴Java开发规范和阿里巴巴Android开发规范,并有良好的注释。 - 使用Rxjava2结合Retrofit2进行网络请求。 - 使用Rxjava2的操作符对事件流进行进行转换、延时、过滤等操作,其中使用Compose操作符结合RxUtils工具类简化线程切换调用的代码数量。 - 使用Dagger2结合Dagger.Android无耦合地将Model注入Presenter、Presenter注入View,更高效地实现了MVP模式。 - 使用BasePresenter对事件流订阅的生命周期做了集成管理。 - 使用Material Design中的Behavior集合ToolBar实现了响应式的“上失下现”特效。 - 多处使用了滑动到顶部的悬浮按钮,提升阅读的便利性。 - 使用SmartRefreshLayout丰富的刷新动画将项目的美提升了一个档次。 - 使用了腾讯Bugly,以便对项目进行Bug修复和CI。 - 项目中多处使用了炫目的动画及特效。 - 高覆盖率的单元测试及部分UI测试。 - 更多请Clone本项目进行查看。。。 ## 笔者对项目所使用主流框架的源码分析 请参见[Awesome-Third-Library-Source-Analysis](https://github.com/JsonChao/Awesome-Third-Library-Source-Analysis) ## Version ### :zap:v1.2.5 1、将请求url的scheme字段全局替换为https 2、解决issue上存在的bug ### v1.2.4 1.新增公众号栏目,支持公众号内搜索 2.解决Bugly上的bug ### v1.2.3 1.适配Android O版本 2.解决Bugly上的bug ### v1.2.2 1.增加了Presenter层单元测试和部分View层的自动化UI测试 2.解决登陆状态过一段时间会失效的bug 3.进行了适当的小规模重构 4.解决Bugly的兼容性bug ### v1.2.1 1.增加dagger.android 2.使用config.gradle统一管理gradle依赖 3.封装RxBinding订阅处理 4.增加共享元素适配处理 5.使用Compose增加统一返回结果处理 6.增加Glide memory、bitmapPool、diskCache配置 7.优化加载错误页显示逻辑 8.优化注册界面 9.优化沉浸式状态栏显示效果 10.更新Gradle版本到3.0.1 ### v1.2.0 1.增加设置模块 2.分离出常用网站界面 3.增加item多标签 4.美化详情界面菜单 5.添加ActivityOption跳转动画 6.解决90%以上的内存泄露 ### v1.1.0 1.增加RxBus订阅管理,解决RxBus内存泄露的问题 2.解决Webview有时加载不出来的问题 3.增加RxPermission,处理Android 6.0权限问题 4.Base响应基类泛型化,减少大量实体代码 5.增加知识分类导航详情页 6.搜索页面增加删除搜索记录,UI界面更加美观 7.项目整体UI美化 ### v1.0.1 1.合理化项目分包架构 2.优化搜索模块 3.增加自动登录 4.增加TabLayout智能联动RecyclerView 5.增加沉浸式状态栏 6.优化详情文章菜单样式 7.项目整体UI美化 ### V1.0.0 1.提交Awesome WanAndroid第一版 ## Thanks ### API: 鸿洋大大提供的 [WanAndroid API](http://www.wanandroid.com/blog/show/2) ### APP: [GeekNews](https://github.com/codeestX/GeekNews) 提供了Dagger2配合MVP的架构思路 [Toutiao](https://github.com/iMeiji/Toutiao) 提供的MD特效实现思路 [diycode](https://github.com/GcsSloop/diycode) 提供的智能滑动悬浮按钮实现思路 [Eyepetizer-in-Kotlin](https://github.com/LRH1993/Eyepetizer-in-Kotlin) 提供的搜索界面切换特效实现思路 此外,还参考了不少国内外牛人的项目,感谢开源! ### UI design: [花瓣](https://huaban.com/) 提供了很美的UI界面设计,感谢花瓣 ### icon: [iconfont](http://www.iconfont.cn/) 阿里巴巴对外开放的很棒的icon资源 ### Excellent third-party open source library: #### Rx [Rxjava](https://github.com/ReactiveX/RxJava) [RxAndroid](https://github.com/ReactiveX/RxAndroid) [RxBinding](https://github.com/JakeWharton/RxBinding) #### Network [Retrofit](https://github.com/square/retrofit) [OkHttp](https://github.com/square/okhttp) [Gson](https://github.com/google/gson) #### Image Loader [Glide](https://github.com/bumptech/glide) #### DI [Dagger2](https://github.com/google/dagger) [ButterKnife](https://github.com/JakeWharton/butterknife) #### DB [GreenDao](https://github.com/greenrobot/greenDAO) #### UI [SmartRefreshLayout](https://github.com/scwang90/SmartRefreshLayout) [Lottie-android](https://github.com/airbnb/lottie-android) ### 还有上面没列举的一些优秀的第三方开源库,感谢开源,愿我们一同成长~ ## 知识星球(推荐) 现如今,Android 行业人才已逐渐饱和化,但高级人才依旧很稀缺,我们经常遇到的情况是,100份简历里只有2、3个比较合适的候选人,大部分的人都是疲于业务,没有花时间来好好学习,或是完全不知道学什么来提高自己的技术。对于 Android 开发者来说,尽早建立起一个完整的 Android 知识框架,了解目前大厂高频出现的常考知识点,掌握面试技巧,是一件非常需要重视的事情。 去年,为了进入一线大厂去做更有挑战的事情,拿到更高的薪资,我提前准备了半年的时间,沉淀了一份 「两年磨一剑」 的体系化精品面试题,而后的半年,我都在不断地进行面试,总共面试了二三十家公司,每一场面试完之后,我都将对应的面试题和详细的答案进行了系统化的总结,并更新到了我的面试项目里,现在,在每一个模块之下,我都已经精心整理出了 超高频和高频的常考 知识点。 在我近一年的大厂实战面试复盘中逐渐对原本的内容进行了大幅度的优化,并且新增了很多新的内容。它可以说是一线互联网大厂的面试精华总结,同时后续还会包含如何写简历和面试技巧的内容,能够帮你省时省力地准备面试,大大降低找到一个好工作的难度。 这份面试项目不同于我 Github 上的 Awesome-Android-Interview 面试项目:https://github.com/JsonChao/Awesome-Android-Interview,Awesome-Android-Interview 已经在 2 年前(2020年 10 月停止更新),内容稍显陈旧,里面也有不少点表述不严谨,总体含金量较低。而我今天要分享的这份面试题库,是我在这两年持续总结、细化、沉淀出来的体系化精品面试题,里面很多的核心题答案在面试的压力下,经过了反复的校正与升华,含金量极高。 在分享之前,有一点要注意的是,一定不要将资料泄露出去!细想一下就明白了: 1、如果暴露出去,拿到手的人比你更快掌握,更早进入大厂,拿到高薪,你进大厂的机会就会变小,毕竟现在好公司就那么多,一个萝卜一个坑。 2、两年前我公开分享的简陋版 Awesome-Android-Interview 面试题库现在还在被各个培训机构当做引流资料,加大了现在 Android 内卷。。 所以,这一点一定要切记。 现在,我已经在我的成长社群里修订好了 《体系化高频核心 Android 面试题库》 中的 ”计算机基础高频核心面试题“ 和 ”Java 和 kotlin 高频核心面试题“ 部分,后续还会为你带来我核心题库中的: - “Android基础 高频核心面试题” - “基础架构 高频核心面试题” - “跨平台 高频核心面试题” - “性能优化 高频核心面试题” - ”Framework 高频核心面试题“ - ”NDK 高频核心面试题“ 获取方法:扫描下方的二维码。 <div align="center"> <img src="https://mmbiz.qpic.cn/mmbiz_png/PjzmrzN77aBMyo7G0TS2tYYJicPHRLD5KlvoaRA6EP1QvjiaSSkxcOPibnXXtOpgRJw5J3EYHcribkDBuWUfhRF35Q/640?wx_fmt=png&wxfrom=5&wx_lazy=1&wx_co=1" width=30%> </div> $\color{#FF0000}{出身普通的人,如何真正改变命运?}$ 这是我过去五、六年一直研究的命题。首先,是为自己研究,因为我是从小城镇出来的,通过持续不断地逆袭立足深圳。**越是出身普通的人,就越需要有耐心,去进行系统性地全面提升,这方面,我有非常丰富的实践经验和方法论**。因此,我开启了 “JsonChao” 的成长社群,希望和你一起完成系统性地蜕变。 ### 星球目前有哪些服务? - 每周会提供一份让 **个人增值,避免踩坑 的硬干货**。 - 每日以文字或语音的形式分享我个人学习和实践中的 **思考精华或复盘记录**。 - 提供 **每月 三 次成长**、技术或面试指导的咨询服务。 - 更多服务正在研发中... ### 超哥的知识星球适合谁? - **如果你希望持续提升自己,获得更高的薪资或是想加入大厂**,那么超哥的知识星球会对你有很大的帮助。 - **如果你既努力,又焦虑**,特别适合加入超哥的知识星球,因为我经历过同样的阶段,而且最后找到了走出焦虑,靠近梦想的地方。 - **如果你希望改变自己的生活状态**,欢迎加入超哥的知识星球,和我一起每日迭代,持续精进。 ### 星球如何定价? 365元每年 每天一元,给自己的成长持续加油💪 为了回馈 JsonChao Github 的忠实用户,我申请了少量优惠券,先到者先得,错过再无 <div align="center"> <img src="https://mmbiz.qpic.cn/mmbiz_png/PjzmrzN77aAPxe8aibFBdkiaY9ldh9uQVxw0WFJ9TicCRlhZIFibIb2ex74hWel3DpkS46aX5vFlwuZXKTNMb2ZnHg/640?wx_fmt=png&wxfrom=5&wx_lazy=1&wx_co=1" width=30%> </div> ## 公众号 我的公众号 `JsonChao` 开通啦,专注于构建一套未来Android开发必备的知识体系。每个工作日为您推送高质量文章,让你每天都能涨知识。如果您想第一时间获取最新文章和最新动态,欢迎扫描关注~ <div align="center"> <img src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/7da61f2739d34818be8a51a7afbbbb53~tplv-k3u1fbpfcp-watermark.image?" width=30%> </div> ### License Copyright 2018 JsonChao Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
387
LSPosed Framework
# LSPosed Framework [![Build](https://img.shields.io/github/actions/workflow/status/LSPosed/LSPosed/core.yml?branch=master&event=push&logo=github&label=Build)](https://github.com/LSPosed/LSPosed/actions/workflows/core.yml?query=event%3Apush+branch%3Amaster+is%3Acompleted) [![Crowdin](https://img.shields.io/badge/Localization-Crowdin-blueviolet?logo=Crowdin)](https://lsposed.crowdin.com/lsposed) [![Channel](https://img.shields.io/badge/Follow-Telegram-blue.svg?logo=telegram)](https://t.me/LSPosed) [![Chat](https://img.shields.io/badge/Join-QQ%E9%A2%91%E9%81%93-red?logo=tencent-qq&logoColor=red)](https://qun.qq.com/qqweb/qunpro/share?_wv=3&_wwv=128&inviteCode=Xz9dJ&from=246610&biz=ka) [![Download](https://img.shields.io/github/v/release/LSPosed/LSPosed?color=orange&logoColor=orange&label=Download&logo=DocuSign)](https://github.com/LSPosed/LSPosed/releases/latest) [![Total](https://shields.io/github/downloads/LSPosed/LSPosed/total?logo=Bookmeter&label=Counts&logoColor=yellow&color=yellow)](https://github.com/LSPosed/LSPosed/releases) ## Introduction A Riru / Zygisk module trying to provide an ART hooking framework which delivers consistent APIs with the OG Xposed, leveraging LSPlant hooking framework. > Xposed is a framework for modules that can change the behavior of the system and apps without touching any APKs. That's great because it means that modules can work for different versions and even ROMs without any changes (as long as the original code was not changed too much). It's also easy to undo. As all changes are done in the memory, you just need to deactivate the module and reboot to get your original system back. There are many other advantages, but here is just one more: multiple modules can do changes to the same part of the system or app. With modified APKs, you have to choose one. No way to combine them, unless the author builds multiple APKs with different combinations. ## Supported Versions Android 8.1 ~ 13 ## Install 1. Install Magisk v24+ 2. (For Riru flavor) Install [Riru](https://github.com/RikkaApps/Riru/releases) v25+ from Magisk repo 3. [Download](#download) and install LSPosed in Magisk app 4. Reboot 5. Open LSPosed manager from notification 6. Have fun :) ## Download - For stable releases, please go to [Github Releases page](https://github.com/LSPosed/LSPosed/releases) - For canary build, please check [Github Actions](https://github.com/LSPosed/LSPosed/actions) Note: debug builds are only available in Github Actions. ## Get Help **Only bug reports from **THE LATEST DEBUG BUILD** will be accepted.** - GitHub issues: [Issues](https://github.com/LSPosed/LSPosed/issues/) - (For Chinese speakers) 本项目只接受英语**标题**的issue。如果您不懂英语,请使用[翻译工具](https://www.deepl.com/zh/translator) ## For Developers Developers are welcome to write Xposed modules with hooks based on LSPosed Framework. A module based on LSPosed framework is fully compatible with the original Xposed Framework, and vice versa, a Xposed Framework-based module will work well with LSPosed framework too. - [Xposed Framework API](https://api.xposed.info/) We use our own module repository. We welcome developers to submit modules to our repository, and then modules can be downloaded in LSPosed. - [LSPosed Module Repository](https://github.com/Xposed-Modules-Repo) ## Community Discussion - Telegram: [@LSPosed](https://t.me/s/LSPosed) Notice: These community groups don't accept any bug report, please use [Get help](#get-help) to report. ## Translation Contributing You can contribute translation [here](https://lsposed.crowdin.com/lsposed). ## Credits - [Magisk](https://github.com/topjohnwu/Magisk/): makes all these possible - [Riru](https://github.com/RikkaApps/Riru): provides a way to inject code into zygote process - [XposedBridge](https://github.com/rovo89/XposedBridge): the OG Xposed framework APIs - [Dobby](https://github.com/jmpews/Dobby): used for inline hooking - [LSPlant](https://github.com/LSPosed/LSPlant): the core ART hooking framework - [EdXposed](https://github.com/ElderDrivers/EdXposed): fork source - ~[SandHook](https://github.com/ganyao114/SandHook/): ART hooking framework for SandHook variant~ - ~[YAHFA](https://github.com/rk700/YAHFA): previous ART hooking framework~ - ~[dexmaker](https://github.com/linkedin/dexmaker) and [dalvikdx](https://github.com/JakeWharton/dalvik-dx): to dynamically generate YAHFA hooker classes~ - ~[DexBuilder](https://github.com/LSPosed/DexBuilder): to dynamically generate YAHFA hooker classes~ ## License LSPosed is licensed under the **GNU General Public License v3 (GPL-3)** (http://www.gnu.org/copyleft/gpl.html).
388
Push Notifications Server for Human Beings.
## Introduction [![Join the chat at https://gitter.im/airnotifier/airnotifier](https://badges.gitter.im/Join%20Chat.svg)](https://gitter.im/airnotifier/airnotifier?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) AirNotifier is a user friendly yet powerful application server for sending real-time notifications to mobile and desktop applications. AirNotifier provides a unified web service interface to deliver messages to multi devices using multi protocols, it also features a web based administrator UI to configure and manage ## Supported devices - iPhone/iPad devices ([APNs HTTP/2](https://developer.apple.com/library/archive/documentation/NetworkingInternet/Conceptual/RemoteNotificationsPG/CommunicatingwithAPNs.html)) - Android devices and chrome browser ([Firebase Cloud Messaging aka FCM](https://firebase.google.com/docs/cloud-messaging) protocol) - Windows 10 desktop (WNS protocol) ## Features - Open source application server, you can install on your own server, own your data - Unlimited number of devices - API access control - Web-based UI to configure - Access key management - Logging activities ## Installation Please read [Installation guide](https://github.com/airnotifier/airnotifier/wiki/Installation) ## Web service documentation - [Web service interfaces](https://github.com/airnotifier/airnotifier/wiki/API) ## Requirements - [Python 3.6](http://www.python.org) - [MongoDB 4.0+](http://www.mongodb.org/) ## Copyright Copyright (c) Dongsheng Cai and individual contributors
389
A simple app to use Xposed without root, unlock the bootloader or modify system image, etc.
[![VA banner](https://raw.githubusercontent.com/asLody/VirtualApp/master/Logo.png)](https://github.com/asLody/VirtualApp) [中国人猛戳这里](CHINESE.md "中文") About ----- **VirtualApp** is an open platform for Android that allows you to create a `Virtual Space`, you can install and run apk inside. Beyond that, VirtualApp is also a `Plugin Framework`, the plugins running on VirtualApp does not require any constraints. VirtualApp does **not** require root, it is running on the `local process`. NOTICE ------- **This project has been authorized by the business.** **You are not allowed to modify the app module and put to the software market, if you do that, The consequences you know :)** **VirtualApp is not free, If you need to use the lib code, please send email to me :)** Background ---------- VirtualApp was born in early 2015, Originally, it is just a simple plugin framework, But as time goes on, the compatibility of it is getting better and better. in the end, it evolved into a `Virtual Container`. Get started ----------- If you use latest android studio (version 2.0 or above), please disable `Instant Run`. Open `Setting | Build,Exception,Deployment`, and disable `Enable Instant Run to hot swap...` **Goto your Application and insert the following code:** ```java @Override protected void attachBaseContext(Context base) { super.attachBaseContext(base); try { VirtualCore.get().startup(base); } catch (Throwable e) { e.printStackTrace(); } } ``` **Install a virtual App:** ```java VirtualCore.get().installPackage({APK PATH}, flags); ``` **Launch a virtual App:** ```java //VirtualApp support multi-user-mode which can run multiple instances of a same app. //if you don't need this feature, just set `{userId}` to 0. Intent intent = VirtualCore.get().getLaunchIntent({PackageName}, {userId}); VActivityManager.get().startActivity(intent, {userId}); ``` **Uninstall a virtual App:** ```java VirtualCore.get().uninstallPackage({PackageName}); ``` More details, please read the source code of demo app, :-) Documentation ------------- VirtualApp currently has **no documentation**, If you are interested in VirtualApp, please send email to me. Contact us ------------ [email protected]
390
A react native clothes shopping app UI.
