Delete, redact, or archive project and global memories when the user says forget this, delete memory, remove that preference, do not remember, redact sensitive information, or retire stale memory.
日本語の概要は準備中です。原文の説明を表示しています。
1,647 件 ・ 関連度順
概要と使いどころ
Delete, redact, or archive project and global memories when the user says forget this, delete memory, remove that preference, do not remember, redact sensitive information, or retire stale memory.
日本語の概要は準備中です。原文の説明を表示しています。
Decides whether and how to polish a draft genome assembly to raise consensus accuracy (QV) with read-type-matched tools - Racon and medaka (ONT consensus), dorado polish, Polypolish and pypolca (Illumina, repeat-aware), Pilon (legacy short-read), NextPolish/NextPolish2, Hapo-G (haplotype-aware), ntEdit, and DeepPolisher/PEPPER-Margin-DeepVariant for human. Covers the do-not-polish-HiFi rule, the medaka basecaller-model footgun, held-out Merqury QV as the only honest stop signal, and the haplotype-collapse trap. Use when correcting homopolymer indels or residual SNPs in a long-read assembly, deciding if a HiFi assembly needs polishing, or choosing an ONT vs hybrid vs short-read polishing chain.
日本語の概要は準備中です。原文の説明を表示しています。
Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked
日本語の概要は準備中です。原文の説明を表示しています。
Locate CCSCustomHudLayout_SetHasClassForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer
日本語の概要は準備中です。原文の説明を表示しています。
Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled
日本語の概要は準備中です。原文の説明を表示しています。
Locate CCSCustomHudLayout_SetHasClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClass" (symbol CCSCustomHudLayout_SetHasClass). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClass, CCSCustomHudLayout_SetHasClass
日本語の概要は準備中です。原文の説明を表示しています。
Locate CCSCustomHudLayout_SetDialogVariableString in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableString" (symbol CCSCustomHudLayout_SetDialogVariableString). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableString, CCSCustomHudLayout_SetDialogVariableString
日本語の概要は準備中です。原文の説明を表示しています。
Locate CCSCustomHudLayout_SetDialogVariableStringForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_SetDialogVariableStringForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableStringForPlayer, CCSCustomHudLayout_SetDialogVariableStringForPlayer
日本語の概要は準備中です。原文の説明を表示しています。
Locate CBaseEntity_EmitSoundFilter_SoundName in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseEntity_EmitSoundFilter_SoundName" (symbol CBaseEntity_EmitSoundFilter_SoundName). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CBaseEntity_EmitSoundFilter_SoundName, CBaseEntity_EmitSoundFilter_SoundName
日本語の概要は準備中です。原文の説明を表示しています。
fal.ai MCPによる統合メディア生成 — 画像、動画、音声。テキストから画像(Nano Banana)、テキスト/画像から動画(Seedance、Kling、Veo 3)、テキストから音声(CSM-1B)、動画から音声(ThinkSound)をカバー。AIで画像、動画、音声を生成したい場合に使用。
GPU-accelerated data curation for LLM training. Supports text/image/video/audio. Features fuzzy deduplication (16× faster), quality filtering (30+ heuristics), semantic deduplication, PII redaction, NSFW detection. Scales across GPUs with RAPIDS. Use for preparing high-quality training datasets, cleaning web data, or deduplicating large corpora.
日本語の概要は準備中です。原文の説明を表示しています。
AutoFixture and NSubstitute Integration Guide - Implementing Auto-Mocking. Use when you need to automatically create mock objects and simplify testing of complex dependency injection. Covers AutoNSubstituteDataAttribute, Frozen mechanism, Greedy construction strategy. Includes customized handling for special dependencies like IMapper (AutoMapper/Mapster). Keywords: autofixture nsubstitute, auto mocking, AutoNSubstituteDataAttribute, auto-mocking, Frozen, AutoNSubstituteCustomization, AutoFixture.AutoNSubstitute, Greedy, fixture.Freeze, Received(), Returns(), IMapper, AutoMapper, Mapster, mapper testing
日本語の概要は準備中です。原文の説明を表示しています。
Complete guide for .NET Aspire Testing integration testing framework. Use when testing .NET Aspire distributed applications, configuring AppHost tests, or migrating from Testcontainers to Aspire testing. Covers DistributedApplicationTestingBuilder, container lifecycle management, multi-service orchestration, Respawn configuration, and time testability design. Keywords: aspire testing, .NET Aspire, DistributedApplicationTestingBuilder, AppHost testing, distributed testing, AspireAppFixture, IAsyncLifetime, ContainerLifetime.Session, cloud-native testing, multi-service integration, Aspire.Hosting.Testing, Respawn
日本語の概要は準備中です。原文の説明を表示しています。
Configure AWS Verified Access to provide VPN-less zero trust network access to internal applications using identity and device posture verification with Cedar policy language.
