Review MATLAB code for quality, performance, maintainability, and adherence to MathWorks coding standards. Uses check_matlab_code and matlab_coding_guidelines. Use when reviewing code, checking style, finding code smells, assessing quality, or preparing code for handoff or publication.
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-toolkit☆ 1,1652026年10月9日 更新
Build machine vision inspection systems with MATLAB Visual Inspection Toolbox. Covers the full arc from problem selection through deployment: anomaly detection (Student-Teacher, PatchCore, FastFlow, FCDD), object detection (YOLOX), counting (CounTR, shape matching), gauging and measurement (caliper, fitcircle, fitangle), blob analysis (regionprops, calibrated measurement), shape matching for fixturing and localization, synthetic data generation for training augmentation, and deployment to standalone apps, embedded C/C++, NVIDIA GPUs (TensorRT), NPUs (ONNX), and Beckhoff PLCs. Routes to rule-based tools when problems are geometric and deterministic, AI-based tools when defect appearance varies, and hybrid pipelines combining both.
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-toolkit☆ 1,1652026年10月9日 更新
Analyze AMS waveform data using Mixed-Signal Blockset utilities: phase noise measurement, clock jitter, anti-aliased resampling, timing measurements, lock time, INL/DNL, ADC/DAC calibration, HSpice import. Use when analyzing time-domain voltage from PLL/VCO/clock simulations, measuring phase noise from variable-step solver output, computing jitter, or resampling non-uniform 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。
matlab/matlab-agentic-toolkit☆ 1,1652026年10月9日 更新
Detect and validate GPU availability for MATLAB GPU computing. Use when the user can't use their GPU, or is setting up or selecting a GPU. Triggers on: gpuDevice, GPU setup, check GPU, GPU not found, GPU not working, can't use GPU, GPU not available, unable to find a supported GPU device, compatible GPU, canUseGPU, validateGPU.
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-toolkit☆ 1,1652026年10月9日 更新
Import raw data (CSV, XLSX, TXT, or MATLAB tables) into formats used by Sensor Fusion and Tracking Toolbox. Handles both ground truth trajectories and sensor detection data. For truth: builds trackingScenarioRecording, tuning timetable, truthlog, or converted table. For sensor data: builds task-oriented dataFormat structs (preferred) or objectDetection arrays (legacy). Use when importing flight logs, GPS logs, radar detections, IR measurements, lidar/camera bounding boxes, ADS-B data, AIS ship tracks, or any recorded data for use with trackers, filter tuning, or tracker evaluation.
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-toolkit☆ 1,1652026年10月9日 更新
Build MATLAB apps from requirements to working code. Asks discovery questions (or skips them when the path is known), recommends UIFigure or UIHTML architecture, identifies layout archetype (Dashboard, Explorer, Tabbed, Wizard, Canvas), produces an implementation plan, and executes the build. For UIFigure apps, optionally serializes as App Designer (.mlapp or plain-text .m + .xml). Use when a user wants to build a MATLAB app, create a GUI, make an interactive tool, build a uifigure app, build a uihtml app, build an App Designer app, build a .mlapp app, build a plain-text App Designer app, or asks which approach to use. Also use when user describes spatial layout needs: dashboard, control panel, sidebar, tabs, wizard, stepper, canvas, workspace.
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-toolkit☆ 1,1652026年10月9日 更新
Use when writing MATLAB functions with arguments blocks — repeating arguments (arguments (Repeating)), .?ClassName property import in constructors, name-value forwarding with namedargs2cell, or migrating from inputParser or validateattributes. Also when reviewing signatures for implicit-conversion pitfalls (size reshaping, class coercion, computed defaults), or when restricting, constraining, or validating function inputs — scalar vs vector enforcement, type rejection, size checking. Also when asked to harden inputs, make a function more robust, tighten input checking, or rewrite for safer input acceptance — even without "validation" or "arguments block" wording. Triggers on: arguments block, mustBe validators, name-value arguments, varargin, inputParser, nargin/narginchk, restrict input, type checking, scalar constraint, harden inputs, defensive programming. Not for: App Designer callbacks, Simulink mask parameters, class inheritance, or runtime validation outside function or property declarations.
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-toolkit☆ 1,1652026年10月9日 更新
Read, write, and manipulate medical imaging data (DICOM, NIfTI, NRRD) in MATLAB. Covers Image Processing Toolbox functions (dicomreadVolume, niftiread, dicomContours, dicomanon) and Medical Imaging Toolbox enhanced APIs (medicalVolume, medicalImage, medicalref3d, extractSlice, updateOrientation). Use when reading medical files, listing DICOM series, extracting spatial referencing, changing orientation, working with RT structures, or anonymizing DICOM data. Some features require Medical Imaging Toolbox — see skill body and references for details.
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-toolkit☆ 1,1652026年10月9日 更新
Generate a comprehensive marketing website for a web app — multi-page with real screenshots, animated GIF walkthroughs, feature deep-dives, and workflow demonstrations. Browses the running app, captures screens and sequences, and produces a deployable site that actually teaches people what the product does. Especially useful for complex or agentic apps that are hard to explain. Triggers: 'showcase site', 'product page', 'show off the app', 'marketing site', 'demo site', 'product showcase', 'explain the app', 'how do I market this'.
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。
jezweb/claude-skills☆ 1,0622026年10月9日 更新
Friendly, jargon-free onboarding for people new to coding agents and Power BI agentic development. Invoke for setup, prerequisites, tool installation, terminal guidance, safety questions, or explanations of models, context, prompts, tools, and environments. Use setup mode for concise installation help, explain mode for guided learning, and improve-my-agent-setup for an existing setup audit.
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。
data-goblin/power-bi-agentic-development☆ 1,0432026年10月13日 更新
Audit and improve an entire agentic-development setup, including skills, context, memory, tools, models, permissions, hooks, workflow habits, and secrets hygiene. Invoke for setup reviews, workflow grading, Goblin Mode, or questions about what to improve. Supports shallow, deep, ultra, and yolo modes. Use domain-specific skills for a single model, report, or tenant.
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。
data-goblin/power-bi-agentic-development☆ 1,0432026年10月13日 更新
This skill should be used when the user asks to "evaluate LLM output quality", "set up LLM-as-judge", "build an eval rubric", "compare model outputs pairwise", or "measure agent quality".
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。
borghei/Claude-Skills☆ 9062026年10月7日 更新
Use when a lawyer, legal team, or client needs to assess AI agents that can act on someone's behalf: send messages, search, draft, file, pay, delete, connect to accounts, use tools, or rely on external data. Produces a practical delegation, oversight, accountability, and control audit for legal operations.
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。
lawve-ai/awesome-legal-skills☆ 8642026年10月3日 更新
Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
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-Skills☆ 8502026年10月13日 更新
Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, cursor/audio swaps, and a date-window activation gate with player opt-out. Use when shipping holiday skins, April events, or egg-hunt juice without mutating shared .mesh/.tres assets. Keywords: pastel, seasonal Theme, StyleBox, confetti, Easter egg, surface_override, TRANS_ELASTIC, Disable Seasonal Themes, activation gate.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.
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-Skills☆ 8502026年10月13日 更新
Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
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-Skills☆ 8502026年10月13日 更新