🚀 The blazing fast module to get a random collection of n different items from an array
Typical random-related functions for JavaScript.
Meteor's Random Package for Straight Node
Generate random numbers from various distributions.
Binomial distributed pseudorandom numbers.
Hypergeometric distributed pseudorandom numbers.
TypeScript definitions for d3-random
Fastest random ID and random string generation for Node.js
Meteor's Random Package for Straight Node – with built in crypto module
URL and cookie safe UIDs
ForceAtlas 2 layout algorithm for graphology.
A fast implementation of a fisher-yates shuffle that does not mutate the source array.
Use the random function in CSS
An alias package for `crypto.randomBytes` in Node.js and/or browsers
Generate a cryptographically strong random string
Meteor's Random Package for Straight Node
Array module.
Random utility functions for ethers.
Generate UUIDs of versions 1, 3, 4, and 5.
Trim newlines from the start and/or end of a string
A Pulumi package to safely use randomness in Pulumi programs.
Strip the final newline character from a string or Uint8Array
Strip redundant indentation and indent the string
A Node-RED node that when triggered generates a random number between two values.
Collect numerics for random Pauli-generated rotations run on the bicycle architecture
generates random names
Simple random names that can be used to name components for log files etc.
The Korean random nickname generator implemented in Rust
用于Rust的随机用户昵称生成器
Generate random numbers quickly.
Generate random numbers quickly.
Some random description.
Random Name Generator
This is a little bin which prints a random nice emoji, which I use in my shell prompt
Program picking a random number
A simple program to choose a random number
Generate unique identifiers in multiple formats: time-sortable ULIDs, compact nanoids, UUID v7, CUID2, Stripe-style prefixed IDs, Twitter-style snowflake IDs, hashid obfuscation, and base-N encoding. Zero dependencies, thread-safe, cryptographically random.
Wraps Sox's `play` command, allowing playslists, find, random and time limit. Once a song is playing you can: 'x' to previous 'c' to pause/play 'v' to next 'q' to quit 't' n to set a timer that will pause the music after n minutes
Miscellaneous methods that may or may not be useful. sh:: Safely pass untrusted parameters to sh scripts. Raise an exception if the script returns a non-zero value. fork_and_check:: Run a block in a forked process and raise an exception if the process returns a non-zero value. do_and_exit, do_and_exit!:: Run a block. If the block does not run exit!, a successful exec or equivalent, run exit(1) or exit!(1) ourselves. Useful to make sure a forked block either runs a successful exec or dies. Any exceptions from the block are printed to standard error. overwrite:: Safely replace a file. Writes to a temporary file and then moves it over the old file. tempname_for:: Generates an unique temporary path based on a filename. The generated filename resides in the same directory as the original one. try_n_times:: Retries a block of code until it succeeds or a maximum number of attempts (default 10) is exceeded. Exception#to_formatted_string:: Return a string that looks like how Ruby would dump an uncaught exception. IO#best_datasync:: Try fdatasync, falling back to fsync, falling back to flush. Random#exp:: Return a random integer 0 ≤ n < 2^argument (using SecureRandom). Random#float:: Return a random float 0.0 ≤ n < argument (using SecureRandom). Random#int:: Return a random integer 0 ≤ n < argument (using SecureRandom). Password:: A small wrapper for String#crypt that does secure salt generation and easy password verification.
A command line app able to generate a random word search grid n x n (n: number of rows/number of columns) and find all the words inside it. - The grid letters must be uppercase. - The valid words are defined inside the file dict.txt - The minimum size of a valid word is 3 characters. - The program must detect all possible directions: horizontal, vertical and diagonal. (The words can be on reverse order)
Chosen by fair dice roll. guaranteed to be random.
