Uncorrelated Evaluator — 4軸ルーブリック専門エージェント(functionality-reviewer・code-reviewer・design-reviewer・originality-reviewer)と security-reviewer を5並列実行し、成果物を多面的に独立評価します。PASS / NEEDS WORK / BLOCKED 判定を返します。Self-leniency 防止のため、実装エージェントのコンテキストを引き継がない新規エージェントとして起動します。「レビューして」「評価して」「実装を確認して」などのリクエストで起動します。
「nct」の検索結果
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概要と使いどころ
Guide for when to use and when not to use return validators in Convex functions. Use this skill whenever the user is writing Convex queries, mutations, or actions and needs guidance on return value validation. Also trigger when the user asks about Convex type safety, runtime validation, AI-generated Convex code, Convex AI rules, Convex security best practices, or when they're debugging return type issues in Convex functions. Trigger this skill when users mention "validators", "returns", "return type", or "exact types" in the context of Convex development. Also trigger when writing or reviewing Convex AI rules or prompts that instruct LLMs how to write Convex code.
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。
Access the Firebase Emulator Suite (Firestore, Auth, Functions, Hub) via REST and Admin SDK without trial-and-error. Use this skill whenever you read/write/query/clear Firestore Emulator data, create test users or obtain ID tokens from the Auth Emulator, verify Functions triggers, seed/export emulator data, or hit unexpected 403/404 from an emulator endpoint. Consult it BEFORE curling any emulator port — it encodes the auth header and host-resolution rules that otherwise cause retries.
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 traceable functional test conditions across positive, negative, boundary, and error behavior with observable expectations.
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。
hoogle
無料Search Haskell APIs using Hoogle. Use when working with Haskell projects to look up function signatures, find functions by type, discover library documentation, or identify which module exports an item.
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。
Deploy and optimize applications on Vercel with preview deployments, edge functions, environment variables, and performance monitoring. Use when deploying Next.js applications, setting up preview deployments per pull request, configuring environment variables, using Vercel Edge Functions, optimizing build performance, implementing redirects and rewrites, configuring custom domains, or monitoring application performance with Vercel Analytics.
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。
Improve code structure, readability, and maintainability without changing external behavior through systematic refactoring techniques like extracting functions, removing duplication, simplifying conditionals, and applying design patterns. Use when reducing technical debt, extracting functions or classes, removing code duplication, simplifying complex conditionals, renaming for clarity, applying design patterns, improving code organization, reducing coupling, increasing cohesion, or maintaining test coverage during structural improvements.
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 Model Context Protocol (MCP) servers and tools that extend Claude's capabilities with custom functions, data sources, and integrations. Use when creating custom MCP servers, implementing tools for Claude, building integrations with external services, creating data source connectors, implementing custom functions, or extending Claude's capabilities with domain-specific tools.
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。
Orchestrator + builder for distinctive, production-grade frontends that don't look AI-generated. Derives stack and design context from product-soul/PRD/specs, then runs the anti-slop chain — explore distinct directions, lock a DESIGN.md system, build from golden examples with mandatory polish + every interactive/empty/loading/error state, then review. Load when the user asks to build a UI, design a frontend, build a landing page or dashboard or web app, beautify or redesign a page, make a UI look premium/playful/editorial, says "build me a frontend", "make this not look AI-generated", "design this interface", "give this real polish", or "frontend design". Routes to design-direction, design-system, 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。
Analyzes base-editing screens for variant function. Covers library design (Sanson 2020 GRACE, Hanna 2021 BRCA1/2 SNV scanning, Cuella-Martin 2021), CBE vs ABE chemistry choice (BE3/BE4 vs ABE7.10/ABE8.20/ABE8e), editing-window math (positions 4-8 from PAM-distal end, wider for ABE8e), bystander-edit quantification and the variant-call ambiguity it creates, sgRNA-efficiency filtering before hit calling, indel byproduct interpretation, the substitution-vs-indel diagnostic, variant annotation against ClinVar / COSMIC, and the Broad be-validation-pipeline. Use when designing a BE variant screen, choosing CBE vs ABE for a specific edit, interpreting bystander-confounded hits, distinguishing functional signal from indel artifact, integrating CRISPResso2 output with screen scoring, or deciding BE vs PE for SNV installation.
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。
Estimate SNP heritability and partition it across functional annotations, cell types, and loci from GWAS summary statistics or individual-level genotypes. Implements LDSC, stratified LDSC with the baseline-LD model, Finucane 2018 cell-type prioritization, LDAK SumHer, HDL, HESS local heritability, BOLT-REML, GCTA-GREML, graphREML, and Popcorn cross-population genetic correlation. Use when computing total h2_SNP from summary stats, partitioning heritability across functional categories, prioritizing trait-relevant tissues or cell types from ENCODE/Roadmap chromatin marks, reconciling LDSC vs LDAK enrichment estimates, computing local heritability with HESS, estimating genetic correlation between traits, or producing publication-grade enrichment with calibrated sensitivity to model assumptions.
