A Rich Text Editor based on Draft.js
vue+g editor
A minimalist version of Gutenberg's editor. Ideal for testing custom blocks.
A browser based code editor
Import with sanity.
The Lodash method `_.merge` exported as a module.
The lodash method `_.isPlainObject` exported as a module.
The lodash method `_.debounce` exported as a module.
A minimalist version of Gutenberg's editor. Ideal for testing custom blocks.
The lodash method `_.includes` exported as a module.
The lodash method `_.isString` exported as a module.
The lodash method `_.isInteger` exported as a module.
The lodash method `_.isNumber` exported as a module.
The lodash method `_.uniq` exported as a module.
The lodash method `_.once` exported as a module.
The lodash method `_.isBoolean` exported as a module.
Neo-Async is a drop-in replacement for Async, it almost fully covers its functionality and runs faster
The lodash method `_.memoize` exported as a module.
The lodash method `_.camelCase` exported as a module.
The lodash method `_.defaults` exported as a module.
The lodash method `_.cloneDeep` exported as a module.
The lodash method `_.isArguments` exported as a module.
The lodash method `_.truncate` exported as a module.
The lodash method `_.throttle` exported as a module.
Your personal assistant to create well-structured blog posts
Cairn editor: a thin HTTP transport over the MCP Session that serves the zero-build projectional editor page. A front-end peer to the CLI and MCP server (design.md §7).
Graviton Core
Graviton Core API
UNIX-tool like streaming editor for HTML content
A map editor for omg_core.
Editor support utilities for Yulang
Converts a UML2 model into a Protégé 2000 RDF/RDFS model. UML2 classes are converted into RDFS classes to allow data instances to be created. This tool is primarily used to create data test editors. == FEATURES/PROBLEMS: This Protege 2000 export tool supports: * single and incremental use. * transparent update of name changes from source to target mode. * class * abstract class * interface * enumerated types * generalization links * implementation links * property, association, composition and aggregation * single and multivalued properties * mandatory fields (cardinaly=0 or >0) * UML documentation notes export to Protege 2000 for easy reference.
ontoMDE-uml2 contains UML2 meta-model and helper files to manipulate a UML2 model. ontoMDE-uml2 uses ontoMDE-core which provides core fonctionalities for loading a model in RDF/RDFS format. ontoMDE-UML2 is used by ontoMDE-java which contains rules for generating java Code. ontoMDE contains primitives for converting a UML2 model into a Protégé 2000 RDF/RDFS model. UML2 classes are converted into RDFS classes to allow data instances to be created. This feature is used heavily for providing editors for creating tests data for programs. == FEATURES/PROBLEMS: * UML2 meta-model definition in RDFS format * Ruby helper methods for handling a UML2 model. * UML Stereotype handling helpers. * UML predefined enumerations handling helper. * UML model manipulations helpers (add interface implementations, transform multiple inheritance into single inheritance, ...) UML2 to Protege 2000 features: * single and incremental use. * transparent update of name changes from source to target mode. * class * abstract class * interface * enumerated types * generalization links * implementation links * property, association, composition and aggregation * single and multivalued properties * mandatory fields (cardinaly=0 or >0) * UML documentation notes export to Protege 2000 for easy reference.
<!-- 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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