Found 72 repositories(showing 30)
ZeroX-DG
A list of awesome web browser related stuff
Rajaniraiyn
An awesome list of Web browsers based on Electron.js framework
cliffordfajardo
🕸A list of awesome web browsers for desktop, mobile, terminals, text editors etc
spartrekus
Console portable web browser: Links2 (using ncurses library, portable, source, and C language) (awesome browser) [links-2.14.tar.gz Freebsd]
onsitejs
A curated list of awesome private web browsing tools, projects, software, ideas, and resources
koalagang
😎 🌍 A curated list of awesome alternatives to apps tradtionally used in the web browser.
ClassiPoint – Bootstrap Responsive Classifieds, Directory, and Listing Multipurpose HTML Template. Directory, Classified, Listing, Ads, Advertising, Ad Listing, and More Multi usage Template This Template Includes 22+ HTML Pages Includes.Here we are using multiple types of Categories like Classifieds, Directory, and Listing, etc. It is very easy to customize. It has beautiful Home Pages and Multipurpose useful inner pages and all the important sections required by any kind of listing and ad posting website Template. You need to be very helpful to easy to design and save your time. It has a super clean user interface, customization components, and widgets. The Template comes with an awesome unique design also we ensure you can easily design your website just how you like it. Once you purchase the Pro Version ClassiPoint HTML Template you will be enabled to get a free download of all future updates. it is a fully responsive template for all types of devices. Works on all major web browsers, Desktop, iPhone, iPad, Tablet and all other smartphone devices
Nixy1234
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/ # All map templates are defined in the templates directory # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi # The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt deftemplatesuffix: lowres # Map storage scheme: only uncommoent one 'type' value # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory) # mysql: MySQL database, at hostname:port in database, accessed via userid with password # mariadb: MariaDB database, at hostname:port in database, accessed via userid with password # postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password storage: # Filetree storage (standard tree of image files for maps) type: filetree # SQLite db for map storage (uses dbfile as storage location) #type: sqlite #dbfile: dynmap.db # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix' #type: mysql #hostname: localhost #port: 3306 #database: dynmap #userid: dynmap #password: dynmap #prefix: "" components: - class: org.dynmap.ClientConfigurationComponent - class: org.dynmap.InternalClientUpdateComponent sendhealth: true sendposition: true allowwebchat: true webchat-interval: 5 hidewebchatip: false trustclientname: false includehiddenplayers: false # (optional) if true, color codes in player display names are used use-name-colors: false # (optional) if true, player login IDs will be used for web chat when their IPs match use-player-login-ip: true # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored require-player-login-ip: false # (optional) block player login IDs that are banned from chatting block-banned-player-chat: true # Require login for web-to-server chat (requires login-enabled: true) webchat-requires-login: false # If set to true, users must have dynmap.webchat permission in order to chat webchat-permissions: false # Limit length of single chat messages chatlengthlimit: 256 # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky) # hideifshadow: 4 # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky) # hideifundercover: 14 # # (Optional) if true, players that are crouching/sneaking will be hidden hideifsneaking: false # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self) protected-player-info: false # If true, hide players with invisibility potion effects active hide-if-invisiblity-potion: true # If true, player names are not shown on map, chat, list hidenames: false #- class: org.dynmap.JsonFileClientUpdateComponent # writeinterval: 1 # sendhealth: true # sendposition: true # allowwebchat: true # webchat-interval: 5 # hidewebchatip: false # includehiddenplayers: false # use-name-colors: false # use-player-login-ip: false # require-player-login-ip: false # block-banned-player-chat: true # hideifshadow: 0 # hideifundercover: 0 # hideifsneaking: false # # Require login for web-to-server chat (requires login-enabled: true) # webchat-requires-login: false # # If set to true, users must have dynmap.webchat permission in order to chat # webchat-permissions: false # # Limit length of single chat messages # chatlengthlimit: 256 # hide-if-invisiblity-potion: true # hidenames: false - class: org.dynmap.SimpleWebChatComponent allowchat: true # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true. allowurlname: false # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins - class: org.dynmap.MarkersComponent type: markers showlabel: false enablesigns: false # Default marker set for sign markers default-sign-set: markers # (optional) add spawn point markers to standard marker layer showspawn: true spawnicon: world spawnlabel: "Spawn" # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff) showofflineplayers: false offlinelabel: "Offline" offlineicon: offlineuser offlinehidebydefault: true offlineminzoom: 0 