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EnderAPI - An API For the People, By the People

Started by SuicidalSTDz, 14 March 2014 - 01:45 AM
SuicidalSTDz #1
Posted 14 March 2014 - 02:45 AM
Description!
Welcome to EnderAPI, an API made by the people, for the people! EnderAPI was first introduced into the world in late January of 2014 by means of intellectual Endermen planning to make the world a better place by combining smaller, useful APIs into one large network that automatically updates when need be. Actually, that first part was a bit of an exaggeration, though the latter was spot on.

For the People, By the People!
I assume you are all itching to find out where you can sign up to contribute new ideas, new apis, or new features, to implement into EnderAPI. That can be done below in the comment section of this topic my fellow reptiles. As for a standard post format, there is not yet one set (lul, rhymes), however, try to make it neat. If you would like to help with development on a deeper level, you can do so by sending me a PM with your Github username. I will try to make contact asap, though delays are inevitable at times.

Installation!
Installation is so simple a monkey could do it! Simply download this and then run it on ANY computer. After this is ran, the file should be replaced with the EnderAPI launcher. It should be noted that the launcher file must be kept and ran each time you wish to use EnderAPI (run it at the top of your program, to be safe). The launcher file is also subject to being deleted and updated. Do NOT put any code in this file that is meaningful to you. It CAN AND WILL be deleted if the launcher is in need of an update.

Documentation!
All API functions are documented here. Please PM me if there are errors pertaining to the mentioned page.

Developement Team!
SuicidalSTDz - Lead Developer
Apemanzilla - Developer
skwerlman - Developer
KingofGamesYami - Developer

Caution!
This is undoubtedly riddled with "surprise features". Please post these nuisances down below for my team and I to fix!

ToDo:
Add more APIs

Help Out!
If you like EnderAPI and feel an urge to spread the word, you may do so by using this banner:
Edited on 28 December 2014 - 04:40 PM
skwerlman #2
Posted 14 March 2014 - 05:31 PM
Is there a list of sub-components available somewhere?
SuicidalSTDz #3
Posted 14 March 2014 - 06:49 PM
Is there a list of sub-components available somewhere?
Here ya' go:

https://github.com/SuicidalSTDz/EnderAPI
Agoldfish #4
Posted 14 March 2014 - 07:08 PM
We can't use the banner on these forums… So where can we use it. Well we could use it on any other forum, but where could we use it so people would know what it is.

EDIT: I must be dumber than a monkey?
Edited on 14 March 2014 - 06:11 PM
skwerlman #5
Posted 14 March 2014 - 07:12 PM
Is there a list of sub-components available somewhere?
Here ya' go:

https://github.com/S...alSTDz/EnderAPI

Thanks!
SuicidalSTDz #6
Posted 14 March 2014 - 07:12 PM
The banner may be used anywhere. On these forums you'll just have to link the banner or this topic in your signature.
SuicidalSTDz #7
Posted 14 March 2014 - 08:00 PM
Version 0.1 is now out. You MUST download the install file one last time before updating will be taken over by the Endermen. Cheers!

Changes:
- Added automatic updating
- Bug fixes
SuicidalSTDz #8
Posted 15 March 2014 - 12:32 AM
We can't use the banner on these forums… So where can we use it. Well we could use it on any other forum, but where could we use it so people would know what it is.

EDIT: I must be dumber than a monkey?
Sorry, forgot to mention the file cannot be named EnderAPI.
Edited on 14 March 2014 - 11:32 PM
oeed #9
Posted 15 March 2014 - 01:38 AM
We can't use the banner on these forums… So where can we use it. Well we could use it on any other forum, but where could we use it so people would know what it is.

EDIT: I must be dumber than a monkey?
Sorry, forgot to mention the file cannot be named EnderAPI.

That seems rather counter intuitive :P/>
SuicidalSTDz #10
Posted 15 March 2014 - 01:44 AM
We can't use the banner on these forums… So where can we use it. Well we could use it on any other forum, but where could we use it so people would know what it is.

EDIT: I must be dumber than a monkey?
Sorry, forgot to mention the file cannot be named EnderAPI.

That seems rather counter intuitive :P/>
Quite so, though it is purely due to the fact that I create a directory called EnderAPI, which only seemed fitting. Lol
oeed #11
Posted 15 March 2014 - 01:53 AM
We can't use the banner on these forums… So where can we use it. Well we could use it on any other forum, but where could we use it so people would know what it is.

