The base template for Create BDD Test Framework.
Parameterised tests for Jest
The Serverless Dashboard plugin
base library for oclif CLIs
Template project for writing node package with napi-rs
A URI template implementation (RFC 6570 compliant)
Create objects, fields, tabs, etc
A high-level API to automate web browsers
Allure Playwright integration
A high-level API to automate web browsers
A tool for connecting your design system components in code with your design system in Figma
Angular specific wrappers for @ionic/core
ContractCase contract testing suite
A Test-Anything-Protocol library for JavaScript
Allure JS Commons
simple, flexible, fun test framework
Mocha test framework for Web Test Runner
Templates rendering plugin support for hapi.js
Addon for Storybook that generates test code for your stories.
The most popular front-end framework for developing responsive, mobile first projects on the web.
SuperAgent driven library for testing HTTP servers

Microsoft Authentication Library for js
Kotlin/JS and Kotlin/Wasm utilities to work with Kotlin Gradle Plugin
TAFT will deploy/install a skeleton code framework for the automated testing of applications with APIs and/or web-UIs
CubaGenie creates a skeleton Cuba app, configured to your preferences, which may include view templates, test templates, CSS framework and many more.
A bundler plugin that adds features to your existing Ruby Gems project. See [our repository of templates](http://gembytes.com/templates) for adding testing, linting, and security frameworks to your project.
CommandSet is a user interface framework. Its focus is a DSL for defining commands, much like Rake or RSpec. A default readline based terminal interpreter (complete with context sensitive tab completion, and the amenities of readline: history editing, etc) is included. It could very well be adapted to interact with CGI or a GUI - both are planned. CommandSet has a lot of very nice features. First is the domain-specific language for defining commands and sets of commands. Those sets can further be neatly composed into larger interfaces, so that useful or standard commands can be resued. Optional application modes, much like Cisco's IOS, with a little bit more flexibility. Arguments have their own sub-language, that allows them to provide interface hints (like tab completion) as well as input validation. On the output side of things, CommandSet has a very flexible output capturing mechanism, which generates a tree of data as it's generated, even capturing writes to multiple places at once (even from multiple threads) and keeping everything straight. Methods that normally write to stdout are interposed and fed into the tree, so you can hack in existing scripts with minimal adjustment. The final output can be presented to the user in a number of formats, including contextual coloring and indentation, or even progress hashes. XML is also provided, although it needs some work. Templates are on the way. While you're developing your application, you might find the record and playback utilities useful. cmdset-record will start up with your defaults for your command set, and spit out an interaction script. Then you can replay the script against the live set with cmdset-playback. Great for ad hoc testing, usability surveys and general demos.
<!-- 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.
== README.md: #ScheduledResource This gem is for displaying how things are used over time -- a schedule for a set of "resources". You can configure the elements of the schedule and there are utilities and protocols to connect them: - Configuration (specification and management), - Query interfaces (a REST-like API and internal protocols to query the models), and - A basic Rails controller implementation. We have a way to configure the schedule, internal methods to generate the data, and a way to retrieve data from the client. However this gem is largely view-framework agnostic. We could use a variety of client-side packages or even more traditional Rails view templates to generate HTML. In any case, to get a good feel in a display like this we need some client-side code. The gem includes client-side modules to: - Manage <b>time and display geometries</b> with "infinite" scroll along the time axis. - <b>Format display cells</b> in ways specific to the resource models. - <b>Update text justification</b> as the display is scrolled horizontally. ## Configuration A **scheduled resource** is something that can be used for one thing at a time. So if "Rocky & Bullwinkle" is on channel 3 from 10am to 11am on Saturday, then 'channel 3' is the <u>resource</u> and that showing of the episode is a <u>resource-use</u> block. Resources and use-blocks are typically Rails models. Each resource and its use-blocks get one row in the display. That row has a label to the left with some