# SHOP UI React-Native Template with Native Base ## Introduction > A creative and modern clothes shopping app design for react-native using the native-base UI components. It works well with both IOS and Android. ## Availables pages > This is the list of the availables pages with this source code: * [Home](./src/page/Home.js) * [Shop](./src/page/Category.js) * [Single product](./src/page/Product.js) * [Product gallery](./src/page/ImageGallery.js) * [Cart](./src/page/Cart.js) * [Search](./src/page/Search.js) * [WishList](./src/page/WishList.js) * [Newsletter](./src/page/Newsletter.js) * [Contact](./src/page/Contact.js) * [Find us (A map)](./src/page/Map.js) * [Login](./src/page/Login.js)/[Sign up](./src/page/Signup.js) * [Payment](./src/page/Checkout.js) ### Coming Soon * Profile ## Installation > Follow these steps to install and test the app: ``` git clone [email protected]:ATF19/react-native-shop-ui.git cd react-native-shop-ui npm install ``` > For iOS users: ``` react-native run-ios ``` > For Android users ``` react-native run-android ``` ## Download a demo > You can download the demo APK by [Clicking here](https://www.dropbox.com/s/42l8vvq61xx6bzh/shop.apk "Download Shop APK") ## Screenshots Click [here](screenshots/README.md) ## Documentation Updating the codebase will require changes to the `.js` files in the [src/](./src/) folder. Individual pages can be edited by editing the `.js` files in [src/page/](./src/page/). Re-usable components can be edited by editing the `.js` files in [src/component/](./src/component/). To contribute your changes to the main repository, create a pull request from your fork [here](https://github.com/ATF19/react-native-shop-ui/compare?expand=1) (click the `compare across forks` link make your repository the source repository) ## Contact > If you have any problem you can contact me at: **[email protected]**
391
An Elementary Compose Calendar, Use it with all customization and design. Have fun with Compose
### Kalendar - An Elementary Compose Calendar. ![Kalendar](art/banner.png) This is a calendar to integrate Calendar with Custom design in your jetpack compose project.You can also add list of events for your days. _Made with ❤️ for Android Developers by Himanshu_ [![Kalendar](https://img.shields.io/maven-central/v/com.himanshoe/kalendar)](https://search.maven.org/artifact/com.himanshoe/kalendar) [![Kalendar](https://img.shields.io/badge/Kotlin%20Weekly-%23286-orange)](https://mailchi.mp/kotlinweekly/kotlin-weekly-286) [![Kalendar](https://img.shields.io/badge/Android%20Weekly-%23533-Pink)](https://androidweekly.net/issues/issue-533) [![Github Followers](https://img.shields.io/github/followers/hi-manshu?label=Follow&style=social)](https://github.com/hi-manshu) [![Twitter Follow](https://img.shields.io/twitter/follow/hi_man_shoe?label=Follow&style=social)](https://twitter.com/hi_man_shoe) [![Sample App](https://img.shields.io/github/v/release/hi-manshu/Kalendar?color=7885FF&label=Sample%20App&logo=android&style=for-the-badge)](https://github.com/hi-manshu/Kalendar/releases/latest/download/kalendar-sample.apk) ## Introduction With Compose getting the attention, it was about time to have its own Calendar. Kalendar is all about it with the customization and design. ## Setup To add Kalendar, add this dependency, ```gradle dependencies { ..... implementation("com.himanshoe:kalendar:1.2.0") } ``` or to use Kalendar Endlos, add this dependency, ```gradle dependencies { ..... implementation("com.himanshoe:kalendar-endlos:1.0.2") } ``` ## Kalender gif ![Kalender gif](art/kalender.gif) ## To See More Detail Readme - [Kalendar](docs/Kalendar.md) - [KalendarEndlos](docs/KalendarEndlos.md) Please drop a star if you like it ❤️
392
Qt binding for Go (Golang) with support for Windows / macOS / Linux / FreeBSD / Android / iOS / Sailfish OS / Raspberry Pi / AsteroidOS / Ubuntu Touch / JavaScript / WebAssembly
Introduction ------------ [Qt](https://en.wikipedia.org/wiki/Qt_(software)) is a free and open-source widget toolkit for creating graphical user interfaces as well as cross-platform applications that run on various software and hardware platforms with little or no change in the underlying codebase. [Go](https://en.wikipedia.org/wiki/Go_(programming_language)), also known as Golang, is a programming language designed at Google. [therecipe/qt](https://github.com/therecipe/qt) allows you to write Qt applications entirely in Go, [JavaScript/TypeScript](https://github.com/therecipe/entry), [Dart/Flutter](https://github.com/therecipe/flutter), [Haxe](https://github.com/therecipe/haxe) and [Swift](https://github.com/therecipe/swift) Beside the language bindings provided, `therecipe/qt` also greatly simplifies the deployment of Qt applications to various software and hardware platforms. At the time of writing, almost all Qt functions and classes are accessible, and you should be able to find everything you need to build fully featured Qt applications. Impressions ----------- [Gallery](https://github.com/therecipe/qt/wiki/Gallery) of example applications. [JavaScript Demo](https://therecipe.github.io/entry) | *[source](https://github.com/therecipe/entry)* Installation ------------ The following instructions assume that you already installed [Go](https://golang.org/dl/) and [Git](https://git-scm.com/downloads) #### (Experimental) cgo-less version (try this first, if you are new and want to test the binding) ##### Windows ```powershell go get -ldflags="-w" github.com/therecipe/examples/basic/widgets && for /f %v in ('go env GOPATH') do %v\bin\widgets.exe ``` ##### macOS/Linux ```bash go get -ldflags="-w" github.com/therecipe/examples/basic/widgets && $(go env GOPATH)/bin/widgets ``` #### Default version ##### Windows [(more info)](https://github.com/therecipe/qt/wiki/Installation-on-Windows) ```powershell set GO111MODULE=off go get -v github.com/therecipe/qt/cmd/... && for /f %v in ('go env GOPATH') do %v\bin\qtsetup test && %v\bin\qtsetup -test=false ``` ##### macOS [(more info)](https://github.com/therecipe/qt/wiki/Installation-on-macOS) ```bash export GO111MODULE=off; xcode-select --install; go get -v github.com/therecipe/qt/cmd/... && $(go env GOPATH)/bin/qtsetup test && $(go env GOPATH)/bin/qtsetup -test=false ``` ##### Linux [(more info)](https://github.com/therecipe/qt/wiki/Installation-on-Linux) ```bash export GO111MODULE=off; go get -v github.com/therecipe/qt/cmd/... && $(go env GOPATH)/bin/qtsetup test && $(go env GOPATH)/bin/qtsetup -test=false ``` Resources --------- - [Installation](https://github.com/therecipe/qt/wiki/Installation) - [Getting Started](https://github.com/therecipe/qt/wiki/Getting-Started) - [Wiki](https://github.com/therecipe/qt/wiki) - [Qt Documentation](https://doc.qt.io/qt-5/classes.html) - [FAQ](https://github.com/therecipe/qt/wiki/FAQ) - [#qt-binding](https://gophers.slack.com/messages/qt-binding/details) Slack channel ([invite](https://invite.slack.golangbridge.org)\) Deployment Targets ------------------ | Target | Arch | Linkage | Docker Deployment | Host OS | |:------------------------:|:----------------:|:-------------------------:|:-----------------:|:-------:| | Windows | 32 / 64 | dynamic / static | Yes | Any | | macOS | 64 | dynamic | Yes | Any | | Linux | arm / arm64 / 64 | dynamic / static / system | Yes | Any | | Android (+Wear) | arm / arm64 | dynamic | Yes | Any | | Android-Emulator (+Wear) | 32 | dynamic | Yes | Any | | SailfishOS | arm | system | Yes | Any | | SailfishOS-Emulator | 32 | system | Yes | Any | | Raspberry Pi (1/2/3) | arm | dynamic / system | Yes | Any | | Ubuntu Touch | arm / 64 | system | Yes | Any | | JavaScript | 32 | static | Yes | Any | | WebAssembly | 32 | static | Yes | Any | | iOS | arm64 | static | No | macOS | | iOS-Simulator | 64 | static | No | macOS | | AsteroidOS | arm | system | No | Linux | | FreeBSD | 32 / 64 | system | No | FreeBSD | License ------- This package is released under [LGPLv3](https://opensource.org/licenses/LGPL-3.0) Qt itself is licensed and available under multiple [licenses](https://www.qt.io/licensing).
393
:rocket:RxJava2 and RxJava3 external support. Android flexible picture selector, provides the support for theme of Zhihu and WeChat (灵活的Android图片选择器,提供了知乎和微信主题的支持).
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394
✅ Curated list of resources for college students
<h1 align="center"> A to Z Resources for Students </h1> If you think this repository helped you in any in finding new opportunities, tag me on Twitter at [@HQdeepak](https://twitter.com/HQdeepak) and help it reach more people in the community. [Buy Me a Coffee](https://www.buymeacoffee.com/dipakkr) --- Are you a college student or a working professional looking for resources to learn a new coding language? Are you looking to meet new people in your community or searching for global conferences, hackathons and competitions to attend? If so, you should definitely check this out. When I was in college, I missed a lot of opportunities like hackathons, conferences, internships, workshops and many global events due to lack of awareness. I don't want the emerging developers to suffer the same as me. Hence, I and a bunch of other developers around have collected a list of resources for students. If you are in college, a college graduate, or just starting out as a developer, you should definitely check it out! ![Image](res/a2z.png) *Image credits: Google* ## Table of Contents :clipboard: 1. [Coding Resources - How to learn xyz ](#1-coding-resources) - [Python](#11-python) - [Machine Learning](#12-machine-learning) - [Deep Learning](#13-deep-learning) - [Android Development](#14-android-development) - [Backend Development ](#15-backend-development) - [Frontend Web Development](#16-frontend-web-development) - [Full-stack Web Development](#122-full-stack-web-development) - [Data Structures](#17-data-structures) - [Alexa Tutorials](#18-alexa-tutorials) - [C Language](#19-c-language) - [C++ Language](#110-c-language) - [Git and Github](#111-git-and-github) - [R Language](#112-r-language) - [Haskell](#113-haskell) - [MongoDB](#114-mongodb) - [Prolog](#115-prolog) - [C# Language](#116-c-language) - [DevDocs](#117-devdocs) - [Docker](#118-docker) - [Microsoft Technologies](#119-microsoft-technologies) - [Scala](#120-scala) - [Programming Notes for Professionals](#121-programming-notes-for-professionals) - [MATLAB/Octave](#122-matlaboctave) - [Go Language](#123-go-language) 2. [Hackathons and Events](#2-hackathons-and-events) - [Top Global Hackathons](#21-top-global-hackathons-) - [Competitions](#22-competitions-) - [Hackathon Search Portal](#23--hackathon-search-portals-dart) - [Events](#24-events-) - [Startup Summits and Competitions](#25-startup-summits-competitions-and-bootcamps-neckbeard) - [Hiring Challenges](#26-hiring-challenges) 3. [Student Benefits and Programs](#3-student-benefits-and-programs-fire) - [Campus Ambassador Programs](#campus-ambassador-programs-v) - [Student Benefits and Packs](#student-benefits-and-packs-v) - [Student Fellowship Programs](#student-fellowship-programs-v) - [Scholarships](#scholarships-runner) 4. [Open Source Programs](#4-open-source-programs) 5. [Startup Programs and Incubators](#5-startup-programs-and-incubators-mag_right) 6. [Internship Portals](#6-internship-programs) 7. [Developer Clubs and Meetups](#7-developer-clubs-and-meetups) 8. [Conferences for students](#8-conferences-bookmark_tabs) 9. [Top People to Follow](#9-top-people-to-follow) 10. [Top Websites to Follow](#10-top-websites-to-follow) 11. [Top 50 YouTube Channels to Follow](#50-top-youtube-channels) - [Top 10 in Technology](#111-top-10-in-technology) - [Top 10 in Startup](#112-top-10-in-startup) - [Top 10 in Design](#113-top-10-in-design) - [To 10 in Business](#114-top-10-in-business) - [Top 10 in Finance](#115-top-10-in-finance) 12. [Additional Links](#12-additional-links-hamster) 13. [Bootcamps](#13-coding-bootcamps) 14. [Miscellaneous Resources](#14-miscellaneous-resources) - [Design Resources](#141-design-resources) - [Podcasts](#142-podcasts) 15. [Top sites for Aptitude Preparion for Placements](#15-top-sites-for-aptitude-preparion-for-placements) 16. [Contributors](CONTRIBUTORS.md) --- # FYI - Are you just getting started? Look for the :baby: emoji. It highlights resources for absolute beginners. - Some resources are recommended for _everyone_, so they have a :star: emoji. - Willing to spend some money to improve your skills? :heavy_dollar_sign: indicates paid content. --- # 1. Coding Resources ## 1.1 Python > [**Browse this link for detailed information on Python**](Python/Python.md) - **Tutorials** - [Learn Python | CodeAcademy](https://www.codecademy.com/learn/learn-python) - [Progate Python Classes](https://progate.com/languages/python) :baby: - [Video Tutorial for absolute beginners | YouTube](http://bit.ly/2NkrsKh) :baby: - [Intro to Python | Udacity](https://in.udacity.com/course/introduction-to-python--ud1110-india) :free: - [Python For Everybody](https://www.coursera.org/specializations/python) - [Write Better Python Functions](https://jeffknupp.com/) - [Learning Python: From Zero to Hero](https://medium.freecodecamp.org/learning-python-from-zero-to-hero-120ea540b567) - [Automate the Boring Stuff with Python](https://automatetheboringstuff.com/) - Recommended - [The New Boston Python | Youtube](https://www.youtube.com/playlist?list=PL6gx4Cwl9DGAcbMi1sH6oAMk4JHw91mC_) :baby: - [Think Python 2e - Green Tea Press](http://greenteapress.com/thinkpython2/thinkpython2.pdf) - [A Byte of Python](https://python.swaroopch.com/) - [Project Euler](https://projecteuler.net/) - Great for practicing writing Python codes - [A Whirlwind Tour of Python](https://github.com/jakevdp/WhirlwindTourOfPython) - [Python Data Science Handbook](https://github.com/jakevdp/PythonDataScienceHandbook) - [Python Class By Google](https://developers.google.com/edu/python/) - Recommended - [Intro to Python for Data Science](https://www.datacamp.com/courses/intro-to-python-for-data-science) - [Python 3 for humans that want practical project exposure](https://pythonprogramming.net/) - [Learn Python the Hard Way](https://learnpythonthehardway.org/) - [Learn Python Programming](https://www.scaler.com/topics/python/) - [Complete Python tutorials](https://www.youtube.com/playlist?list=PLwgFb6VsUj_lQTpQKDtLXKXElQychT_2j) - [Python Tutorial | Tutlane](https://www.tutlane.com/tutorial/python) - [ Python Course by IIT M | You Tube ](https://www.youtube.com/watch?v=8ndsDXohLMQ&list=PLZ2ps__7DhBb2cXAu5PevO_mzgS3Fj3Fs) - [ Real Python ](https://realpython.com/) - [ Finxter Learn, Train and get feedback ](https://finxter.com/) - [Python Tutor | For Visualization](https://pythontutor.com/visualize.html#mode=edit) - [Code Combat (Python and JavaScript options)](https://codecombat.com/) - [Python Interview Questions](https://www.interviewbit.com/python-interview-questions/) - [Python interview questions for data analyst](https://www.interviewbit.com/data-analyst-interview-questions/) - [Python Cheat Sheet] (https://www.interviewbit.com/python-cheat-sheet/) - **Best GitHub Repositories to follow** - [The Algorithms Python](https://github.com/TheAlgorithms/Python) ## 1.2 Machine Learning > [**Browse this link for detailed information on Machine Learning and Deep Learning**](ML/ML.md) - **Best Online Courses** - [CSE-229 - Stanford University]( http://cs229.stanford.edu/) - [AndrewNg | Coursera](https://www.coursera.org/learn/machine-learning) - Select individual course if it consists of multiple then click on audit below the trial/payment options - [Machine Learning - Nanodegree | Udacity](https://in.udacity.com/course/intro-to-machine-learning--ud120-india) :heavy_dollar_sign: - [ Reinforcement Learning - Nanodegree | Udacity](https://in.udacity.com/course/reinforcement-learning--ud600) :heavy_dollar_sign: - [Move 37](https://www.theschool.ai/courses/move-37-course/) - :free: - [ML with Python | YouTube](https://www.youtube.com/playlist?list=PLQVvvaa0QuDfKTOs3Keq_kaG2P55YRn5v) - [Data Science Machine Learning Bootcamp](https://courses.learncodeonline.in/learn/Machine-Learning-Bootcamp?tab=1) - :heavy_dollar_sign: - [Machine Learning Crash Course | Google Developers](https://developers.google.com/machine-learning/crash-course/ml-intro) - [Applied Data Science with Python Specialization | Coursera](https://www.coursera.org/specializations/data-science-python) -Select individual course if it consists of multiple then click on audit below the trial/payment options - [Machine Learning | Kaggle](https://www.kaggle.com/learn/machine-learning) - [Machine Learning Interview Questions](https://www.interviewbit.com/machine-learning-interview-questions/) - **Best GitHub Repositories to follow** - [Self Taught Path for Data Science](https://github.com/ossu/data-science) - [Machine Learning Tutorials](https://github.com/ujjwalkarn/Machine-Learning-Tutorials) - [Coding Train](https://github.com/CodingTrain) -[Machine Learning cheatsheets for Stanford's CS 229](https://github.com/afshinea/stanford-cs-229-machine-learning) - **Research Papers** - [Arxiv](https://arxiv.org/) - [IEEE](https://ieeexplore.ieee.org/Xplore/home.jsp) - [Research Gate](https://www.researchgate.net/) - [Academics Torrent - Search Dataset](http://academictorrents.com/) - [Arxiv Sanity - Search best papers](http://www.arxiv-sanity.com) - [Openreview](https://openreview.net/) - [Research Papers with code](https://github.com/zziz/pwc) - [Papers with code](https://paperswithcode.com/) - **Test ML Models on Datasets** - [Kaggle](https://www.kaggle.com/) - [UCI ML Repository](https://archive.ics.uci.edu/ml/datasets.html) - [Data.Gov](https://www.data.gov/) - **Book for Machine Learning** - [Introduction to Statistical Learning](https://www.ime.unicamp.br/~dias/Intoduction%20to%20Statistical%20Learning.pdf) - :free: ## 1.3 Deep Learning > [**Browse this link for detailed information on Machine Learning and Deep Learning**](ML/ML.md) - **Best Online Courses** - [Deep Learning Specialization | Coursera](https://www.coursera.org/specializations/deep-learning) - Select individual course if it consists of multiple then click on audit below the trial/payment options - [Deep Learning | Fast.AI](http://course.fast.ai/) - [Deep Learning | Kaggle](https://www.kaggle.com/learn/deep-learning/) - **Best Online Books** - [Neural Networks and Deep Learning](http://neuralnetworksanddeeplearning.com/) - [An MIT Press book](http://www.deeplearningbook.org/) - **Best GitHub Repositories to follow** - [Top 200 GitHub Repos in Deep learning](https://github.com/mbadry1/Top-Deep-Learning) - [DensePose - FB Research](https://github.com/facebookresearch/DensePose) - [Data Science HandBook](https://github.com/jakevdp/PythonDataScienceHandbook) - [Tensorflow Project Template](https://github.com/MrGemy95/Tensorflow-Project-Template) - [VisualDL](https://github.com/PaddlePaddle/VisualDL) - [Caire - Content aware image resize library ](https://github.com/esimov/caire) - [Top Deep Learning](https://github.com/mbadry1/Top-Deep-Learning) - [Learn Deep learning in 6 weeks](https://github.com/llSourcell/Learn_Deep_Learning_in_6_Weeks) :star: ## 1.4 Android Development > [Checkout the Full Resources on ANDROID](Android/Android.md) :baby: - [Free courses & Nanodegree | Udacity](https://udacity.com) - [PluralSight - Android Developer Track](https://www.pluralsight.com/paths/android) :heavy_dollar_sign: - [Path to Associate Android Developer](https://github.com/Amejia481/Associate-Android-Developer-Certification) - [Google Android Codelabs](https://codelabs.developers.google.com/) - [Flutter Widget Tour](https://flutter.io/widgets-intro/) - [Android examples ](https://github.com/nisrulz/android-examples) - [Flutter Examples ](https://github.com/nisrulz/flutter-examples) - [Pathway to Follow ](https://roadmap.sh/android) - [Learn Android Programming | Tutlane](https://www.tutlane.com/tutorial/android) ## 1.5 Backend Development - [Introduction to backend](https://in.udacity.com/course/intro-to-backend--ud171) - [Backend Roadmap](https://raw.githubusercontent.com/kamranahmedse/developer-roadmap/master/img/backend.png) - **Django - Python** - [Try Django | YouTube](https://www.youtube.com/playlist?list=PLEsfXFp6DpzTD1BD1aWNxS2Ep06vIkaeW) :baby: - [Django Docs](https://docs.djangoproject.com/en/2.1/) - [Django Girls](https://tutorial.djangogirls.org/en/) - [MDN Web Docs](https://developer.mozilla.org/en-US/docs/Learn/Server-side/Django) :baby: - [SimpleIsBetterThanComplex Blog](https://simpleisbetterthancomplex.com/) - [Tango With Django Book](https://www.tangowithdjango.com/book/) - [Django Class-Based Views](https://ccbv.co.uk/) - **Flask - Python** - [The Flask Mega Tutorial](https://blog.miguelgrinberg.com/post/the-flask-mega-tutorial-part-i-hello-world) :baby: + Intermediate - **Node.JS** - [NodeSchool | Workshops Open Source](https://nodeschool.io/) :heart: - [The Complete Node.js Developer Course | Udemy](https://www.udemy.com/the-complete-nodejs-developer-course-2/) :heavy_dollar_sign: - [Express web framework (Node.js/JavaScript)](https://developer.mozilla.org/en-US/docs/Learn/Server-side/Express_Nodejs) - [Learn and Understand NodeJS](https://www.udemy.com/understand-nodejs/?siteID=jU79Zysihs4-ysDvxh6JST3o9mSuR2USMQ&LSNPUBID=jU79Zysihs4) :heavy_dollar_sign: - Intermediate - [Node JS Tutorial for Beginners | YouTube](https://www.youtube.com/watch?v=w-7RQ46RgxU&list=PL4cUxeGkcC9gcy9lrvMJ75z9maRw4byYp) :baby: - [Node.js Documentation](https://nodejs.org/dist/latest-v8.x/docs/api/) :star: - [Node.js Design Patterns by Mario Casciaro](https://github.com/PacktPublishing/Node.js_Design_Patterns_Second_Edition_Code) - Book Advanced level - [Node.js API Design](https://www.youtube.com/playlist?list=PLzQWIQOqeUSMzMUEJA0XrOxJbX8WTiCJV) - [Node.js handbook by Flavio Copes](https://flaviocopes.com/express-handbook/) - :baby: - [Mixu's Node book](http://book.mixu.net/node/) - [What You Need To Know About Node.js](https://www.packtpub.com/free-ebooks/what-you-need-know-about-nodejs) (Email address requested, not required. By Packt) - [Express.js - Production Security Best Practices](https://expressjs.com/en/advanced/best-practice-security.html) - [Learn Node.js | Tutlane](https://www.tutlane.com/tutorial/nodejs) - **PHP** - [PHP Manual](http://php.net/manual/en/index.php) - [PHP Interactive Tutorial](https://www.learn-php.org) - [W3Schools](https://www.w3schools.com/php/) - [Tutorial Point](https://www.tutorialspoint.com/php/) - [PHP with Database tutorial ](https://www.codeproject.com/Articles/759094/Step-by-Step-PHP-Tutorials-for-Beginners-Creating) - [Guide for PHP and SQL connection with HTML form.](https://github.com/shauryauppal/PHP-Database-connection) - [PHP: The Right Way](https://phptherightway.com) - [PHP: The Wrong Way](http://www.phpthewrongway.com/) - [BitDegree-Php](https://bitdegree.org/learn/learn-php) - [PHP Best Practices](https://phpbestpractices.org/) - [PHP Pandas](https://daylerees.com/php-pandas/) - [PHP Internals Book](http://www.phpinternalsbook.com/) - [Let's Build A Forum with Laravel and TDD](https://laracasts.com/series/lets-build-a-forum-with-laravel) - [SoloLearn: Learn to Code for Free!](https://www.sololearn.com/) :baby: - [Learn PHP ](https://www.interviewbit.com/blog/php-developer/) - **Ruby** - [Ruby on Rails Tutorial](https://www.railstutorial.org/book) - [Learn Ruby The Hard Way](https://learnrubythehardway.org/book/) - [Learn Ruby | Codecademy](https://www.codecademy.com/learn/learn-ruby) - Familiarity with Ruby before Rails - [Learn Ruby, Dev Concept and More | Upskills with Upcase](https://thoughtbot.com/upcase/practice) - Familiarity with ruby and coding concepts - [SoloLearn: Learn to Code for Free!](https://www.sololearn.com/) :baby: - [Ruby Tapas](https://www.rubytapas.com/) - Short, Focused Screencasts covering Intermediate to Advanced Ruby concepts and techniques, design principles, testing practices, refactoring, etc. - [Why's (Poignant) Guide to Ruby](https://poignant.guide/) - [RailsCasts](http://railscasts.com) - Video tutorials on more intermediate Ruby on Rails topics. - [Ruby on Rails Tutorial](https://www.railstutorial.org/book/frontmatter) - Learn Web Development with Rails - **MongoDB** - [MongoDB Tutorial for Beginners | YouTube](https://www.youtube.com/watch?v=GtD93tVZDX4) - [Tutorial for Beginner](https://www.youtube.com/watch?v=GtD93tVZDX4) - [Free Courses and Paid Private training](https://university.mongodb.com/) - [Understanding Mongoose Deep Population](http://frontendcollisionblog.com/mongodb/2016/01/24/mongoose-populate.html) - [MongoDB full tutorial for beginners](https://www.quackit.com/mongodb/tutorial/) - [MongoDB tutorial for intermediate](https://www.guru99.com/mongodb-tutorials.html) - **Software architecture** - [Microservices by Chris Richardson](https://microservices.io/index.html) ## 1.6 Frontend Web Development - [Frontend Masters](https://frontendmasters.com/) :heavy_dollar_sign: - [Frontend Roadmap](https://raw.githubusercontent.com/kamranahmedse/developer-roadmap/faa0ec253021944ef15fe0872673f7e42102d7e9/img/frontend.png) - [Frontend Mentor **FREE**](https://www.frontendmentor.io/) - [General Assembly Dash **FREE**](https://dash.generalassemb.ly/) (General Assembly Dash currently works best in Microsoft Edge as of 10-2018) - **HTML5 and CSS3** - [HTML and CSS Tutorials | w3schools.com](https://www.w3schools.com/html/default.asp) :baby: - [Intro to HTML/CSS: Making webpages](https://www.khanacademy.org/computing/computer-programming/html-css) - [Intro to HTML and CSS | Udacity](https://in.udacity.com/course/intro-to-html-and-css--ud001-india) - [Write quicker HTML5 and CSS 3 | Learn Code Online](https://courses.learncodeonline.in/learn/emmet-course?) - [Flexbox Interactive](https://codepen.io/enxaneta/full/adLPwv) - [freeCodeCamp](https://www.freecodecamp.org/) - [HTML & CSS Catalog | Codecademy](https://www.codecademy.com/catalog/language/html-css) - [Interneting is Hard](https://internetingishard.com/html-and-css/) - [HTML MDN Web Docs](https://developer.mozilla.org/en-US/docs/Learn/HTML) - [CSS MDN Web Docs](https://developer.mozilla.org/en-US/docs/Learn/CSS) - [Codrops CSS Reference](https://tympanus.net/codrops/css_reference/) - [The Odin Project](https://www.theodinproject.com/) - [HTML Dog Tutorials](http://www.htmldog.com/guides/) - [30 Seconds of CSS](https://30-seconds.github.io/30-seconds-of-css/) - [CSS Grid](https://cssgrid.io/) - [CSS Flexbox | Wes Bos](https://flexbox.io/) - [CSS-The Complete Guide (incl. Flexbox, Grid & Sass)](https://www.udemy.com/css-the-complete-guide-incl-flexbox-grid-sass/) (**Udemy Paid**) *Good for beginners* - [Advanced CSS and SASS](https://www.udemy.com/advanced-css-and-sass) - **(Udemy Paid)** - [flexbox cheatsheet](https://darekkay.com/dev/flexbox-cheatsheet.html) - [Flexbox Froggy | CSS Learning Game](https://flexboxfroggy.com/) - [Flexbox Zombies](https://mastery.games/p/flexbox-zombies) - [CSS Reference: A Visual CSS Cheat Sheet](https://cssreference.io/) *Good for beginners* - [HTML Reference: A Visual HTML Cheat Sheet](https://htmlreference.io/) *Good for beginners* - [Learn to Code HTML & CSS: Shay Howe ](https://learn.shayhowe.com/html-css/) - [BitDegree-Learn HTML](https://bitdegree.org/learn/html-basics) - [BitDegree-Learn CSS](https://bitdegree.org/learn/css-basics) - [CSS Grid Garden Game](https://cssgridgarden.com/) - [HTML & HTML5](https://www.interviewbit.com/html-interview-questions/) - [HTML Cheat Sheet](https://www.interviewbit.com/html-cheat-sheet/) - [CSS Cheat Sheet](https://www.interviewbit.com/css-cheat-sheet/) - **Bootstrap4** - [Bootstrap4 Course with Projects | Learn Code Online](https://courses.learncodeonline.in/learn/Complete-Bootstrap-4-course?) - [BitDegree-BootStrap 4](https://bitdegree.org/learn/bootstrap-css) - [Bootstrap4 Tutorial for beginners](https://www.quackit.com/bootstrap/bootstrap_4/tutorial/) - [Bootstrap4 blog top](https://coursetro.com/posts/code/130/Learn-Bootstrap-4-Final-in-2018-with-our-Free-Crash-Course) - [Bootstrap4 Documentation](https://getbootstrap.com/docs/4.1/getting-started/introduction/) - [Learn Bootstrap4 | Tutlane](https://www.tutlane.com/tutorial/bootstrap) - **Bootstrap 5** - [Bootstrap 5 Cheatsheet](https://bootstrap-cheatsheet.themeselection.com/) - [Sneat Free Bootstrap 5 HTML Admin Template](https://themeselection.com/products/sneat-free-bootstrap-html-admin-template/) - **JavaScript** - [JS MDN Web Docs](https://developer.mozilla.org/en-US/docs/Learn/JavaScript) - [javascript info](https://javascript.info/) - [Javascript30 | Wes Bos](https://javascript30.com/) - [Intro to JavaScript | Udacity](https://in.udacity.com/course/intro-to-javascript--ud803-india) - [JavaScript Docs and Live examples](https://www.w3schools.com/js/) - [JavaScript: Mostly Adequate Guide to Functional Programming](https://mostly-adequate.gitbooks.io/mostly-adequate-guide/) - [JavaScript: The Good Parts by Douglas Crockford](https://www.amazon.com/JavaScript-Good-Parts-Douglas-Crockford/dp/0596517742) :star: :heavy_dollar_sign: - [You Don’t Know JS (book series)](https://github.com/getify/You-Dont-Know-JS) :star: - [Eloquent JavaScript Online](https://eloquentjavascript.net/) - [JavaScript Design Patterns | Udacity](https://in.udacity.com/course/javascript-design-patterns--ud989) - [Theodinproject](https://www.theodinproject.com/courses/web-development-101/lessons/fundamentals-part-1) - [Introduction to JavaScript | freeCodeCamp](https://learn.freecodecamp.org/javascript-algorithms-and-data-structures/basic-javascript) - [HTML Dog](http://www.htmldog.com/guides/javascript/) - [Javascript Tutorial for Beginner Complete Course 2018 | YouTube](https://www.youtube.com/watch?v=PwsigsH4oXw) - [33 JS concepts every JavaScript developer should know](https://github.com/leonardomso/33-js-concepts) - [30 Seconds of Code](https://30secondsofcode.org/) - [example.js | js by example | CodePen ](https://codepen.io/towc/post/examplejs-1-1) - [Foundations of Programming in JavaScript](https://www.youtube.com/playlist?list=PLRqwX-V7Uu6Zy51Q-x9tMWIv9cueOFTFA) :baby: - [Learning JavaScript Design Patterns](https://addyosmani.com/resources/essentialjsdesignpatterns/book/) - [BitDegree-JS Basics](https://bitdegree.org/learn/javascript-basics) - [Wes Bos list of courses](https://wesbos.com/courses/) - [freeCodeCamp](https://www.freecodecamp.org/) - [SoloLearn: Learn to Code for Free!](https://www.sololearn.com/) :baby: - [ES6 Cheatsheet](https://es6cheatsheet.com/) - [RegexOne | Regular Expression course](https://regexone.com/) - [Dmitry Soshnikov's blog | A blog about JavaScript](http://dmitrysoshnikov.com/) - [JavaScript Interview Questions](https://www.interviewbit.com/javascript-interview-questions/) - [JavaScript CheatSheet](https://www.interviewbit.com/javascript-cheat-sheet/) - **JavaScript Frameworks** - **Angular** - [Angular 7 - The Complete Guide by Maximilian Schwarzmüller | Udemy](https://www.udemy.com/the-complete-guide-to-angular-2/) :heavy_dollar_sign: - [The Complete Angular Course: Beginner to Advanced by Mosh Hamedani | Udemy](https://www.udemy.com/the-complete-angular-master-class/) - :heavy_dollar_sign: - [Angular Expo](https://angularexpo.com/) - Beautiful showcase of websites, applications and experiments using Angular - [Made With Angular](https://www.madewithangular.com/) - Gallery of inspiring websites using Angular/AngularJS - [Learn Angular 7 in 50 minutes](https://www.youtube.com/watch?v=5wtnKulcquA) - A free beginner's crash course :baby: - [Build your first Angular app](https://scrimba.com/g/gyourfirstangularapp) - 33 interactive screencasts to take you from beginner to advanced - **React.js** - [React JS - Conference Videos](https://www.reactjsvideos.com/) - [Learn React for free | Scrimba](https://scrimba.com/g/glearnreact) - [Video Tutorials - Beginner to Intermediate | YouTube](https://www.youtube.com/watch?v=JPT3bFIwJYA&list=PL55RiY5tL51oyA8euSROLjMFZbXaV7skS) - [Complete React Tutorial (& Redux) | YouTube](https://www.youtube.com/watch?v=OxIDLw0M-m0&list=PL4cUxeGkcC9ij8CfkAY2RAGb-tmkNwQHG) - [ReactJS Tutorial | Codecademy](https://www.codecademy.com/learn/react-101) - Interactive - [FreeCodeCamp Articles](https://medium.freecodecamp.org/search?q=react) - [Reactstrap - React Bootstrap 4 Components](https://reactstrap.github.io/) - [Few Projects for every React Dev](https://daveceddia.com/react-practice-projects/) - [Famous GitHub Repos](https://medium.mybridge.co/react-js-open-source-for-the-past-year-2018-a7c553902010) - [React 16 - The Complete Guide (incl. React Router 4 & Redux)](https://www.udemy.com/react-the-complete-guide-incl-redux/) :heavy_dollar_sign: - Worth it - [Hello World | React.js Org](https://reactjs.org/docs/hello-world.html) - [The Road to React | Book](https://drive.google.com/open?id=1ilClAJQ3FmCB-2cEuVDZtVMbeXumSj3t) - [React For Beginners | Wes Bos](https://reactforbeginners.com/) :heavy_dollar_sign: - [Advanced React | Wes Bos](https://advancedreact.com/) :heavy_dollar_sign: - [React Fundamentals | Tyler McGinnis](https://tylermcginnis.com/courses/react-fundamentals/) :heavy_dollar_sign: - [Modern React with Redux | Udemy](https://www.udemy.com/react-redux/) :heavy_dollar_sign: - **React Native** - [React Native - The Practical Guide](https://www.udemy.com/react-native-the-practical-guide/) :heavy_dollar_sign: - **Redux.js** - [Redux Tutorial #1 - React js tutorial - How Redux Works | YouTube](https://www.youtube.com/watch?v=1w-oQ-i1XB8&list=PLoYCgNOIyGADILc3iUJzygCqC8Tt3bRXt) :baby: - [Redux Documentation](https://redux.js.org/introduction) :star: - [Getting Started with Redux](https://egghead.io/courses/getting-started-with-redux) - [Building React Applications with Idiomatic Redux](https://egghead.io/courses/building-react-applications-with-idiomatic-redux) - [React Redux Tutorial](https://dev.to/valentinogagliardi/react-redux-tutorial-for-beginners-learning-redux-in-2018-13hj) - [Full-Stack Redux Tutorial](http://teropa.info/blog/2015/09/10/full-stack-redux-tutorial.html) - [Introduction to the Redux Challenges | freeCodeCamp](https://learn.freecodecamp.org/front-end-libraries/redux) - [Redux | Tyler McGinnis](https://tylermcginnis.com/courses/redux/) :heavy_dollar_sign: - **Vue.js** - [Vue School](https://vueschool.io/courses) :free: + :heavy_dollar_sign: - [Scrimba](https://scrimba.com/g/glearnvue) - [Vue Cookbook](https://vuejs.org/v2/cookbook/) - [Getting started with VueJS 2](https://www.youtube.com/watch?v=nyJSd6V2DRI) - [Vue.js News](https://news.vuejs.org/) - [Vue.js Showcase - Made With Vue.js](https://madewithvuejs.com/) - **Web Accessibility** - [Accessibility MDN Web Docs](https://developer.mozilla.org/en-US/docs/Learn/Accessibility) - [Web Accessibility Tutorials](https://www.w3.org/WAI/tutorials/) - [A Video Tutorial on Web Accessibility for Impaired Users | YouTube](https://www.youtube.com/watch?v=aqM6rV5IBlg&t=1s) - [WebAim Web Accessibility Resources and Tools](https://webaim.org/resources/) - [Web Accessibility Checklist - The A11Y Project](https://a11yproject.com/checklist) - [ARIA - Accessibility | MDN](https://developer.mozilla.org/en-US/docs/Web/Accessibility/ARIA) - **Frontend DevTools** - **Package Managers** - [NPM | YouTube](https://www.youtube.com/watch?v=76A2Ppenxh8) - [Yarn | YouTube](https://www.youtube.com/watch?v=g9_6KmiBISk) - [npx](https://medium.com/@maybekatz/introducing-npx-an-npm-package-runner-55f7d4bd282b) - **Bundlers** - [Webpack - The most used bundler](https://webpack.js.org/guides/getting-started/) - [Webpack | YouTube](https://www.youtube.com/watch?v=GU-2T7k9NfI) - [Parcel - The predicted webpack killer](https://medium.com/codingthesmartway-com-blog/getting-started-with-parcel-197eb85a2c8c) - [Browserify - The first bundler](https://scotch.io/tutorials/getting-started-with-browserify) - [Rollup](https://medium.com/@yonester/bundling-with-rollup-the-basics-b782b55f36a8) --- ## 1.7 Data Structures - **Online Platforms** - [CodeChef](https://www.codechef.com/) - CodeChef competitive programming site - [CodeSignal](https://codesignal.com/) - (formerly CodeFights) Fun gaming approach to Coding contests and Interview practices. - [Codeforces](https://codeforces.com/) - Great site for preparing for programming contests - [GeeksforGeeks](https://www.geeksforgeeks.org/must-do-coding-questions-for-companies-like-amazon-microsoft-adobe/) - Must do coding questions for product based companies - [Hackerearth](https://www.hackerearth.com/practice/codemonk/) - Code Monk to start with programming - programming fundamentals - [Hackerrank](https://www.hackerrank.com/interview/interview-preparation-kit) - Interview preparation kit - [InterviewBit](https://www.interviewbit.com/courses/programming) - Best platform to get prepared for Data Structures based interviews - [InterviewCake](https://www.interviewcake.com/) - An interactive interview prep site for DSA and some System Design with free 3 week access through Github student pack - [AlgoDaily](https://algodaily.com/) - Daily interview questions sent by mail, as well as a full course and online IDE as well as visualizations and tutorials to solve the problems - [LeetCode](https://www.leetcode.com) - Platform to prepare for technical interviews with real interview questions - [Sphere Online Judge](https://www.spoj.com/problems/classical/) - Great head start for learning Data Structures - [Prepbytes](https://mycode.prepbytes.com/interview-coding/practice) - Prepbytes Coding Platform - Get problems as per your coding skills. - [UVa Online Judge](https://uva.onlinejudge.org) - The site to submit [Competitive Programming 3](http://www.lulu.com/shop/steven-halim/competitive-programming-3/paperback/product-21059906.html) data structures problems - [Codewars](https://www.codewars.com/) - Interesting ranking system with beautiful UI for competitive programming and interview prep. - [CodinGame](https://www.codingame.com/) - Competitive programming with game like challenges - [CS50 on HarvardX](https://www.edx.org/course/cs50s-introduction-computer-science-harvardx-cs50x) - One of the best computer science courses available online (:heavy_dollar_sign: for certification) - [Codility](https://app.codility.com/programmers/) - Develop your coding skills with lessons to take part in challenges - [Zen of Programming](https://zen-of-programming.com/) - A frequently updated blog great for beginners and simplified references. - [Scaler Topics](https://www.scaler.com/topics/) - Platform to access free Resouces to coding tutorials - **Tutorials & Practice** - [Visual Algo](https://visualgo.net/en) - Understanding DS & Algo through animations. - [E-maxx](https://e-maxx.ru/algo/) - Russian version of popular e-maxx, An excellent set of study material for DS & ALgo. [English version of e-maxx.](https://cp-algorithms.com/) (Translation is almost complete) - [All Good Tutorials on Codeforces](http://codeforces.com/blog/entry/57282) - All of the best tutorials on Codeforces all at one place. - [DS & Algo + Maths + C++](http://codeforces.com/blog/entry/13529) - Another set of good compilation of resources to study. - [Data Structures and Algorithms](https://discuss.codechef.com/questions/48877/data-structures-and-algorithms) - Another set of good compilation of resources to learn and practice. This one is done by Codechef. - [Problem Topics](http://codeforces.com/blog/entry/55274) - Topic-wise list of problems. - [Cracking the Coding Interview](http://www.crackingthecodinginterview.com/) - [Excercism](https://exercism.io/) - Code practice and mentorship. - [Leet Code](https://leetcode.com) - [Data Structures and Algorithm](https://nptel.ac.in/courses/106/102/106102064/ "NPTEL") - **Books** - [Competitive Programming by Felix Halim and Steven Halim](https://www.comp.nus.edu.sg/~stevenha/myteaching/competitive_programming/cp1.pdf) - [The Hitchhiker's Guide to the Programming Contests](https://comscigate.com/Books/contests/icpc.pdf) - Goto book for competitive programming enthusiasts. - [CLRS](http://ressources.unisciel.fr/algoprog/s00aaroot/aa00module1/res/%5BCormen-AL2011%5DIntroduction_To_Algorithms-A3.pdf) - Holy Bible for Design and Analysis of algorithms - [Algorithm Design by Kleinberg Tardos](http://www.cs.sjtu.edu.cn/~jiangli/teaching/CS222/files/materials/Algorithm%20Design.pdf) - Another goto book for easy to understand algorithm design and analysis - [Coding Interview University - Github](https://github.com/jwasham/coding-interview-university) - Strongly recommended to learn DS and Computer Science fundamentals - [Algo & DS in different languages](https://github.com/ZoranPandovski/al-go-rithms) - Algorithm and Data Structure in different programming languages - [Clean code](https://www.amazon.com/Clean-Code-Handbook-Software-Craftsmanship/dp/0132350882) - Clean Code: A Handbook of Agile Software Craftsmanship :heavy_dollar_sign: - [Domain Driven Design](https://www.amazon.com/Domain-Driven-Design-Tackling-Complexity-Software/dp/0321125215/) - Domain-Driven Design: Tackling Complexity in the Heart of Software 1st Edition :heavy_dollar_sign: ## 1.8 Alexa Tutorials - [Learn Alexa | Codecademy](https://www.codecademy.com/learn/learn-alexa) - [ Fact Skill Tutorial - Build an Alexa Skill in 6 Steps | Amazon](https://developer.amazon.com/alexa-skills-kit/tutorials/fact-skill-1) - [Comprehensive Alexa Skill Development course | Udemy](https://www.udemy.com/comprehensive-alexa-skill-development-course/?siteID=Fh5UMknfYAU-DbsLrZFg2AAmpu3BgGbHJQ&LSNPUBID=Fh5UMknfYAU) :heavy_dollar_sign: - [Building Alexa Skills from Scratch | YouTube](https://www.youtube.com/watch?list=PL2KJmkHeYQTNwlZqLh_ptZhSNZf93e8Sp&v=1cx_I0kARnU) - [Developing Alexa Skills for Amazon Echo | PluralSight](https://www.pluralsight.com/courses/amazon-echo-developing-alexa-skills) :heavy_dollar_sign: (Free 10-day trial) - [Alexa Skills Development | Qwiklabs](https://qwiklabs.com/quests/19) ## 1.9 C Language - [HackerRank]( https://www.hackerrank.com/domains/c) - [Programiz](https://www.programiz.com/c-programming) - [Fresh2Refresh](https://fresh2refresh.com/c-programming/) - [Learn C](https://www.learn-c.org/) - [C Tutorial](https://www.scaler.com/topics/c) - [Randu](https://randu.org/tutorials/c/) - [W3Schools](https://www.w3schools.in/c-tutorial/) - [SoloLearn: Learn to Code for Free!](https://www.sololearn.com/) :baby: - [C Interview Questions](https://www.interviewbit.com/c-interview-questions/) ## 1.10 C++ Language - [HackerRank](https://www.hackerrank.com/domains/cpp) - [Programiz](https://www.programiz.com/cpp-programming) - [Hackr.Io](https://hackr.io/tutorials/learn-c-plus-plus) - [Learn C ++](http://www.cplusplus.com/doc/tutorial/) - [Fluent CPP](https://www.fluentcpp.com/) - [C++ Class | Google for Education ](https://developers.google.com/edu/c++/) - [Tutorials Point](https://www.tutorialspoint.com/cplusplus/) - [GeeksForGeeks](https://www.geeksforgeeks.org/c-plus-plus/) - [C++ Tutorial](https://www.scaler.com/topics/cpp/) - [C++ For Programmers | Udacity](https://in.udacity.com/course/c-for-programmers--ud210) - [Software Design Using C++](https://cis.stvincent.edu/html/tutorials/swd/) - [C++ Interview Questions](https://www.interviewbit.com/cpp-interview-questions/) ## 1.11 Git and Github - [Git Tutorials](https://www.atlassian.com/git/tutorials/comparing-workflows) - [How to use Git and Github | Udacity](https://in.udacity.com/course/how-to-use-git-and-github--ud775-india) - [Version Control with Git | Udacity](https://in.udacity.com/course/version-control-with-git--ud123) - [Introduction to Git and Github | YouTube](https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZF9C0YMKuns9sLDzK6zoiV) - [Pro Git Book](https://git-scm.com/book/en/v2) - [LearnGitBranching](https://learngitbranching.js.org/) - [GIT PURR! Git Commands Explained with Cats!](https://girliemac.com/blog/2017/12/26/git-purr/) - [git - the simple guide](http://rogerdudler.github.io/git-guide/) - [GIT: A Visual Git Reference](https://marklodato.github.io/visual-git-guide/index-en.html) - [Mastering Git by thoughtbot](https://thoughtbot.com/upcase/mastering-git) - [Git - Progate](https://progate.com/languages/git) - [Intoduction to Git for DataScience](https://www.datacamp.com/courses/introduction-to-git-for-data-science) - [Git training](https://intellipaat.com/git-github-training/) - [Git Interview Questions](https://www.interviewbit.com/git-interview-questions/) - [Git vs Github](https://www.interviewbit.com/blog/git-vs-github/) ## 1.12 R Language - [RStudio](https://www.rstudio.com/online-learning/) - [Kaggle Kernels](https://www.kaggle.com/kernels?sortBy=hotness&group=everyone&pageSize=20&language=R) - [R-Bloggers](https://www.r-bloggers.com/) - [Introduction to Data Science by Rafael A. Irizarry](https://rafalab.github.io/dsbook/) - [R for Data Science by Garrett Grolemund and Hadley Wickham](https://r4ds.had.co.nz/) - [Swirl](https://swirlstats.com/students.html) - [Hands-On Programming with R by Garrett Grolemund](https://rstudio-education.github.io/hopr/) - [Introduction to Statistical Learning with R ](http://faculty.marshall.usc.edu/gareth-james/ISL/ISLR%20Seventh%20Printing.pdf) - [Advanced R Programming ](https://englianhu.files.wordpress.com/2016/05/advanced-r.pdf) - [R for Dummies](http://sgpwe.izt.uam.mx/files/users/uami/gma/R_for_dummies.pdf) ## 1.13 Haskell - [Happy Learn Haskell Tutorial](http://www.happylearnhaskelltutorial.com/) - [Learn You a Haskell](http://learnyouahaskell.com/) ## 1.14 MongoDB - [MongoDB Tutorial](https://www.tutorialspoint.com/mongodb/) - [MongoDB University](https://university.mongodb.com/) ## 1.15 Prolog - [Michael Spivey - An introduction to logic programming through Prolog](https://spivey.oriel.ox.ac.uk/wiki/files/logprog/logic.pdf) ## 1.16 C# Language - [LearnCS](https://www.learncs.org) - [TutorialsPoint](https://www.tutorialspoint.com/csharp/index.htm) - [SoloLearn](https://www.sololearn.com/Course/CSharp/) - [Learn C# building a simple rpg](https://scottlilly.com/learn-c-by-building-a-simple-rpg-index/) - [DotNetPerls - C# Reference](https://www.dotnetperls.com/) - [The "Yellow Book": Introduction to C# Programming by Rob Miles](http://www.csharpcourse.com/) - [MSDN C# Fundamentals for Absolute Beginners](http://channel9.msdn.com/Series/C-Fundamentals-for-Absolute-Beginners) - [Refactoring Guru - Design Patterns](https://refactoring.guru/pt-br/design-patterns) - [Learn C# | Tutlane](https://www.tutlane.com/tutorial/csharp) - [C# Interview Questions](https://www.interviewbit.com/c-sharp-interview-questions/) ## 1.17 DevDocs - [API documentation for most programming languages](https://devdocs.io) - Works offline ## 1.18 Docker - [Official Documentation on website](https://docs.docker.com/) - [Free Course on Youtube](https://www.youtube.com/watch?v=h0NCZbHjIpY&list=PL9ooVrP1hQOHUKuqGuiWLQoJ-LD25KxI5) :star: - [Paid Docker Course on udemy](https://www.udemy.com/docker-tutorial-for-devops-run-docker-containers/) :heavy_dollar_sign: - [Docker Cheat Sheet](https://gist.github.com/Nairit11/59d7ef2beca03b6a770e4c278e4b4aa9) - [Docker-InterviewBit](https://www.interviewbit.com/docker-interview-questions/) ## 1.19 Microsoft Technologies - [Microsoft Learn](https://docs.microsoft.com/en-us/learn/) - [Microsoft Developer Network (MSDN)](https://msdn.microsoft.com/en-US/) - [Microsoft Visual Studio](https://visualstudio.microsoft.com/vs/getting-started/) ## 1.20 Scala - Books - [The Neophyte's Guide to Scala](https://danielwestheide.com/scala/neophytes.html) - [Programming in Scala](https://www.artima.com/shop/programming_in_scala_3ed) A book written by the programming language author, Martin Odersky among others. [The first edition is avalible for free](https://www.artima.com/pins1ed/) - Online Courses - [Functional Programming Principles in Scala](https://www.coursera.org/learn/progfun1) A course taught by the programming language author, Martin Odersky. ## 1.21 Programming Notes for Professionals - Books - [Programming Notes for Professionals books](https://goalkicker.com) ## 1.22 MATLAB/Octave - [MATLAB Academy](https://matlabacademy.mathworks.com/) - [Octave Tutorial](https://en.wikibooks.org/wiki/Octave_Programming_Tutorial/) - [Beginners MATLAB edX](https://www.edx.org/course/matlab-octave-beginners-epflx-matlabeoctavebeginnersx) ## 1.22 Full-Stack Web Development For Becoming a Full-Stack Web Developer you need to know about Front-End & Back-End. - [How The Internet Works](https://www.youtube.com/watch?v=7_LPdttKXPc) Things Like Hosting, DNS, HTTPS, Browsers, Domain Names. - [Basic Tools]() Tools Like : Text Editor (Visual Studio Code), Terminal(hyper), Design(Figma). - [HTML](https://www.youtube.com/watch?v=XiQ9rjaa2Ow) Best Practices, Semantic HTML, Forms & Validations, Accessibility, SEO. - [CSS](https://www.youtube.com/watch?v=Tfjd5yzCaxk) [Flexbox](https://www.youtube.com/watch?v=qqDH0T6K5gY), [CSS Grid](https://www.youtube.com/watch?v=BDOzg4lXcSg), Custom Properties,[Animations/Transitions](https://animejs.com/), Responsive Design, CSS Preprocessor, Modern CSS, CSS Frameworks [Tailwind CSS](https://tailwindcss.com/),[Bootstrap](https://getbootstrap.com/). - [Full Stack Developer](https://www.interviewbit.com/full-stack-developer-interview-questions/) ## Front-End Starts - [JavaScript](https://www.youtube.com/watch?v=jS4aFq5-91M) - [TypeScript](https://www.youtube.com/watch?v=ahCwqrYpIuM) - [Front-End Framework] : [React](https://www.youtube.com/watch?v=UGcALH8kPC0&list=PLkwxH9e_vrAK4TdffpxKY3QGyHCpxFcQ0), [Vue](https://www.youtube.com/channel/UCxA99Yr6P_tZF9_BgtMGAWA), [Angular](https://www.youtube.com/watch?v=Fdf5aTYRW0E), [Svelte](https://www.youtube.com/watch?v=uK2RnIzrQ0M). - [State Management] : [ Context API (React)](https://www.youtube.com/watch?v=35lXWvCuM8o), [Redux (React)](https://www.youtube.com/watch?v=CVpUuw9XSjY), [Vuex (Vue)](https://www.youtube.com/watch?v=oxUyIzDbZts), [Services (Angular)](). - [Server Side Rendering (SSR)] : [Gatsby (React)](https://www.youtube.com/user/Weibenfalk), [Gridsome (Vue)](https://www.youtube.com/watch?v=vB6rmWCmANA), [Next.js (React)](https://www.youtube.com/channel/UC7Wpv0Aft4NPNhHWW_JC4GQ), [Nuxt.js (Vue)](https://www.youtube.com/watch?v=ltzlhAxJr74), [11ty](). - [Static Site Generators] : [Next.js (React)](https://www.youtube.com/channel/UC7Wpv0Aft4NPNhHWW_JC4GQ), [Nuxt.js (Vue)](https://www.youtube.com/watch?v=ltzlhAxJr74). - [Package Managers] : [NPM](), [Yarn](). - [Module Bundlers] : [Webpack](), [Parcel](), [Rollup](). - [Version Control] : [Git](), [GitHub](). - [GraphQl](https://www.youtube.com/watch?v=ed8SzALpx1Q). - [Progressive Web Apps (PWA)](https://www.youtube.com/playlist?list=PL4cUxeGkcC9gTxqJBcDmoi5Q2pzDusSL7). - [JAMstack](https://www.youtube.com/watch?v=73b1ZbmB96I) - [Web Assembly](https://www.youtube.com/watch?v=cbB3QEwWMlA). - [Speech Recognition](https://alan.app/). ## Back-End Starts - [Pick A Language] : [JavaScript (Node.js)](https://www.youtube.com/watch?v=fBNz5xF-Kx4), [JavaScript (Deno)](https://www.youtube.com/watch?v=3Vt_cjgojDI), [Python](https://www.youtube.com/user/CalebTheVideoMaker2), [Rust](https://www.youtube.com/watch?v=zF34dRivLOw), [C#](https://www.youtube.com/watch?v=GhQdlIFylQ8), [Java](https://www.youtube.com/watch?v=GoXwIVyNvX0), [PHP](https://www.youtube.com/watch?v=OK_JCtrrv-c), [Go](https://www.youtube.com/watch?v=YS4e4q9oBaU), [Ruby](https://www.youtube.com/watch?v=t_ispmWmdjY). - [Back-End Frameworks] : [Laravel (PHP)](https://www.youtube.com/watch?v=MFh0Fd7BsjE), [Spring (Java)](https://www.youtube.com/watch?v=vtPkZShrvXQ), [Ruby on Rails (Ruby)](https://www.youtube.com/watch?v=B3Fbujmgo60), [Express (Node.js)](https://www.youtube.com/watch?v=L72fhGm1tfE), [Django (Python)](https://www.youtube.com/channel/UCTZRcDjjkVajGL6wd76UnGg), [Flask (Python)](https://www.youtube.com/watch?v=Z1RJmh_OqeA), [Blazor (C#)](https://www.youtube.com/channel/UCTbHPk0bIOQwTXuGgD195bw). - [Databases] Types : Relational [✅ PostgreSQL](https://www.youtube.com/watch?v=qw--VYLpxG4), [MySQL](https://www.youtube.com/watch?v=9ylj9NR0Lcg), [Azure Cloud SQL](), [MS SQL]() & NoSQL / Cloud [✅ MongoDB](https://www.youtube.com/watch?v=-56x56UppqQ), [AWS](), [Airtable](https://www.youtube.com/watch?v=FEoEvSmtmPQ), [FaunaDB](https://www.youtube.com/watch?v=2CipVwISumA), [Firebase](https://www.youtube.com/watch?v=9kRgVxULbag). - [APIs](https://www.youtube.com/watch?v=FLnxgSZ0DG4). - [Authentication] Providers [Auth0](https://www.youtube.com/watch?v=MqczHS3Z2bc), [Firebase](https://www.youtube.com/watch?v=PKwu15ldZ7k) ## 1.23 Go Language - [Go,Progate](https://progate.com/languages/go) - [Go lang Tutorial For Beginners,Edureka Youtube](https://www.youtube.com/watch?v=Q0sKAMal4WQ) - [Go by Example](https://gobyexample.com/) --- # 2. Hackathons and Events ## 2.1 Top Global Hackathons 🌐 |Id |Name | Place| Travel Reimbursement |Application Start | Application End | Event Date | |--|------ |---|---| ------ | ----| ----- | |1 | [Call for Code](https://callforcode.org/challenge/) | Online | - | Feb 2019 | Jul 2019 | Jul 29 2019 | |2 | [Capgemini Tech Challenge](https://techchallenge.in.capgemini.com/) | India | - | Sept-Oct | - | Ended | |3 | [Conuhacks](http://www.conuhacks.io/) | Canada | - | - | - | 1/26/2019 | |4 | [Djangothon 2018](https://www.hackerearth.com/sprints/djangothon-2018/) | Bengaluru, India | - | - | - | 11/17/18 | |5 | [Facebook