EDIT: I must be dumber than a monkey?
Sorry, forgot to mention the file cannot be named EnderAPI.

That seems rather counter intuitive :P/>
Quite so, though it is purely due to the fact that I create a directory called EnderAPI, which only seemed fitting. Lol

Oh, I see. Fair enough then :P/>
skwerlman #12
Posted 15 March 2014 - 05:37 PM
We can't use the banner on these forums… So where can we use it. Well we could use it on any other forum, but where could we use it so people would know what it is.

EDIT: I must be dumber than a monkey?
Sorry, forgot to mention the file cannot be named EnderAPI.

That seems rather counter intuitive :P/>
Quite so, though it is purely due to the fact that I create a directory called EnderAPI, which only seemed fitting. Lol

What if you name the directory '.enderAPI'? That way, the file itself can be named enderAPI, and the folder will be hidden (i think).
Edited on 15 March 2014 - 04:37 PM
SuicidalSTDz #13
Posted 15 March 2014 - 05:49 PM
What if you name the directory '.enderAPI'? That way, the file itself can be named enderAPI, and the folder will be hidden (i think).
Yes,that would work and would hide the file, however I don't want to hide the files. Good suggestion, though!

Edit: I'll consider it
Edited on 15 March 2014 - 04:54 PM
Agoldfish #14
Posted 15 March 2014 - 06:04 PM
What if you name the directory '.enderAPI'? That way, the file itself can be named enderAPI, and the folder will be hidden (i think).
Yes,that would work and would hide the file, however I don't want to hide the files. Good suggestion, though!

Edit: I'll consider it
Consider it? Add it! :D/>
SuicidalSTDz #15
Posted 15 March 2014 - 11:19 PM
Version 1.1.0 released! All backwards compatability is now out the window! You must also install the launcher again ( sorry ). We are working hard to release the next update as soon as possible to extinguish the need to update that pesky launcher.

Changes:
+ Added the above suggestion about hiding the EnderAPI directory to allow for more flexible file naming ( Curse you all! )
+ Added API functions in the main post
* Minor bug fixes

I am currently working on a better update script, one that will download files ( since the current one does not ) when said files are missing instead of only downloading files when the version changes. This should be the final installer update ( hopefully ), though that's what I said last time :P/> Cheers!

Edit: Also working on non-advanced computer support!
Edited on 15 March 2014 - 10:20 PM
SuicidalSTDz #16
Posted 16 March 2014 - 04:52 PM
Dear EnderAPI users,

A recent realisation was made by myself regarding two of the APIs in EnderAPI. These two apis, Color and Colour, will override the rest of the Color and Colour APIs. The only function revealed upon loading said APIs is the one in the files. Do NOT post a bug report regarding the above. I will be releasing a fix for this game-breaking bug as soon as the new launcher is stable, which should be within the hour. Thank you again for your time and cooperation while we fix this problem.

Sincerely,
The EnderAPI developement team
Edited on 16 March 2014 - 03:52 PM
SuicidalSTDz #17
Posted 16 March 2014 - 05:48 PM
Version 2.0.0 released! This is hopefully the last and final time the installer/launcher must be installed. From this point on, the launcher should update when need be. Cheers!

Changes:
+ Added an extension of the native http API
- Removed terminal output
- Took out colours. EnderAPI now works with any computer.
* Changed/re-wrote the update script. EnderAPI now checks all files for an available update.
* Major bug fix regarding the Color and Colour APIs
SuicidalSTDz #18
Posted 16 March 2014 - 06:14 PM
Version 3.0.0 released. Sorry about the rapid releases. I pushed the wrong file and fixed another major bug. This update should be effortless for all of you, simply type the following into your computer that has EnderAPI installed:

delete /.EnderAPI
Seriously, it's that simple. Cheers!

Note: Deleting the EnderAPI directory will delete the faulty color and colour API files and replace them with the new colors and colours API files. This will not need to be done again unless a file is renamed in the Github repository. Thanks you for your time and cooperation!

