AI-powered introspection for Node.js apps. Monitor external processes or instrument your own with Claude Agent SDK.
Material Components for the web RTL Scss helpers
An abstract toolkit for implementing reflexive libraries.
Reflexive extractor for functions and generators
Unpack Reflexive Sequence images using NuVelocity.Unpacker
Shape utilities for Material Components for the web
patched all reflexive arcade games patcher by chattchitto
Formal Reasoning Engine - Multi-Domain Cognitive System with Specialized Solvers (Math, Logic, Causal, Ethics, Meta, Identity) + Unified Reasoning Graph + Reflexive Self-Audit
box-and-box — faithful runtime of the seven-rung modality ladder plus the resource economy beneath it: alethic, axiological, deontic, temporal, reflexive, epistemic, strategic, and resource (linear/reusable accounting with conservation, capacity-as-contin
Application components and client-side APIs implemented as live, reflexive objects.
Material Components for the web RTL Scss helpers
Use Sequelize in ActionHero
Chord DHT implementation with ICE
Material Components for the web RTL Scss helpers
Predators Protocol · multi-agent predatory framework · 64 predators in 10 layers · 14 canonical laws · 5 byte-canon imutables · Synapse + Cyber Squad + Brain 11 daemons LIVE · Híbrida full transition · STABLE 1.0.0 · proprietary Alex Gonzaga (Tubarao-Apex
Shape utilities for Material Components for the web
Material Components for the web RTL Scss helpers
Material Components for the web RTL Scss helpers
English Pronouns
Shared utility functions used across rstream packages and applications.
Personality persistence layer for AI agents. Structured insights about how you think, not what you remember.
Shape utilities for Material Components for the web
This is a Node.JS implementation of [Pronouns over DNS](https://github.com/CutieZone/pronouns-over-dns), a way to define pronouns using DNS TXT records.
Local-first persistent memory for Claude Code. Each user gets their own SQLite brain in ~/.celiums/memory.db. 5 hooks + 6 MCP tools + 9 Cognitive Reflexes. Zero servers, zero accounts, zero data leakage.
Handy way to evaluate at compile-time any Rust expression
OpenAI-compatible HTTP gateway for Reflex cache
A local-first, structure-aware code search engine for AI agents
Episodic memory and high-speed semantic cache for LLM responses
7 temporal cognitive loops from Reflexive (1ms) to Transcendent (10y) for multi-scale processing
A minimal flex-like lexer
Bio-inspired neural system with spiking networks, BTSP learning, and EWC plasticity
An HDPSG inspired symbolic NLP library for Rust
High-performance, schema-agnostic, backend-agnostic event bus
Ergonomic Rust SDK for the Net mesh network
High-performance, schema-agnostic, backend-agnostic event bus
Ergonomic Rust SDK for the Net mesh network
Reflexive
Allow stimulus reflexes in a view component
Map global IDs to models in reflexes
Reflex is a gem that allows you to connect your application to the React Social API
TurboReflex extends Turbo Frames and adds support for client triggered reflexes (think RPC) which let you sprinkle in functionality and skip the REST boilerplate.
Official Ruby SDK for BrainzLab observability platform. Includes Recall (structured logging), Reflex (error tracking), and Pulse (APM with distributed tracing). Auto-instruments Rails, Sidekiq, GraphQL, Redis, and more.
A library reflex to provide realtime form validation using the validations you already have
Deep Rails instrumentation that routes events to Pulse (APM), Recall (Logs), Reflex (Errors), Flux (Metrics), and Nerve (Jobs). One gem, full Rails observability.
Ruby SDK for Fluyenta observability platform (fork of brainzlab-ruby). Includes Recall (structured logging), Reflex (error tracking), and Pulse (APM with distributed tracing). Auto-instruments Rails, Sidekiq, GraphQL, Redis, and more.
A creator and manager for game rules and state, separate from displaying and controlling the game. The idea is that a primarily-simulation game may be written using Ruby rules and a connection to the Demiurge process, while control and display are handled separately. This approach is primarily useful for 'simulation' games rather than fast-reflex 'twitch' games.
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