后台认知合成器(DMN等效,Headless)。不被用户直接触发,由后台调度脚本每3天执行一次。跨碎片关联分析:找到不同时间捕捉的碎片之间的隐性关联,生成合成报告写入L3,等待daily-briefing展示给用户。触发词(人工触发时):「执行后台合成」「cognitive-background-synthesizer」。
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。
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概要と使いどころ
后台认知合成器(DMN等效,Headless)。不被用户直接触发,由后台调度脚本每3天执行一次。跨碎片关联分析:找到不同时间捕捉的碎片之间的隐性关联,生成合成报告写入L3,等待daily-briefing展示给用户。触发词(人工触发时):「执行后台合成」「cognitive-background-synthesizer」。
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。
认知行为疗法:ABC模型、自动思维、识别认知扭曲以及填写思维记录表。
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。
Когнитивно-поведенческая терапия: модель ABC, автоматические мысли, выявление когнитивных искажений и ведение дневника мыслей.
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。
認知行動療法:ABCモデル、自動思考、認知の歪みの同定、思考記録表のつけ方。
Terapia Cognitivo-Conductual: modelo ABC, pensamientos automáticos, identificación de distorsiones cognitivas y registro de pensamientos.
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Metakognitive Injektoren und Selbstgesprächs-Strategien (Self-Talk, Metacognitive Auditing, Evaluator Hooks, Pre-Flight Checklists, State Persistence & Personas). Integriert Aktive Informationssuche (Systemgedächtnis Gardener & USMC), Rehearsal (Aktives Abrufen & Wiedergeben), Baddeleys Arbeitsgedächtnis (State + Hooks), Miyake Exekutivfunktionen sowie CBT/ACT therapeutische Strategien.
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。
Systematic methodology for eliciting, representing, and operationalizing expert cognitive skills—pattern recognition, situation assessment, mental simulation—from practitioners without requiring research training. Bridges academic rigor and practical usability.
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。
Systematic methodology for eliciting, representing, and operationalizing expert cognitive skills—pattern recognition, situation assessment, mental simulation—from practitioners without requiring research training. Bridges academic rigor and practical usability.
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。
Designs digital experiences for ADHD brains using neuroscience research and UX principles. Expert in reducing cognitive load, time blindness solutions, dopamine-driven engagement, and compassionate design patterns. Activate on 'ADHD design', 'cognitive load', 'accessibility', 'neurodivergent UX', 'time blindness', 'dopamine-driven', 'executive function'. NOT for general accessibility (WCAG only), neurotypical UX design, or simple UI styling without ADHD 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。
Define and manage cognitive patterns for agent reasoning and decision-making
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。
Applies cognitive science frameworks for creative thinking to CS and AI research ideation. Use when seeking genuinely novel research directions by leveraging combinatorial creativity, analogical reasoning, constraint manipulation, and other empirically grounded creative strategies.
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。
Design docs that reduce cognitive load. Trigger: writing guides, READMEs, RFCs, onboarding, architecture, or review-facing docs.
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。
Applies cognitive science frameworks for creative thinking to CS and AI research ideation. Use when seeking genuinely novel research directions by leveraging combinatorial creativity, analogical reasoning, constraint manipulation, and other empirically grounded creative strategies.
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。
Design docs that reduce cognitive load. Trigger: writing guides, READMEs, RFCs, onboarding, architecture, or review-facing docs.
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。
Build a library of metacognitive prompts targeting planning, monitoring, or evaluation for a specific task. Use when developing students' thinking-about-thinking during independent work.
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Design metacognitive checkpoints that prevent AI-assisted learning from bypassing genuine understanding. Use when students use AI tools and may overestimate their own comprehension.
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Modify a classroom task with language scaffolds that preserve cognitive demand for EAL learners. Use when adapting existing tasks for students at different English proficiency levels.
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Use SonarJS-derived rules in .NET repositories that ship JavaScript or TypeScript frontends and need deeper bug-risk, code-smell, or cognitive-complexity checks than a minimal ESLint baseline. USE FOR: SonarQube, SonarCloud, or eslint-plugin-sonarjs setups; frontend code smells; cognitive complexity and deeper bug-risk rules. DO NOT USE FOR: lightweight base lint setups with no extra smell or complexity rules; teams that reject Sonar tooling. INVOKES: inspect the repository context, edit targeted files, and run relevant build, test, lint, or validation commands when changes are made.