timespan visible on the rest of the row. Something else you would expect see in a schedule would be headers and labels -- perhaps one row with the date and another row with the hour. Headers and labels also fit the model of resources and use-blocks. Basic timezone-aware classes (ZTime*) for those are included in this gem. ### Config File The schedule configuration comes from <tt>config/resource_schedule.yml</tt> which has three top-level sections: - ResourceKinds: A hash where the key is a Resource and the value is a UseBlock. (Both are class names), - Resources: A list where each item is a Resource Class followed by one or more resource ids, and - visibleTime: The visible timespan of the schedule in seconds. The example file <tt>config/resource_schedule.yml</tt> (installed when you run <tt>schedulize</tt>) should be enough to display a two-row schedule with just the date above and the hour below. Of course you can monkey-patch or subclass these classes for your own needs. ### The schedule API The 'schedule' endpoint uses parameters <tt>t1</tt> and <tt>t2</tt> to specify a time interval for the request. A third parameter <tt>inc</tt> allows an initial time window to be expanded without repeating blocks that span those boundaries. The time parameters _plus the configured resources_ define the data to be returned. ### More About Configuration Management The <b>ScheduledResource</b> class manages resource and use-block class names, id's and labels for a schedule according to the configuration file. A ScheduledResource instance ties together: 1. A resource class (eg TvStation), 2. An id (a channel number in this example), and 3. Strings and other assets that will go into the DOM. The id is used to - select a resource _instance_ and - select instances of the _resource use block_ class (eg Program instances). The id _could_ be a database id but more often is something a little more suited to human use in the configuration. In any case it is used by model class method <tt>(resource_use_block_class).get_all_blocks()</tt> to select the right use-blocks for the resource. A resource class name and id are are joined with a '_' to form a tag that also serves as an id for the DOM. Once the configuration yaml is loaded that data is maintained in the session structure. Of course having a single configuration file limits the application's usefulness. A more general approach would be to have a user model with login and configuration would be associated with the user. ## Installation Add this line to your application's Gemfile: ```ruby gem 'scheduled_resource' ``` And then execute: $ bundle Or install it yourself as: $ gem install scheduled_resource Then from your application's root execute: $ schedulize . This will install a few image placeholders, client-side modules and a stylesheet under <tt>vendor/assets</tt>, an example configuration in <tt>config/resource_schedule.yml</tt> and an example controller in <tt>app/controllers/schedule_controller.rb</tt>. Also, if you use $ bundle show scheduled_resource to locate the installed source you can browse example classes <tt>lib/z_time_*.rb</tt> and the controller helper methods in <tt>lib/scheduled_resource/helper.rb</tt> ## Testing This gem also provides for a basic test application using angularjs to display a minimal but functional schedule showing just the day and hour headers in two different timezones (US Pacific and Eastern). Proceed as follows, starting with a fresh Rails app: $ rails new test_sr As above, add the gem to the Gemfile, then $ cd test_sr $ bundle $ schedulize . Add lines such as these to <tt>config/routes.rb</tt> get "/schedule/index" => "schedule#index" get "/schedule" => "schedule#schedule" Copy / merge these files from the gem source into the test app: $SR_SRC/app/views/layouts/application.html.erb $SR_SRC/app/views/schedule/index.html.erb $SR_SRC/app/assets/javascripts/{angular.js,script.js,controllers.js} and add <tt>//= require angular</tt> to application.js just below the entries for <tt>jquery</tt>. After you run the server and browse to http://0.0.0.0:3000/schedule/index you should see the four time-header rows specified by the sample config file. ## More Examples A better place to see the use of this gem is at [tv4](https://github.com/emeyekayee/tv4). Specifically, models <tt>app/models/event.rb</tt> and <tt>app/models/station.rb</tt> give better examples of implementing the ScheduledResource protocol and adapting to a db schema organized along somewhat different lines. ## Contributing 1. Fork it ( https://github.com/emeyekayee/scheduled_resource/fork ) 2. Create your feature branch (`git checkout -b my-new-feature`) 3. Commit your changes (`git commit -am 'Add some feature'`) 4. Push to the branch (`git push origin my-new-feature`) 5. Create a new Pull Request
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.