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「lifecycle」の検索結果

1,115 件 ・ 関連度順

概要と使いどころ

Author and validate durable data and ML feasibility studies using the Feasibility Study Interchange Profile, constrained YAML authority, UUID URN identity, lifecycle lineage, and evidence traceability. Use when assessing whether available data and technical evidence support a proposed outcome.

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/hve-core1,5232026年10月13日 更新

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

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-skills1,4932026年10月9日 更新

Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

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-skills1,4932026年10月9日 更新

roblox-ui

無料

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.

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-skills1,4932026年10月9日 更新

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).

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-skills1,4932026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-skills1,4932026年10月9日 更新

Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.

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-skills1,4932026年10月9日 更新

Audit one, several, or all existing Octane bindings; implement selected maintenance findings or remove redundant copied files with evidence matched to source ownership. Use for binding updates, lifecycle fixes, dependency or metadata maintenance, and convenience-import requests.

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。

octanejs/octane1,4582026年10月14日 更新

Write an API versioning strategy document for a service or API platform. Use when asked to define versioning policy, plan API deprecation, classify breaking changes, or document version lifecycle. Produces a complete versioning strategy with breaking-change classification table, deprecation timeline, migration guide template, and client communication template.

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。

mohitagw15856/pm-claude-skills1,4502026年10月13日 更新

Help users navigate the end-to-end lifecycle of funding a startup, from choosing between bootstrapping and VC to closing a Series A or managing a strategic exit.

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。

RefoundAI/lenny-skills1,3932026年7月17日 更新

Help users identify unique distribution advantages and master the lifecycle of acquisition channels to build a sustainable engine for growth and retention.

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。

RefoundAI/lenny-skills1,3932026年7月17日 更新

bom

無料

BOM (Bill of Materials) management for electronics projects — the workflow skill that coordinates DigiKey, Mouser, LCSC, element14, JLCPCB, PCBWay, and KiCad skills around a unified BOM lifecycle. Create, update, and maintain BOMs with part numbers, costs, quantities stored as KiCad symbol properties. ALWAYS trigger this skill for any task involving component sourcing, pricing, ordering, distributor searches, BOM export, or fabrication preparation — even if the user names a specific distributor or fab house (e.g. "search DigiKey for...", "generate JLCPCB BOM", "order from Mouser"). This skill analyzes the schematic for sourcing gaps, recommends which distributor/fab skills to call for each gap, and writes results back as symbol properties — the agent (or user) performs the actual searches via the called skills. Also trigger on phrases like "what parts do I need", "order components", "how much will this cost", "export for JLCPCB", "find parts for this board", "compare pricing", or "check stock".

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。

aklofas/kicad-happy1,3882026年10月6日 更新

Use when verified work needs integration or cleanup of an existing task-created branch/worktree, or the user explicitly requests merge, PR, or branch lifecycle handling.

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。

GanyuanRan/Aegis1,3462026年10月13日 更新

sast-jwt

無料

Detect insecure JWT (JSON Web Token) implementations in a codebase using a two-phase approach: first map all JWT issuance and verification sites to understand the token lifecycle and signing configuration, then check each verification site for exploitable weaknesses such as algorithm confusion, missing signature verification, weak secrets, header injection, and missing claim validation. Requires sast/architecture.md (run sast-analysis first). Outputs findings to sast/jwt-results.md. If no JWT usage is found in Phase 1, Phase 2 is skipped. Use when asked to find JWT, token forgery, or authentication bypass bugs.