Changes:
+ Added response error catching in the http API
* Renamed the color and colour APIs to colors and colours (Such derp)
Edited on 16 March 2014 - 05:16 PM
CometWolf #19
Posted 16 March 2014 - 06:24 PM
* Renamed the color and colour APIs to colors and colours (Such derp)
Surely making the new one inherit the old one would be a much better solution, instead of confusing players whom now have to manage 2 apis with almost identical names?
SuicidalSTDz #20
Posted 16 March 2014 - 07:44 PM
Surely making the new one inherit the old one would be a much better solution, instead of confusing players whom now have to manage 2 apis with almost identical names?
I was actually doing that just now.. Lol
SuicidalSTDz #21
Posted 16 March 2014 - 08:09 PM
Version 4.0.0 released! This is an update in which you must delete the EnderAPI directory, sorry. Hopefully this won't happen as often after this update.

Changes:
+ Created an installation file to download the EnderAPI launcher. You can find it here or in the main post under Installation.
+ Added two new APIs, term and string. Their documentation will be released later
* Merged the colors and colours API into one file
* Minor bug fixes
SuicidalSTDz #22
Posted 16 March 2014 - 09:38 PM
Version 4.0.1 released!

Changes:
* Small bug fix regarding the term.getPixelData function from the term API

Edit: I think that's enough updating for today :P/>
Edited on 16 March 2014 - 08:39 PM
Engineer #23
Posted 17 March 2014 - 12:39 AM
Since I'm planning to not participate with this for the full 100%, I decided to make a pull request under the github account 'EngineerCoding'

My view of it was that every api could be downloaded individually, thus I added a better assert in every API. I would say that you must feel free to remove it from a few API's, though not all of them because the native assert is not the best one :P/>
I also cleaned up some code here and there to make it look better or just some better behaviour.
And last but not least I created a new function in the pastebin API called updateFile. This functions compares the pastebin content with the file's content and if they differ the file gets updated.

Here is a link to the PR: https://github.com/SuicidalSTDz/EnderAPI/pull/2

Is it good enough for a merge?
SuicidalSTDz #24
Posted 17 March 2014 - 01:12 AM
Since I'm planning to not participate with this for the full 100%, I decided to make a pull request under the github account 'EngineerCoding'

My view of it was that every api could be downloaded individually, thus I added a better assert in every API. I would say that you must feel free to remove it from a few API's, though not all of them because the native assert is not the best one :P/>
I also cleaned up some code here and there to make it look better or just some better behaviour.
And last but not least I created a new function in the pastebin API called updateFile. This functions compares the pastebin content with the file's content and if they differ the file gets updated.

Here is a link to the PR: https://github.com/S...EnderAPI/pull/2

Is it good enough for a merge?
I like it. However, Github won't let me merge them automatically, so I will have to manually merge them. I will probably merge and update sometime in the afternoon (EST) tomorrow. Thanks for the contribution!
SuicidalSTDz #25
Posted 18 March 2014 - 10:10 PM
Version 4.1.1 released!

Changes:
+ Added new apis that will soon be documented on http://vm-0.suicidalstdz.kd.io/
- Removed the configuration file
* Various improvements/aesthetics/bug fixes
theoriginalbit #26
Posted 19 March 2014 - 12:04 AM
+ Added new apis that will soon be documented on http://vm-0.suicidalstdz.kd.io/
Koding has changed, the websites are no longer permanently live they're only live for 15 minutes before being taken down, I suggest using GitHub pages (setup instructions) to do it over using Koding.
SuicidalSTDz #27
Posted 19 March 2014 - 12:20 AM
Koding has changed, the websites are no longer permanently live they're only live for 15 minutes before being taken down, I suggest using GitHub pages (setup instructions) to do it over using Koding.
Yeah.. I forgot about that <_</>. Thanks for the info, though.