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Measures cyclomatic complexity, cognitive complexity, and function length across codebases to identify maintenance hotspots. Use when someone asks about code complexity, function length analysis, maintainability metrics, or needs to find the most complex parts of their codebase. Trigger words: complexity, cyclomatic, cognitive complexity, long functions, hotspots, maintainability index, code metrics.
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Memory is the cornerstone of intelligent agents. Without it, every interaction starts from zero. This skill covers the architecture of agent memory: short-term (context window), long-term (vector stores), and the cognitive architectures that organize them. Key insight: Memory isn't just storage - it's retrieval. A million stored facts mean nothing if you can't find the right one. Chunking, embedding, and retrieval strategies determine whether your agent remembers or forgets. The field is fragmented with inconsistent terminology. We use the CoALA cognitive architecture framework: semantic memory (facts), episodic memory (experiences), and procedural memory (how-to knowledge). Use when "agent memory, long-term memory, memory systems, remember across sessions, memory retrieval, episodic memory, semantic memory, vector store, rag, langmem, memgpt, conversation history, memory, vector-store, rag, retrieval, embedding, episodic, semantic, procedural, langmem, memgpt, pinecone, qdrant, chromadb" mentioned.
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红队渗透 / 攻防 — 受授权的红队作业者 + 渗透测试工程师 + 攻击型安全顾问的认知操作系统 (侦察 OSINT / 外网渗透 / 内网 AD 渗透 BloodHound + Kerberoasting + ADCS 利用 + 横向移动 / Web 应用渗透 OWASP WSTG / 移动 OWASP MASTG / 云渗透 AWS Azure GCP IAM 路径 + 容器逃逸 + K8s / C2 操作 Cobalt Strike Sliver Mythic Havoc + OPSEC / 初始访问 + AV EDR 绕过 (仅授权场景) / 无线 RF / 物理社工 / 报告与整改 / 框架 MITRE ATT&CK + D3FEND + PTES + OSSTMM + NIST 800-115 + Kill Chain / 法律伦理 CFAA + 网络安全法 + 刑法 285 286 + 数据安全法 + GDPR + 授权书 + 范围 + 交战规则 — 不含 黑产 / 未授权攻击 / 大规模 exploitation / 供应链投毒 / 未授权 DoS — 这是 重罪 + 行业封杀 + 律师吊销, 本 skill 严守 authorized-only 边界 — 也不含 蓝队 SOC + 恶意软件 即服务 / 僵尸网络 / 勒索软件作者 — 这是 cybercrime 不是 红队) (Cybersecurity Red Team / Offensive Security Operations — the cognitive operating system of authorized red team operators, penetration testers, and offensive security consultants covering (a) reconnaissance & OSINT (passive + active discovery, asset surface mapping), (b) external network pentest (perimeter, exposed services, web), (c) internal network / Active Directory pentest (AD enumeration via BloodHound, Kerberos abuse — Kerberoasting / AS-REP-roasting / Unconstrained delegation / S4U2self, NTLM relay, ADCS abuse, GPO abuse, lateral movement, privilege escalation), (d) web application pentest (OWASP WSTG, authentication, authorization, SSRF, XXE, deserialization, SSTI, prototype pollution, GraphQL, JWT, API), (e) mobile pentest (OWASP MASTG, iOS / Android, instrumentation Frida / Objection, MASVS), (f) cloud pentest (AWS / Azure / GCP — IAM enumeration, privilege escalation paths, container escape, K8s RBAC, serverless), (g) C2 operations & post-exploitation (Cobalt Strike / Sliver / Mythic / Havoc, beacon ops, malleable profiles, OPSEC), (h) initial access & evasion (phishing infrastructure, payload development, AV / EDR evasion, BYOVD, AMSI / ETW bypass — strictly for authorized engagements), (i) wireless / RF (WPA2/3, evil twin, Wi-Fi pivots), (j) physical / social engineering (badge cloning, pretexting, vishing — under engagement letter), (k) reporting & remediation (executive summary, technical findings, CVSS, MITRE ATT&CK mapping, retest), (l) frameworks & methodology (MITRE ATT&CK, MITRE D3FEND, PTES, OSSTMM, NIST SP 800-115, OWASP WSTG / MASTG, Cyber Kill Chain, Unified Kill Chain, Diamond Model), (m) law & ethics (CFAA US, Computer Misuse Act UK, 中国 刑法 285/286 + 网络安全法 + 数据安全法, GDPR for tested EU systems, engagement letter, scope, rules of engagement, safe harbor for bug bounty); NOT criminal hacking / 黑产 / unauthorized targeting / mass exploitation / supply-chain compromise / DoS against unconsented systems (这是 重罪 + 业内开除 + 律师执照吊销, 本 skill 严守 authorized-only 边界), NOT pure defensive blue team / SOC analyst tradecraft (是 平行学科, 仅做 边界标注 + ATT&CK 反推方向), NOT malware-as-a-service development / botnet ops / ransomware authoring (是 cybercrime 不是 红队), NOT 'ethical hacking' 在 'just curious 看看' 自我合理化的灰色操作 (违反 authorization 原则即不是 红队).) Master OS — automated mastery of Cybersecurity Red Team / Offensive Security Operations — the cognitive operating system of authorized red team operators, penetration testers, and offensive security consultants covering (a) reconnaissance & OSINT (passive + active discovery, asset surface mapping), (b) external network pentest (perimeter, exposed services, web), (c) internal network / Active Directory pentest (AD enumeration via BloodHound, Kerberos abuse — Kerberoasting / AS-REP-roasting / Unconstrained delegation / S4U2self, NTLM relay, ADCS abuse, GPO abuse, lateral movement, privilege escalation), (d) web application pentest (OWASP WSTG, authentication, authorization, SSRF, XXE, deserialization, SSTI, prototype pollution, GraphQL, JWT, API), (e) mobile pentest (OWASP MASTG, iOS / Android, instrumentation Frida / Objection, MASVS), (f) cloud pentest (AWS / Azure / GCP — IAM enumeration, privilege escalation paths, container escape, K8s RBAC, serverless), (g) C2 operations & post-exploitation (Cobalt Strike / Sliver / Mythic / Havoc, beacon ops, malleable profiles, OPSEC), (h) initial access & evasi
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。
临床诊断思维 (临床诊断思维 / 临床推理 (Clinical Diagnostic Reasoning) — 医生『怎么想病』的元学科:从症状/体征/检查到诊断结论的认知操作系统,从业者(临床医生/住院医/规培生,尤其全科/急诊/大内科等以未分化主诉为生的科室)、医学生与医学教育者、诊断安全与质量改进研究者、以及做医疗 AI 辅助诊断产品的人的视角。覆盖: (a) 第一性张力 — **直觉模式识别 (System 1: illness scripts 疾病脚本 / pattern recognition / gestalt, 『资深人一眼认出 aunt Minnie』) ⇄ 分析性推理 (System 2: hypothetico-deductive 假设演绎 / Bayesian 概率更新)** 的 dual-process 双过程理论 (Kahneman→Croskerry/Norman 谱系), 资深≠更会分析而是『脚本库更大+校准更好』; 更深层论战 — **『认知去偏可教 (Croskerry: bias awareness / cognitive forcing strategies / diagnostic timeout) ⇄ 偏倚标签是马后炮、知识结构才是主因 (Norman/Sherbino/Monteiro: debiasing 干预 transfer 证据弱, bias 是 hindsight 标签)』** — 本行最核心学术对垒; 『概率思维 (验前概率 × 似然比 → 验后概率, Pauker-Kassirer test/treatment threshold 阈值模型) ⇄ 穷尽式排查 (rule-out everything / 防御性医疗 / VOMIT)』; 『临床 gestalt ⇄ 结构化临床决策规则 (Wells/PERC/HEART)』; 『诊断简约 Occam's razor ⇄ Hickam's dictum (病人可以同时得 N 个病)』; 『床旁体格检查复兴 (Verghese Stanford 25 / McGee 循证体检) ⇄ 影像检验替代床旁』; (b) 方法论正典 — illness script theory (Schmidt/Boshuizen: enabling conditions/fault/consequences 三段结构), problem representation + semantic qualifiers 问题表征与语义限定词 (Bowen NEJM 2006, 把病人翻成 one-liner), hypothetico-deductive model (Elstein 1978《Medical Problem Solving》: 早期假设生成+定向检验), Bayesian 工具箱 (sensitivity/specificity/LR/Fagan nomogram/SnNout-SpPin), threshold model (Pauker-Kassirer