npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

piotr

v0.1.0

Published

A formalist web editor

Downloads

25

Readme

Writer

To-do

General:

  • [x] Use CommonJS idioms to be compatible with Browserify
  • [ ] NPM packaging and versioning
  • [ ] Build routines
  • [ ] Tests ???

Model features:

  • [x] Implement isolated nodes.
  • [x] A more convenient node registry.
  • [x] JSON serialization.
  • [ ] Move all model updates to editor-level instead of surface-level
  • [ ] Clearly separate and/or re-organize event handlers, model transforms and base commands.
  • [ ] Full UTF-8 support.
  • [ ] Editor destruction.

UI features:

  • [x] Implement a toolbar.
  • [ ] Keyboard shortcuts (associated to toolbar buttons)
  • [ ] Support copy/paste.
  • [ ] Implement annotations and styles ! Bold, italics, etc.
  • [ ] Maybe support additional keys like delete, tab, shift+enter, etc.

Terminology

Critical inputs: Inputs from the user that are handled by default by contentEditable in a way that will certainly break the mapping rules between document model and DOM. For example: enter, backspace, delete, paste…

Model/Document node: A document's building block; could represent a paragraph for example.

Node: Might be DOM node or model node.

Selection: A continuous portion of the document selected by the user. It is delimited by two points, the anchor and the focus, which are successive in time but not in reading direction. Technically, there is always a selection as the caret is represented by a selection with identical anchor and focus.

Surface: An object associated to a unique DOM element whose contenteditable property is set to true. All model nodes are represented by DOM nodes inside the surface.

Surface hierarchy: See dedicated section.

Surface node: A DOM node that is a direct child of the Surface DOM element.

Surface hierarchy

The editor consists of one main surface; but inside this surface, some nodes can integrate surfaces themselves. We call these child surfaces and the main surface can also be called the mother surface.

For practical reasons (performance and simplicity of code), this hierarchy is limited to two levels. On the first level can only sit the mother surface; child surfaces sit on the second level.

Indeed, if, when handling selection, the anchor and focus points belong to different surfaces, the handling of critical inputs must be delegated to their lowest common ancestor. However, we didn't want to implement an algorithm to compute that just to handle selection… Limiting the surface hierarchy ensures that the lowest common ancestor be always the mother surface, plus who would need a surface imbricated in a surface itself imbricated in the main surface ?