maxofflinetime: 30 # (optional) layer for showing player's spawn beds showspawnbeds: false spawnbedlabel: "Spawn Beds" spawnbedicon: bed spawnbedhidebydefault: true spawnbedminzoom: 0 spawnbedformat: "%name%'s bed" # (optional) Show world border (vanilla 1.8+) showworldborder: true worldborderlabel: "Border" - class: org.dynmap.ClientComponent type: chat allowurlname: false - class: org.dynmap.ClientComponent type: chatballoon focuschatballoons: false - class: org.dynmap.ClientComponent type: chatbox showplayerfaces: true messagettl: 5 # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages #scrollback: 100 # Optional: set maximum number of lines visible for chatbox #visiblelines: 10 # Optional: send push button sendbutton: false - class: org.dynmap.ClientComponent type: playermarkers showplayerfaces: true showplayerhealth: true # If true, show player body too (only valid if showplayerfaces=true showplayerbody: false # Option to make player faces small - don't use with showplayerhealth smallplayerfaces: false # Optional - make player faces layer hidden by default hidebydefault: false # Optional - ordering priority in layer menu (low goes before high - default is 0) layerprio: 0 # Optional - label for player marker layer (default is 'Players') label: "Players" #- class: org.dynmap.ClientComponent # type: digitalclock - class: org.dynmap.ClientComponent type: link - class: org.dynmap.ClientComponent type: timeofdayclock showdigitalclock: true #showweather: true # Mouse pointer world coordinate display - class: org.dynmap.ClientComponent type: coord label: "Location" hidey: false show-mcr: false show-chunk: false # Note: more than one logo component can be defined #- class: org.dynmap.ClientComponent # type: logo # text: "Dynmap" # #logourl: "images/block_surface.png" # linkurl: "http://forums.bukkit.org/threads/dynmap.489/" # # Valid positions: top-left, top-right, bottom-left, bottom-right # position: bottom-right #- class: org.dynmap.ClientComponent # type: inactive # timeout: 1800 # in seconds (1800 seconds = 30 minutes) # redirecturl: inactive.html # #showmessage: 'You were inactive for too long.' #- class: org.dynmap.TestComponent # stuff: "This is some configuration-value" # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false) display-whitelist: false # How often a tile gets rendered (in seconds). renderinterval: 1 # How many tiles on update queue before accelerate render interval renderacceleratethreshold: 60 # How often to render tiles when backlog is above renderacceleratethreshold renderaccelerateinterval: 0.2 # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores) tiles-rendered-at-once: 2 # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result # in more competition for CPU resources with other processes usenormalthreadpriority: true # Save and restore pending tile renders - prevents their loss on server shutdown or /reload saverestorepending: true # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs save-pending-period: 900 # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds) zoomoutperiod: 30 # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps) initial-zoomout-validate: true # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can # also be set on individual worlds and individual maps. tileupdatedelay: 30 # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable enabletilehash: true # Optional - hide ores: render as normal stone (so that they aren't revealed by maps) #hideores: true # Optional - enabled BetterGrass style rendering of grass and snow block sides #better-grass: true # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option) smooth-lighting: true # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether) # false=classic Dynmap lighting curve use-brightness-table: true # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks block-alias: # "minecraft:quartz_ore": "stone" # "diamond_ore": "coal_ore" # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100), # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download) # # Has no effect on maps with explicit format settings image-format: jpg-q90 # If cwebp or dwebp are not on the PATH, use these settings to provide their full path. Do not use these settings if the tools are on the PATH # For Windows, include .exe # #cwebpPath: /usr/bin/cwebp #dwebpPath: /usr/bin/dwebp # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker) # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks use-generated-textures: true correct-water-lighting: true transparent-leaves: true # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default) ctm-support: true # custom-colors-support: if true, Custom Colors in texture packs is enabled (default) custom-colors-support: true # Control loading of player faces (if set to false, skins are never fetched) #fetchskins: false # Control updating of player faces, once loaded (if faces are being managed by other apps or manually) #refreshskins: false # Customize URL used for fetching player skins (%player% is macro for name) skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png" # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south) # default is 'newrose' (preserve pre-1.0 maps, rotate rose) # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap) compass-mode: newnorth # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta # To disable, set just 'none' and comment/delete the rest render-triggers: - blockupdate #- blockupdate-with-id #- lightingupdate - chunkpopulate - chunkgenerate #- none # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server') #webpage-title: "My Awesome Server Map" # The path where the tile-files are placed. tilespath: web/tiles # The path where the web-files are located. webpath: web # The path were the /dynmapexp command exports OBJ ZIP files exportpath: export # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access). # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified) #webserver-bindaddress: 0.0.0.0 # The TCP-port the webserver will listen on. webserver-port: 8123 # Maximum concurrent session on internal web server - limits resources used in Bukkit server max-sessions: 30 # Disables Webserver portion of Dynmap (Advanced users only) disable-webserver: false # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default)) allow-symlinks: true # Enable login support login-enabled: false # Require login to access website (requires login-enabled: true) login-required: false # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load) timesliceinterval: 0.0 # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load maxchunkspertick: 200 # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater progressloginterval: 100 # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when # setting this to equal or exceed the number of physical cores on the system. #parallelrendercnt: 4 # Interval the browser should poll for updates. updaterate: 2000 # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in fullrenderplayerlimit: 0 # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in updateplayerlimit: 0 # Target limit on server thread use - msec per tick per-tick-time-limit: 50 # If TPS of server is below this setting, update renders processing is paused update-min-tps: 18.0 # If TPS of server is below this setting, full/radius renders processing is paused fullrender-min-tps: 18.0 # If TPS of server is below this setting, zoom out processing is paused zoomout-min-tps: 18.0 showplayerfacesinmenu: true # Control whether players that are hidden or not on current map are grayed out (true=yes) grayplayerswhenhidden: true # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin #sidebaropened: true # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only) #http-response-headers: # Access-Control-Allow-Origin: "my-domain.com" # X-Custom-Header-Of-Mine: "MyHeaderValue" # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields trusted-proxies: - "127.0.0.1" - "0:0:0:0:0:0:0:1" joinmessage: "%playername% joined" quitmessage: "%playername% quit" spammessage: "You may only chat once every %interval% seconds." # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text webmsgformat: "&color;2[WEB] %playername%: &color;f%message%" # Control whether layer control is presented on the UI (default is true) showlayercontrol: true # Enable checking for banned IPs via banned-ips.txt (internal web server only) check-banned-ips: true # Default selection when map page is loaded defaultzoom: 0 defaultworld: world defaultmap: flat # (optional) Zoom level and map to switch to when following a player, if possible #followzoom: 3 #followmap: surface # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching persist-ids-by-ip: true # If true, map text to cyrillic cyrillic-support: false # Messages to customize msg: maptypes: "Map Types" players: "Players" chatrequireslogin: "Chat Requires Login" chatnotallowed: "You are not permitted to send chat messages" hiddennamejoin: "Player joined" hiddennamequit: "Player quit" # URL for client configuration (only need to be tailored for proxies or other non-standard configurations) url: # configuration URL #configuration: "up/configuration" # update URL #update: "up/world/{world}/{timestamp}" # sendmessage URL #sendmessage: "up/sendmessage" # login URL #login: "up/login" # register URL #register: "up/register" # tiles base URL #tiles: "tiles/" # markers base URL #markers: "tiles/" # Snapshot cache size, in chunks snapshotcachesize: 500 # Snapshot cache uses soft references (true), else weak references (false) soft-ref-cache: true # Player enter/exit title messages for map markers # # Processing period - how often to check player positions vs markers - default is 1000ms (1 second) #enterexitperiod: 1000 # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second) #titleFadeIn: 10 # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds) #titleStay: 70 # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second) #titleFadeOut: 20 # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead #enterexitUseTitle: true # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false #enterReplacesExits: true # Set to true to enable verbose startup messages - can help with debugging map configuration problems # Set to false for a much quieter startup log verbose: false # Enables debugging. #debuggers: # - class: org.dynmap.debug.LogDebugger # Debug: dump blocks missing render data dump-missing-blocks: false
Parassharmaa
Colorido.Js is an awesome, fast, flexible and cross-browser dynamically color changing tool for web projects.
wacoo
Awesome Books - the ultimate web application for book lovers! Our platform allows you to easily store and access information about your favorite books and their authors. With a user-friendly menu, you can quickly browse through lists of books and their corresponding authors.