NEJM 1975/1980), 认知偏倚分类学 (anchoring/premature closure/availability/confirmation/base-rate neglect/search satisficing/diagnostic momentum — Croskerry 偏倚清单), 去偏与元认知策略 (diagnostic timeout/cognitive forcing/Ely checklist/calibration), schema-based reasoning (Clinical Problem Solvers schemas: 按 pivot 症状走分支), reflective practice 结构化反思 (Mamede/Schmidt), 诊断错误科学 (NAM 2015 报告定义 / Newman-Toker Big Three / Hardeep Singh e-triggers / SAFER Dx 框架); (c) 行业结构与角色 — 医学生→实习/住院医 (晨会 morning report/查房被 pimping/汇报训练)→主治 attending→master clinician (NEJM CPC discussant/晨会大师如 Dhaliwal); 配套生态: 医学教育者 (clinical reasoning curriculum + 评估: script concordance test/key features exam/OSCE), 诊断安全研究者 (SIDM/AHRQ), 诊断辅助与 CDS 工具开发者 (DDx generator/AI); (d) 核心工作流 — 数据采集 (病史为王 + 循证体检 + 针对性检验影像) → 问题表征 (one-liner + semantic qualifiers) → 鉴别诊断生成 (schema / 解剖定位法 / VINDICATE-M 病因筛, 按『常见可能 × 致命不能漏 can't-miss』双轴排序) → 假设定向检验 (按 LR 选检查 / 阈值决策) → working diagnosis + 安全网 (red flags 交代 / test of time / test of treatment) → 反馈校准 (follow-up / M&M / diagnostic timeout); 教学工作流: 晨会渐进披露汇报 / CPC / SNAPPS / one-minute preceptor / virtual morning report; AI 增强工作流 (2023-2026: LLM 鉴别诊断头脑风暴 / OpenEvidence 检索 / ambient scribe 释放认知带宽 + 自动化偏倚 guardrails); (e) 产出物 — one-liner, problem list, prioritized DDx, assessment & plan (按问题分层), 晨会/CPC 汇报, M&M 复盘, 诊断不确定性沟通 (『最可能是 X, 但出现 Y 红旗立刻回来』); (f) 教育与评估 — script concordance test / key feature exam / EPA / 里程碑; 中国语境: 人卫《诊断学》教材 / 执业医师考试 / 规培结业临床思维考核; (g) 争议/批判 — debiasing 之争 (Croskerry vs Norman-Sherbino『knowledge is the cure』, 去偏 RCT 效果弱 / bias 标签不可证伪), 诊断错误率数字之争 (『10-15%』经典估计 / Newman-Toker 79.5 万美国年严重伤害外推方法被质疑 / 尸检符合率), dual-process 二分被批过度简化 (连续谱 / 难以实证分离), 决策规则 vs gestalt (资深 gestalt 常不输 Wells 类规则 / 算法厌恶), vignette 研究外推性 + context/case specificity (推理高度内容绑定不可通用迁移 [Norman/Eva] — 对『教推理通用课』产业的根本批判), AI 辅助诊断 2023-2026 (GPT-4 在 NEJM CPC/vignette 追平或超医生 [Kanjee 2023 JAMA / Goh 2024 JAMA Netw Open『AI alone > physician+AI』悖论] / Google AMIE / OpenEvidence 爆发 vs 自动化偏倚 / 去技能化 / 真实环境验证缺失), 防御性医疗与过度检查 (incidentaloma 瀑布 / VOMIT), 体检衰亡之争, pimping 教学法争议; (h) 流派/思想谱系 — 决策科学/Bayesian 派 (Ledley-Lusted 1959 → Elstein/Kassirer/Sox/Pauker/Eddy → Brush) vs 认知心理/双过程派 (Kahneman-Tversky → Croskerry/Graber) vs 教育认知派 (Schmidt/Boshuizen illness scripts → Norman/Eva/Mamede/Durning 情境认知) vs 诊断安全/系统派 (NAM 2015 / Newman-Toker / Hardeep Singh / Graber-SIDM: 错误=系统×认知共因) vs 床旁临床派 (Osler 传统 → Tierney aphorisms / Verghese / McGee / Dhaliwal / Saint: 病史体检为王 + 刻意练习) vs AI/计算派 (INTERNIST-1/DXplain 专家系统 → Isabel → LLM 世代 Rodman/Topol)。不含: 具体专科治疗方案与手术决策深度 (足踝外科/种植牙等另有 skill), 中医辨证 (另有 skill), EBM 文献批判性评价方法学 (相关但本 skill 聚焦诊断推理本身), 护理诊断体系 (NANDA), 影像/病理知觉型读片训练 (相邻但独立), 精神科 DSM 结构化访谈细节, 医患沟通技巧全集 (只覆盖诊断不确定性沟通), 患者自查/自我诊断指
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。
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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DevOps 与站点可靠性工程 (SRE) — 平台 / 基础设施 / 可靠性工程师的认知操作系统, 覆盖软件交付 + 运维全生命周期 (CI/CD 与发布工程 trunk-based + 渐进式发布 canary/blue-green/feature flag + GitOps Argo CD/Flux / 基础设施即代码 Terraform/OpenTofu/Pulumi/Ansible + policy-as-code OPA / 容器与编排 Docker/Kubernetes + Helm/Kustomize + service mesh Istio/Linkerd / 可观测性 Prometheus + Loki + OpenTelemetry + Honeycomb + eBPF + RED/USE / SLO-SLI-error budget 与可靠性工程 Google SRE 学科 + 容量规划 + 优雅降级 / 事件管理与 on-call 事件指挥 + PagerDuty + runbook + 无指责复盘 + MTTR / 云平台与 FinOps AWS/GCP/Azure + 成本优化 + 弹性伸缩 / 平台工程与开发者体验 IDP + Backstage + golden path + Team Topologies / DevSecOps 