Angular WYSIWYG editor
my editor
My editor configuration.
Opens stuff, like webpages and files and executables, cross-platform
Deprecate all the things
Simple module to add additional directories to the Node module search for top-level app modules
Crazy fast http radix based router
Sanitize strings for use as JavaScript identifiers & property names
Some tweaks for beautifying HTML with js-beautify according to my preferences.
Generate a unique filename for use in temporary directories or caches.
Terminal User Interface library with differential rendering for efficient text-based applications
React Editor enables users to create rich text content through a WYSIWYG interface. KendoReact Editor package
A higher order component for loading components with promises
filesystem bindings for tar-stream
A zero dependency file server.
Collection of utility function for use with Draftjs.
Crazy fast http radix based router
Config loader for textlint. .textlintrc loader
Fake HTTP injection library
Coding agent CLI with read, bash, edit, write tools and session management
Extra assertions on top of node's assert module
YAML plugin for the Monaco Editor
Essential JS 2 RichTextEditor component for React
The code and content synchronization for Sling / AEM (Adobe Experience Manager).
The brush for AI-native document editors — a minimal wry+tao shell that gives a web frontend exactly what it needs to co-write with an AI. Ships IPC bridge, path-sandboxed FS, native dialogs, PTY + ACP.
midetor is a terminal-based vim like Markdown editor. You need markdown-scanner installed for it to work
Framework-agnostic text editor core — buffer, selection, undo, and edit primitives built on ropey
Tree-based structured document model for WYSIWYG text editing — nodes, marks, fragments, transforms, undo
Fast Leptos code editor + WYSIWYG markdown component — syntax highlighting, diagnostics, completions, theming
Markdown intelligence for the kode editor — parsing, formatting commands, and input rules
Minimalistic coding agent written in Rust, optimized for memory footprint and performance
cliblog is a command-line blog client. It loops waiting for command-line input, and if 'edit' or 'create' command is input, then it will launch user's favorite EDITOR brought from ENV variable. Or you can input your editor's path manually if ENV['EDITOR'] is not set. As for me, I'm using 'vim' for my personal typo-powered blog.
Manage your notes from the console. If you're like me, you spend most of your computing time in a terminal, you have a text-editor set up just to your liking, and you wish you could use it for everything. Naturally, when it comes time to ditch your paper note-pad, you refuse to to use the more popular gui-driven apps and want to find a way to use your editor instead. But when you start looking for a terminal-based notes framework (or plugin for your editor) you're blinded by crazy features and unwilling to learn a new tool. You've also already started keeping your notes in some text files and don't want to have to start over. Anyway, I went through the same thing and made this this lightweight tool (originally from some aliases in my bashrc) to do what I wanted it to do, which isn't a lot. But, like ruby, it has a nice interface, and it'll stay out of the way. That means you can choose where you keep your notes, how you organize them, how you track them (if you do), and what editor you use to write them. So if you already have your own notes, you can just point `peter-notes` at them and start using worlds simplest (and coolest) notes-manager. This is a cli tool, don't try to import it into some ruby source code.
Reads a text file (if supplied as the first argument) and creates a pdf file with the same name but with .pdf as extension in the current directory via the program pdflatex (the only requirement besides ruby itself). If '-h' is the first argument, then the program displays the helptext and exits. The program can also read the input text from STDIN (STanDard IN) and create the pdf file in the user's home directory. When this method is used, no argument is given to the program and the text is simply piped directly into the program like this: $ echo 'Hello' | txt2pdf This would create a pdf file with only 'Hello' and the page number at the bottom of the resulting pdf page. With this, you could map a key binding in your window manager to create a pdf file from the text you selected in any program, be it the terminal, your browser or your text editor. In my wm of choice, i3, I have added the following to my i3 config: bindsym $mod+p exec xclip -o | txt2pdf This would create a pdf file from the text I have selected as I hit the 'Window Button' and 'p'.
go (to project) do (stuffs) godo provides a smart way of opening a project folder in multiple terminal tabs and, in each tab, invoking a commands appropriate to that project. For example if the folder contains a Rails project the actions might include: starting mongrel, tailing one or more logs, starting consoles or IRB sessions, tailing production logs, opening an editor, running autospec, or gitk. godo works by searching your project paths for a given search string and trying to match it against paths found in one or more configured project roots. It will make some straightforward efforts to disambiguate among multiple matches to find the one you want. godo then uses configurable heuristics to figure out what type of project it is, for example "a RoR project using RSpec and Subversion". From that it will invokes a series of action appropriate to the type of project detected with each action being run, from the project folder, in its own terminal session. godo is entirely configured by a YAML file (~/.godo) that contains project types, heuristics, actions, project paths, and a session controller. A sample configuration file is provided that can be installed using godo --install. godo comes with an iTerm session controller for MacOSX that uses the rb-appscript gem to control iTerm (see lib/session.rb and lib/sessions/iterm_session.rb). It should be relatively straightforward to add new controller (e.g. for Leopard Terminal.app), or a controller that works in a different way (e.g. by creating new windows instead of new tabs). There is nothing MacOSX specific about the rest of godo so creating controllers for other unixen should be straightforward if they can be controlled from ruby. godo is a rewrite of my original 'gp' script (http://matt.blogs.it/entries/00002674.html) which fixes a number of the deficiencies of that script, turns it into a gem, has a better name, and steals the idea of using heuristics to detect project types from Solomon White's gp variant (http://onrails.org/articles/2007/11/28/scripting-the-leopard-terminal). godo now includes contributions from Lee Marlow <lee.marlow@gmail.com> including support for project level .godo files to override the global configuration, support for Terminal.app, and maximum depth support to speed up the finder. godo lives at the excellent GitHub: http://github.com/mmower/godo/ and accepts patches and forks.
<!-- 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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