Hackathon](https://devcommunitychallenge.devpost.com/) | Online | NA | - | - | n/a | |6 | [Global Hackathon Seoul](https://seoul.globalhackathon.io/) | South Korea | YES | - | - | Dead page | |7 | [Hack In The North](https://www.hackinthenorth.com/)| India | - | - | March | N/A | |8 | [Hack Western](https://hackwestern.com/) | Western University | Yes | Nov End | Mid Oct | 11/23/18 | |9 | [HackDTU](http://hackdtu.tech/) | India | No | - | - | Ended | |10 | [HackDavis](http://hackdavis.io/)|USA | - | - | - | N/A | |11 | [HackDuke](http://www.hackduke.com/) | USA | - | - | - | Dead page | |12 | [HackIIITD](http://esya.iiitd.edu.in/hackiiitd/) | India | No | August-September | - | Ended | |13 | [Hackinit](https://hackinit.org/) | China | - | - | - | Ended | |14 | [HackISU](https://hackisu.org/)| USA | No | October | - | Ended | |15 | [HackMIT](https://hackmit.org/) | USA | Yes|Mid Sept | July end | Ended | |16 | [HackNC](https://hacknc.com) | USA | Yes (on a case by case basis) | Check website | Week before event | Ended, 2019 is open for pre-reg | |17 | [HackNY](http://hackny.org/hackathon/) | USA | Yes | - | - | Ended | |18 | [HackPrinceton](https://www.hackprinceton.com/)|USA | - | - | - | 11/9/18 | |19 | [HacktheNorth](http://pennapps.com/)| Canada| Yes|Mid Sept | July end | Ended | |20 | [Hacktoberfest](https://hacktoberfest.digitalocean.com/) | Online | - | - | - | Annually every October | |21 | [HackUCI](https://www.hackuci.com/) | USA | - | - | - | N/A | |22 | [Hackdotslash](https://hackdotslash.co.in/) | India | - | February | - | 2019 | |23 | [HackHers](https://ruhackhers.org/) | New Brunswick | - | February | - | 2019 | |24 | [WiHacks](https://wichacks.io/) | New York | - | March | - | 2019 | |25 | [Techtogether](https://boston.techtogether.io/) | Boston | - | March | - | 2019 | |26 | [Hack & Soehne](https://hackundsoehne.de/)| Germany| Yes | - | - | Several events during the year | |27 | [Major League Hacking](https://mlh.io/seasons/na-2019/events)| Canada, USA, Mexico | - | - | - | Many events during the year | |28 | [START Hack](https://starthack.ch/)| Switzerland| - | - | - | 8-10 March, 2019 | |29 | [Kick Start](https://codingcompetitions.withgoogle.com/kickstart/schedule)| Online| - | - | - | Multiple rounds| ---------------------------------------------------------- ## 2.2 Competitions 🏆 |ID| Name | Location | |--|------ |----------| |1 | [Accenture Innovation Challenge](https://accentureinnovationchallenge.com/) | Online & Onsite | |2 | [ACM - ICPC](https://www.codechef.com/icpc/2020) | Online & On-Site | |3 | [CodersBit](https://www.interviewbit.com/codersbit/) | Online | |4 | [Facebook Hacker Cup](https://www.facebook.com/hackercup/) | Online | |5 | [Code Gladiators](https://www.techgig.com/codegladiators) | Online & Onsite | |6 | [E-Yantra](http://www.e-yantra.org/) | Online & Onsite | |7 | [Red Bull Basement University](https://www.redbull.com/in-en/projects/red-bull-basement-university) | - | |8 | [Shell Ideas360](https://bit.ly/14iPmYn)| Online & Onsite | |9 | [Sony World Photography Awards – Youth Award](https://bit.ly/193GCTt) | Online | |10| [Doodle 4 Google](https://doodles.google.com/d4g/) | Online | |11| [UN - Volunteer](http://in.one.un.org/who-we-are/unv-india/) | - | |12| [India Innovation Challenge - IICDC](https://innovate.mygov.in/india-innovation-challenge-design-contest-2018/) |Online & Onsite | |13| [Quest Ingenium](https://www.questingenium.com/) | - | |14| [ROBOCON](http://aburobocon2019.mnb.mn/en) | Onsite | |15| [Walmart-Codehers](https://dare2compete.com/o/walmart-codehers-walmart-india-pvt-ltd-167089) |Online| |16| [Codechef-Snackdown](https://snackdown.codechef.com/) | Online & Onsite | ## 2.3 Hackathon Search Portals :dart: |s.no| Name | Location | Category | |---| ------ |---| --- | |1| [HackSociety](https://hacksociety.tech/attend/)| India | ALL | |2| [DevPost](https://devpost.com/hackathons) | Online & On-site | ALL | |3| [HackerEarth](https://hackerearth.com/) | Online & On-site | ALL | |4| [Hackathon.io](http://www.hackathon.io/events) | Global | ALL | |5| [TechGIG - Search Online Competitions](https://www.techgig.com/challenge)| Online & On-Site |ALL | |6| [Analytical Vidya](https://www.analyticsvidhya.com/) | Online & On-Site | Data Science | | |7| [Hackathon.com](https://www.hackathon.com/) [Online & On-site] | Global | ALL | |8| [Dare2compete](https://dare2compete.com/bites) | Online & On-site | India | ALL | |9| [Kaggle Competitions](https://www.kaggle.com/competitions) | Online | Data Science | |10| [MLH](https://mlh.io/) | Global | ALL| ## 2.4 Events 🎫 > **Check out these events for your region** 1. Google Developer Day - Organized by GDG 2. Google IO extended - Organized by GDG 3. Google Solve for India 3. Paytm Build for India Workshops [ Delhi, Bangalore ] 4. NVIDIA Developer Connect [ Global ] 5. AWS meetups [ Global ] 6. BrazilJS Conference [August, RS, Brazil](https://braziljs.org/conf/) 7. Hackathon at the NS [Netherlands](https://werkenbijns.nl/hackathon/) 8. [Hacktoberfest](https://hacktoberfest.digitalocean.com/) 9. [Codementor Events](https://www.codementor.io/events) ## 2.5 Startup Summits, Competitions and Bootcamps :neckbeard: |ID| Name | Location | |--|------ |----------| |1| [Eureka - IITB](http://www.ecell.in/eureka/)| Mumbai, INDIA | |2| [MIT - Entrepreneurship Bootcamp](http://bootcamp.mit.edu/entrepreneurship/) | Online & USA | |3 | [Startup Grind Global Conference](http://www.startupgrind.com/conference/#/) | Redwood City, California | |4 | [Next Gen Summit](https://www.marketing.org/conference/show/id/BMAANC2018) | New York | |5 | [Y Combinator's Startup School](https://www.startupschool.org/) | Online | |6 | [School of AI](https://picampus-school.com/programme/school-of-ai/) | Rome, Italy | |7 | [European Innovation Academy](https://www.inacademy.eu/) | Portugal, China | |8 | [Startup Weekend - DTU](http://www.ecelldtu.in/) | Delhi, India| |9 | [Watson School Incubator](https://watson.is/semester-incubator-application/) | USA | |10 | [DevMountain](https://devmountain.com/) | UT, AZ, TX | |11 | [Product School](https://www.productschool.com) | Online, USA, & Toronto | |12 | [HackerYou](https://hackeryou.com/) | Toronto | |13 | [BrainStation](https://brainstation.io/) | Online, USA, & Canada | |14 | [Lighthouse Labs](https://lighthouselabs.ca/) | Canada | |15 | [RED Academy](https://redacademy.com) | Canada | |16 | [Flatiron School](https://flatironschool) | Online, USA | ## 2.6 Hiring Challenges |ID| Name | Location | |--|------ |----------| |1| [Google Kickstart](https://code.google.com/codejam/kickstart/)| Online | |2| [CodeAgon- Codenation Hiring Challenge](https://www.hackerrank.com/codeagon) | Online | |3| [Codhers- Adobe Hiring Challenge](https://www.hackerrank.com/adobe-codhers) | Online | |4| [CodeUrWay- Visa Hiring Challenge](https://www.hackerrank.com/visa-codeurway-2017) | Online | --- # 3. Student Benefits and Programs :fire: ## Campus Ambassador Programs :v: 1. [Microsoft Learn Student Ambassadors](https://studentambassadors.microsoft.com/) 2. [GitHub Campus Experts](https://githubcampus.expert/) 3. [College Representative - E-Cell IITB](https://www.ecell.in/cr/) 4. [Internshala Student Partner - | ISP](https://internshala.com/) 5. [Progate Student Ambassador](http://progate.com/) 6. [ISB - YLP Campus Ambassador Program ](http://www.isb.edu/ylp/CAP) 7. [GeeksforGeeks Campus Ambassador](https://www.geeksforgeeks.org/) 8. [HackerEarth Campus Ambassador](https://hackerearth.com) 9. [HackerRank Campus Ambassador](https://hackerrank.com) 10. [Interviewbit Campus Ambassador](https://www.interviewbit.com/pages/campus-ambassador/) 11. [Dell Campassadors Program](https://dellfuturist.com/the-dell-campassadors-program) 12. [Intel Ambassador Program](https://software.intel.com/en-us/ai-academy/ambassadors/apply) 13. [Codechef Campus Ambassador](https://www.codechef.com/) 14. [Ingressive Campus Ambassador](https://www.ingressive.co/ingressive-campus-ambassadors/) 15. [Mozilla Student Ambassador](https://www.mozilla.org/en-US/contribute/studentambassadors/) 16. [Frontbench Campus Ambassador](https://frontbench.xyz/campus-connect) 17. [Codechef Campus Ambassador](https://www.codechef.com/college-chapter/about) 18. [AWS Educate(Amazon)](https://aws.amazon.com/education/awseducate/students/ "AWS") 19. [Codementor for Students](https://www.codementor.io/students) 20. [Geeksforgeeks Campus Ambassador Program](https://www.geeksforgeeks.org/campus-ambassador-program-by-geeksforgeeks/) ## Student Benefits and Packs :v: 1. [GitHub Student Developer Pack - Free Resources for Students](https://education.github.com/pack) 2. Microsoft students: - [Visual Studio Essentials - Access to Microsoft Premium Services ](https://visualstudio.microsoft.com/dev-essentials/) - [Microsoft Imagine Pack - Tools and subscriptions for Students](https://imagine.microsoft.com/en-us/catalog) - [Microsoft Azure - $100 Azure credit for students](https://azure.microsoft.com/en-gb/free/students/) - [Free Microsoft Office 365 for Students](https://www.microsoft.com/en-us/education/products/office/default.aspx) 3. [JetBrains Students pack](https://www.jetbrains.com/student/) 4. [AWS Educate](https://aws.amazon.com/education/awseducate/) 5. [Google Cloud](https://cloud.google.com/free/) 6. [Intel Developer pack](https://software.intel.com/en-us/ai-academy/ambassadors/apply) 7. [Google Reskilling India Program | Pluralsight](https://www.pluralsight.com/partners/google/) 8. [Free .tech domain for 1 year | dot tech Domains](https://get.tech/students) 9. [Free Web Hosting for 1 year | Znetlive](https://www.znetlive.com/student-web-hosting/) 10. [Bitbucket Education](https://bitbucket.org/product/education) 11. [Namecheap free .name Domain](https://nc.me/) 12. [Autodesk Education software for students](https://www.autodesk.com/education/free-software/featured) 13. [Invision Free app for Education](https://www.invisionapp.com/education-signup) 14. [Canvas File Sync](https://github.com/drew-royster/canvasFileSync) ## Student Fellowship Programs :v: 1. [University Innovation Fellowship - Stanford University](http://universityinnovationfellows.org/) 1. [Teach for India Fellowship](https://apply.teachforindia.org/) 2. [Young India Fellowship]() 3. [Urban Leaders Fellowship](http://www.urbanleadersfellowship.org/) 4. [Facebook fellowship Program - **Only For PHD Scholars**]() 5. [Legislative Assistants to Members of Parliament (LAMP) Fellowship](http://lamp.prsindia.org/thefellowship) 6. [Prime Minister’s Rural Fellowship]() 7. [Azim Premji Foundation Fellowship Program]() 8. [Stanford-ABC News Global Health and Media Fellowship]() ## Scholarships :runner: 1. [Pytorch Scholarship Challenge - Udacity](https://blog.udacity.com/2018/10/introducing-the-pytorch-scholarship-challenge-from-facebook.html) Application Deadline - **October 23rd** 9:30PM PST 2. [Grants, Awards AND Opportunities For Indian/Canadian Scholars](https://www.shastriinstitute.org/grants-awards-and-opportunities-for-indian-canadian-scholars) 3. [Facebook Developer Circle Scholarship Program - DataScience/Frontend Dev](http://bit.ly/DevCTrainingInterest1) 4. [Coding Bootcamp Scholarships - Course Report](https://www.coursereport.com/blog/the-definitive-list-of-programming-bootcamp-scholarships) 5. [Apple WWDC Scholarship](https://developer.apple.com/wwdc19/scholarships/) Application Deadline - **Mid-April** 6. [Technology Scholarship Program - Udacity](https://www.udacity.com/bertelsmann-data-scholarships) Application deadline - **November 6th, 2019** 7. [Goldman Sachs Global Scholarship and Mentorship Program](https://www.iie.org/Programs/WeTech/STEM-Scholarships-for-Women/Goldman-Sachs-Scholarship) Applications are welcomed in December - January period. 8. [Grace Hoppers Conference Program](https://ghc.anitab.org/2019-student-academic/scholarships/) Applications are opened in mid-January. 9. [Facebook Grace Hopper Scholarship 2019](https://www.facebook.com/scholarcorner/posts/2323154047763329?comment_tracking=%7B%22tn%22%3A%22O%22%7D) Applications are opened in March - April before the registration for GHC starts. 10. [Venkat Panchapakesan Memorial Scholarship](https://buildyourfuture.withgoogle.com/scholarships/venkat-panchapakesan-memorial-scholarship/#!?detail-content-tabby_activeEl=overview) Applications are opened in the period between May and August every year. 11. [Women Techmakers Scholars Program](https://www.womentechmakers.com/scholars) Applications are opened in June-July every year. 12. [GHC India Student Scholarships](https://ghcindia.anitab.org/ghci-19-student-scholarships-2/) Applications are opened in the months of May - June every year. 13. [Adobe India Women-in-Technology Scholarship](https://research.adobe.com/adobe-india-women-in-technology-scholarship/) Application are opened in September - October every year. 14. [Microsoft Scholarship Program](https://careers.microsoft.com/students/us/en/usscholarshipprogram) **Applications open in October 2019!** 15. [Udacity - Bertelsmann Technology Scholarships Program](https://www.udacity.com/bertelsmann-tech-scholarships) **Application deadline - November 16th, 2020** 16. [ONGC Foundation](https://ongcscholar.org/) Applications open every year --- # 4. Open Source Programs > **For more Detailed Information about the GSOC Organization** - [Click Here](https://github.com/dipakkr/A-to-Z-Resources-for-Students/blob/master/GSOC.md) |Id |Name | Organization| Stipend/Incentives |Timeline | Deadline | |-|--|---- |---|---| ------ | |1| [Google Summer of Code](https://summerofcode.withgoogle.com/)| Google| YES| - |- | |2| [Rails Girls Summer Of Code](https://railsgirlssummerofcode.org/)| Global | Yes|- | - | |3| [Radare Summer of Code](https://rada.re/rsoc) | - | - | - | |4| [DataONE Summer Internship Program](https://www.dataone.org/internships) | DataONE | - | - | - | |5| [BOSS](http://pennapps.com/)| Coding Blocks, INDIA| YES |- | - | |6| [GirlScript Summer of Code](https://gssoc.girlscript.tech/#) | - | Prizes & Goodies | - | - | |7| [Season of KDE](https://season.kde.org) | KDE | Prizes | - | - | |8| [The X.Org Endless Vacation of Code](https://season.kde.org) | X.Org | Yes | -| - | |9| [Free Software Foundation internships](https://www.fsf.org/volunteer/internships) | Free Software Foundation | NO | - | - | |10| [Outreachy](https://www.outreachy.org/) | | Yes | -| - | |11| [GSSOC(GirlScript Summer of Code)](https://gssoc.girlscript.tech/)| GirlScript Foundation | For top 50 | - | - | > **For More Open Source Competitons and Programs** - [Click Here](https://github.com/tapasweni-pathak/SOC-Programs) <br /> > **For more detailed information about the GSOC Organization** - [Click Here](https://github.com/dipakkr/A-to-Z-Resources-for-Students/blob/master/GSOC.md) <br /> --- # 5. Startup Programs and Incubators :mag_right: |Id |Name | Organization| |-|--|---- | |1| [Amity Innovation Incubator](http://www.amity.edu/) | Amity University | |2| [Atal Incubation Centre](http://www.aim.gov.in/) | Government | |3| [Google LaunchPad Accelerator](https://developers.google.com/programs/launchpad/accelerators/) | Google | |4| [Startup Village](https://www.sv.co/) | SV.CO | |5| [T HUB ](https://t-hub.co/) | - | |6| [Atal Innovation challenge](http://aim.gov.in/overview.php) | NITI, AYOG | |7| [Global Entrepreneurship Bootcamp](https://gebootcamp.com/) | Malaysia | |8| [Inova Metrópole](https://inova.imd.ufrn.br/parque/inova/) | IMD/UFRN, Brazil | --- # 6. Internship Programs ## Internships 1. [Cisco International Internship Program](https://www.myciip.com/) 2. [Sakae Japan Internship Program: SJIP](https://japan-internships.com/) 3. [Student Training in Engineering Program: Google STEP](https://buildyourfuture.withgoogle.com/programs/step/) 4. [Summer Student Opportunities](https://home.cern/summer-student-programme) ## Internship Portals > For summer internship, start looking at least 3-4 months in advance. #Tip 1. [Angel List](https://angel.co) 2. [Internshala](https://internshala.com) 3. [Vettery](https://www.vettery.com/) 4. [LinkedIn](https://linkedin.com) *Contact HRs on LinkedIn* 6. [Hackkar](https://hackkar.com/) 7. [LetsIntern](https://www.letsintern.com) 8. [Intern Supply](https://intern.supply/) 9. [Indeed](https://www.indeed.ca/) --- # 7. Developer Clubs and Meetups > ## **Take a moment to search for these clubs on Google and Facebook in your city.** > ## **Check **Meetup.com** for more events in your locality** |Id | Name Of The Community | Area | |---|:---------------------------------------:|:--------:| |1 | [Google Developer Group](https://developers.google.com/programs/community/gdg/)|All States| |2 | [Mozilla Open Source Community](https://www.mozilla.org/en-US/moss/)|Delhi and Banglore | |3 | [Mozilla Campus Clubs](https://campus.mozilla.community/)|-| |4 | [Facebook Developer Circle](https://developers.facebook.com/developercircles)|Delhi| |5 | [Women Tech Makers](https://womentechmakers.com)|-| |6 | [Women Who Code](https://www.womenwhocode.com/)|-| |7 | [Women In Tech](https://www.womenintechnology.org/)|-| |8 | [Developers Student Club by Google](https://developers.google.com/training/programs/)|All Colleges accross India| |9 | [Microsoft Student Technical Community](https://techcommunity.microsoft.com/)|-| |10| [Paytm Build for India](https://www.meetup.com/en-AU/Paytm-Build-for-India/)|Delhi and Bangalore| |11| [PyDelhi](https://www.meetup.com/pydelhi/events/254577423/)|Delhi| |12| [Toastmaster International](https://www.toastmasters.org)|-| |13| [Swift Users Group](https://www.meetup.com/topics/swift-language/?