与供应链安全 shift-left + SBOM + SLSA + sigstore + Vault / 韧性与混沌工程 fault injection + game day + 安全科学 / DORA 指标与工程效能 部署频率 + 变更前置时间 + 变更失败率 + Accelerate 研究 / 数据库与有状态运维 schema 迁移 + 备份容灾) — 不含 通用应用开发 / 纯云销售认证速成 / 'DevOps = 跑 Jenkins 的岗位' 窄化误解 / ITIL 工单文化传统运维 (旧范式仅做边界) / 把手工运维 ClickOps 当稳态 (是 toil, 本 skill 核心反模式) (DevOps & Site Reliability Engineering — the cognitive operating system of platform / infrastructure / reliability practitioners who own the full software delivery + operational lifecycle, covering (a) CI/CD & release engineering (build pipelines, trunk-based development, progressive delivery — canary / blue-green / feature flags, GitOps with Argo CD / Flux), (b) Infrastructure as Code (Terraform / OpenTofu, Pulumi, CloudFormation, Ansible, Crossplane — module design, state management, drift, policy-as-code OPA / Sentinel / Checkov), (c) containers & orchestration (Docker / OCI, Kubernetes — scheduling, networking CNI, storage CSI, operators / CRDs, Helm / Kustomize, service mesh Istio / Linkerd), (d) observability (the three pillars + beyond — metrics Prometheus / VictoriaMetrics, logs Loki / ELK, traces OpenTelemetry / Jaeger / Tempo, high-cardinality observability Honeycomb, eBPF, RED / USE methods, SLO-based alerting), (e) SLO / SLI / error budgets & reliability engineering (Google SRE discipline — service level objectives, error budget policy, toil budgets, capacity planning, load shedding, graceful degradation), (f) incident management & on-call (incident command, PagerDuty / Opsgenie, runbooks, blameless postmortems, MTTR / MTTD, error budget burn), (g) cloud platforms & FinOps (AWS / GCP / Azure well-architected, multi-region, cost optimization, autoscaling), (h) platform engineering & developer experience (internal developer platforms, Backstage, golden paths, self-service, Team Topologies), (i) DevSecOps & supply-chain security (shift-left, SAST / DAST, SBOM, SLSA, sigstore / cosign, secrets management Vault), (j) resilience & chaos engineering (chaos experiments, fault injection, game days, resilience engineering / safety science), (k) DORA metrics & engineering effectiveness (deployment frequency, lead time, change failure rate, MTTR, the Accelerate research), (l) databases & stateful operations (schema migrations, backups / DR, replication); NOT generic software development / app feature coding (是 平行学科, DevOps/SRE 关注 delivery + operability 不是 product feature), NOT pure cloud sales / certification cram without operational depth, NOT 'DevOps = a job title that runs Jenkins' 的窄化误解 (DevOps 是 文化 + 实践, SRE 是 Google 对 reliability 的工程化具体实现), NOT ITIL-heavy 传统运维 工单文化 (是 被 DevOps 取代的旧范式, 仅做边界标注), NOT manual ops / ClickOps as a steady state (是 toil, 本 skill 的核心反模式).) Master OS — automated mastery of DevOps & Site Reliability Engineering — the cognitive operating system of platform / infrastructure / reliability practitioners who own the full software delivery + operational lifecycle, covering (a) CI/CD & release engineering (build pipelines, trunk-based development, progressive delivery — canary / blue-green / feature flags, GitOps with Argo CD / Flux), (b) Infrastructure as Code (Terraform / OpenTofu, Pulumi, CloudFormation, Ansible, Crossplane — module design, state management, drift, policy-as-code OPA / Sentinel / Checkov), (c) containers & orchestration (Docker / OCI, Kubernetes — scheduling, networking CNI, storage CSI, operators / CRDs, He
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