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。

utkusen/sast-skills1,3362026年4月8日 更新

项目级上下文工程框架:通过 PROJECT / REQUIREMENTS / ROADMAP / STATE 四层文档 为每个任务建立结构化上下文,控制 token 预算,防止上下文腐烂, 确保跨会话连续性。与 context-lifecycle 的 L0-L3 层互补。

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。

hashgraph-online/awesome-codex-plugins1,3062026年10月7日 更新

上下文生命周期管理总览:四层记忆架构(L0-L3)、任务阶段感知、 渐进压缩策略、按需召回与四分区预算模型。

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。

hashgraph-online/awesome-codex-plugins1,3062026年10月7日 更新

bom

無料

BOM (Bill of Materials) management for electronics projects — the workflow skill that coordinates DigiKey, Mouser, LCSC, element14, JLCPCB, PCBWay, and KiCad skills around a unified BOM lifecycle. Create, update, and maintain BOMs with part numbers, costs, quantities stored as KiCad symbol properties. ALWAYS trigger this skill for any task involving component sourcing, pricing, ordering, distributor searches, BOM export, or fabrication preparation — even if the user names a specific distributor or fab house (e.g. "search DigiKey for...", "generate JLCPCB BOM", "order from Mouser"). This skill analyzes the schematic for sourcing gaps, recommends which distributor/fab skills to call for each gap, and writes results back as symbol properties — the agent (or user) performs the actual searches via the called skills. Also trigger on phrases like "what parts do I need", "order components", "how much will this cost", "export for JLCPCB", "find parts for this board", "compare pricing", or "check stock".

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。

hashgraph-online/awesome-codex-plugins1,3062026年10月13日 更新

Writes Vitest tests following project patterns: __tests__/ directories, vi.mock() for module mocking with vi.hoisted() for test-time factories, global LLM mock from src/test/setup.ts, environment variable save/restore in beforeEach/afterEach, vi.clearAllMocks() lifecycle, and test file organization. Use when user says 'write tests', 'add test coverage', 'test this', creates *.test.ts files, or when test failures appear in CI. Do NOT use for non-test code or for debugging without writing tests.

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。

caliber-ai-org/ai-setup1,3032026年9月24日 更新

29 production-ready scripts for iOS app testing, building, and automation. Provides semantic UI navigation, build automation, accessibility testing, and simulator lifecycle management. Optimized for AI agents with minimal token 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。

conorluddy/ios-simulator-skill1,2762026年10月6日 更新

Use when starting or navigating any American Anthropologist (AA) manuscript as the entry point. Routes to the right AA sub-skill based on lifecycle stage, subfield (sociocultural, archaeology, biological, linguistic), and section type (Research Article, Vital Topics Forum, World/Public/Multimodal Anthropologies, Review Essay). It dispatches; it does not draft content.

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。

brycewang-stanford/Awesome-Journal-Skills1,2542026年9月27日 更新

Use as the entry point for any Agricultural Systems (AgSy) manuscript. Routes to the right AgSy sub-skill based on where you are in the lifecycle and which article type (research paper, short communication, perspective, comment, review) fits. AgSy is a systems-science journal, so the router's first job is to confirm there is a real systems question — interactions, hierarchical levels, trade-offs — not a single-factor field trial. It dispatches; it does not draft content.

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。

brycewang-stanford/Awesome-Journal-Skills1,2542026年9月27日 更新

Media player traps on Media3/ExoPlayer and desktop engines: crossfade, audio focus, fades, loudness, DSP, queues and shuffle, position restore, service lifecycle, group listening. Use when playback state, queue or audio levels go wrong.

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。

maxrave-dev/kotlin-footguns1,2522026年9月25日 更新

Reactive state and background-work traps: StateFlow conflation, flatMapLatest, job lifecycles, ViewModel bases, WorkManager, backups, crash reporting, logging, Glance widgets. Use when state lags or flips, or work runs twice or never.

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。

maxrave-dev/kotlin-footguns1,2522026年9月25日 更新

Plan, design, author, preview, publish, and manage Power BI reports across requirements, page design, local PBIR/PBIP edits, validation, screenshots, Fabric upload/download, and rebinding. Use for report lifecycle work; use semantic-model-authoring for model or DAX changes and fabriciq for data questions. Triggers: plan Power BI report, design report page, edit PBIR, preview PBIP, publish report, rebind 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。

microsoft/skills-for-fabric1,2472026年10月5日 更新