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「node」の検索結果

1,333 件 ・ 関連度順

概要と使いどころ

Plan, deploy, operate, and troubleshoot multi-rack (rack scale) deployments of Azure Local — preintegrated racks scaling to hundreds of machines, built on Network Fabric Controller, Cluster Manager, SAN storage, and managed network fabric. Use for the Microsoft.NetworkCloud and Microsoft.ManagedNetworkFabric control plane. NOT for standard 1-16 node Azure Local, and NOT for rack-aware clusters (two racks as availability zones, up to 8 nodes, synchronous replication) — those are standard scale. WHEN: multi-rack, rack scale Azure Local, aggregation rack, compute rack, Network Fabric Controller, NFC, Cluster Manager, network fabric, isolation domain, az networkcloud, az networkfabric, multi-rack logical network, multi-rack Arc VM.

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。

microsoft/azure-skills1,5632026年10月13日 更新

Build and query Kusto graphs from natural language. Covers transient graphs (make-graph), persistent graph models/snapshots, pattern matching (graph-match), shortest paths, connected components, and graph-to-table export. Generates the edges-first thinking: define edges, define node lookups, union, make-graph. WHEN: make-graph, graph-match, graph-shortest-paths, graph-to-table, graph-mark-components, persistent graph, graph model, graph snapshot, build a graph from data, find paths between nodes, pattern matching in graph, connected components, transient graph, Kusto graph, KQL graph.

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。

microsoft/azure-skills1,5632026年10月13日 更新

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.

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。

dgreenheck/webgpu-claude-skill1,2412026年4月10日 更新

eks

無料

AWS EKS Kubernetes management for clusters, node groups, and workloads. Use when creating clusters, configuring IRSA, managing node groups, deploying applications, or integrating with AWS services.

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。

itsmostafa/aws-agent-skills1,1622026年10月13日 更新

Set up and run wireless network simulations using the Wireless Network Toolbox. Use this skill when creating system-level simulations with wirelessNetworkSimulator, adding traffic sources (networkTrafficOnOff, networkTrafficFTP, networkTrafficVoIP, networkTrafficVideoConference), configuring node mobility, logging events or IQ samples, visualizing traffic, scheduling actions during simulation, running parametric sweeps, writing PCAP files with pcapWriter or technology-specific PCAP writers, registering event callbacks on wireless nodes, accessing event data fields, or combining multiple capture/visualization tools in a simulation.

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。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

Simulate Bluetooth system-level networks using the Bluetooth Toolbox. Use this skill for any Bluetooth topology: BLE ACL (Asynchronous Connection-Less) data connections, CIS (Connected Isochronous Stream) and LE Audio for stereo speakers or hearing aids, BLE GAP (Generic Access Profile) connection establishment with advertising and scanning, Classic BR/EDR piconets with ACL data and SCO (Synchronous Connection-Oriented) voice links, and BLE+BR/EDR coexistence with adaptive frequency hopping. Covers bluetoothLENode, bluetoothNode, bluetoothLEConnectionConfig, bluetoothLECISConfig, bluetoothLEGAPConfig, bluetoothConnectionConfig, configureConnection, kpi (), updateChannelList, and all Bluetooth statistics.

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。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.

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。

scenario-labs/skills9922026年10月13日 更新

Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.

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。

scenario-labs/skills9922026年10月13日 更新

Debug Kubernetes pods, nodes, and workloads. Use when pods are failing, containers crash, nodes are unhealthy, or users mention debugging, troubleshooting, or diagnosing Kubernetes issues.

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。

rohitg00/kubectl-mcp-server9642026年4月9日 更新

Check and compare software component versions on SageMaker HyperPod cluster nodes - NVIDIA drivers, CUDA toolkit, cuDNN, NCCL, EFA, AWS OFI NCCL, GDRCopy, MPI, Neuron SDK (Trainium/Inferentia), Python, and PyTorch. Use when checking component versions, verifying CUDA/driver compatibility, detecting version mismatches across nodes, planning upgrades, documenting cluster configuration, or troubleshooting version-related issues on HyperPod. Triggers on requests about versions, compatibility, component checks, or upgrade planning for HyperPod clusters.

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。

awslabs/agent-plugins9182026年10月10日 更新

Diagnose NCCL failures and adjacent training-pod failures on HyperPod GPU clusters (EKS or Slurm) — training hangs, AllReduce / collective-op timeouts, EFA or libfabric errors, rendezvous failures, EFA TCP fallback, /dev/shm or memlock issues, NCCL version mismatch across pods, container OOM / exit-137 / OOMKilled, GPU OOM (CUDA out of memory), CrashLoopBackOff / Pending pods, MASTER_ADDR DNS, NetworkPolicy blocking. Not for single-node hardware faults (→ hyperpod-node-debugger § G) or cluster-creation EFA / SSM failures (→ hyperpod-cluster-debugger § A / § F).

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。

awslabs/agent-plugins9182026年10月10日 更新

Diagnose and remediate cluster-wide HyperPod (EKS or Slurm) problems — creation / deployment failures (CloudFormation, EFA health check, lifecycle scripts, capacity), EKS access, node replacement, CloudFormation nested-stack errors, post-maintenance rollback state, dangling nodes, autoscaler conflicts. Includes `--validate` pre-flight. Read-only.

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。

awslabs/agent-plugins9182026年10月10日 更新

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Keep the ComfyUI sidebar panel node-pack (comfyui-agent-panel) in step with the orchestrator after comfyui-mcp updates. Use this whenever the orchestrator was just updated (install_comfyui (action:"self_update"), npm i -g comfyui-mcp, a new version in the ENVIRONMENT line), when a panel/bridge command fails in a way that smells like version drift ("panel is too old", a graph_/ui_ command the panel doesn't implement, a feature that works in the docs but not in the sidebar), or when the user asks to update/pin/unpin the panel. It checks the installed panel version against what THIS orchestrator build needs, RESPECTS an explicit version pin (warn-only, never move a pinned user), offers a clear way to unset the pin, runs the sync through the verified install_comfyui(action:'panel') path, and reports the version RE-READ from disk. Never claim a sync that did not happen.

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。

artokun/comfyui-mcp8172026年10月5日 更新

Authoring ComfyUI v2 frontend extensions with @comfyorg/extension-api, covering defineNode/defineExtension/defineWidget, shell UI (sidebar tabs, commands, hotkeys), typed events, and handles. Use when writing or editing ComfyUI web-UI extension code (custom node JS, sidebar panels, widgets).

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。

artokun/comfyui-mcp8172026年10月5日 更新

Debug a WRONG or imperfect render (not a hard error) by inspecting inputs and intermediate steps with run-to-node. Render one branch up to an output, preview-tap latents/masks/preprocessor maps, localize the first bad stage, then fix. Use when a final image/video completes but looks wrong, such as artifacts, wrong subject/pose/composition/color, blur, a ControlNet/IPAdapter/mask/LoRA not taking, or a two-stage refiner or upscale degrading the result. For errors/OOM/missing nodes use the troubleshooting skill.

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。

artokun/comfyui-mcp8172026年10月5日 更新

Lay out and organize a ComfyUI workflow cleanly on the live panel canvas. Dependency-layered node placement with no overlaps, subgraphs, colored group boxes, and subgraph rail alignment. Use when asked to tidy / clean up / organize / arrange a workflow, add groups or subgraphs, fix overlapping nodes, or build a workflow that should look good from the start.

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。

artokun/comfyui-mcp8172026年10月5日 更新

Run a TypeScript script via tsx to fetch an HTTP endpoint and stream the response. Use when you need a small Node.js helper for HTTP calls.

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。

sno-ai/mda6202026年5月26日 更新

Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.

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。

managedcode/dotnet-skills4862026年10月13日 更新

bun-1-4

無料

Read before a js eval cell that installs a package, spawns a server or PTY, or starts a long run, and before any bun -e, script, server, CLI, test, bundle, or package-management work: this session's eval js kernel runs Bun 1.4+ (this skill is present only when it does). Bun 1.4 ships builtins that replace 15+ npm deps — check here BEFORE installing sharp, puppeteer/playwright (scraping), marked, node-cron, node-pty, concurrently, serve-static, tar, json5, fast-xml-parser, string-width. Triggers: eval js, bun, Bun.serve, bun test, bun build, bun install, bun run, image resize, headless browser, markdown render, cron, PTY.

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。

code-yeongyu/senpi4792026年10月13日 更新

Flowcharts are composed of **nodes** (geometric shapes) and **edges** (arrows or lines). The Mermaid code defines how nodes and edges are made and accommodates different arrow types, multi-directional arrows, and any linking to and from subgraphs.

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。

aiskillstore/marketplace4322026年10月13日 更新