A Display module for the big screen in FIRST LEGO League competitions.
published 2.7.2 3 years agoFor our FIRST LEGO League architecture, we use separate systems that can communicate via JSON REST api's or via websocket protocol. These are described here
published 0.1.9 6 years agoA configuration package supporting the MS (Module Standard)
published 2.4.0 4 years agoService Provider using JWT
published 1.0.6 6 years agoLogger for FIRST Lego League System Modules
published 2.0.2 4 years agoA library to help support MS with domains
published 1.0.3 4 years agoFirst Lego Legague styles standard and components
published 3.0.2 3 years agoA package for a generic Service Provider using JWT
published 1.4.3 4 years ago[![npm](https://img.shields.io/npm/v/@first-lego-league/tournament.svg)](https://www.npmjs.com/package/@first-lego-league/tournament) [![codecov](https://codecov.io/gh/FirstLegoLeague/tournament/branch/master/graph/badge.svg)](https://codecov.io/gh/First
published 3.0.5 3 years agoModule Standard matching Mhub Client
published 1.4.0 4 years agoA HTTP client working by the Module Standard
published 1.3.0 4 years ago### Rational Keeping the Robot matches running according to the schedule is important because 1. match schedules are often interleaved with other activities such as Judging sessions 1. teams need to know when to get to the queuing area. Field queuers need
published 3.0.0 4 years agoA Resource that uses ms-client and ms-messenger to keep itself updated with a service
published 1.0.0 5 years agoESLint Config for all JavaScript Official Projects
published 0.1.0 5 years agoA Launcher simulation to run modules independently during development
published 0.3.1 4 years agoA server-only micro-service that upon request, calculates the rankings by requesting them from the scoring service
published 1.0.13 4 years ago