A module definition for the awesome module manager
My awesome module.
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WebRTC Awesome Module
my awesome module
An Awesome Module
An awesome module
om-mailer Awesome Module
Example app for react-native-awesome-module
this is awesome module
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A light-weight module that brings Fetch API to node.js
Email Invitation Awesome Module
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ptz-log-file is an awesome module to write your logs in files.
My awesome module
react native awesome module
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A series of helpful sugar of the Chef core and other resources to make a cleaner, more lean recipe DSL, enforce DRY principles, and make writing Chef recipes an awesome experience!
A series of helpful sugar of the Chef core and other resources to make a cleaner, more lean recipe DSL, enforce DRY principles, and make writing Chef recipes an awesome experience!
A series of helpful sugar of the Chef core and other resources to make a cleaner, more lean recipe DSL, enforce DRY principles, and make writing Chef recipes an awesome experience! [Forked by Combell SRE for Chef 16]
A simple tree structure for working with FilePath objects in ruby. I simply took the simple_tree module from https://github.com/ealdent/simple-tree and hacked it into Pathname (http://www.ruby-doc.org/stdlib-2.0/libdoc/pathname/rdoc/Pathname.html) from the std-lib. This means you get all the awesome features of working with Pathname, as well as making it easy to examine a filepath's ancestors and descendants.
minitest provides a complete suite of testing facilities supporting TDD, BDD, and benchmarking. "I had a class with Jim Weirich on testing last week and we were allowed to choose our testing frameworks. Kirk Haines and I were paired up and we cracked open the code for a few test frameworks... I MUST say that minitest is *very* readable / understandable compared to the 'other two' options we looked at. Nicely done and thank you for helping us keep our mental sanity." -- Wayne E. Seguin minitest/test is a small and incredibly fast unit testing framework. It provides a rich set of assertions to make your tests clean and readable. minitest/spec is a functionally complete spec engine. It hooks onto minitest/test and seamlessly bridges test assertions over to spec expectations. minitest/benchmark is an awesome way to assert the performance of your algorithms in a repeatable manner. Now you can assert that your newb co-worker doesn't replace your linear algorithm with an exponential one! minitest/pride shows pride in testing and adds coloring to your test output. I guess it is an example of how to write IO pipes too. :P minitest/test is meant to have a clean implementation for language implementors that need a minimal set of methods to bootstrap a working test suite. For example, there is no magic involved for test-case discovery. "Again, I can't praise enough the idea of a testing/specing framework that I can actually read in full in one sitting!" -- Piotr Szotkowski Comparing to rspec: rspec is a testing DSL. minitest is ruby. -- Adam Hawkins, "Bow Before MiniTest" minitest doesn't reinvent anything that ruby already provides, like: classes, modules, inheritance, methods. This means you only have to learn ruby to use minitest and all of your regular OO practices like extract-method refactorings still apply. == Features/Problems: * minitest/autorun - the easy and explicit way to run all your tests. * minitest/test - a very fast, simple, and clean test system. * minitest/spec - a very fast, simple, and clean spec system. * minitest/benchmark - an awesome way to assert your algorithm's performance. * minitest/pride - show your pride in testing! * minitest/test_task - a full-featured and clean rake task generator. * Incredibly small and fast runner, but no bells and whistles. * Written by squishy human beings. Software can never be perfect. We will all eventually die.