Edit: May go with in-game documentation. Don't know yet.
Edited on 18 March 2014 - 11:22 PM
apemanzilla #28
Posted 19 March 2014 - 05:37 AM
OP is in need of an update again :P/> We might be better off moving documentation and stuff the the GitHub repo.
skwerlman #29
Posted 19 March 2014 - 05:48 AM
OP is in need of an update again :P/> We might be better off moving documentation and stuff the the GitHub repo.
It's a shame we can't just keep it there, and iFrame it here…
apemanzilla #30
Posted 19 March 2014 - 05:50 AM
OP is in need of an update again :P/>> We might be better off moving documentation and stuff the the GitHub repo.
It's a shame we can't just keep it there, and iFrame it here…
I think staff can use HTML in their posts :P/>
skwerlman #31
Posted 19 March 2014 - 07:25 AM
OP is in need of an update again :P/>> We might be better off moving documentation and stuff the the GitHub repo.
It's a shame we can't just keep it there, and iFrame it here…
I think staff can use HTML in their posts :P/>
We need to recruit a staff member then, lol :lol:/>
SuicidalSTDz #32
Posted 19 March 2014 - 11:28 AM
I have made up my mind. Documentation will be in-game and possibly Github (one place is hard enough to keep updated)
apemanzilla #33
Posted 19 March 2014 - 11:32 AM
I have made up my mind. Documentation will be in-game and possibly Github (one place is hard enough to keep updated)
How about in game and loads from GitHub? :P/>
skwerlman #34
Posted 19 March 2014 - 11:34 AM
I have made up my mind. Documentation will be in-game and possibly Github (one place is hard enough to keep updated)
How about in game and loads from GitHub? :P/>
Well, if it were on GitHub, it would be a simple matter to include the files in the launcher.
SuicidalSTDz #35
Posted 19 March 2014 - 11:34 AM
Funny, was just thinking about it after I posted :P/>
apemanzilla #36
Posted 19 March 2014 - 11:42 AM
I have made up my mind. Documentation will be in-game and possibly Github (one place is hard enough to keep updated)
How about in game and loads from GitHub? :P/>
Well, if it were on GitHub, it would be a simple matter to include the files in the launcher.
The real fun comes when we write a javascript utility to pretty up the documentation for the GitHub pages, and a lua one for the computers :D/>
SuicidalSTDz #37
Posted 19 March 2014 - 01:16 PM
In-game documentation will most likely follow the native help file format or may have a have a help function in each API.
apemanzilla #38
Posted 19 March 2014 - 03:13 PM
In-game documentation will most likely follow the native help file format or may have a have a help function in each API.
I feel like we should pack a JSON file for each API, documenting each method, which can be parsed by a new help program and a webpage for online viewing.
SuicidalSTDz #39
Posted 19 March 2014 - 03:51 PM
That sounds good to me
apemanzilla #40
Posted 19 March 2014 - 04:21 PM
That sounds good to me
I'll start work on it later. If you want I can also do the web part, just set up a project page for the repo and add me.
SuicidalSTDz #41
Posted 19 March 2014 - 07:04 PM
Sounds like a plan
skwerlman #42
Posted 19 March 2014 - 07:21 PM
That sounds good to me
I'll start work on it later. If you want I can also do the web part, just set up a project page for the repo and add me.
Can we call it 'man'? Maybe it's just cause I'm a bash junkie, but it sounds really nice to me.
SuicidalSTDz #43
Posted 20 March 2014 - 12:33 AM
API functions and documentation can be found here:
Edit: http://suicidalstdz.github.io/EnderAPI/

Cheers! :P/>
Edited on 19 March 2014 - 11:42 PM
apemanzilla #44
Posted 20 March 2014 - 01:05 PM
(Insert description here)

Hehe
SuicidalSTDz #45
Posted 24 March 2014 - 09:39 PM
Version 6.0.0 Released!

Changes:
+ Added colors API extension
+ Added table API extension
* Various bug fixes
* New Launcher with user selected file updating ( Soon to be documented )
Edited on 24 March 2014 - 08:44 PM
KingofGamesYami #46
Posted 27 March 2014 - 03:55 AM
Suggestions:
I made a few functions you may want to use (they are related to monitors, text, and colors)
http://pastebin.com/VcnWaK0L
I especially recommend scrollText, prompt, and parseColor
I have debugged all this code as much as possible before submitting it, so you shouldn't have any problems with it. (also its really not that complex of code, just helpful stuff).
Some stuff to help you understand the codeHere's a program I wrote using the api:
http://pastebin.com/JgwNGLuR
and here's what the program looked like before I used the api:
http://pastebin.com/ii02ZH2g
Edited on 27 March 2014 - 02:57 AM
theoriginalbit #47
Posted 27 March 2014 - 04:44 AM
I especially recommend […] parseColor
I do personally prefer my own parseColor that I've used in ccConfig (although I've named it validateColour in there).

