For the module-driven: quickly create a new node.js module based on a template folder in ~/.config/module-driven
AI-native scaffolder + skill/MCP installer for full-stack multi-tenant apps wired to @dreamtree-org/korm-js (data) + @dreamtree-org/twreact-ui (UI), with module-driven RBAC and CSS-variable theming. SPA, no SEO.
Data-Driven Documents
A JavaScript visualization library for HTML and SVG.
A component and module driven micro-library to help developers' structure code
A conversational AI-driven telecom multi-agent system for managing call balances, push notifications, marketing, targeting, and sales.
Transforms BDD input into data-driven snapshot
The missing standard library for TypeScript, for writing production-grade software.
Smarter snapshot utility for Mocha and BDD test runners
Dynamic captcha (Google reCaptcha) implementation for Angular
Shared OpenFeature JS components (server and web)
Generates command-line usage information
Module to manage integration with e-commerce marketplace.
Detect the appearance of an element in the browser DOM
Graphical primitives for visualization, such as lines and areas.
Common components, helpers and other pieces of code for Data Driven Forms
Unit tests that always supply a good bug report when they fail.
React Form Renderer. Data Driven Forms converts JSON form definitions into fully functional React forms.
Module to manage integration with POS service.
<video width="100%" controls> <source src="https://github.com/user-attachments/assets/4d11a87b-00e2-48f3-9bf7-389d21072d13" type="video/mp4"> </video>
Shims for the latest ES module features
<video width="100%" controls> <source src="https://github.com/user-attachments/assets/4d11a87b-00e2-48f3-9bf7-389d21072d13" type="video/mp4"> </video>
Pongo - Mongo with strong consistency on top of Postgres
TypeScript SDK for Strands Agents framework
This gem adds a user manual module to your alchemy cms driven application.
If you like the ‘Module#autoload’ feature of the Ruby Core library, you may have wished for Autoloaded. It eliminates the drudgery of handcrafting an `autoload` statement for each Ruby source code file in your project. It also avoids the limitations of rigid convention-driven facilities such as those provided by the ActiveSupport RubyGem. Autoloaded assumes, but does not enforce, `CamelCase`-to-`snake_case` correspondence between the names of constants and source files. You can combine conventions, even putting multiple autoloaded constants in a single source file.
RSence is a different and unique development model and software frameworks designed first-hand for real-time web applications. RSence consists of separate, but tigtly integrated data- and user interface frameworks. RSence could be classified as a thin server - thick client system. Applications and submobules are installed as indepenent plugin bundles into the plugins folder of a RSence environment, which in itself is a self-contained bundle. A big part of RSence itself is implemented as shared plugin bundles. The user interface framework of RSence is implemented in high-level user interface widget classes. The widget classes share a common foundation API and access the browser's native API's using an abstracted event- and element layer, which provides exceptional cross-browser compatibility. The data framework of RSence is a event-driven system, which synchronized shared values between the client and server. It's like a realtime bidirectional form-submission engine that handles data changes intelligently. On the client, changed values trigger events on user interface widgets. On the server, changed values trigger events on value responder methods of server plugin modules. It doesn't matter if the change originates on client or server, it's all synchronized and propagated automatically. The server framework is implemented as a high-level, modular data-event-driven system, which handles delegation of tasks impossible to implement using a client-only approach. Client sessions are selectively connected to other client sessions and legacy back-ends via the server by using the data framework. The client is written in Javascript and the server is written in Ruby. The client also supports CoffeeScript for custom logic. In many cases, no custom client logic is needed; the user interfaces can be defined in tree-like data models. By default, the models are parsed from YAML files, and other structured data formats are possible, including XML, JSON, databases or any custom logic capable of producing similar objects. The server can connect to custom environments and legacy backends accessible on the server, including software written in other languages.
