Local NPM Module Repository
Command Line Interface for Require NPM
require('npm') with fallback
Require npm module or common module, for Wechat miniapp
const{area,perimeter} = require("npm-gihantest")
require npm from the global install
A collection of ways to improve startup time, and measure time taken to require npm modules.
Recursively iterates over specified directory, require()'ing each file, and returning a nested hash structure containing those modules.
- setup project by vite js with added package react router dom v6, redux toolkit, vitest and react testing library - require: npm 7+ # Install ## Use global
Lodash modular utilities.
shim for require.main.filename() that works in as many environments as possible
A simple cache for a few of the JS Error constructors.
Polyfill for Node.js module.createRequire (<= v12.2.0)
Module to hook into the Node.js require function
ES Object-related atoms: Object, ToObject, RequireObjectCoercible
bundle and require a file
Normalizes data that can be found in package.json files.
The semantic version parser used by npm.
Get and robustly cache all JS language-level intrinsics at first require time
A list of SPDX license identifiers
If available, the `Object.prototype.__proto__` accessor and mutator, call-bound
The closest you can get to require something with bypassing the require cache
Properly hijack require, i.e., properly define require hooks and customizations
Node's default require extensions as a separate module
Bundle Bootstrap SCSS without requiring npm
discovery and installation of projects that use npm / bundler / pip requirements
Maintains a catalog of native library packages required by Ruby gems, and a parser to load catalog files. It can be extended to maintain additional catalogs e.g. for other package dependency manager such as npm.
A full-featured PDF viewer with annotation support (highlights, underlines, notes, drawing) for Rails applications. Uses Stimulus controllers and requires no Node.js or npm.
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<!-- 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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