The Code

local function parseColor(source)
  --# parse number inputs
  if tonumber(source) then
	local shifted = math.floor(math.log(tonumber(source))/math.log(2)) --# here's the magic line that turns multiple colours into one in the same way CC does
	if shifted >= 0 and shifted <= 15 then
	  return 2^shifted
	end
	return false, "colour out of range"
  --# parse string inputs
  elseif type(source) == "string" then
	source =  source:lower():gsub("%s*", ""):gsub("colou?rs?%.?", ""):gsub("lightb(.+)", "lightB%1"):gsub("lightg(.+)", "lightG%1")
	source = colors[source] or colours[source]
	return (source ~= nil and source or false), (not source and "invalid string input" or nil)
  end
  --# reject other inputs
  return false, "expected number/string, got "..type(source)
end
Just Some Supported Inputs1 through to 8 should output # | 8 : 8
9 should output # | 2 : 2

print(1, ' | ', colours.lightBlue, ' : ', parseColor(colours.lightBlue))
print(2, ' | ', colours.lightBlue, ' : ', parseColor("light blue"))
print(3, ' | ', colours.lightBlue, ' : ', parseColor("LiGHtBlUe"))
print(4, ' | ', colours.lightBlue, ' : ', parseColor("li gh  t b lu e"))
print(5, ' | ', colours.lightBlue, ' : ', parseColor("color lightBlue"))
print(6, ' | ', colours.lightBlue, ' : ', parseColor("colorslight blue"))
print(7, ' | ', colours.lightBlue, ' : ', parseColor("colour.lightBlue"))
print(8, ' | ', colours.lightBlue, ' : ', parseColor("colours.lightBlue"))
print(9, ' | ', colours.orange, ' : ', parseColor(colours.combine(colours.white, colours.orange)))

it should be noted that the last parse turns multiple colour input into only a single colour in the same fashion it is done in ComputerCraft, this can be seen by doing term.setBackgroundColour(colours.combine(colours.white, colours.orange)) print("This background is orange") which as you can see by the last parse my parser will return orange.

Documentation for valid input
Edited on 27 March 2014 - 10:41 AM
SuicidalSTDz #48
Posted 27 March 2014 - 11:34 AM
Thanks guysn or gals! I'll take a look at those when I get a chance.
Konlab #49
Posted 01 April 2014 - 08:35 PM
When somebody created an API, and he wants to add his api in enderAPI what shall he do?
Engineer #50
Posted 01 April 2014 - 08:54 PM
When somebody created an API, and he wants to add his api in enderAPI what shall he do?
Go to https://github.com/SuicidalSTDz/EnderAPI -> choose the branch 'prerelease' and add it to the repo in the 'apis' folder. An even quicker link (which already is in the prerelease branch!): https://github.com/SuicidalSTDz/EnderAPI/tree/prerelease

Then I think we'll decide if its stable enough for an actual release :)/>

PS: if you want to test your API in the prerelease with the launcher, run the following line in your shell: launcher -prerelease
This will take the files from the prerelease branch instead the master branch!
apemanzilla #51
Posted 01 April 2014 - 09:38 PM
When somebody created an API, and he wants to add his api in enderAPI what shall he do?
Go to https://github.com/SuicidalSTDz/EnderAPI -> choose the branch 'prerelease' and add it to the repo in the 'apis' folder. An even quicker link (which already is in the prerelease branch!): https://github.com/SuicidalSTDz/EnderAPI/tree/prerelease

Then I think we'll decide if its stable enough for an actual release :)/>/>

PS: if you want to test your API in the prerelease with the launcher, run the following line in your shell: launcher -prerelease
This will take the files from the prerelease branch instead the master branch!
Err it would just fork it and make a PR, not actually add it :P/>
Engineer #52
Posted 01 April 2014 - 09:53 PM
Err it would just fork it and make a PR, not actually add it :P/>
Same concept xD
apemanzilla #53
Posted 01 April 2014 - 09:57 PM
Err it would just fork it and make a PR, not actually add it :P/>/>
Same concept xD
True, but the installer for EnderAPI uses the official code, it doesn't check pull requests :P/>
SuicidalSTDz #54
Posted 22 July 2014 - 03:51 PM
Updated main post. More cleaning to come.

Cheers!
SuicidalSTDz #55
Posted 28 July 2014 - 01:30 AM
Greetings!

A new pre-release for EnderAPI has been released here. Please feel free to leave comments on the new 'look' and if you think it could be better, and how. You may also download this pastebin if you are in-game and do not have the luxury of copying and pasting.