RSence is a different and unique development model and software frameworks designed first-hand for real-time web applications. RSence consists of separate, but tigtly integrated data- and user interface frameworks. RSence could be classified as a thin server - thick client system. Applications and submobules are installed as indepenent plugin bundles into the plugins folder of a RSence environment, which in itself is a self-contained bundle. A big part of RSence itself is implemented as shared plugin bundles. The user interface framework of RSence is implemented in high-level user interface widget classes. The widget classes share a common foundation API and access the browser's native API's using an abstracted event- and element layer, which provides exceptional cross-browser compatibility. The data framework of RSence is a event-driven system, which synchronized shared values between the client and server. It's like a realtime bidirectional form-submission engine that handles data changes intelligently. On the client, changed values trigger events on user interface widgets. On the server, changed values trigger events on value responder methods of server plugin modules. It doesn't matter if the change originates on client or server, it's all synchronized and propagated automatically. The server framework is implemented as a high-level, modular data-event-driven system, which handles delegation of tasks impossible to implement using a client-only approach. Client sessions are selectively connected to other client sessions and legacy back-ends via the server by using the data framework. The client is written in Javascript and the server is written in Ruby. The client also supports CoffeeScript for custom logic. In many cases, no custom client logic is needed; the user interfaces can be defined in tree-like data models. By default, the models are parsed from YAML files, and other structured data formats are possible, including XML, JSON, databases or any custom logic capable of producing similar objects. The server can connect to custom environments and legacy backends accessible on the server, including software written in other languages.
Crowdfund is a Ruby program developed based on Pragmatic Studio's Ruby Programming hands-on video course, and distributed as a Ruby gem. This program has been developed using all the strengths of Ruby including the following. Ruby Programming Environment * Installing Ruby on your favorite operating system (free exercise) * Running Ruby using the interactive Ruby shell (irb) and writing Ruby program files * Using Ruby's documentation system to get help * Installing external Ruby libraries using RubyGems * Troubleshooting common problems Ruby Language Constructs * Expressions and variables * Numbers, string, and symbols (free video & exercise) * Loops and conditional expressions * Arrays and hashes (free video & exercise on hashes) * Classes, modules, and structs Object-Oriented Programming * Using built-in Ruby classes * Defining your own classes with state and behavior (free video & exercise) * Creating unique objects * Telling objects what to do by calling methods * Modeling class-level inheritance relationships * Sharing code with mixins Object-Oriented Design Principles * Encapsulation * Separation of concerns * Polymorphism * Don't Repeat Yourself * Tell, Don't Ask Blocks and Iterators * Calling built-in methods that take blocks * Writing your own methods that yield to blocks * Implementing custom iterators * Effectively using blocks in your programs Organizing Ruby Code * Creating a Ruby project structure * Separating source files for easier reuse and testing * Namespacing to avoid naming clashes * Input/Output * Reading data from files * Writing data to files * Creating an interactive console prompt * Handling command-line input Unit Testing * Writing and running unit tests with RSpec * Test-driven development and the red-green-refactor cycle * Stubbing methods to control tests * Refactoring code, safely! Distribution * Conforming to RubyGems conventions * Writing a GemSpec * Building a RubyGem * Publishing a RubyGem to a public server Ruby Programming Idioms
Studio Game is a Ruby program developed based on Pragmatic Studio' Ruby Programming hands-on video course, and distributed as a Ruby gem. This program has been developed using all the strengths of Ruby including the following. Ruby Programming Environment * Installing Ruby on your favorite operating system (free exercise) * Running Ruby using the interactive Ruby shell (irb) and writing Ruby program files * Using Ruby's documentation system to get help * Installing external Ruby libraries using RubyGems * Troubleshooting common problems Ruby Language Constructs * Expressions and variables * Numbers, string, and symbols (free video & exercise) * Loops and conditional expressions * Arrays and hashes (free video & exercise on hashes) * Classes, modules, and structs Object-Oriented Programming * Using built-in Ruby classes * Defining your own classes with state and behavior (free video & exercise) * Creating unique objects * Telling objects what to do by calling methods * Modeling class-level inheritance relationships * Sharing code with mixins Object-Oriented Design Principles * Encapsulation * Separation of concerns * Polymorphism * Don't Repeat Yourself * Tell, Don't Ask Blocks and Iterators * Calling built-in methods that take blocks * Writing your own methods that yield to blocks * Implementing custom iterators * Effectively using blocks in your programs Organizing Ruby Code * Creating a Ruby project structure * Separating source files for easier reuse and testing * Namespacing to avoid naming clashes * Input/Output * Reading data from files * Writing data to files * Creating an interactive console prompt * Handling command-line input Unit Testing * Writing and running unit tests with RSpec * Test-driven development and the red-green-refactor cycle * Stubbing methods to control tests * Refactoring code, safely! Distribution * Conforming to RubyGems conventions * Writing a GemSpec * Building a RubyGem * Publishing a RubyGem to a public server Ruby Programming Idioms
<!-- 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.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.