_cookie-check=a8aAkZ14Ew1b6cnt)|-| |14| [MUG - MongoDB User Group](https://www.meetup.com/topics/mongodb/)|-| |15| [Forloop Africa](https://forloop.africa)|-| |16| [Women in Tech (Finland)](https://womenintech.fi/)|-| |17| [HelsinkiJS](https://meetabit.com/communities/helsinkijs)|-| |18| [100 Days of Code](https://www.100daysofcode.com/connect/)|Online| |19| [Nerdzão Brazil](https://www.meetup.com/pt-BR/nerdzao/)|-| |20| [Girl Develop It](https://www.girldevelopit.com/chapters)|-| |21| [R-Ladies](https://rladies.org/)|-| |22| [India Linux Users Group Delhi](https://www.linuxdelhi.org/)|Delhi| |23| [PyLadies](https://www.pyladies.com/)|Delhi| |24| [PyData Delhi](https://pydata.org/delhi2018/)|Delhi| |25| [LinuxChix](https://www.linuxchix.org/)|Delhi| |26| [Owasp](https://www.owasp.org/index.php/Jaipur)|Jaipur| |27| [ACM Student Chapter](https://acm.org/)|All Colleges Worldwide| --- # 8. Conferences :bookmark_tabs: > ### **Tech, Entrepreneurship Events and Conferences** |Id | Name | Place | Travel Reimbursement | Timeline | Deadline | Type | |--|------ |---|---|:------ |:----|:-----| |1 | [Developer Growth Summit 2022](https://www.codementor.io/events/developer-growth-summit) | Global | No | April 20, 2022 | April 21, 2022 | No | - | |2 | [PyCon US-Python Conference USA](https://us.pycon.org/2022/) | Salt Lake City, USA | No | April 27, 2022 | May 3, 2022 | Python | |3| [World Business Dialogue](https://www.world-business-dialogue.com/)| Global | Yes | June 6, 2022 | June 20, 2022 | - | Business | |4 | [Asia Pacific Week](http://asiapacificweek.anu.edu.au/) | Australia | Partial | June 20, 2022 | June 23, 2022 | - | |5 | [AWS Summit, New Dehli](https://aws.amazon.com/events/summits/new-delhi/) | India | No | Sept 9, 2022 | - | - | |6 | [Grace Hopper Conference and Fellowship](https://ghc.anitab.org) | Orlando, FL, USA | Yes | Sept 20, 2022 | Sept 23, 2022 | - | |7 | [TechCrunch Disrupt](https://techcrunch.com/events/tc-disrupt-2022/) | USA | No | Oct 18, 2022 | Oct 20, 2022 | - | |8 | [Dublin Web Summit](https://websummit.net/) | Dublin | No | Nov 1, 2022 | Nov 4, 2022 | Web | |9 | [Web Summit](https://websummit.com/) | Lisbon | - | Nov 1, 2022 | Nov 4, 2022 | - | - | |10 | [Clinton Global Initiative University](http://www.cgiu.org/) | USA | - | Varies | Varies | - | |11 | [ODSC](https://odsc.com/) | Global | Varies | Varies | - | AI | |12 | [Business Today Conference](https://businesstoday.org/conferences/)| New York | Yes | PASSED | Business | |13 | [DotJS](https://www.dotjs.io/) | France | - | PASSED | JS | |14 | [PyCon](https://www.pycon.fr/2018/) | France | - | PASSED | Python | |15 | [React Europe](https://www.react-europe.org/) | France | - | PASSED | - | JS | |16 | [Harvard Project for Asian and International Relations](https://www.hpair.org/) | Malaysia | Yes | PASSED | - | - | |17 | [Student Leadership conference](https://studentleadershipconference.com/) | USA | Yes | PASSED | - | - | |18 | [Hackference India ](https://hackference.in/) | India | No | PASSED | - | |19 | [JavaLand](https://www.javaland.eu/en/home/) | Germany | - | PASSED | - | Lectures, Trainings, Community Activities | |20 | [WWDC (Apple World Wide Developer Conference)](https://wwdc.apple.com) | San Jose, USA | Can Apply | PASSED | - | Apple new technology launch events, Swift | ## Data Science Conferences in 2019 and 2020 | Conference | Location | Date | |:--- |:--- |:--- | | [Predictive Analytics World](http://www.predictiveanalyticsworld.com) | Las Vegas, USA | May 31-June 4, 2020 | | [Strata Data Conference](http://conferences.oreilly.com/strata)| USA, UK | 20 Apr - 23 Apr 2020 (Varies) | | [Open Data Science Conference](https://www.odsc.com) | UK, USA | Varies | | [Big Data Analytics Tokyo](www.bigdatacon.jp) | Tokyo, Japan | 28 Oct- 8 Noc 2019 | | [IBM think 2019](https://www.ibm.com/events/think/index.html) | Las Vegas, USA | 4-7 May 2020 | | [MLConf](http://mlconf.com) | San Francisco, USA | 8 Nov 2019 | | [KDD](https://www.kdd.org/kdd2018/) | London | 22-27 Aug 2020 | | [AI Conf](https://conferences.oreilly.com/artificial-intelligence) | SanJose/Beijing/NY/London | Aug 2020 | | [ICSESS](http://www.icsess.org) | Beijing, China | October 18-20, 2019 | --- # 9. Top People to Follow |Id | Name | Category| |--|------ |---| |1 |[Aaron Gable](https://github.com/aarongable) | Google Chrome Developer (BR) | |2 |[Addy Osmani](https://github.com/addyosmani) | Web & Chrome | |3 |[Andrew NG](https://www.linkedin.com/in/andrewyng/) | AI & ML | |4 |[Benjamin Pasero](https://twitter.com/benjaminpasero) | Software engineer at Microsoft, VSCode | |5 |[Brad Traversy](https://www.youtube.com/user/TechGuyWeb) | Web Developer, Programmer, YouTuber | |6 |[Daniel Shiffman](https://shiffman.net/) | Programmer / Former project lead with the [Processing Foundation](https://processing.org/) | |7 |[Evan You](https://twitter.com/youyuxi) | Creator of Vue.js | |8 |[Giovanni Bassi](https://github.com/giggio) | MVP Microsoft BR | |9 |[Guido van Rossum](https://gvanrossum.github.io/) | Python Creator | |10 |[Isaac Schlueter](https://twitter.com/izs) | npm Creator | |11 |[Jake Vanderplas](https://github.com/jakevdp) | Python Data Science | |12 |[Jen Simmons](https://twitter.com/jensimmons) | CSS expert, creator of Firefox Grid Inspector. | |13 |[John Resig](https://twitter.com/jeresig) | Creator of jQuery | |14 |[Joy Buolamwini](https://www.poetofcode.com/) | Artificial intelligence, Algorithmic Justice League | |15|[Kyle Simpson](https://twitter.com/getify) | Author of YDKJS | |16 |[Leonardo Maldonado](https://github.com/leonardomso) | Top 2 developerTrending (BR) | |17 |[Linus Torvalds](https://github.com/torvalds) | Linux Founder| |18 |[Martin Fowler](https://twitter.com/martinfowler) | Software developer | |19 |[Mike Cohn](https://twitter.com/mikewcohn) | Scrum and Agile Advocate | |20 |[Mohamed Said](https://twitter.com/themsaid) | Works with Taylor Otwell on Laravel | |21 |[Paul Graham](http://www.paulgraham.com/) | Startup Expert, Founder of Y-Combinator | |22 |[Quincy Larson](https://twitter.com/ossia) | Teacher that started free code camp | |23 |[Rebecca Parsons](https://twitter.com/rebeccaparsons) | Distributed computation, Genetic algorithms, and computational science | |24 |[Richard Stallman](https://stallman.org/) | Founder of the GNU Project | |25 |[Ryan Dahl](https://github.com/ry) | Inventor of Node.js | |26 |[Sandi Metz](https://www.sandimetz.com/) | Software developer and author focused on writing flexible object-oriented code | |27 |[Siraj Raval](https://www.youtube.com/channel/UCWN3xxRkmTPmbKwht9FuE5A) | AI & ML | |28 |[Tarry Singh](https://www.linkedin.com/in/tarrysingh/) | AI & ML | |29 |[Taylor Otwell](https://twitter.com/taylorotwell) | Creator of Laravel | |30 |[Uncle Bob Martin](https://twitter.com/unclebobmartin) | Software developer | |31 |[Valentin Shergin](http://twitter.com/shergin) | React Native Developer | |32 |[Valeri Karpov](https://thecodebarbarian.wordpress.com/about/) | MEAN stack expert | |33 |[Vaughn Vernon](https://vaughnvernon.co/) | Domain Driven Design expert | |34 |[Victor Savkin](https://twitter.com/victorsavkin) | Angular Developer | |35 |[Vincent Boucher](https://www.linkedin.com/in/montrealai) | AI & ML | |36 |[Yann LeCun](https://www.facebook.com/yann.lecun) | VP & Chief AI Scientist at Facebook | |37 |[Yukihiro Matsumoto](https://twitter.com/yukihiro_matz) | Ruby Creator | |38 |[Jacob Appelbaum](https://twitter.com/ioerror) | Computer Security Researcher | --- # 10. Top Websites to Follow 1. **Data Science** - [Data Science Courses: R & Python Analysis Tutorials | DataCamp](http://www.datacamp.com/courses) - [CSE-109 - Harvard University](http://cs109.github.io/2015/) - [CSE231N - Computer Vision Stanford University](http://cs231n.stanford.edu/) - [Developer Circles Data Resources](https://www.developercircleresources.com/learningPath/data/) - [Kaggle Learn](https://www.kaggle.com/learn/overview) - [DataTau: The data science equivalent of Hacker News](http://www.datatau.com/news) - [Towards AI](https://towardsai.net/) - [Analytics Vidhya](https://www.analyticsvidhya.com/) - [Towards Data Science](https://towardsdatascience.com/) - [Real Python](https://realpython.com/tutorials/data-science/) - [Edureka](https://www.edureka.co/blog/category/data-science/) - [KD nuggets](https://www.kdnuggets.com/) - [Elements of AI](https://www.elementsofai.com/) - [Google ML Crash Course](https://developers.google.com/machine-learning/crash-course) - [Data Science-InterviewBit](https://www.interviewbit.com/data-science-interview-questions/) 2. **Startup News and Stories** - [YCombinator’s Hacker News](https://news.ycombinator.com/) - [YourStory](https://yourstory.com/) - [Entrepreneur.com](https://www.entrepreneur.com/) - [TechCrunch - Tech and Startup News](https://techcrunch.com/) - [ProductHunt](https://producthunt.com) - [The Hustle](https://thehustle.co/) 3. **Computer science in general** - [All about computer science](https://www.computerscience.org/) # 11. Top 50 YouTube Channels to Follow ## 11.1 Top 10 in Technology |Sr. No. | Channel | No. of Subscribers | | --- | ------------- | ----- | |1 | [MIT OpenCourseWare](https://www.youtube.com/user/MIT/about) | 2.1M | |2 | [freeCodeCamp.org](https://www.youtube.com/channel/UC8butISFwT-Wl7EV0hUK0BQ/about) | 1.32M | |3 | [BostonDynamics](https://www.youtube.com/user/BostonDynamics/about) | 1.55M | |4 | [CS Dojo](https://www.youtube.com/channel/UCxX9wt5FWQUAAz4UrysqK9A/about) | 1.1M | |5 | [Computerphile](https://www.youtube.com/user/Computerphile/about) | 1.47M | |6 | [sentdex](https://www.youtube.com/user/sentdex/about) | 734K | |7 | [Nptel](https://www.youtube.com/user/nptelhrd/about) | 1.57M | |8 | [Code Bullet](https://www.youtube.com/channel/UC0e3QhIYukixgh5VVpKHH9Q/about) | 1.63M | |9 | [NumberPhile](https://www.youtube.com/user/numberphile/about) | 3.04M | |10 | [CppCon](https://www.youtube.com/user/CppCon/about) | 62.9K | --- ## 11.2 Top 10 in Startup |Sr. No. | Channel | No. of Subscribers | | --- | -------------- | ------ | |1 | [TED](https://www.youtube.com/user/TEDtalksDirector/about) | 15M | |2 | [Tai Loapez](https://www.youtube.com/user/tailopezofficial/about) | 1.31M | |3 | [This Week in Startups](https://www.youtube.com/user/ThisWeekIn/about) | 131K | |4 | [Google Small Business](https://www.youtube.com/user/GoogleBusiness/about) | 274K | |5 | [How to Start a Startup](https://www.youtube.com/channel/UCxIJaCMEptJjxmmQgGFsnCg/feed) | 100K | |6 | [Tim Ferriss](https://www.youtube.com/user/masterlock77/about) | 486K | |7 | [Naval Ravikant](https://www.youtube.com/channel/UCh_dVD10YuSghle8g6yjePg/about) | 39.8K | |8 | [Y Combinator](https://www.youtube.com/channel/UCcefcZRL2oaA_uBNeo5UOWg/about) | 198K | |9 | [Startup Authority](https://www.youtube.com/channel/UCwHZNWLHHT9RlW4F80a9byQ/about) | 634K | |10 | [Startup Grind](https://www.youtube.com/user/StartupGrind/about) | 45.1K | --- ## 11.3 Top 10 in Design |Sr. No. | Channel | No. of Subscribers | | --- | -------------- | ----- | |1 | [tutvid](https://www.youtube.com/user/tutvid/about) | 936K | |2 | [The Futur](https://www.youtube.com/user/TheSkoolRocks/about) | 591K | |3 | [Spoon Graphics](https://www.youtube.com/channel/UC_mkC8ChfzCJcuSqSMwvUWw/about) | 300K | |4 | [Will Paterson](https://www.youtube.com/user/breakdesignsco/about) | 352K | |5 | [Skillshare](https://www.youtube.com/user/Skillshare/about) | 189K | |6 | [Yes I am a Designer](https://www.youtube.com/user/perhiniak/about) | 191K | |7 | [Gigantic](https://www.youtube.com/channel/UCX4mqbvv5lGqLpI4FYlJt4w/about) | 157K | |8 | [Matt Borchert](https://www.youtube.com/user/ovenrude/about) | 66K | |9 | [CharliMarieTV](https://www.youtube.com/user/charlimarieTV/about) | 141K | |10 | [Mike Locke](https://www.youtube.com/user/mlwebco/about) | 90.8K | --- ## 11.4 Top 10 in Business |Sr. No. | Channel | No. of Subscribers | | --- | -------------- | ----- | |1 | [Business Insider](https://www.youtube.com/user/businessinsider/about) | 2.09M | |2 | [GaryVee](https://www.youtube.com/user/GaryVaynerchuk/about) | 2.33M | |3 | [Entrepreneur](https://www.youtube.com/user/EntrepreneurOnline/about) | 512K | |4 | [Brian Tracy](https://www.youtube.com/user/BrianTracySpeaker/about) | 898K | |5 | [Marie Forleo](https://www.youtube.com/user/marieforleo/about) | 590K | |6 | [Stanford Business](https://www.youtube.com/user/stanfordbusiness/about) | 745K | |7 | [Grant Cardone](https://www.youtube.com/user/GrantCardone/about) | 1.2M | |8 | [Young Entrepreneurs Forum](https://www.youtube.com/channel/UCydShVfAub9TSmL1N4BTlGQ/about) | 548K | |9 | [Google Small Business](https://www.youtube.com/user/GoogleBusiness/about) | 274K | |10 | [Business Casual](https://www.youtube.com/channel/UC_E4px0RST-qFwXLJWBav8Q/about) | 694K | --- ## 11.5 Top 10 in Finance |Sr. No. | Channel | No. of Subscribers | | --- | -------------- | ----- | |1 | [Bloomberg TV Markets and Finance](https://www.youtube.com/channel/UCIALMKvObZNtJ6AmdCLP7Lg/about) | 413K | |2 | [Financial Education](https://www.youtube.com/channel/UCnMn36GT_H0X-w5_ckLtlgQ/about) | 354K | |3 | [MoneyTalks News](https://www.youtube.com/user/MoneyTalksNews/about) | 40.6K | |4 | [The Financial Diet](https://www.youtube.com/channel/UCSPYNpQ2fHv9HJ-q6MIMaPw/about) | 712K | |5 | [RICH TV LIVE](https://www.youtube.com/channel/UCrvJc8oOqtQf9MEs_UXsBMQ/about) | 21.8K | |6 | [Ryan Scribner](https://www.youtube.com/channel/UC3mjMoJuFnjYRBLon_6njbQ/about) | 471K | |7 | [Financial Times](https://www.youtube.com/user/FinancialTimesVideos/about) | 348K | |8 | [BeatTheBush](https://www.youtube.com/user/TheBeatTheBush/about) | 267K | |9 | [Finance Tube](https://www.youtube.com/user/FinanceTubebyVishalT/about) | 59.2K | |10 | [Corporate Finance Institute](https://www.youtube.com/channel/UCGtbVv_ACgV7difdVZ92NMw/about) | 66.4K | --- # 12. Additional Links 1. [Top 10 Startup Incubator in India](https://inc42.com/resources/top-20-startup-incubators-india/) - *Startup* 2. [The first 20 hours -- how to learn anything](https://www.youtube.com/watch?v=5MgBikgcWnY) - *Learning* 3. [Are you Introvert? Watch this - Power of Introverts ](https://www.youtube.com/watch?v=c0KYU2j0TM4) - *Self Introspection* 4. [30 International Scholarships offered by the World’s Top Universities](http://www.scholars4dev.com/13300/international-scholarships-top-universities-world/) - *Scholarships* 5. [30 Famous Books that You Will Regret Not Reading!](https://bornrealist.com/famous-books/) - *Reading* 6. [Startup Ideas By Y Combinator](https://www.ycombinator.com/rfs/) - *Startup* 7. [Epicodus Coding Bootcamp Full Curriculum](https://www.learnhowtoprogram.com/tracks) - *Learning* 8. [5 most common misconceptions about studying abroad among Indians](https://www.wemakescholars.com/blog/common-misconceptions-about-studying-abroad/) *Study Abroad* 9. [App Academy - Full Stack Coding Bootcamp, Free Curriculum](https://open.appacademy.io/#free) 10. [Path to a free self-taught education in Computer Science](https://github.com/ossu/computer-science) - *Learning* 11. [Free Women-Only Mentorship Program](https://www.builtbygirls.com/programs/wave) - *Learning* # 13. Coding Bootcamps |Id | Name | Track | Description | Country | |--|------ |---| --- | ---- | |1 | [Lambda School](https://lambdaschool.com/) | FullStack, Data Science, Android, iOS | No Upfront Fees, Pay 17.5% of salary only when you get a job | USA | |2 | [SpringBoard](https://www.springboard.com/) | DataScience | 2 Year experience as Software Dev, Only Pay if you get a Job | USA, India | | 3| [Pesto Tech](https://pesto.tech)| FullStack JavaScript | 2 Year experience as Software Dev, Only pay 17.5 % of salary when you get more than 15LPA | India | 4| [InterviewBit Academy](https://www.interviewbit.com/academy/)| Software Developer | No Experience Required, 6 month online trainging, Only Pay when you get a Job | India | 5| [General Assembly](https://generalassemb.ly)| Software Developer, Data Science, Android, iOS, Design | On Campus and fully remote options, both part-time and full-time | US and International | 6| [Coding Dojo](https://www.codingdojo.com)| Software Developer, Data Science | Remote and On Campus options, Software dev teaches 3 full stacks | US and International # 14. Miscellaneous Resources ## 14.1 Design Resources - **Youtube Channels & Playlists** - [Beginners Guide to Graphic Design | 45 episode series](https://www.youtube.com/watch?v=WONZVnlam6U&list=PLYfCBK8IplO4E2sXtdKMVpKJZRBEoMvpn) *Playlist* :baby: - [Mohamed Achraf](https://www.youtube.com/channel/UCF6WjcZeVqy3MLBpp86eOyw) *Great tutorials for Logo Designing* - [Dansky](https://www.youtube.com/user/ForeverDansky) *All about Graphic Designing* - [DesignCourse](https://www.youtube.com/user/DesignCourse) ## 14.2 Podcasts - **Technology** - Code Newbie - The Bike Shed - Soft Skills Engineering - Programming Throwdown - Hanselminutes - **Startup and Entrepreneurship** - StartUp - How I Built This - The Pitch - The Growth Show - Scrum master toolbox - **Life** - Unf*ck your brain - By the Book - Strength and Scotch - Happier with Gretchen Rubin - The Minimalists - **Other** - Tracks to Relax - Unladylike ## 15. Top sites for Aptitude Preparion for Placements - [IndiaBix.com](https://indiabix.com) - [Testpot.com](https://testpot.com) - [Freedu.in](https://freedu.in) - [Sawaal.com](https://sawaal.com) ## 16. Maintainers [Ayush Gupta](https://github.com/siAyush) [Deepak Kumar](https://github.com/dipakkr) [![Open Source Love svg1](https://badges.frapsoft.com/os/v1/open-source.svg?v=103)](https://github.com/ellerbrock/open-source-badges/) <a href="https://github.com/dipakkr/A-to-Z-Resources-for-Students/blob/master/LICENSE"><img src="https://img.shields.io/github/license/dipakkr/A-to-Z-Resources-for-Students"></a> ----
395
LiteApp is a high performance mobile cross-platform implementation, The realization of cross-platform functionality is base on webview and provides different ideas and solutions for improve webview performance.
