Extract all README.md into a READMEs folder, each README named libraryName.RM.md
extracts CSS into separate files
Persistent memory for AI coding agents, powered by iii-engine's three primitives
A CSS Modules transform to extract local aliases for inline imports
unzip a zip file into a directory using 100% javascript
A function to recursively extract files and their object paths within a value, replacing them with null in a deep clone without mutating the original value. FileList instances are treated as File instance arrays. Files are typically File and Blob instance
filesystem bindings for tar-stream
Extract meaning from JS Errors
Platform specific binary for msgpackr-extract on linux OS with x64 architecture
Babel plugin to extract translatable messages from source code into Lingui catalogs
Uses babel (babylon) to extract JavaScript code comments from a JavaScript string or file.
Runtime-agnostic core of ESLint
Zero-runtime Stylesheets-in-TypeScript
TypeScript definitions for extract-files
No description provided.
Extract information from CSS code
Extract the actual stack of an error
Zero-runtime Stylesheets-in-TypeScript
Zero-runtime Stylesheets-in-TypeScript
Extract CSS from chunks into stylesheets + HMR. Supports Webpack 4 + SSR
A Webpack plugin to optimize \ minimize CSS assets.
Extract raw graphics data from renderer
Extract and inline critical css with emotion for server side rendering.
Zero-runtime Stylesheets-in-TypeScript
Ever thought perhaps that all the effect in creating a good README, while great for your end-userss, did't every do you a hill of beans worth of good when it came to constructing your project's metadata. Well, hang on to your nerd glasses! Here comes a gem that does just that!
Extract high-level RDoc for use in a README file
Document AI uses machine learning on a single cloud-based platform to automatically classify, extract, and enrich data within your documents to unlock insights. Note that google-cloud-document_ai-v1 is a version-specific client library. For most uses, we recommend installing the main client library google-cloud-document_ai instead. See the readme for more details.
Document AI uses machine learning on a single cloud-based platform to automatically classify, extract, and enrich data within your documents to unlock insights. Note that google-cloud-document_ai-v1beta3 is a version-specific client library. For most uses, we recommend installing the main client library google-cloud-document_ai instead. See the readme for more details.
OCRAN (One-Click Ruby Application Next) packages Ruby applications for distribution. It bundles your script, the Ruby interpreter, gems, and native libraries into a self-contained artifact that runs without requiring Ruby to be installed on the target machine. Three output formats are supported on all platforms: - Self-extracting executable (.exe on Windows, native binary on Linux/macOS) - Directory with a launch script (--output-dir) - Zip archive with a launch script (--output-zip) This is a fork of OCRA maintained for Ruby 3.2+ compatibility. Migration guide: replace OCRA_EXECUTABLE with OCRAN_EXECUTABLE in your code. Usage: ocran helloworld.rb # builds helloworld.exe / helloworld ocran --output-dir out/ app.rb ocran --output-zip app.zip app.rb See readme at https://github.com/largo/ocran Report problems at https://github.com/largo/ocran/issues
pikuri-vectordb gives a pikuri-core agent a +vectordb_search+ tool over a local document corpus — agentic search, the agent decides when to retrieve. Ships a swappable backend (a pure-Ruby +Backend::InMemory+ for teaching, plus thin +Backend::Qdrant+ / +Backend::Chroma+ HTTP clients for persistence — Qdrant recommended), a chunker, an embedder wrapper over +RubyLLM.embed+, and an optional +Reranker::LlamaServer+ that speaks +/v1/rerank+ against a cross-encoder model. Text extraction goes through +Pikuri::FileType.read_as_text+ in pikuri-core, which handles plain text / Markdown / PDF; HTML extraction is a deferred follow-up. Hosts wire the feature via +c.add_extension Pikuri::VectorDb::Extension.new(...)+ inside the +Agent.new+ block — same opt-in shape as +pikuri-tasks+ / +pikuri-skills+. The bundled +Pikuri::VectorDb::LIBRARIAN+ persona is the privilege-separated sub-agent counterpart for hosts that want recall to flow through a child rather than the parent's context. Three model endpoints in the full setup — chat (via ruby_llm), an embedder (via +RubyLLM.embed+), and an optional reranker (HTTP +/v1/rerank+). A single +llama-server+ in router mode serves all three by default, loading each cached GGUF on demand; see the gem's README for details.
The 'pg_search_multiple_highlight' gem extends the functionality of the popular 'pg_search' gem to overcome its limitation when performing searches against multiple columns and attempting to highlight results. The core issue arises when using the ':highlight' option within the ':tsearch' scope on multiple columns. This gem addresses this limitation by introducing the ':multiple_highlight' option, offering a comprehensive solution for highlighting results across multiple columns. Key Features: New Scope Option: The gem introduces the ':multiple_highlight' scope option, allowing users to perform searches on multiple columns and highlight matching terms. Enhanced Search Results: The gem enables the extraction of highlighted results from multiple columns, providing a unified view of highlighted content. Usage Convenience: Users can easily integrate the ':multiple_highlight' option into their existing 'pg_search' queries by calling the '.with_pg_search_multiple_highlight' method on the search object. Flexible Customization: The gem's options can be tailored to match specific highlighting requirements, such as custom start and stop markers for highlighting. Comprehensive Documentation: The README file explains the limitations of 'pg_search' regarding highlighting, demonstrates how the ':multiple_highlight' option resolves this issue, and offers clear usage examples for quick integration.
<!-- 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.