The [`positioning-strategy`](https://www.npmjs.com/package/positioning-strategy) module implements a function to calculate where to position an element relative to another element.
MCP server for market analysis and competitive intelligence — TAM/SAM/SOM sizing, competitive landscape mapping, market trend analysis, and positioning strategy for pitch decks and business planning
Tooltip and Popover Positioning Engine
The positioning portal is a low level React component to build all kinds of absolutely positioned flyouts which are anchored to another element in the viewport. This can be used to create dropdowns, tooltips, context menus, etc.
An abstract class implementing Passport's strategy API.
The ng-bootstrap Positioning class as a standalone module
TypeScript definitions for passport-strategy
Polyfill for the proposed CSS anchor positioning spec
OAuth 2.0 authentication strategy for Passport.
Package manager detector
Tooltip and Popover Positioning Engine
Ultra tiny, opinionated, positioning engine.
A react wrapper around Popper.js for Fluent UI
Passport authentication strategy using JSON Web Tokens
OAuth 1.0 authentication strategy for Passport.
visx tooltip
The Material Components for the web menu surface component
Memoize promise-returning & async functions
Multi-strategy object caching service
Local username and password authentication strategy for Passport.
Fit a popover element on the screen.
Sorts CSS declarations fast and automatically in a certain order.
Octokit authentication strategy for OAuth clients
Microsoft [Graph] authentication strategy for Passport.
FEEN (Field Expression Encoding Notation) implementation for Ruby. Encodes board game positions with piece placement, hands, and style-turn fields for abstract strategy board games with a canonical, rule-agnostic format.
|> Distributed locks with "prioritized lock acquisition queue" capabilities based on the Redis Database. |> Each lock request is put into the request queue (each lock is hosted by its own queue separately from other queues) and processed in order of their priority (FIFO). |> Each lock request lives some period of time (RTTL) (with requeue capabilities) which guarantees the request queue will never be stacked. |> In addition to the classic `queued` (FIFO) strategy RQL supports `random` (RANDOM) lock obtaining strategy when any acquirer from the lock queue can obtain the lock regardless the position in the queue. |> Provides flexible invocation flow, parametrized limits (lock request ttl, lock ttl, queue ttl, lock attempts limit, fast failing, etc), logging and instrumentation.
A Ruby gem wrapping the legendary Rust Aho-Corasick algorithm! Aho-Corasick is a powerful string searching algorithm that finds multiple patterns simultaneously in a text. Features include overlapping matches, case-insensitive search, find & replace, match positions, and configurable match strategies. Perfect for content filtering, tokenization, and multi-pattern search at lightning speed! (ノ◕ヮ◕)ノ*:・゚✧
STN (State Transition Notation) provides a rule-agnostic format for describing state transitions in abstract strategy board games. This gem implements the STN Specification v1.0.0 with a modern Ruby interface featuring immutable transition objects and functional programming principles. STN captures net changes between game positions by recording modifications in piece locations, hand/reserve contents, and active player status using standardized CELL coordinates and QPI piece identification. Perfect for game engines, position diff tracking, undo/redo systems, and network synchronization requiring efficient state delta representation across multiple game types and traditions.
PCN (Portable Chess Notation) provides a comprehensive, JSON-based format for representing complete chess game records across variants. This gem implements the PCN Specification v1.0.0 with a modern Ruby interface featuring immutable game objects and functional programming principles. PCN integrates the Sashité ecosystem specifications (PMN for moves, FEEN for positions, and SNN for style identification) to create a unified, rule-agnostic game recording system. Supports traditional single-variant games and cross-variant scenarios where players use different game systems, with complete metadata tracking including player information, tournament context, and game status. Perfect for game engines, database storage, game analysis tools, and archival systems requiring comprehensive game record management across diverse abstract strategy board games.