Enter the query into the form above. You can look for specific version of a package by using @ symbol like this: gcc@10.
API method:
GET /api/packages?search=hello&page=1&limit=20
where search is your query, page is a page number and limit is a number of items on a single page. Pagination information (such as a number of pages and etc) is returned
in response headers.
If you'd like to join our channel search send a patch to ~whereiseveryone/toys@lists.sr.ht adding your channel as an entry in channels.scm.
To activate this method for getting info, use something like: (require emms-info-mediainfo) (add-to-list emms-info-functions emms-info-mediainfo).
This package adds support for the GDScript programming language from the Godot game engine in Emacs. It features all the essentials, e.g., syntax highlighting, code folding, indentation, automatic pairing, auto-completion, and code formatting.
This package extends `shr / `eww with org features and analysis capability. It can be used in `dash-docs', `eww', `nov.el', `mu4e', `anki.el', etc. - Configurable org-like heading faces, headline bullets, item bullets, paragraph indentation, fill-column, item bullet, versatile hyper links(http/https/file/mailto/etc) face and so on. - Browse the internet or local html file with `eww just like org mode. - Read dash docsets with `dash-docs and the beauty of org faces. - Read epub files with `nov.el , just like org mode. - Read html email with `mu4e , the same reading experience just like org mode without formatting html to org file. - Switch/jump the headlines just like org-mode in `eww and `nov.el with `imenu - Toggle/cycle the headlines just like org-mode in `eww and `nov.el with `outline-minor-mode and `org-cycle'/`org-shifttab - Analysis capability: - Headline analysis: List all headlines with clickable texts. - URL analysis: List all classified URL with clickable texts. - Export HTML buffer to an org file using shr engine (no Pandoc is needed).
Automatic programming language detection using pre-trained random forest classifier. Supported languages: * ada * awk * c * clojure * cpp * csharp * css * dart * delphi * emacslisp * erlang * fortran * fsharp * go * groovy * haskell * html * java * javascript * json * latex * lisp * lua * matlab * objc * perl * php * prolog * python * r * ruby * rust * scala * shell * smalltalk * sql * swift * visualbasic * xml Entrypoints: * language-detection-buffer - When called interactively, prints the language of the current buffer to the echo area - When called non-interactively, returns the language of the current buffer * language-detection-string - Non-interactive function, returns the language of its argument.
Emacs mode for GNU APL This mode provides both normal editing facilities for APL code as well as an interactive mode. The interactive mode is started using the command ‘gnu-apl’. The mode provides two different ways to input APL symbols. The first method is enabled by default, and simply binds keys with the "super" modifier. The problem with this method is that the "super" modifier has to be enabled, and any shortcuts added by the operating system that uses this key has to be changed. The other method is a bit more cumbersome to use, but it's pretty much guaranteed to work everywhere. Simply enable the input mode using C-\ (‘toggle-input-method’) and choose APL-Z. Once this mode is enabled, press "." (period) followed by a letter to generate the corresponding symbol.
Kaomojis are eastern/Japanese emoticons, which are usually displayed horizontally, as opposed to the western vertical variants (":^)", ";D", "XP", ...). To achieve this they make much more use of more obscure and often harder to type unicode symbols, which often makes it more difficult to type, or impossible if you don't know the symbols names/numbers. This package tries to make it easier to use kaomojis, by using `completing-read and different categories. The main user functions are therefore `insert-kaomoji to insert a kaomoji at point, and `insert-kaomoji-into-kill-ring to push a kaomoji onto the kill ring. The emoticons aren't stored in this file, but (usually) in the KAOMOJIS file that should be in the same directory as this source file. This file is parsed during byte-compilation and then stored in `insert-kaomoji-alist'. The kaomojis in KAOMOJIS have been selected and collected from these sites: - https://wikileaks.org/ciav7p1/cms/page_17760284.html - http://kaomoji.ru/en/ - https://en.wikipedia.org/wiki/List_of_emoticons.
Major mode for editing Owl Lisp files.