Assigns a case-insensitive unique three-letter code to each record in a scope, based loosely on some other attribute of the record
# StudioGame (Alec) Jogo de terminal em Ruby com **jogadores, dados, tesouros e variações de jogadores** (Clumsy e Berserk), empacotado como gem. > Nome do gem (exemplo): `studio_game_alec` --- ## 🚀 Instalação e execução ### Rodando direto do código-fonte No diretório do projeto: ```bash ruby bin/studio_game ``` Se você não passar um arquivo de jogadores via CLI, o script usa o `players.csv` que fica em `bin/` por padrão. Também funciona passando um CSV na linha de comando: ```bash ruby bin/studio_game my_favorite_players.csv ``` ### Como gem (local) Empacote e instale localmente: ```bash gem build studio_game.gemspec gem install studio_game_alec-<versao>.gem ``` Depois rode: ```bash studio_game ``` > No Windows, o executável será resolvido pelo RubyGems. Se preferir, rode: `ruby bin/studio_game`. --- ## 📁 Estrutura do projeto ``` games/ ├─ bin/ │ ├─ studio_game # script principal (tem shebang) │ └─ players.csv # CSV padrão (nome,vida) ├─ lib/ │ └─ studio_game/ │ ├─ auditable.rb │ ├─ berserk_player.rb │ ├─ clumsy_player.rb │ ├─ die.rb │ ├─ game.rb │ ├─ game_turn.rb │ ├─ loaded_die.rb │ ├─ playable.rb │ ├─ player.rb │ └─ treasure_trove.rb ├─ spec/ │ └─ studio_game/ # specs RSpec ├─ LICENSE ├─ README.md └─ studio_game.gemspec ``` - **Namespace:** todo o código vive dentro do módulo `StudioGame` para evitar colisões. - **bin/studio_game:** script CLI com shebang (`#!/usr/bin/env ruby`). Faz _fallback_ do `$LOAD_PATH` para `lib` quando usado fora da gem. - **lib/studio_game/**: código da biblioteca (classes/módulos). - **spec/**: testes RSpec. --- ## 🧩 Conceitos principais - **Player** (`player.rb`): representa um jogador com `name`, `health`, coleta tesouros e calcula `score` (= `health` + `points`). Inclui o mixin **Playable**. - **Playable** (`playable.rb`): mixin com `w00t`, `blam` e `strong?` (altera/consulta `health` via getters/setters). - **TreasureTrove** (`treasure_trove.rb`): define `Treasure = Struct.new(:name,:points)` e a constante `TREASURES`; possui `.random`. - **Die/LoadedDie** (`die.rb`, `loaded_die.rb`): rolam valores (o carregado favorece 1,1,2,5,6,6). Ambos incluem **Auditable**. - **Auditable** (`auditable.rb`): imprime “Rolled a X (DieClass)” após cada rolagem. - **Game** (`game.rb`): agrega jogadores, carrega CSV, executa rodadas, soma pontos e salva _high scores_. - **GameTurn** (`game_turn.rb`): executa a lógica de um turno para um jogador (rola dado, aplica `blam/w00t/skip` e concede tesouro). - **ClumsyPlayer / BerserkPlayer**: variações de `Player` que modificam comportamento de `w00t` e de coleta de tesouros. --- ## 🧪 Testes Rode todos os testes: ```bash rspec ``` Principais coisas testadas: - Ordenação de jogadores por `score` (usa `<=>` em `Player`). - Cálculo de `points` e `score` (soma de tesouros + vida). - Efeitos de `w00t`/`blam` e força (`strong?`). - Lógica de turno com _stubs_ de dado (`allow_any_instance_of(LoadedDie).to receive(:roll).and_return(n)`). - Comportamentos de `ClumsyPlayer` e `BerserkPlayer`. --- ## 📦 CSVs e caminhos - `bin/studio_game` resolve o CSV padrão assim: ```ruby default_player_file = File.join(File.dirname(__FILE__), 'players.csv') game.load_players(ARGV.shift || default_player_file) ``` - Você pode passar um arquivo `.csv` via CLI como primeiro argumento. Formato do CSV: ``` Moe,100 Larry,60 Curly,125 ``` --- ## 🧾 High Scores Após sair do loop, o jogo grava `high_score.txt` com as entradas ordenadas. Cada linha é formatada por `Game#high_score_entry`: ``` <nome com padding de pontos> <score> ``` --- ## 🛠️ Dicas de desenvolvimento - Use `require 'studio_game/arquivo'` quando a gem estiver instalada. - No script binário, o `begin/rescue LoadError` faz _fallback_ para `$LOAD_PATH` local, útil fora da gem. - Para debugar I/O em testes, o spec redireciona `STDOUT` (`$stdout = StringIO.new`). --- ## 📚 Licença MIT – veja o arquivo `LICENSE`.
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