split for files, streams, or any text really
camelCase, kebab-case, PascalCase... a simple integration with nano package size. (SMALL footprint!)
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Split a string on the first occurance of a given separator
Easy way to split a string on a given character unless it's quoted or escaped.
An optimised way to copy'ing an object. A small and simple integration
Transform a string between `camelCase`, `PascalCase`, `Capital Case`, `snake_case`, `kebab-case`, `CONSTANT_CASE` and others
split a Text Stream into a Line Stream, using Stream 3
split a Text Stream into a Line Stream
Split a LineString by another GeoJSON Feature.
Split Cypress specs across parallel CI machines for speed
Split string by any separator excluding brackets, quotes and escaped characters
Merge objects & other types recursively. A simple & small integration.
Split JavaScript SDK common components
React split-pane component with hooks and TypeScript
React component for Split.js
Simple module to split a single certificate authority chain file (aka: bundle, ca-bundle, ca-chain, etc.) into an array, as expected by the node.js tls api.
React split-pane component
TypeScript definitions for split2
Manipulate strings according to the word parsing rules of the UNIX Bourne shell.
Split lines into an array of lines
Turn a readable stream into multiple readable streamx streams
Cross browser String#split implementation
Angular UI library to split views and allow dragging to resize areas using CSS grid layout.
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.
GuerrillaRotate ============== This plugin lets you have multiple view pages for the one action, so that you can rotate through different views in order to test which one is the most effective. This is known as A/B testing, split testing or side-by-side testing. It will automatically switch between the different views for different web requests (uses .rand so is pseudo random, not round-robin or anything). The particular view is sticky for a (rails) session, so that once that view has been chosen for that visitor they will see the same, consistent view each time. It integrates automagically into [Rubaidh::GoogleAnalytics](http://github.com/rubaidh/google_analytics) by setting the override_trackpageview to the name of the unique view file (instead of the action-based URL) so you can track it easily in Google Analytics. Without that you'll want to track it by putting different tracking codes in each of your view templates. Example ------- So, in your views you will create some new templates with something (can be anything including nothing) between the template name and the first part of the extension. So you might have the following files for the products/index action: app/views/products/index.html.erb app/views/products/index_alt.html.erb app/views/products/index_new.html.erb Then all you need to do is tell your controller to rotate for that action: ### app/controllers/products_controller.rb class ProductsController < ApplicationController guerrilla_rotate :index, :show # etc.. end NB: guerrilla_rotate is also aliased as guerilla_rotate for the alternative spelling and typos. Copyright © 2009 Jason King, released under the MIT license
<p>Sass or the much better approach of scss is really helpful and a big silver bullet for my css structuring in ruby projects.</p> \ <p>Standard sass command works for whole directories or single files only. In general it gets the jobs we want done, but in practical usage i think the sass command tool is a little bit unconvinient. A common scenario for me is, \ that you have whole bunch of sass files, which you want to compile to a single compressed output file. But if you have splitted your sass files in component based modules and you want to watch the complete folder you have to care for dependency handling in each file, because each file will be compiled for its own.</p> \ <pre># compiling a complete folder with scss ~ $ sass css/scss:css/compiled</pre> \ <p>So converting the whole folder is not what i want, because i don\'t want to import for example my color.sass config file in each module again. Compiling a single file seems to be the better solution, and it works in general, as expected, but the devil is in the detail. </p> <pre># compiling a single file where the other files are imported. ~ $ sass css/scss/main.scss:css/compiled/main.css</pre> \ <p>If we change a file with impact to our main.sass file, the --watch handle will not get it, because it observes only the timestamp of the given main.sass.</p> <p>Here is it, where mindful_sass tries to help out. You use it according to the single file variant of sass, but it tries to observe the whole folder the given sass file is placed. If a timestamp of file in the sass folder or its children changes it will compile the specified main.sass again.</p> \ <p>This gem is not aimed to replace anything in the sass universe. It is only a wrapper to avoid the described unconvinience, and i hope that it gets useless as fast as possible, because the sass development gets this feature done for themselves.</p> \ <p>Thanks anyway to the sass developer team.</p>