# Introduction <p align="center" > <img src="https://github.com/iqiyi/LiteApp/blob/master/Images/logo.png?raw=true" alt="LiteApp" title="LiteApp"> </p> **LiteApp is a high performance mobile cross-platform framework. The implementation of its cross-platform functionality is based on webview but improved with novel ideas and solutions for better performance.** `LiteApp` dedicates to enable developers to use modern web development technology to build applications on both Android and iOS with a single codebase. More specifically, you can use javascript and modern front-end framework Vue.js to develop mobile apps by using LiteApp, with which, productivity and performance can coexist ,application you build will be running on web with performance close to native. We achieve this by decoupling the render engine from the syntax layer, see more detail below. ## Requirements | Platform | System | Notes | | :------: | :------------------: | :----------------: | | iOS | iOS 9.0 or later | Xcode 9.0 or later | | Android | Android 4.0 or later | n/a | | Web | n/a | n/a | ## Architecture `系统架构图` <div align=center> <img src="https://github.com/iqiyi/LiteApp/blob/master/Images/Architecture.png?raw=true" alt="Architecture"/> </div>` ## ## Demo Project [ iOS Display ]() > <div align=center> > > <img src="https://github.com/iqiyi/LiteApp/blob/master/Images/iOS_Video.gif?raw=true" width = "300" height = "300*16/9" alt="iOS Demo"/> > > </div>` [Android Display]() <div align=center> <img src="https://github.com/iqiyi/LiteApp/blob/master/Images/Andriod_Video.gif?raw=true" width = "300" height = "300*16/9" alt="Android Demo"/> </div>` ## Features - [x] **High Performance**: Writing on web, have the same performance as the native app - [x] **Load Fast** Fast rendering for all pages , especially for the first time - [x] **Mobile Cross-platform** Build both Android and iOS with a single codebase - [x] **Asynchronous Threads** the render engines are separated from the syntax layer - [x] **Simple Code** Few code but powerful - [x] **Expandable** Proprietary API for extension and it can add more features - [x] **Complete Documentation** Each section has a corresponding document and easy to understand ## How To Get Started - [Download LiteApp](https://github.com/iqiyi/LiteApp/wiki/common-Download-LiteApp) and try out the included Mac and iPhone example apps - Read the ["Getting Started" guide](https://github.com/iqiyi/LiteApp/wiki/common-How-To-Get-Started), or [other articles on the Wiki](https://github.com/iqiyi/LiteApp/wiki/home) - Check out the [documentation](https://github.com/iqiyi/LiteApp/wiki/common-Documents) for a comprehensive look at all of the APIs available in LiteApp ## Installation ``` $ git clone https://github.com/iqiyi/LiteApp.git $ cd liteApp ``` ## Communication - If you **need help**, use [Email]([email protected]) or [Github](https://github.com/iqiyi/LiteApp) . (Tag 'LiteApp') - If you'd like to **ask a general question**, use [Email]([email protected]) or [Github](https://github.com/iqiyi/LiteApp). - If you **found a bug**, _and can provide steps to reliably reproduce it_, open an issue. - If you **have a feature request**, open an issue. - If you **want to contribute**, submit a pull request. ## Performance Test `LiteApp VS H5 App Results:70% reduction in first load time,Switch Page is 60 FPS` | Project | Loading Time/ms | Switch Page/fps | | :-------- | :-------------: | :------------------------------: | | LiteApp | 250-500 ms | Perfect/60 | | HTML5 App | > 1000ms | White screen for a short time/53 | `LiteApp` > <div align=center> > > <img src="https://github.com/iqiyi/LiteApp/blob/master/Images/liteApp.gif?raw=true" width = "300" height = "300*16/9" alt="iOS Demo"/> > > </div>` `HTML5 App` <div align=center> <img src="https://github.com/iqiyi/LiteApp/blob/master/Images/html5.gif?raw=true" width = "300" height = "300*16/9" alt="Android Demo"/> </div>` ## ## Credits LiteApp was originally created by [Guodong Chen](www.breakerror.com) [Chen Zhang](https://github.com/zhch0633) [Jingyuan Zhou](https://github.com/pricelesss) [Yanqiang Zhang](https://github.com/Richard-zhang-iOS) . LiteApp's logo was designed by [Guodong Chen](www.breakerror.com) And most of all, thanks to LiteApp's Contributors ### Security Disclosure If you believe you have identified a security vulnerability with LiteApp, you can contact [Guodong Chen](www.breakerror.com) as soon as possible. Please do not post it to a public issue tracker. ## License LiteApp is released under the Apache License, Version 2.0. See [LICENSE](http://gitlab.qiyi.domain/cross-team/lite-app/blob/master/LICENSE) for details.
396
A lightweight, fast and extensible game server for Minecraft
# Cuberite [![Jenkins Build Status](https://img.shields.io/jenkins/build?jobUrl=https%3A%2F%2Fbuilds.cuberite.org%2Fjob%2Fcuberite%2Fjob%2Fmaster&label=Jenkins)](https://builds.cuberite.org/job/cuberite/job/master/) [![AppVeyor Build Status](https://img.shields.io/appveyor/ci/cuberite/cuberite/master.svg?label=AppVeyor)](https://ci.appveyor.com/project/cuberite/cuberite) Cuberite is a Minecraft-compatible multiplayer game server that is written in C++ and designed to be efficient with memory and CPU, as well as having a flexible Lua Plugin API. Cuberite is compatible with the Java Edition Minecraft client. Cuberite runs on Windows, *nix and Android operating systems. This includes Android phones and tablets as well as Raspberry Pis. Currently we support Release 1.8 - 1.12.2 Minecraft protocol versions. Subscribe to [the newsletter][1] for important updates and project news. ## Installation There are several ways to obtain Cuberite. ### Binaries - The easiest method is downloading for Windows or Linux from the [website][2]. - You can use the EasyInstall script for Linux and macOS, which automatically downloads the correct binary. The script is described below. #### The EasyInstall script This script will download the correct binary from the project site. curl -sSfL https://download.cuberite.org | sh ### Compiling - You can compile automatically for Linux, macOS and FreeBSD with the `compile.sh` script. The script is described below. - You can also compile manually. See [COMPILING.md][4]. Compiling may provide better performance (1.5-3x as fast) and it supports more operating systems. #### The compile.sh script This script downloads the source code and compiles it. The script is smart enough to notify you of missing dependencies and instructing you on how to install them. The script doesn't work for Windows. Using curl: sh -c "$(curl -sSfL -o - https://compile.cuberite.org)" Or using wget: sh -c "$(wget -O - https://compile.cuberite.org)" ### Hosted services - Hosted Cuberite is available via [Gamocosm][5]. ## Contributing Cuberite is licensed under the Apache License V2, and we welcome anybody to fork and submit a Pull Request back with their changes, and if you want to join as a permanent member we can add you to the team. Cuberite is developed in C++ and Lua. To contribute code, please check out [GETTING-STARTED.md][6] and [CONTRIBUTING.md][7] for more details. Plugins are written in Lua. You can contribute by developing plugins and submitting them to the [plugin repository][8] or the [forum][9]. Please check out our [plugin introduction guide][10] for more info. If you are not a programmer, you can help by testing Cuberite and reporting bugs. See [TESTING.md][11] for details. You can also help with documentation by contributing to the [User's Manual][12]. ## Other Stuff For other stuff, check out the [homepage][13], the [Users' Manual][14], the [forums][15], and the [Plugin API][16]. Support the Cuberite development team on [Liberapay][17] [1]: https://cuberite.org/news/#subscribe [2]: https://cuberite.org/ [4]: https://github.com/cuberite/cuberite/blob/master/COMPILING.md [5]: https://gamocosm.com/ [6]: https://github.com/cuberite/cuberite/blob/master/GETTING-STARTED.md [7]: https://github.com/cuberite/cuberite/blob/master/CONTRIBUTING.md [8]: https://plugins.cuberite.org/ [9]: https://forum.cuberite.org/forum-2.html [10]: https://api.cuberite.org/Writing-a-Cuberite-plugin.html [11]: https://github.com/cuberite/cuberite/blob/master/TESTING.md [12]: https://github.com/cuberite/users-manual [13]: https://cuberite.org/ [14]: https://book.cuberite.org/ [15]: https://forum.cuberite.org/ [16]: https://api.cuberite.org/ [17]: https://liberapay.com/Cuberite
397
Awesome Frida - A curated list of Frida resources http://www.frida.re/ (https://github.com/frida/frida)
# Awesome Frida [![Awesome](https://cdn.rawgit.com/sindresorhus/awesome/d7305f38d29fed78fa85652e3a63e154dd8e8829/media/badge.svg)](https://github.com/sindresorhus/awesome) A curated list of awesome projects, libraries, and tools powered by Frida. ## What is Frida? Frida is [Greasemonkey](https://en.wikipedia.org/wiki/Greasemonkey) for native apps, or, put in more technical terms, it’s a dynamic code instrumentation toolkit. It lets you inject snippets of JavaScript into native apps that run on Windows, Mac, Linux, iOS and Android. Frida is an open source software. More info [here](http://www.frida.re/). ## Table of Contents <!-- MarkdownTOC depth=4 --> - [Libraries](#libraries) - [Projects](#projects) - [Talks & Papers](#talks-and-papers) - [Powered by Frida](#frida-powered-by) - [Videos](#videos) - [Blog posts](#blogs) - [Community](#community) <!-- /MarkdownTOC --> <a name="libraries" /> ## Libraries * [frida-android-hooks](https://github.com/antojoseph/frida-android-hooks) - Hook method calls in Android * [FridaAndroidTracer](https://github.com/Piasy/FridaAndroidTracer) - A runnable jar that generate Javascript hook script to hook Android classes * [frida-panic](https://github.com/nowsecure/frida-panic) - Easy crash-reporting for Frida-based applications * [frida-compile](https://github.com/frida/frida-compile) - Compile a Frida script comprised of one or more Node.js modules * [frida-trace](https://github.com/nowsecure/frida-trace) - Trace APIs declaratively * [frida-screenshot](https://github.com/nowsecure/frida-screenshot) - Grab (iOS) screenshots * [frida-uiwebview](https://github.com/nowsecure/frida-uiwebview) - Inspect and manipulate UIWebView-hosted GUIs * [frida-uikit](https://github.com/nowsecure/frida-uikit) - Inspect and manipulate UIKit-based GUIs * [frida-contrib](https://github.com/dweinstein/node-frida-contrib) - Frida utility-belt * [frida-load](https://github.com/frida/frida-load) - Load a Frida script comprised of one or more Node.js modules (Deprecated, use [frida-compile](https://github.com/frida/frida-compile)) * [frida-remote-stream](https://github.com/nowsecure/frida-remote-stream) - Create an outbound stream over a message transport. * [frida-memory-stream](https://github.com/nowsecure/frida-memory-stream) - Create a stream from one or more memory regions. * [frida-fs](https://github.com/nowsecure/frida-fs) - Create a stream from a filesystem resource. * [frida-push](https://github.com/AndroidTamer/frida-push) - Automatically `adb push` the correct frida-server matching your current frida installation. * [frida-definitions-generator](https://git.sr.ht/~yotam/frida-definitions-generator) - Generate TypeScript definitions for a given APK file or unpacked apk directory. <a name="projects" /> ## Projects - [as0ler/frida-scripts](https://github.com/as0ler/frida-scripts) - Repository including some useful frida script for iOS Reversing - [0xdea/frida-scripts](https://github.com/0xdea/frida-scripts) - instrumentation scripts to facilitate reverse engineering of android and iOS Apps. - [roxanagogonea/frida-scripts](https://gitlab.com/roxanagogonea/frida-scripts) - Repository including some useful frida scripts for Android - [iddoeldor/frida-snippets](https://github.com/iddoeldor/frida-snippets) - another useful frida snippets repository - [IDA Pro plugin](https://github.com/techbliss/Frida_For_Ida_Pro) - IDA Pro plugin - [poxyran/misc](https://github.com/poxyran/misc) - Misc Frida scripts [read-process-memory.py](https://github.com/poxyran/misc/blob/master/frida-read-process-memory.py), [write-process-memory.py](https://github.com/poxyran/misc/blob/master/frida-write-process-memory.py), [frida-heap-trace](https://github.com/poxyran/misc/blob/master/frida-heap-trace.py), - [frida-cycript](https://github.com/nowsecure/frida-cycript) - Fork of cycript with new runtime called [Mjølner](https://github.com/nowsecure/mjolner) powered by Frida. - [r2frida](https://github.com/nowsecure/r2frida) - static and dynamic analysis synergy - [ios-inject-custom](https://github.com/oleavr/ios-inject-custom) - use Frida for standalone injection of a custom payload for iOS. - [davuxcom/frida-scripts](https://github.com/davuxcom/frida-scripts) - Repository including scripts for COM, .NET and WinRT for Windows - [XposedFridaBridge](https://github.com/monkeylord/XposedFridaBridge) - A frida script implement XposedBridge & load xposed modules, without installing xposed framwork. - [Arida](https://github.com/lateautumn4lin/arida) - A Frida-RPC tool based on FastAPI, Help users quickly realize interface exposure. - [easy-frida](https://github.com/tacesrever/easy-frida) - A tool for easily develop frida agent script/module when reversing, including some useful frida scripts. <a name="talks-and-papers" /> ## Talks & Papers * [OSDC 2015](http://act.osdc.no/osdc2015no/): [Putting the open back into closed software](http://act.osdc.no/osdc2015no/talk/6165) ([PDF](osdc-2015-putting-the-open-back-into-closed-software.pdf) · [Recording](https://youtu.be/tmpjftTHzH8)) * [OSDC 2015](http://act.osdc.no/osdc2015no/): [The engineering behind the reverse engineering](http://act.osdc.no/osdc2015no/talk/6195) ([PDF](osdc-2015-the-engineering-behind-the-reverse-engineering.pdf) · [Recording](https://youtu.be/uc1mbN9EJKQ)) * [NLUUG 2015](https://www.nluug.nl/activiteiten/events/nj15/index.html): [Frida: Putting the open back into closed software](https://www.nluug.nl/activiteiten/events/nj15/abstracts/ab08.html) ([Slides](http://slides.com/oleavr/nluug-2015-frida-putting-the-open-back-into-closed-software) · [Demos](https://github.com/frida/frida-presentations/tree/master/NLUUG2015) · [Recording](https://youtu.be/3lo1Y2oKkE4)) * [ZeroNights 2015](http://2015.zeronights.org/): [Cross-platform reversing with Frida](http://2015.zeronights.org/workshops.html) ([PDF](zeronights-2015-cross-platform-reversing-with-frida.pdf) · [Demos](https://github.com/frida/frida-presentations/tree/master/ZeroNights2015)) * [r2con 2016 - r2frida](http://rada.re/con/) ([PDF](https://github.com/radareorg/r2con/raw/master/2016/talks/08-r2frida/r2frida.pdf) · [Recording](https://www.youtube.com/watch?v=ivCucqeVeZI)) * [RMLL 2017](https://2017.rmll.info/) Unlocking secrets of proprietary software (@oleavr) ([slides](https://slides.com/oleavr/frida-rmll-2017#/) · [Recording](https://rmll.ubicast.tv/videos/frida_03038/)) <a name="frida-powered-by" /> ## Powered by Frida * [Aurora](https://github.com/frida/aurora) - Web app built on top of Frida * [CloudSpy](https://github.com/frida/cloudspy) - Web app built on top of Frida * [CryptoShark](https://github.com/frida/cryptoshark) - Self-optimizing cross-platform code tracer based on dynamic recompilation * [diff-gui](https://github.com/antojoseph/diff-gui) - Web GUI for instrumenting Android * ~~[Lobotomy](https://github.com/LifeForm-Labs/lobotomy)~~[Lobotomy Fork](https://github.com/AndroidSecurityTools/lobotomy) - Android Reverse Engineering Framework & Toolkit * [Appmon](https://github.com/dpnishant/appmon) - Runtime Security Testing Framework for iOS, Mac OS X and Android Apps * [Fridump](https://github.com/Nightbringer21/fridump) - A universal memory dumper using Frida * [frida-extract](https://github.com/OALabs/frida-extract) - Automatically extract and reconstruct a PE file that has been injected using the RunPE method * [r2frida](https://github.com/nowsecure/r2frida) [memory search](https://www.nowsecure.com/blog/2017/03/14/spearing-data-mobile-memory-building-better-r2frida-memory-search/) * [r2frida-wiki](https://github.com/enovella/r2frida-wiki) - Unofficial wiki that provides practical examples on how to use r2frida * [friTap](https://github.com/fkie-cad/friTap) - Decrypts and logs a process's SSL/TLS traffic on all major platforms. Beside this it intercepts the generation of encryption keys used by SSL/TLS and logs them as a SSLKEYLOGFILE. * [google/ssl_logger](https://github.com/google/ssl_logger) - Decrypts and logs a process's SSL traffic. * [google/tcp_killer](https://github.com/google/tcp_killer) - Shuts down a TCP connection based using output from a `netstat` cmd. * [brida](https://github.com/federicodotta/Brida) - Bridge between Burp Suite and Frida * [objection](https://github.com/sensepost/objection) - Runtime Mobile Exploration for iOS and Android * [passionfruit](https://github.com/chaitin/passionfruit) - iOS App Analyzer with Web UI * [House](https://github.com/nccgroup/house) - A runtime mobile application analysis toolkit with a Web GUI, powered by Frida * [Dwarf](https://github.com/igio90/Dwarf) - A debugger built on top of PyQt5 and frida * [Dexcalibur](https://github.com/FrenchYeti/dexcalibur) - A dynamic binary instrumentation tool designed for Android apps and powered by Frida * [bagbak](https://github.com/ChiChou/bagbak) - Decrypt apps from AppStore on jailbroken devices. Supports decrypting app extensions. * [Runtime Mobile Security (RMS)](https://github.com/m0bilesecurity/RMS-Runtime-Mobile-Security) - A powerful web interface that helps you to manipulate Android and iOS Apps at Runtime * [CatFrida](https://github.com/neil-wu/CatFrida) - A macOS app for inspecting a running iOS app. Building with frida-swift, CatFrida provide an awesome easy way to dive into an app. * [PAPIMonitor](https://github.com/Dado1513/PAPIMonitor) - **P**ython **API** **Monitor** for Android apps is a tool, powered by Frida, to monitor user-selected APIs during app execution. <a name="videos" /> ## Videos * [Frida vs Spotify](https://www.youtube.com/watch?v=dvOdwHpQycw) - Spotify RE * [CryptoShark](https://www.youtube.com/watch?v=hzDsxtcRavY) - a self-optimizing cross-platform code tracer based on dynamic recompilation, powered by Frida and Capstone * [Frida Memory Hacking - Angry Birds](https://www.youtube.com/watch?v=nk3rUn2ip0g) - Frida having fun with Angry Birds running on an iPhone * [Frida Memory Hacking - Windows Live Messenger](https://www.youtube.com/watch?v=0Blc0T-Z-ys) - Frida having fun with Windows Live Messenger * [Frida Intro @ NowSecure](https://www.youtube.com/watch?v=4Ag-2LZQM8g) - Frida introduction by Ole * ~~[Lobotomy - Frida Demo](https://asciinema.org/a/24269) - This demo is leveraging the Frida toolkit to instrument a target app's Activity calls.