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。
Analyzes alternative splicing at single-cell resolution. The first decision is library chemistry — 10X 3' is fundamentally limited (RT primes from poly-A, R2 falls in 3' UTR, <0.1 junction read per cell per AS event). Plate-based full-length methods (Smart-seq3, FLASH-seq, VASA-seq, STORM-seq) and single-cell long-read (MAS-Iso-seq, scISOr-Seq2) are the chemistries that give per-cell isoform structure. Tools include MARVEL (R, Smart-seq integrated), BRIE2 (Bayesian PSI with regulatory features and ELBO_gain test), scQuint (junction-cluster, plate-based; not for 10X), SpliZ (annotation-free Z-score), Psix (graph-smoothness regulated AS), and Sierra (alternative polyadenylation, often confused with AS). Use when analyzing isoform usage in scRNA-seq, identifying cell-type-specific splicing, or determining whether scRNA-seq chemistry supports splicing analysis at all.
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。
Analyzes differential transcript usage (DTU) and isoform switches with functional consequence prediction (NMD via 50nt rule, ORF disruption, protein domain loss/gain, signal peptide changes, IDR alterations, coding-potential shifts). Tools include IsoformSwitchAnalyzeR v2 (auto-selects satuRn for >5 reps else DEXSeq), the manual DRIMSeq -> DEXSeq/satuRn -> stageR DTU pipeline, and fishpond/swish for inferential-uncertainty-aware DTE. Distinguishes DTU from DGE and DTE; integrates external annotators (CPC2, Pfam, SignalP, IUPred2A or DeepTMHMM). Use when investigating how splicing differences alter protein function or trigger NMD-mediated degradation.
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。
Detects differential alternative splicing between conditions using rMATS-turbo (binomial LRT on junction counts), leafcutter (Dirichlet-multinomial GLM on intron clusters), MAJIQ V3 deltapsi/HET (Bayesian posterior on LSVs), SUPPA2 (empirical-null on TPM-derived PSI), or Shiba (junction-imbalance-corrected, 2025 SOTA at low coverage). Reports FDR-corrected significance and delta PSI effect sizes. Tools differ in statistical model, annotation dependence, calibration regime, and replicate-count requirements. Use when comparing splicing patterns between treatment groups, tissues, or disease states.
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。
Locate CCSPlayerPawn::SetEyeAngles in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerPawn::SetEyeAngles" (symbol CCSPlayerPawn_SetEyeAngles). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerPawn_SetEyeAngles, CCSPlayerPawn::SetEyeAngles
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。
Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked
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。
Locate CCSPlayer_MovementServices::Pawn in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices::Pawn" (symbol CCSPlayer_MovementServices_Pawn). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSPlayer_MovementServices class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Do not switch output schema: emit the structmember fields below even if the class turns out to be polymorphic - a func_*/vfunc_* payload for this symbol is rejected by canonical_symbol_yaml_bytes. Trigger: CCSPlayer_MovementServices_Pawn, CCSPlayer_MovementServices::Pawn
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。
Locate CCSGameRules::SameMapTeardown in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSGameRules::SameMapTeardown" (symbol CCSGameRules_SameMapTeardown). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSGameRules_SameMapTeardown, CCSGameRules::SameMapTeardown
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。
Locate CCSPlayerController::HandleCommand_JoinTeam in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerController::HandleCommand_JoinTeam" (symbol CCSPlayerController_HandleCommand_JoinTeam). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerController_HandleCommand_JoinTeam, CCSPlayerController::HandleCommand_JoinTeam
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。
Find and identify the CCSGameRules_ResetRound function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the round-reset routine. It is the only function that references the "GMR_ResetRound\n" debug log string, and is the predecessor anchor for find-CCSGameRules_PostCleanUp (which it calls). Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSGameRules_ResetRound.py preprocessor (xref_strings "GMR_ResetRound\n"). Trigger: CCSGameRules_ResetRound, ResetRound, GMR_ResetRound
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。
Find and identify the CCSPlayer_WeaponServices_EquipWeapon function and the CCSPlayer_WeaponServices_CanUse virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the weapon-equip helper and the "is this weapon usable right now" vfunc by RTTI-walking the CCSPlayer_WeaponServices vtable and confirming each candidate's decompiled body against the known CCSPlayer_WeaponServices_PickupItem anchor's callee shapes. Trigger: CCSPlayer_WeaponServices_EquipWeapon, CCSPlayer_WeaponServices_CanUse
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。
Locate CCSPlayerController_InventoryServices::m_pInventory in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerController_InventoryServices::m_pInventory" (symbol CCSPlayerController_InventoryServices_m_pInventory). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSPlayerController_InventoryServices class layout via the schema/network system; m_pInventory is an 8-byte pointer member early in the class (must stay 8-aligned). Cross-check: functions of the class dereference this->m_pInventory shortly after entry. Trigger: CCSPlayerController_InventoryServices_m_pInventory, CCSPlayerController_InventoryServices::m_pInventory
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。
Locate CCSPlayer_WeaponServices::GetSlot in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_WeaponServices::GetSlot" (symbol CCSPlayer_WeaponServices_Weapon_GetSlot). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayer_WeaponServices_Weapon_GetSlot, CCSPlayer_WeaponServices::GetSlot
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。
Locate CCSCustomHudLayout_SetHasClassForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer
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。