Resolve a URI relative to an optional base URI
Basic layout model and some utilities for Cytoscape.js layout extensions
Core module for compound spring embedder based layout styles
abstract base class for crypto-streams
Turn a function into an `http.Agent` instance
Framework for rapidly creating high quality, server-side node.js applications, using plugins like building blocks
Fast base encoding / decoding of any given alphabet
Base UI is a library of headless ('unstyled') React components and low-level hooks. You gain complete control over your app's CSS and accessibility features.
abstract base class for hash-streams
Airbnb's base JS ESLint config, following our styleguide
An arbitrary length integer library for Javascript
A collection of React utility functions for Base UI.
A base TSConfig for working with Node 10.
The set of Unicode symbols that can serve as a base for emoji modifiers, i.e. those with the `Emoji_Modifier_Base` property set to `Yes`.
A base TSConfig for working with Node 14.
A base TSConfig for working with Node 16.
@intlify/core-base
Base Account SDK
Secure, audited & 0-dep implementation of base64, bech32, base58, base32 & base16
A base TSConfig for working with Node 12.
Basic object cache with `get`, `set`, `del`, and `has` methods for node.js/javascript projects.
OpenTelemetry OTLP Exporter base (for internal use only)
The base plugin used to create Appium plugins
Base driver class for Appium drivers
Data formats and algorithms for atmospheric soundings. The base crate is meant to be a common base for other crates to build on. These crates may be for managing a data-store, displaying data, or saving and loading files.
Validation of soundings from the sounding-base crate.
Pipe a file, like a log file, into text_to_noise and it will play sound effects triggered by regex matches in the input.
The library helps you building random nicknames based on a list of real names. You can change the source and obtain nickanmes that sound simliar to the original ones. Thanks to Chris Pound for the original Perl alghoritm and Alan Snorkin for he ruby porting.
Multimodal systems realizing a combination of speech, gesture and graphical-driven interaction are getting part of our everyday life. Examples are in-car assistance systems or recent game consoles. Future interaction will be embedded into smart environments offering the user to choose and to combine a heterogeneous set of interaction devices and modalities based on his preferences realizing an ubiquitous and multimodal access. This framework enables the modeling and execution of multimodal interaction interfaces for the web based on ruby and implements a server-sided synchronisation of all connected modes and media. Currenlty the framework considers gestures, head movements, multi touch and the mouse as principle input modes. The priciple output media is a web application based on a rails frontend as well as sound support based on the SDL libraries. Building this framework is an ongoing effort and it has to be pointed out that it serves to demonstrate scientific research results and is not targeted to we applied to serve productive systems as they are several limitations that need to be solved (maybe with your help?) like for instance multi-user support and authentification. The MINT core gem contains all basic AUI and CUI models as well as the basic infrastructure to create interactors and mappings. For presenting the user interface on a specific platform a "frontend framework" is required. For the first MINT version (2010) we used Rails 2.3 (See http://github.com/sfeu/MINT-rails). The current version uses nodeJS and socketstream as the frontend framework (See http://github.com/sfeu/MINT-platform). The MINT-platform project contains installation instructions. There is still no further documentation for the framework, but a lot of articles about the concepts and theories of our approach have already been published and can be accessed from our project site http://www.multi-access.de .
Built on top of Gosu, an engine for making 2-D games. Gosu provides the means to handle the graphics, sound, and keyboard/mouse events. It doesn't provide any sort of client/server network architecture for multiplayer games, nor a system for tracking objects in game-space. This gem aims to fill that gap. Originally I tried using Chipmunk as the physics engine, but its outcomes were too unpredictable for the client to anticipate the server. It was also hard to constrain in the ways I wanted. So I elected to build something integer-based. In the short term, I'm throwing anything into this gem that interests me. There are reusable elements (GameSpace, Entity, ServerPort), and game-specific elements (particular Entity subclasses with custom behaviors). Longer term, I could see splitting it into two gems. This gem, game_2d, would retain the reusable platform classes. The other classes would move into a new gem specific to the game I'm developing, as a sort of reference implementation.