Changes:
- EnderAPI now uses the GUI API by account.username (Note: This was not a request by said user)
- New GUIs (obviously)

More to come, as always. Cheers!
SuicidalSTDz #56
Posted 01 August 2014 - 03:08 AM
Version 6.3.0 released!

Changes:
- Added more GUIs/Cosmetics
- Added an initialization timer ( To track how long it took EnderAPI to set-up )
- Added a new global table declared as _G.enderAPI ( It's structure is as followes: _G.enderAPI.version [That is all] )
- Removed the messageBox API and included the Debug API
- Various other things that are not worth mentioning, besides more error handling ( I have an feeling I forgot something )

You can find this update in the master branch of the EnderAPI github repository. As well, this update is indisputably riddled with the nasties. Please report said nasties in the comment section of this post. Thanks!
Edited on 01 August 2014 - 01:15 AM
SuicidalSTDz #57
Posted 18 December 2014 - 05:31 AM
Version 6.3.1 Released!

Changes:
- Bug fix regarding a setup GUI

Currently Working On:
- Fixing a bug regarding the new term api ( The edit program will not work when EnderAPI is loaded. Computers must be restarted without EnderAPI loaded to utilize the edit program at the moment )

Edit: Note, you can choose not to install the term API and that will resolve the issue temporarily

Happy Holidays,
The EnderAPI Developement Team
Edited on 18 December 2014 - 04:32 AM
KillaVanilla #58
Posted 19 December 2014 - 06:37 PM
So I've just sent you all a pull request. I hope you consider it.
SuicidalSTDz #59
Posted 23 December 2014 - 03:31 PM
Version 6.3.3 released!

Changes:
- Added the Cryptography API by KillaVanilla

Happy Coding,
The EnderAPI Developement Team
Engineer #60
Posted 23 December 2014 - 10:24 PM
Can I please be taken off the list as developer? Thats because I do not code for ComputerCraft anymore, and I want this topic to be at the very least accurate ;)/>
Also, it is nice to see this alive again!
SuicidalSTDz #61
Posted 28 December 2014 - 05:39 PM
Can I please be taken off the list as developer? Thats because I do not code for ComputerCraft anymore, and I want this topic to be at the very least accurate ;)/>
Also, it is nice to see this alive again!
Of course! Nice to be back in business :)/>
Anavrins #62
Posted 31 December 2014 - 07:12 AM
About the crypto api, specifically the AES part, I tried testing it against the official FIPS test vectors and they did not pass.
After some research, it looks like the key_schedule part is not properly implemented.
https://dl.dropboxusercontent.com/u/37842828/cc.png
SuicidalSTDz #63
Posted 31 December 2014 - 07:12 PM
About the crypto api, specifically the AES part, I tried testing it against the official FIPS test vectors and they did not pass.
After some research, it looks like the key_schedule part is not properly implemented.
https://dl.dropboxus...37842828/cc.png
I'll speak to KillaVanilla about fixing that. It's not exactly my cup of tea.
KillaVanilla #64
Posted 01 January 2015 - 12:36 AM
About the crypto api, specifically the AES part, I tried testing it against the official FIPS test vectors and they did not pass.
After some research, it looks like the key_schedule part is not properly implemented.
https://dl.dropboxus...37842828/cc.png
I'll speak to KillaVanilla about fixing that. It's not exactly my cup of tea.
About the crypto api, specifically the AES part, I tried testing it against the official FIPS test vectors and they did not pass.
After some research, it looks like the key_schedule part is not properly implemented.
https://dl.dropboxus...37842828/cc.png

I'm looking into it, don't worry.
Anavrins #65
Posted 16 January 2015 - 06:27 AM
In addition to the Key Schedule, the shiftRows, invShiftRows and mixColumns functions were also wrong.
I made a pull request to fix them :)/>
https://github.com/SuicidalSTDz/EnderAPI/pull/54
Edited on 16 January 2015 - 06:33 AM
Anavrins #66
Posted 20 January 2015 - 05:19 AM
I figured out the problem with the Key Schedule, there was also an error with the round operations.
I've added both of these fix to my pull request, hope you consider it.
After testing AES again with all these fixes, it now correctly pass the test vectors! :D/>
Edited on 20 January 2015 - 04:22 AM