Glimmer DSL for XML (& HTML) VS glimmer-dsl-gtk

Compare Glimmer DSL for XML (& HTML) vs glimmer-dsl-gtk and see what are their differences.

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Glimmer DSL for XML (& HTML) glimmer-dsl-gtk
1 3
5 19
- -
4.0 2.3
2 months ago 10 months ago
Ruby Ruby
MIT License GNU Lesser General Public License v3.0 only
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

Glimmer DSL for XML (& HTML)

Posts with mentions or reviews of Glimmer DSL for XML (& HTML). We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-05.

glimmer-dsl-gtk

Posts with mentions or reviews of glimmer-dsl-gtk. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-04.
  • 2021 Was The Year of The Ruby Desktop!!!
    11 projects | dev.to | 4 Feb 2022
    Glimmer DSL for GTK (Ruby-GNOME Desktop Development GUI Library)
  • Glimmer DSL for GTK Tetris + Cairo Tutorial Inspired by Mohit Sindhwani
    3 projects | dev.to | 30 Jan 2022
    # From: https://github.com/AndyObtiva/glimmer-dsl-gtk#tetris require 'glimmer-dsl-gtk' require_relative 'tetris/model/game' class Tetris include Glimmer BLOCK_SIZE = 25 BEVEL_CONSTANT = 20 COLOR_GRAY = [192, 192, 192] def initialize @game = Model::Game.new end def launch create_gui register_observers @game.start! @main_window.show end def create_gui @main_window = window { title 'Glimmer Tetris' default_size Model::Game::PLAYFIELD_WIDTH * BLOCK_SIZE, Model::Game::PLAYFIELD_HEIGHT * BLOCK_SIZE # + 98 box(:vertical) { tetris_menu_bar box(:horizontal) { @playfield_blocks = playfield(playfield_width: @game.playfield_width, playfield_height: @game.playfield_height, block_size: BLOCK_SIZE) score_board } } on(:key_press_event) do |widget, key_event| case key_event.keyval when 65364 # down arrow @game.down! when 32 # space @game.down!(instant: true) when 65362 # up arrow case @game.up_arrow_action when :instant_down @game.down!(instant: true) when :rotate_right @game.rotate!(:right) when :rotate_left @game.rotate!(:left) end when 65361 # left arrow @game.left! when 65363 # right arrow @game.right! when 65506 # right shift @game.rotate!(:right) when 65505 # left shift @game.rotate!(:left) else # Do Nothing end end } end def register_observers observe(@game, :game_over) do |game_over| if game_over show_game_over_dialog else start_moving_tetrominos_down end end @game.playfield_height.times do |row| @game.playfield_width.times do |column| observe(@game.playfield[row][column], :color) do |new_color| color = new_color block = @playfield_blocks[row][column] block[:background_square].fill = color block[:top_bevel_edge].fill = [color[0] + 4*BEVEL_CONSTANT, color[1] + 4*BEVEL_CONSTANT, color[2] + 4*BEVEL_CONSTANT] block[:right_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:bottom_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:left_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color block[:drawing_area].queue_draw false end end end Model::Game::PREVIEW_PLAYFIELD_HEIGHT.times do |row| Model::Game::PREVIEW_PLAYFIELD_WIDTH.times do |column| observe(@game.preview_playfield[row][column], :color) do |new_color| color = new_color block = @preview_playfield_blocks[row][column] block[:background_square].fill = color block[:top_bevel_edge].fill = [color[0] + 4*BEVEL_CONSTANT, color[1] + 4*BEVEL_CONSTANT, color[2] + 4*BEVEL_CONSTANT] block[:right_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:bottom_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:left_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color block[:drawing_area].queue_draw end end end observe(@game, :score) do |new_score| @score_label.text = new_score.to_s end observe(@game, :lines) do |new_lines| @lines_label.text = new_lines.to_s end observe(@game, :level) do |new_level| @level_label.text = new_level.to_s end end def tetris_menu_bar menu_bar { menu_item(label: 'Game') { |mi| m = menu { check_menu_item(label: 'Pause') { on(:activate) do @game.paused = [email protected]? end } menu_item(label: 'Restart') { on(:activate) do @game.restart! end } separator_menu_item menu_item(label: 'Exit') { on(:activate) do @main_window.close end } } mi.submenu = m.gtk } menu_item(label: 'View') { |mi| m = menu { menu_item(label: 'Show High Scores') { on(:activate) do show_high_score_dialog end } menu_item(label: 'Clear High Scores') { on(:activate) do @game.clear_high_scores! end } } mi.submenu = m.gtk } menu_item(label: 'Options') { |mi| m = menu { rmi = radio_menu_item(nil, 'Instant Down on Up') { on(:activate) do @game.instant_down_on_up! end } default_rmi = radio_menu_item(rmi.group, 'Rotate Right on Up') { on(:activate) do @game.rotate_right_on_up! end } default_rmi.activate radio_menu_item(rmi.group, 'Rotate Left on Up') { on(:activate) do @game.rotate_left_on_up! end } } mi.submenu = m.gtk } menu_item(label: 'Options') { |mi| m = menu { menu_item(label: 'About') { on(:activate) do show_about_dialog end } } mi.submenu = m.gtk } } end def score_board box(:vertical) { label @preview_playfield_blocks = playfield(playfield_width: Model::Game::PREVIEW_PLAYFIELD_WIDTH, playfield_height: Model::Game::PREVIEW_PLAYFIELD_HEIGHT, block_size: BLOCK_SIZE) label label('Score') @score_label = label label label('Lines') @lines_label = label label label('Level') @level_label = label label } end def playfield(playfield_width: , playfield_height: , block_size: , &extra_content) blocks = [] box(:vertical) { playfield_height.times.map do |row| blocks << [] box(:horizontal) { playfield_width.times.map do |column| blocks.last << block(row: row, column: column, block_size: block_size) end } end extra_content&.call } blocks end def block(row: , column: , block_size: , &extra_content) block = {} bevel_pixel_size = 0.16 * block_size.to_f color = Model::Block::COLOR_CLEAR block[:drawing_area] = drawing_area { size_request block_size, block_size block[:background_square] = square(0, 0, block_size) { fill *color } block[:top_bevel_edge] = polygon(0, 0, block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size, bevel_pixel_size) { fill color[0] + 4*BEVEL_CONSTANT, color[1] + 4*BEVEL_CONSTANT, color[2] + 4*BEVEL_CONSTANT } block[:right_bevel_edge] = polygon(block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size, block_size) { fill color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT } block[:bottom_bevel_edge] = polygon(block_size, block_size, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size) { fill color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT } block[:left_bevel_edge] = polygon(0, 0, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size) { fill color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT } block[:border_square] = square(0, 0, block_size) { stroke *COLOR_GRAY } extra_content&.call } block end def start_moving_tetrominos_down unless @tetrominos_start_moving_down @tetrominos_start_moving_down = true GLib::Timeout.add(@game.delay*1000) do @game.down! if [email protected]_over? && [email protected]? true end end end def show_game_over_dialog message_dialog(@main_window) { |md| title 'Game Over!' text "Score: #{@game.high_scores.first.score}\nLines: #{@game.high_scores.first.lines}\nLevel: #{@game.high_scores.first.level}" on(:response) do md.destroy end }.show @game.restart! false end def show_high_score_dialog game_paused = [email protected] @game.paused = true if @game.high_scores.empty? high_scores_string = "No games have been scored yet." else high_scores_string = @game.high_scores.map do |high_score| "#{high_score.name} | Score: #{high_score.score} | Lines: #{high_score.lines} | Level: #{high_score.level}" end.join("\n") end message_dialog(@main_window) { |md| title 'High Scores' text high_scores_string on(:response) do md.destroy end }.show @game.paused = game_paused end def show_about_dialog message_dialog(@main_window) { |md| title 'About' text "Glimmer Tetris\n\nGlimmer DSL for GTK\n\nElaborate Sample\n\nCopyright (c) 2021-2022 Andy Maleh" on(:response) do md.destroy end }.show end end Tetris.new.launch
  • Glimmer DSL for GTK
    9 projects | dev.to | 5 Nov 2021
    Yes, I've done it! I built an entire Glimmer DSL in one day! I built Glimmer DSL for GTK after receiving an issue request for it on the Glimmer project page on GitHub!

What are some alternatives?

When comparing Glimmer DSL for XML (& HTML) and glimmer-dsl-gtk you can also consider the following projects:

Slim - Slim is a template language whose goal is to reduce the syntax to the essential parts without becoming cryptic.

glimmer-dsl-libui - Glimmer DSL for LibUI - Prerequisite-Free Ruby Desktop Development Cross-Platform Native GUI Library - The Quickest Way From Zero To GUI - If You Liked Shoes, You'll Love Glimmer! - No need to pre-install any prerequisites. Just install the gem and have platform-independent GUI that just works on Mac, Windows, and Linux.

Mustache - Logic-less Ruby templates.

Glimmer - DSL Framework consisting of a DSL Engine and a Data-Binding Library used in Glimmer DSL for SWT (JRuby Desktop Development GUI Framework), Glimmer DSL for Opal (Pure Ruby Web GUI), Glimmer DSL for LibUI (Prerequisite-Free Ruby Desktop Development GUI Library), Glimmer DSL for Tk (Ruby Tk Desktop Development GUI Library), Glimmer DSL for GTK (Ruby-GNOME Desktop Development GUI Library), Glimmer DSL for XML (& HTML), and Glimmer DSL for CSS

Wallet - A Ruby program to track your finances.

glimmer-dsl-swing - Glimmer DSL for Swing (JRuby Swing Desktop Development GUI Library) - Enables development of desktop applications using Java Swing and Java 2D, including vector graphics and AWT geometry.

Curly - The Curly template language allows separating your logic from the structure of your HTML templates.

RubyGnome2 - A set of bindings for the GNOME libraries to use from Ruby.

Sanitize - Ruby HTML and CSS sanitizer.

glimmer-dsl-swt - Glimmer DSL for SWT (JRuby Desktop Development Cross-Platform Native GUI Framework) - The Quickest Way From Zero To GUI - If You Liked Shoes, You'll Love Glimmer!

Arbre - An Object Oriented DOM Tree in Ruby

Glimmer DSL for Opal - Glimmer DSL for Opal (Pure-Ruby Web GUI and Auto-Webifier of Desktop Apps)