~~ * [Install SSL CA to device via ManagedConfiguration tracing](https://www.youtube.com/watch?v=qfOm5b9MZtk) <a name="blogs" /> ## Blog posts * [Build a debugger in 5 minutes](https://medium.com/@oleavr/build-a-debugger-in-5-minutes-1-5-51dce98c3544#.mn48pvhok) * [Reverse Engineering with Javascript](https://www.nowsecure.com/blog/2015/08/06/reverse-engineering-with-javascript/) * [iOS 9 Reverse Engineering with Javascript](https://www.nowsecure.com/blog/2015/11/16/ios-9-reverse-engineering-with-javascript/) * [iOS Instrumentation without Jailbreak](https://www.nowsecure.com/blog/2015/11/23/ios-instrumentation-without-jailbreak/) * [Introduction to Fridump](http://pentestcorner.com/introduction-to-fridump/) - Fridump is an open source memory dumper tool * [Hacking Android apps with Frida part1](https://www.codemetrix.net/hacking-android-apps-with-frida-1/), [part2/crackme](https://www.codemetrix.net/hacking-android-apps-with-frida-2/), [part3](https://www.codemetrix.net/hacking-android-apps-with-frida-3/) * [OWASP iOS crackme tutorial: Solved with Frida](https://www.nowsecure.com/blog/2017/04/27/owasp-ios-crackme-tutorial-frida/) * Detecting Frida [poxyran](https://crackinglandia.wordpress.com/2015/11/10/anti-instrumentation-techniques-i-know-youre-there-frida/), [Bernhard Mueller](http://www.vantagepoint.sg/blog/90-the-jiu-jitsu-of-detecting-frida) * [Maddie Stone, Google project Zero - Blackhat 2020 - Reversing the Root. Identifying the Exploited Vulnerability in 0-days Used In-The-Wild](https://i.blackhat.com/USA-20/Wednesday/us-20-Stone-Reversing-The-Root-Identifying-The-Exploited-Vulnerability-In-0-Days-Used-In-The-Wild.pdf) * [Natalie Silvanovich, Google Project Zero - January 2022 - Zooming in on Zero-click Exploits](https://googleprojectzero.blogspot.com/2022/01/zooming-in-on-zero-click-exploits.html) * [BlackBerry - April 2021 - Malware analysis with dynamic binary instrumentation frameworks](https://blogs.blackberry.com/en/2021/04/malware-analysis-with-dynamic-binary-instrumentation-frameworks) <a name="community" /> ## Community * [Stack Overflow](http://stackoverflow.com/questions/tagged/frida) * [@fridaotre on Twitter](https://twitter.com/fridadotre) * [@oleavr on Twitter](https://twitter.com/oleavr) * [Reddit](https://www.reddit.com/r/frida) * [Frida CodeShare](https://codeshare.frida.re/) - Share frida snippets and recipes with others. <a name="contributions" /> ## Contributions Your contributions are always welcome! If you want to contribute to this list (please do), send me a pull request or contact me [@insitusec](https://twitter.com/insitusec) Also, if you notice that a listing should be deprecated or replaced: * Repository's owner explicitly say that "this library is not maintained". * Not committed for long time (2~3 years). More info on the [guidelines](https://github.com/dweinstein/awesome-frida/blob/master/CONTRIBUTING.md) <a name="credits" /> ## Credits * This awesome list was originally based on [Awesome TensorFlow](https://github.com/jtoy/awesome-tensorflow)
398
Estimote Fleet Management SDK for Android
# Estimote Fleet Management SDK for Android * [Introduction](#introduction) + ["Can I use this SDK to detect beacons?"](#can-i-use-this-sdk-to-detect-beacons) + ["Do I need to build an app to configure my beacons?"](#do-i-need-to-build-an-app-to-configure-my-beacons) * [Requirements](#requirements) * [Installation](#installation) + [Connecting Fleet Management SDK to your Estimote Cloud account](#connecting-fleet-management-sdk-to-your-estimote-cloud-account) * [Bulk Updater](#bulk-updater) * [Configuring individual beacons](#configuring-individual-beacons) * [API documentation (AKA JavaDocs)](#api-documentation-aka-javadocs) * [Feedback, questions, issues](#feedback-questions-issues) * [Changelog](#changelog) ## Introduction Estimote Fleet Management SDK allows you to **configure and update your Estimote Beacons via your own Android app**, for example: - enable Estimote Monitoring and Estimote Telemetry - enable iBeacon, and change its UUID, major, minor, transmit power - update beacon's firmware - etc. You can [configure your beacons one by one](#configuring-individual-beacons), or use Estimote Cloud to queue "pending settings" on your beacons and apply these settings with the [Bulk Updater](#bulk-updater). Integrating this SDK into your app means the users of your app can automatically propagate any configuration changes to your beacons. Say, you deployed the beacons, but the initial usage suggests you need to bump the transmit power up a notch, or maybe make the Telemetry advertise more frequently. With Bulk Updater integrated into the app, any user of the app in range of a "pending settings" beacon will apply the new settings. (Settings that live entirely in Estimote Cloud, like the beacon's name, tags, and attachments, are always updated instantly, without the need to propagate settings to beacons.) ### "Can I use this SDK to detect beacons?" Short version: no, use the [Proximity SDK](https://github.com/Estimote/Android-Proximity-SDK) instead. Longer version: this SDK was previously known as "Estimote SDK", and it included APIs for detecting your beacons, which you could use to show notifications, etc. **These APIs are now deprecated and are no longer supported.** They have been replaced with the [Estimote Proximity SDK for Android](https://github.com/Estimote/Android-Proximity-SDK), powered by [Estimote Monitoring](https://community.estimote.com/hc/en-us/articles/360003252832-What-is-Estimote-Monitoring-). You can, and are encouraged to, use the Fleet Management SDK alongside the Proximity SDK: Proximity SDK for driving the proximity-based events in your app, and Fleet Management SDK for remotely managing your beacons. ### "Do I need to build an app to configure my beacons?" No, you can use our [Estimote Android app](https://play.google.com/store/apps/details?id=com.estimote.apps.main&hl=en) to change the most common settings, and to apply "pending settings" to individual beacons. Connecting to the beacon in the app automatically applies the latest settings from Estimote Cloud. If you have more Estimote devices, [Estimote Deployment app](https://itunes.apple.com/us/app/estimote-deployment/id1109375679?mt=8) can apply "pending settings" in bulk. At this time, it's available on iOS only. ## Requirements Android 4.3 or later, and an Android device with Bluetooth Low Energy. The minimum Android API level this SDK will run on is 9 (= Android 2.3), but the Bluetooth-detection features (which is most of them) won't work. You can handle this gracefully in your app by not using the fleet management features if you detect Android < 4.3, or no Bluetooth Low Energy available. Bluetooth Low Energy scanning on Android also requires the app to obtain the location permissions from the user, and "location" must also be enabled system-wide. Chances are, if your app is using beacons (e.g., via the Estimote Proximity SDK), [you already have this permission](https://developer.estimote.com/proximity/android-tutorial/#request-location-permissions). ## Installation This SDK is distributed via JCenter repository. Most of the time, you'll already have JCenter repo configured in your Android project, with these lines in the Project build.gradle: ```gradle allprojects { repositories { jcenter() // ... } } ``` If not, add `jcenter()` inside `repositories`, as shown above. Then, in the Module build.gradle, add: ```gradle dependencies { implementation 'com.estimote:mgmtsdk:1.4.6' implementation 'com.estimote:coresdk:1.3.4' // if using an older version of Gradle, try "compile" instead of "implementation" } ``` ### Connecting Fleet Management SDK to your Estimote Cloud account This SDK needs to be able to access your Estimote Cloud account in order to configure your beacons. To do that, register your mobile app in Estimote Cloud in the "Mobile Apps" section. You'll get an App ID and App Token, which you can use to initialize the SDK: ```java // do this before you use any of the fleet management features EstimoteSDK.initialize(applicationContext, "my-app-bf6", "7bcabedcb4f..."); ``` Your Estimote Cloud account needs to have a fleet management subscription. As of now, there's a free, indefinite trial available if you have less than 20 devices. ## Bulk Updater This is how to set up the Bulk Updater: (we recommend doing this in an Application subclass) ```java private BulkUpdater bulkUpdater; @Override protected void onCreate() { super.onCreate(); Context context = getApplicationContext(); bulkUpdater = new BulkUpdaterBuilder(context) .withFirmwareUpdate() .withCloudFetchInterval(1, TimeUnit.HOURS) .withTimeout(0) .withRetryCount(3) .build() } ``` And this is how to use it: ```java bulkUpdater.start(new BulkUpdater.BulkUpdaterCallback() { @Override public void onDeviceStatusChange(ConfigurableDevice device, BulkUpdater.Status newStatus, String message) { Log.d("BulkUpdater", device.deviceId + ": " + newStatus); } @Override public void onFinished(int updatedCount, int failedCount) { Log.d("BulkUpdater", "Finished. Updated: " + updatedCount + ", Failed: " + failedCount); } @Override public void onError(DeviceConnectionException e) { Log.d("BulkUpdater", "Error: " + e.getMessage()); } }); ``` One more thing: you need to feed the BulkUpdater with data from the beacons' Connectivity packets: ```java private BeaconManager beaconManager; // ... beaconManager = new BeaconManager(context); // this will make the beacon attempt to detect Connectivity packets for 10 seconds, // then wait 50 seconds before the next detection, then repeat the cycle beaconManager.setForegroundScanPeriod(10000, 50000); // this connects to an underlying service, not to the beacon (-; beaconManager.connect(new BeaconManager.ServiceReadyCallback() { @Override public void onServiceReady() { beaconManager.setConfigurableDevicesListener(new BeaconManager.ConfigurableDevicesListener() { @Override public void onConfigurableDevicesFound(List<ConfigurableDevice> configurableDevices) { bulkUpdater.onDevicesFound(configurableDevices); } }); } }); beaconManager.startConfigurableDevicesDiscovery(); ``` To stop, and clean up after the BulkUpdater, do: ```java beaconManager.stopConfigurableDevicesDiscovery() bulkUpdater.stop(); bulkUpdater.destroy(); ``` ## Configuring individual beacons If you want to individually configure a beacon, you'll need to connect to it first: [Connecting to beacons](https://github.com/Estimote/Android-Fleet-Management-SDK/blob/master/Docs/DOC_deviceConnection.md). Once connected, you can read and write settings, as well as update the beacon's firmware: [Basic operations on connected device](https://github.com/Estimote/Android-Fleet-Management-SDK/blob/master/Docs/DOC_deviceConnection.md#basic-operations-on-connected-device) and [Advanced operations on connected device](https://github.com/Estimote/Android-Fleet-Management-SDK/blob/master/Docs/DOC_deviceConnection.md#advanced-operations-on-connected-device). ## API documentation (AKA JavaDocs) … is available here: <http://estimote.github.io/Android-Fleet-Management-SDK/JavaDocs/> ## Feedback, questions, issues Post your questions and feedback to [Estimote Forums](https://forums.estimote.com), we'd love to hear from you! Report issues on the [issues page](https://github.com/Estimote/Android-Fleet-Management-SDK/issues). ## Changelog See [CHANGELOG.md](CHANGELOG.md).
399
📱 An Android Library for 💫fluid, 😍beautiful, 🎨custom Dialogs.
# Aesthetic Dialogs for Android 📱 [![platform](https://img.shields.io/badge/platform-Android-yellow.svg)](https://www.android.com) [![API](https://img.shields.io/badge/API-15%2B-brightgreen.svg?style=plastic)](https://android-arsenal.com/api?level=14) [![License](https://img.shields.io/badge/license-Apache%202-4EB1BA.svg?style=flat-square)](https://www.apache.org/licenses/LICENSE-2.0.html) [![](https://jitpack.io/v/gabriel-TheCode/AestheticDialogs.svg)](https://jitpack.io/#gabriel-TheCode/AestheticDialogs) [![Open Source? Yes!](https://badgen.net/badge/Open%20Source%20%3F/Yes%21/blue?icon=github)](https://github.com/Naereen/badges/) 📱 Android Library for 💫*fluid*, 😍*beautiful*, 🎨*custom* Dialogs. <a href="https://play.google.com/store/apps/details?id=com.thecode.sample"> <img alt="Get it on Google Play" height="80" src="https://play.google.com/intl/en_us/badges/images/generic/en_badge_web_generic.png" /> </a> # Table of Contents: > - [ Introduction ](#introduction) > - [ Types of Dialog ](#types) > - [ Dark Theme ](#dark) > - [ Implementation ](#implementation) > - [ Prerequisite ](#prerequisite) > - [ Create Dialog ](#createDialog) > - [ Demo ](#demo) > - [ Contribute ](#contribute) > - [ Credits ](#credits) > - [ License ](#license) <a name="introduction"></a> ## Introduction **AestheticDialogs** is a library that provides beautiful and custom Dialog inspired by [Laravel Notify](https://github.com/mckenziearts/laravel-notify) <a name="types"></a> ## Types of Dialog **AestheticDialog** At this moment, library provides eight types of dialog i.e. <table style="width:100%"> <tr> <th>1. Flash Dialog</th> <th>2. Connectify Dialog</th> <th>3. Toaster Dialog</th> </tr> <tr> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/flash.gif"/></td> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/connectify.gif"/></td> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/toaster.gif"/></td> </tr> <tr> <th>4. Emotion Dialog</th> <th>5. Drake Dialog</th> <th>6. Emoji Dialog</th> </tr> <tr> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/emotion.gif"/></td> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/drake.gif"/></td> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/emoji.gif"/></td> </tr> <tr> <th>7. Rainbow Dialog</th> <th>8. Flat Dialog</th> </tr> <tr> <th><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/rainbow.png"/></th> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/flat.png"/></td> </tr> </table> <a name="dark"></a> ## Dark Mode **AestheticDialog** Also provides Dark Theme for some dialogs i.e. <table style="width:100%"> <tr> <th>1. Connectify Dark Dialog</th> <th>2. Toaster Dark Dialog</th> <th>3. Emoji Dark Dialog</th> </tr> <tr> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/connectify-dark.png"/></td> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/toaster-dark.png"/></td> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/emoji-dark.png"/></td> </tr> <tr> <th>4. Flat Dark Dialog</th> <th colspan="2">LET's USE aesthetic Dialog !</th> <tr> <td><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/flat-dark.png"/></td> <td colspan="2"><img src="https://github.com/gabriel-TheCode/AndroidLibrariesAssets/raw/master/AestheticDialogs/presentation.png"/></td> </tr> </tr> </table> <a name="implementation"></a> ## Implementation Implementation of Aesthetic Dialogs is simple. You can check [/app](/app) directory for demo. Let's have look on basic steps of implementation. <a name="prerequisite"></a> ### Prerequisite #### i. Gradle Add it in your root `build.gradle` at the end of repositories: ```gradle allprojects { repositories { ... maven { url "https://jitpack.io" } } } ``` Step 2. Add the dependency ```gradle dependencies { ... implementation 'com.github.gabriel-TheCode:AestheticDialogs:1.3.6' } ``` <a name="createDialog"></a> ### Create Dialog You can create multiple dialogs by specifying the style of your component, the type, and the animation of alert you want to display to the user. You can override the ```.setOnClickListener()``` method to add a particular event, however some dialogs do not need it. **Example 1**: Flat Dialog ``` kotlin AestheticDialog.Builder(this, DialogStyle.FLAT, DialogType.SUCCESS) .setTitle("Title") .setMessage("Message") .setCancelable(false) .setDarkMode(true) .setGravity(Gravity.CENTER) .setAnimation(DialogAnimation.SHRINK) .setOnClickListener(object : OnDialogClickListener { override fun onClick(dialog: AestheticDialog.Builder) { dialog.dismiss() //actions... } }) .show() ``` **Example 2**: Emotion Dialog ``` kotlin AestheticDialog.Builder(this, DialogStyle.EMOTION, DialogType.ERROR) .setTitle("Title") .setMessage("Message") .show() ``` **Optional methods** - setCancelable() - setDarkMode() - setDuration() - setGravity() - setAnimation() **Constants** <table style="width:100%"> <tr> <th>DIALOG STYLE</th> <th>DIALOG TYPE</th> <th>DIALOG ANIMATION</th> </tr> <tr> <td>RAINBOW<br/>FLAT<br/>CONNECTIFY<br/>TOASTER<br/>DRAKE<br/>EMOJI<br/>EMOTION<br/> </td> <td>SUCCESS<br/>ERROR<br/>WARNING<br/>INFO</td> <td>DEFAULT<br/>SLIDE_UP, SLIDE_DOWN<br/>SLIDE_LEFT, SLIDE_RIGHT<br/> SWIPE_LEFT, SWIPE_RIGHT<br/>IN_OUT<br/>CARD<br/> SHRINK<br/>SPLIT<br/>DIAGONAL<br/>SPIN<br/>WINDMILL<br/>FADE<br/>ZOOM</td> </tr> </table> <a name="demo"></a> ## Demo You can download the demo app on [PlayStore](https://play.google.com/store/apps/details?id=com.thecode.sample) <a name="contribute"></a> ## Contribute Let's develop with collaborations. We would love to have contributions by raising issues and opening PRs. Filing an issue before PR is must. See [Contributing Guidelines](CONTRIBUTING.md). <a name="credits"></a> ## Credits This library is built using following open-source libraries. - [Material Components for Android](https://github.com/material-components/material-components-android) <a name="license"></a> ## License [![Open Source Love svg1](https://badges.frapsoft.com/os/v1/open-source.svg?v=103)](https://github.com/ellerbrock/open-source-badges/) ``` Copyright 2019 TEKOMBO Gabriel Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ```