Production-grade TypeScript reference for React & Next.js frontend development. Covers type narrowing, component Props, generic hooks, discriminated unions, as const, satisfies, Zod validation, TanStack Query, server/client boundaries, forms, state management, performance, accessibility, debugging, and code review. Use when the user works with TypeScript in React or Next.js: type errors, Props design, generics, API typing, SSR/CSR boundaries, hydration issues, form validation, state management, performance, or code review. Also use for "how should I type this?", "why does this type error happen?", or any architectural decision involving TypeScript in a frontend context.
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。
leejpsd/typescript-react-nextjs-patterns☆ 222026年9月14日 更新
Diagnose and fix slow pyfixest regression GRIDS (many feols/fepois calls run sequentially) that stay slow despite demeaner_backend="cupy64" and an idle GPU. Use when: (1) a script looping dozens of pf.feols models on a 100k+ row panel takes ~1 min/model, (2) process inspection shows ~1-1.5 cores busy and nvidia-smi shows ~0% GPU utilization with a resident cupy context, (3) planning any worker prompt that will run a model grid (robustness variants x FE structures x domains). Root cause: per-model CPU-side single-threaded fixed costs (formulaic model-matrix build, interaction construction, singleton detection, cluster vcov) dominate wall time; GPU demeaning is a small slice. Fix: shard the model grid across OS processes and/or use pyfixest multiple-estimation syntax; mandate this IN THE WORKER PROMPT.
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。
kennethkhoocy/applied-micro-skills☆ 222026年9月5日 更新
Style every matplotlib figure like the Stata 18/19 default (stcolor) scheme — Arial embedded as TrueType, white background, recessive light-gray grid below the data, no top/right spines, unframed legends, and the validated blue/red/gray palette. Use whenever a task generates or restyles charts, plots, or figures for papers, reports, or slides, even if the user doesn't mention Stata — this is the house style for all publication figures. Also use when asked to make figures "look like Stata", match the stcolor scheme, or restyle existing matplotlib output.
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。
kennethkhoocy/applied-micro-skills☆ 222026年9月5日 更新
Complete methodology for computing publication-quality cumulative abnormal returns with proper event-study test statistics, matching the robustness of Kaspereit's eventstudy2 for Stata. Covers dateline construction, event-date mapping, estimation and event windows, thin-trading adjustment, OLS with Theil prediction error correction, abnormal return computation, CAR/CAAR/AAR accumulation, boundary contamination guards, and common tests such as Patell, BMP, Kolari-Pynnonen, generalized sign, Wilcoxon, and GRANK-T. Use when the user mentions abnormal returns, event windows, market-model regressions, CARs, CAAR, AAR, eventstudy2, thin trading, trade-to-trade returns, or event-study test 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。
kennethkhoocy/applied-micro-skills☆ 222026年9月5日 更新
Persistent token-compression mode (~75% reduction) — now always-on by default. Strips filler while keeping code exact.
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。
datit309/supergraph☆ 222026年10月15日 更新
Elite website image-to-code skill for Codex. For visually important web tasks, it must first generate the design image(s) itself, deeply analyze them, then implement the website to match them as closely as possible. In Codex, it must prefer large, readable, section-specific images instead of tiny compressed boards, generate fresh standalone images for sections or detail views instead of cropping old ones, avoid lazy under-generation, avoid cards-inside-cards-inside-cards UI, and keep the hero clean, spacious, readable, and visible on a small laptop.
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。
datit309/supergraph☆ 222026年10月15日 更新
Elite UX/UI & Advanced GSAP Motion Engineer. Enforces Python-driven true randomization for layout variance, strict AIDA page structure, wide editorial typography (bans 6-line wraps), gapless bento grids, strict GSAP ScrollTriggers (pinning, stacking, scrubbing), inline micro-images, and massive section spacing.
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。
datit309/supergraph☆ 222026年10月15日 更新
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
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。
datit309/supergraph☆ 222026年10月15日 更新
Deep codebase exploration, architectural research, and solution discovery. Use when investigating problems, understanding complex flows, or evaluating technical approaches without jumping straight into code mutation or TDD.
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。
datit309/supergraph☆ 222026年10月15日 更新
Lanhu to Code workflow for Claude Code. Convert Lanhu design URLs into Vue/React frontend code with component reuse, design token mapping, TODO-safe business logic, and optional code review.
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。
ursazoo/lanhu-to-code☆ 222026年5月12日 更新
Convert Lanhu HTML/CSS output into project frontend code for Vue, React, or the detected stack, with component reuse and design token mapping.
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。
ursazoo/lanhu-to-code☆ 222026年5月12日 更新
Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecture_pattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or testable game code. Triggers on "set up DI", "add dependency injection", "create a service", "wire up dependencies", "make this testable", "decouple these systems", "add a command pattern", "cross-feature communication", or architecture discussions involving testability, decoupling, and service layers. Only activates when ProjectConfig.yaml -> architecture_pattern is "di-first". For simpler projects, use uw-scriptable-object-arch instead.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the project", or "/uw-cmd-setup-project". Reads ProjectConfig.yaml for all decisions.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity save/load system architecture. Serialization format selection, save data DTOs, versioning and migration, cloud sync, PlayerPrefs scoping, auto-save strategies, mobile persistence. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
用于设计或审查 Vue 3 + TypeScript 项目结构、SFC/组件边界、composables 组织、路由组合、Pinia 归属、API/错误/样式默认约定、directives 或仓库级 Vue 规范。表单、数据获取、测试、无障碍、虚拟列表、动画或安全深挖优先使用更窄的 skill;中文触发词包括 Vue 3 项目规范、Vue 组件架构。
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when designing or reviewing Vue 3 + TypeScript project structure, SFC/component boundaries, composables organization, route composition, Pinia ownership, API/error/styling defaults, directives, or repository-wide Vue conventions. Prefer narrower skills for forms, data fetching, tests, accessibility, virtualization, animation, or security deep dives; Chinese triggers include Vue 3 project specification, Vue component architecture.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when planning or reviewing a frontend testing strategy, selecting the right test layer by risk, mapping coverage across static checks, unit tests, component tests, integration tests, E2E, Storybook/visual regression, a11y, security, performance, or CI gates. Do not use to write individual component/E2E tests or merely run existing validation commands; Chinese triggers include test strategy, test layering, test plan, coverage matrix.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when designing, implementing, or reviewing Tailwind CSS design systems, token mapping, theme extension, utility class governance, component variants, dark mode, responsive utilities, safelists, or maintainable class composition; Chinese triggers include Tailwind, design Token, component variants, dark mode, class management.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when designing, implementing, or reviewing frontend-to-backend API integration, typed API clients, REST/tRPC/OpenAPI client choices, auth refresh, API error mapping, upload flows, SSE/WebSocket/polling choices, CORS-facing frontend behavior, or cross-boundary loading/error states. Do not use for backend-only service architecture or TanStack Query cache policy alone; Chinese triggers include API integration, front-end and back-end joint debugging, typed API client, Interface error handling, SSE, WebSocket.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
MUST be used for Vue.js tasks. Strongly recommends Composition API with `<script setup>` and TypeScript as the standard approach. Covers Vue 3, SSR, Volar, vue-tsc. Load for any Vue, .vue files, Vue Router, Pinia, or Vite with Vue work. ALWAYS use Composition API unless the project explicitly requires Options API.
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。
onmax/nuxt-convex☆ 212026年4月11日 更新