日本語の概要は準備中です。原文の説明を表示しています。
Requires OFOX_API_KEY — create one at https://app.ofox.ai. Turn an article, doc or release note into a short explainer clip — one person to camera, or a voiceover over illustrative footage. The user supplies the source text and the model generates the speech; audio cannot be uploaded, measured. A 30-second clip holds about eighty spoken words in eight sentences — measured, and well under a tenth of a 1,200-word post — so this skill does not summarise an article, it picks the single idea worth saying and helps choose which one. Use when a user asks to turn writing into a short spoken video, e.g. "make a 30-second explainer from this blog post", "explain this feature in a short video", "turn our changelog into a clip", "a quick video explaining what this paper found". Do not use for a scene between people (see seedance-short-drama), a brand or product ad (see seedance-ad-creative), a handheld creator clip (see ugc-ads), or when the user already has both a portrait and the finished words (see talking-head). Budget sentences as well as words — each sentence boundary costs about 0.7 seconds of silence, so a script with more sentences runs longer at the same word count.
日本語の概要は準備中です。原文の説明を表示しています。
Requires OFOX_API_KEY — create one at https://app.ofox.ai, plus two images you already have, a start frame and an end frame. Animates the motion between them as one video — both frames go into a single Ofox video job, the clip opens on A, closes on B, and the model fills the middle. Use when a user has two stills and wants the in-between animated, e.g. "here is the before and the after, animate the transition", "make a video that starts on this image and ends on that one", "tween these two frames", or "move the object from where it sits in the first picture to where it sits in the second". Do not use when only one image exists (animating a single frame is seedance-ad-creative or seedance-product-video), or when the pair is two states of a user interface (see product-demo).
日本語の概要は準備中です。原文の説明を表示しています。
Requires OFOX_API_KEY — create one at https://app.ofox.ai. Change one thing in an image you already have and leave the rest of the picture alone — swap the background, recolour a part, remove or add an object, clean up a photo — from a local jpeg/png/webp file. Delegates to ofox-image-core's `edit` subcommand (POST /v1/images/edits, one synchronous request), prices the job with --dry-run before spending, and reports the real token cost including the uploaded picture, which is billed. Use when a user hands over an image and asks for a change to it, e.g. "change the background of this photo to a beach and keep the person unchanged", "make this button green", "remove the car in the background", or "put this product on a plain white background". Do not use to draw a new image from a text description with no input picture (that is ofox-image-core's `generate`), to produce a set of several images to choose between (see product-image), or to turn a photo into video (see seedance-product-video or seedance-ad-creative). Editing the content of an existing video — "change the background of my clip, keep the product" — has no route here and none in the video API either (measured; the mode field an edit would use is accepted and silently ignored, so nothing errors); this skill edits a single still, and routing such a request to a video skill generates brand-new footage instead of changing theirs.
日本語の概要は準備中です。原文の説明を表示しています。
AIエージェントの作業ログから、GitHubのPRやissueに添える記録を作ります。関連部分を絞り、機密情報を除いてプレビューと掲載を扱います。
現在の会話を、別のエージェントが作業を続けるための引き継ぎ文書にまとめます。既存資料への参照や次に使うスキルを記載し、機密情報は伏せます。
Claude Codeの終了時に会話から再利用できる解決手順を抽出し、学習済みスキルとして保存する旧版です。現在は非推奨で、後継版への移行案内も含みます。
TypeScriptのバックエンドでPrismaを使う際の設計・実装を支援します。検索や一括更新、移行、接続管理のパターンと注意点を具体例で確認できます。
Curate LLM training data: dedupe, filter, PII redaction.
日本語の概要は準備中です。原文の説明を表示しています。
Short-form video generation skill — 3-10 second clips for product reveals, motion teasers, ambient loops. Defaults to Seedance 2 but works the same with Kling 3 / 4, Veo 3 or Sora 2. Output is one MP4 saved to the project folder. When the workspace also ships an interactive-video / hyperframes skill, prefer composing several short shots into a single timeline rather than one long monolithic clip.
日本語の概要は準備中です。原文の説明を表示しています。
Interact with DeerFlow AI agent platform via its HTTP API. Use this skill when the user wants to send messages or questions to DeerFlow for research/analysis, start a DeerFlow conversation thread, check DeerFlow status or health, list available models/skills/agents in DeerFlow, manage DeerFlow memory, upload files to DeerFlow threads, or delegate complex research tasks to DeerFlow. Also use when the user mentions deerflow, deer flow, or wants to run a deep research task that DeerFlow can handle.
日本語の概要は準備中です。原文の説明を表示しています。