DSCfuo
FUOcribs is an open source web project aimed at helping university students find roommates and available accomodation. The overall idea behind this program is to help develop coding and real-world problem-solving skills. This project is beginner friendly because no framework would be used and would be built from scratch so we encourage every contributor to give this rpoject their best shot and also __write down good comments in your codes to help another person reading your code learn and understand fast.__ ## Languages required * HTML5 * CSS3 * JAVASCRIPT * PHP * MYSQL ## Tools needed * Web browser * Text editor * You can use any text editor of your choice. Recommended text editors: [Atom](https://atom.io), [Brackets](https://brackets.io), [Vscode](https://code.visualstudio.com/download) * Offline server ([xampp](https://www.apachefriends.org/download.html) or [wamp](http://www.wampserver.com/en/)) ## Workflow This section describes the workflow we are going to follow when working in a new feature or fixing a bug. If you want to contribute, please follow these steps: #### Fork this project Clone the forked project to your local environment, for example: ```git clone https://github.com/DSCfuo/fuocribs.git ``` (Make sure to replace the URL to your own repository). Add the original project as a remote, for this example the name is upstream, feel free to use whatever name you want. git remote add upstream ```https://github.com/DSCfuo/fuocribs.git ``` Forking the project will create a copy of that project in your own GitHub account, you will commit your work against your own repository. #### Updating your local In order to update your local environment to the latest version on master, you will have to pull the changes using the upstream repository, for example: git pull upstream master. This will pull all the new commits from the origin repository to your local environment. #### Features/Bugs When working on a new feature, create a new branch feature/something from the master branch, for example feature/login-form. Commit your work against this new branch and push everything to your forked project. Once everything is completed, you should create a pull request to the original project. Make sure to add a description about your work and a link to the trello task. When fixing a bug, create a new branch fix/something from the master branch, for example fix/css-btn-issues. When completed, push your commits to your forked repository and create a pull request from there. Please make sure to describe what was the problem and how did you fix it. #### Updating your local branch Let's say you've been working on a feature for a couple days, most likely there are new changes in master and your branch is behind. In order to update it to the latest (You might not need/want to do this) you need to pull the latest changes to develop and then rebase your current branch. $ git checkout master $ git pull upstream master $ git checkout feature/something-awesome $ git rebase master After this, your commits will be on top of the master commits. From here you can push to your origin repository and create a pull request. You might have some conflicts while rebasing, try to resolve the conflicts for each individual commit. Rebasing is intimidating at the beginning, if you need help don't be afraid to reach out in slack. #### Pull requests In order to merge a pull request, there should be a couple of approval reviews. Once is approved, we should merge to the master branch using the Squash button in github. When using squash, all the commits will be squashed into one. The idea is to merge features/fixes as oppose of merging each individual commit. This helps when looking back in time for changes in the code base, and if the pull request has a great comment, it's easier to know why that code was introduced.
metov
Awesome programs for browsing the web
A collection of awesome browser extensions for web developers.
arunthampi
Attempt to become the Emacs of web browsers (with the awesomeness of Ruby)
davidnoronha1
Integration between the awesome window manager and the firefox web browser.
fernando-silvabr66
Awesome Books is a Web Application that allows users to add, list and remove books stored locally in the web browser environment. Developed using Javascript.
wdtracy
Awesome 3D ball multiplatform mobile game coded in ShiVa3D. These files represent AI code extracted from Stonetrip's Shiva PLE game engine. Visit my blog at http://subspacegames.com for links to the videos documenting this code and links to the game prototype - playable in your web browser.
Yacoubou-seidou
Awesome Book is a web application designed to store and display books using the localStorage feature of the browser. With this app, users can easily add, edit, and delete books, as well as mark books as read or unread. The app provides a user-friendly interface that allows users to view and manage their book collection with ease.
klikk
Web-based server browser for the awesome game SUPRABALL
mrepol742
A curated list of awesome web browsers for desktop, mobile, terminal etc.
kevuno
A awesome real-time canvas on web browser for free speech at RIT
Bope142
Awesome Quotes is a web application built to provide users with a curated collection of inspirational quotes. Users can browse through a variety of quotes, share them with friends and family, and enjoy moments of inspiration.
jbulow
Teaching-focused digital circuit simulator. Allows anyone to graphically connect objects within a awesome web-browser application without knowing coding or hacking.
RussellSnyder
Connect Max MSP (udpsend) -> Node -> Web Browser -> Node -> Max MSP (udpreceive) | Step one of awesome AV art
kensteph
Awesome books is a web app where the user can save all his interesting books in the browser and display them after. I used HTML, CSS, JavaScript, and ES6 features.
Quasimo
Focus on readability, a clean and awesome Wordpress blank theme. HTML5, CSS3, Responsive Web Design,optimized for mobile browsing (iPhone and iPad). 关注阅读体验,干净简洁的HTML5 WordPress模版框架,自适应屏幕,特别面向iPhone和iPad浏览。
Jay28497
Awesome web-browsable Web APIs.
gitmarcramos
Awesome Quotes is a mobile first web app where you can browse or share your best punchlines and conversations!
rajjitlai
An amazing and awesome homepage design using HTML, CSS and JS that can be set as the default homepage in any web browser
kushalareddy2006-ar
Sneakdeak 👟 — A clean and modern HTML & CSS web project for browsing and discovering awesome sneaker brands. Responsive, aesthetic, and easy to customize.