Create Solid apps with low configuration
Create Solid apps with low configuration
Create Solid apps with low configuration
Create Solid apps with low configuration
Create Solid apps with low configuration
Create Solid apps with low configuration
Create Solid apps with low configuration
**Note:** _This is a template used by the [`create-solid-storybook`](https://github.com/kachurun/create-solid-storybook) CLI to scaffold Storybook in your SolidJS project. It is not intended for direct use._
Reactive primitives for observing resizing of HTML elements.
CLI to create a Solid Application.
Scaffold Storybook projects with SolidJS integration
A tiny, performant animation library for SolidJS
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Reactive primitives for implementing transition effects in SolidJS
Ensure values are ordered consistently in your CSS.
Library of primitives focused around component props.
The iconic font, CSS, and SVG framework
A declarative JavaScript library for building user interfaces.
Intelligent TanStack Solid Start project scaffolding tool
Webcomponents wrapper for Solid
A collection of helpers that aim to simplify using reactive primitives outside of reactive roots, and managing disposal of reactive roots.
A library of reactive promitives helping handling user's keyboard input.
Primitives for creating small reactive objects that doesn't change their shape over time - don't need a proxy wrapper.
Solid-specific linting rules for ESLint.
AppMode provides state management for modules, classes, libraries, and applications. It may even be used to create and manage new states. The possibilities are endless. This is your chance to create a :solid state, :contemplative state, or even a :free state.
Enable a Rails application to have separate databases for each tenant. This gem primarily extends Active Record, creating a new connection pool for each tenant and using horizontal sharding to swap between them. It also provides integrations for middleware tenant selection, Action View Caching, Active Job, Action Cable, Active Storage, Action Mailbox, and Action Text, with support and documentation for Solid Cache, Solid Queue, Solid Cable, and Turbo Rails.
OpenSCAD - a cad language for creating solid 3d objects, useful for CNC and 3D Printing, is incredibly annoying. It doesn't even support variables! Oozby is a markup builder like Markaby or XML Builder, so you can write OpenSCAD programs in Ruby. It also patches in a bunch of really nice features which make programming objects much more fun. Check out the Readme and examples folder for some demos of what this tool can do!
Narwhal ======= A general purpose JavaScript platform ------------------------------------- Narwhal is a cross-platform, multi-interpreter, general purpose JavaScript platform. It aims to provide a solid foundation for building JavaScript applications, primarily outside the web browser. Narwhal includes a package manager, module system, and standard library for multiple JavaScript interpreters. Currently Narwhal's [Rhino](http://www.mozilla.org/rhino/) support is the most complete, but [other engines](engines.html) are available too. Narwhal's standard library conforms to the [CommonJS standard](http://wiki.commonjs.org). It is designed to work with multiple JavaScript interpreters, and to be easy to add support for new interpreters. Wherever possible, it is implemented in pure JavaScript to maximize reuse of code among engines. Combined with [Jack](http://jackjs.org/), a [Rack](http://rack.rubyforge.org/)-like [JSGI](http://jackjs.org/jsgi-spec.html) compatible library, Narwhal provides a platform for creating server-side JavaScript web applications and frameworks such as [Nitro](http://www.nitrojs.org/). ### Homepage: * [http://narwhaljs.org/](http://narwhaljs.org/) ### Source & Download: * [http://github.com/tlrobinson/narwhal/](http://github.com/tlrobinson/narwhal/) ### Mailing list: * [http://groups.google.com/group/narwhaljs](http://groups.google.com/group/narwhaljs) ### IRC: * [\#narwhal on irc.freenode.net](http://webchat.freenode.net/?channels=narwhal) Documentation ------------- * [Quick Start](quick-start.html) * [Packages](packages.html) * [How to Install Packages](packages.html) * [How to Build Packages](packages-howto.html) * [Modules](modules.html) * [Virtual Environments / Seas](sea.html) * [How to Build Engines](engines.html) * [How Narwhal Works](narwhal.html) Contributors ------------ * [Tom Robinson](http://tlrobinson.net/) * [Kris Kowal](http://askawizard.blogspot.com/) * [George Moschovitis](http://blog.gmosx.com/) * [Kevin Dangoor](http://www.blueskyonmars.com/) * Hannes Wallnöfer * Sébastien Pierre * Irakli Gozalishvili * [Christoph Dorn](http://www.christophdorn.com/) * Zach Carter * Nathan L. Smith * Jan Varwig * Mark Porter * [Isaac Z. Schlueter](http://blog.izs.me/) * [Kris Zyp](http://www.sitepen.com/blog/author/kzyp/) * [Nathan Stott](http://nathan.whiteboard-it.com/) * [Toby Ho](http://tobyho.com) License ------- Copyright (c) 2009, 280 North Inc. <[280north.com](http://280north.com/)\> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
<!-- 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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