wrap a functional React component with state & events.
LangGraph
bedrock-layout useStatefulRef
A utility package to help implement stateful CSRF protection using the Synchroniser Token Pattern in express.
rrweb's component to take a snapshot of DOM, aka DOM serializer
A migrations component for Convex. Define, run, and track your database migrations. Run from a CLI or Convex server function.
TiDB Cloud Serverless Driver
rrweb's component to take a snapshot of DOM, aka DOM serializer
rrweb's component to take a snapshot of DOM, aka DOM serializer
rrweb's component to take a snapshot of DOM, aka DOM serializer
Run MCP stdio servers over SSE, Streamable HTTP or visa versa
Generate an AST from a string template.
Compile ES2015 template literals to ES5
Ensures consistent encoding and decoding of TC Signals for the iab. Transparency and Consent Framework (TCF).
rrweb's component to take a snapshot of DOM, aka DOM serializer
Lightweight libraries for building stateful actors on edge platforms
AWS SDK for JavaScript Network Firewall Client for Node.js, Browser and React Native
A collection of sub-components pre-connected to nteract's Redux state
React hooks and components for RivetKit client applications
A collection of useful code to complement the official convex package.
Drag and drop sans the GUI
Send reports about your GraphQL services to Apollo Graph Manager (previously known as Apollo Engine)
Primary SDK for using XYO Protocol 2.0
The official, opinionated, batteries-included toolset for efficient Redux development
Simple extension of Merb's display() that chooses templates based on an object's state
Tiltout is a small abstraction on top of Tilt that allows you to render templates with optional layouts, share state between layout and template, register helper modules and optionally cache templates.
Scalable infrastructure management with Ruby DSL compilation to Terraform JSON. Features template-level state isolation and automation-first design.
Parse a reachability graph and process it using Mustache templates. Example State 2/2398339604900326310: / steps = <<"TenantManager", "Loader">> / db_data = {} / now = 1 / pc = [ Tail |-> "tail_wait", TenantManager |-> "tenant_manager" ] / db_tenants = {"t1"} / input_data = { [tenant |-> "t1", data |-> "d1"], [tenant |-> "t2", data |-> "d2"] } Transition -8297134421408988195 --> 2398339604900326310
A set of [mustache] templates extending [tla-trace-filter] -tool to create a self extracting achieve for API traces generated, when model checking formal models created by [tla-Sbuilder] -tool. Also includes Ruby classes to extract test cases from archive extract. Use case: Formal models, built using [tla-sbuilder], and model checked using [TLA+tools]], can generate /API Traces/, which represent end-to-end scenarios executing across system services in the formal model. An API Trace is composed of steps, with each step giving 1) a (formal) system state before the API call, 2) the API call exercised together with (formal model) value bindings of request parameters, 3) API response returned, and 4) the (formal) system state after the API call. A API Trace can be mapped to /Unit Tests/ on implementation with each Unit Test corresponding a step in the API Trace. After executing each of the individual Unit Tests, the aggregate result can be interpreted as an execution of a "virtual" System Test - considerably easier than managing the execution a System Test as a single unit. The purpose of =tla-trace-arch= GEM is create a self extracting archive, which can be safely distributed to system service developers for extracting API Trace Steps to create unit tests for the service being developed by the developer. Ref: - https://github.com/jarjuk/tla-trace-filter - https://mustache.github.io/mustache.5.html - https://github.com/jarjuk/tla-sbuilder - http://research.microsoft.com/en-us/um/people/lamport/tla/tools.html
<!-- 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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