<!-- TABLE OF CONTENTS --> <details open="open"> <summary>Table of Contents</summary> <ol> <li> <a href="#about-the-project">About The Project</a> <ul> <li><a href="#built-with">Built With</a></li> </ul> </li> <li> <a href="#getting-started">Getting Started</a> <ul> <li><a href="#prerequisites">Prerequisites</a></li> <li><a href="#installation">Installation</a></li> </ul> </li> <li><a href="#usage">Usage</a></li> <li><a href="#roadmap">Roadmap</a></li> <li><a href="#contributing">Contributing</a></li> <li><a href="#license">License</a></li> <li><a href="#contact">Contact</a></li> <li><a href="#acknowledgements">Acknowledgements</a></li> </ol> </details> <!-- ABOUT THE PROJECT --> ## About The Project [![Product Name Screen Shot][Screenshot of gameplay and test list]](https://www.dropbox.com/s/mu1rrbx2mqowjkn/studio-game.png?dl=0) This game is a project built following the [Pragmatic Studio Ruby Course](https://online.pragmaticstudio.com/courses/ruby/). I absolutely adored going through this course, because it was unlike other courses in that the main focus wasn't syntax, but how to build a principle-driven, object-oriented program that contains many of the skills we'd need to build real-world projects. The instructors purposefully created exercises to let us build a program using the skills they demonstrated by building a different program. This wasn't a copy and paste kind of course. This game was actually my second run-through, where I test-drove everything from the start based on the objectives only. Skills I valued developing further with this project: - Test-driven development (50+ tests). - Using inheritance to model "is-a" relationships. For example, a clumsy player *is a* kind of player. - Using mixins (modules) to reuse behaviours that are common between classes, but should not be modeled with an inheritance relationship. A good tip was to look for 'able' behaviors in a class to extract, like 'playable', 'printable', 'taxable' etc. - Using a file block which lets you add in class usage examples that are only run when you run the class file specifically. - Overriding default methods (like sort, and renaming things so that they keep a specific format) Things I struggled with: - Testing behaviour that uses blocks. I had a lightbulb moment when I realised I should test the behaviour performed inside the block on a single item. Testing the output of an entire block is like testing Ruby syntax works. Alternatively, test the before and after state of something that changes as a result of using a block. Cooool. - Puts. It felt wrong to use puts to show the output in the console. I'd like to learn how to seperate the view logic for a command-line project later. Things I did to make it my own: - Wrote a lot more tests for my second run-through. - Noticed and extracted further 'able' behaviours into modules (like printing stats, formatting output and handling csv files). ### Built With * [Ruby (language)](https://www.ruby-lang.org/en/) * [RSpec (framework)](https://rspec.info/) * [Vim (text-editor)](https://www.vim.org/) <!-- GETTING STARTED --> ## Getting Started To get a local copy up and running follow these steps: ### Prerequisites This is an example of how to list things you need to use the software and how to install them. * gem ```sh npm install npm@latest -g ``` ### Installation 1. Install the gem ```sh gem install studio_game_2021 ``` <!-- USAGE EXAMPLES --> ## Usage To play a game from the command-line, open a new command project and run the command-line script like so: ```sh studio_game ``` Or, if you'd like to use the game as a library, here's an example of how to use it in `irb`. You can also check the bottom of each class or module file for further usage instructions ``` >> require 'studio_game/game' => true >> game = StudioGame::Game.new("Knuckleheads") => #<StudioGame::Game:0x007fdea10252d8 @title="Knuckleheads", @players=[]> >> player = StudioGame::Player.new("Moe", 90) => I'm Moe with health = 90, points = 0, and score = 90. >> game.add_player(player) => [I'm Moe with health = 90, points = 0, and score = 90.] >> game.play(1) ``` <!-- ROADMAP --> ## Roadmap I plan to customize this game further now that I have a solid foundation to explore from. It'll be fun to let the players interact with each other more, like swapping treasures, and maybe add some kind of board game with it's own features. That's my next focus. ## Contributing Feel free to fork this project and play around with it. Open to feedback-related pr requests. <!-- LICENSE --> ## License Distributed under the MIT License. See `LICENSE` for more information. <!-- CONTACT --> ## Contact Becca - [@becca9941](https://twitter.com/Becca9941) - becca@essentialistdev.com Project Link: [https://gitlab.com/EssentialistDev/studio-game](https://gitlab.com/EssentialistDev/studio-game) <!-- ACKNOWLEDGEMENTS --> ## Acknowledgements - [Pragmatic Studio](https://online.pragmaticstudio.com/courses/ruby/) for empowering me with awesome new development skills. - [Best-README-Template](https://github.com/Becca9941/Best-README-Template) for helping me write a README for this project.
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