This package defines some hydras (pop-up menus of commands with common prefixes) for CIDER. For more information about CIDER, see https://github.com/clojure-emacs/cider For more information about hydras, see https://github.com/abo-abo/hydra Hydras serve several important purposes: discovery, memorization, and organization. - Discovery - Grouping related commands together under a common prefix and displaying them in a single menu facilitates discovery. - For example, if a user wants to know about CIDER's documentation commands, they could bring up a hydra that includes commands like `cider-doc', `cider-javadoc', etc, some of which may be new to them. - Memorization - Hydras serve as a memory aid for the user. By grouping related commands together, the user has less need to memorize every command; knowing one, she can find the others. - Organization - The process of creating hydras can aid in organizing code. This gives both developers and users a better overview of what the project can or cannot do. - Thus, each hydra is like a section of a quick-reference card. In fact, many of the hydras here are inspired by the CIDER refcard: https://github.com/clojure-emacs/cider/blob/master/doc/cider-refcard.pdf.
This package inherits org faces to non-org buffers * Inherit org faces to non-org buffers ** The following major modes are supported - w3m mode - info mode - helpful mode - Other major modes: Headline/List fontified
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Nerd Fonts patches developer targeted fonts with a high number of glyphs (icons). Specifically to add a high number of extra glyphs from popular ‘iconic fonts’ such as Font Awesome, Devicons, Octicons, and others.
Graze is a command-line tool used for complex guix shell invocations, where a simple manifest does not suffice. Through the use of a shell.scm file, it allows for a declarative approach to Guix development environments, and a project templating system inspired by Nix's flake templates.
This library implements the RSA encryption and signature algorithms for arbitrarily-sized ByteStrings. While the implementations work, they are not necessarily the fastest ones on the planet. Particularly key generation. The algorithms included are based of RFC 3447, or the Public-Key Cryptography Standard for RSA, version 2.1 (a.k.a, PKCS#1 v2.1).
Generic cryptography public keys algorithm types.
Wuss is a library that lets you easily create secure WebSocket clients over the WSS protocol. It is a small addition to <https://hackage.haskell.org/package/websockets the websockets package> and is adapted from existing solutions by <https://gist.github.com/jaspervdj/7198388 @jaspervdj>, <https://gist.github.com/mpickering/f1b7ba3190a4bb5884f3 @mpickering>, and <https://gist.github.com/elfenlaid/7b5c28065e67e4cf0767 @elfenlaid>.
API docs and the README are available at <http://www.stackage.org/package/authenticate-oauth>.
A web client library that is designed for ease of use. . Tutorial: <http://www.serpentine.com/wreq/tutorial.html>. Features include: Simple but powerful `lens`-based API, a solid test suite, and built on reliable libraries like http-client and lens, session handling includes connection keep-alive and pooling, and cookie persistence, automatic response body decompression, powerful multipart form and file upload handling, support for JSON requests and responses, including navigation of schema-less responses, basic and OAuth2 bearer authentication, and early TLS support via the tls package.
Law-abiding lenses for aeson.
Cubescript is a minimal scripting language first introduced in the Cube FPS and carried over into derived games and game engines such as Sauerbraten. Originally being little more than a few hundred lines of code, serving primarily as the console and configuration file format of the game, it grew more advanced features as well as a bytecode VM.
Nowadays, it is a minimal but relatively fully featured scripting language based around the concept that everything can be interpreted as a string. It excels at its original purpose as well as things like text preprocessing. It comes with a Lisp-like syntax and a variety of standard library functions.
Libcubescript is a project that aims to provide an independent, improved, separate implementation of the language, available as a library, intended to satisfy the needs of the OctaForge project. It was originally forked from Cubescript as present in the Tesseract game/engine and gradually rewritten; right now, very little of the original code remains. At language level it is mostly compatible with the other implementations (although with a stricter parser and extra features), while the standard library does not aim to be fully compatible. Some features are also left up to the user to customize, so that it is not tied to game engines feature-wise.
Like the codebase it is derived from, it is available under the permissive zlib license, and therefore compatible with just about anything.