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cccskills

「system」の検索結果

7,862 件 ・ 関連度順

概要と使いどころ

Hunts for living-off-the-land binary (LOLBin) abuse in Windows process-creation telemetry by flagging trusted system binaries used with download, execution-proxy, or encoded-command arguments. Activates for requests to hunt LOLBins, detect signed-binary proxy execution, or find suspicious certutil/mshta/regsvr32 usage.

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。

meltedinhex/analyst-ai-pack222026年7月7日 更新

Analyzes malicious and vulnerable Windows kernel drivers (.sys) by parsing the PE for the native subsystem, identifying DriverEntry/IRP dispatch and IOCTL handlers, and flagging BYOVD and kernel-callback abuse. Activates for requests to analyze a Windows driver, examine a .sys sample, or assess a BYOVD/kernel driver threat.

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。

meltedinhex/analyst-ai-pack222026年7月7日 更新

Decide whether a Pulp test earns its place — before writing it, when reviewing one, or when sweeping a subsystem for low-value, duplicated, or mis-routed tests. Applies a four-question authoring gate, a junk-pattern list, a retention bar, and an evidence template for any deletion, and routes kept tests to the right lane (required gate, pr-fast, slow, nightly). Handles "should I add a test for this", "is this test useful", "audit these tests", "reduce test time", "which tests can go", and "move toward functional 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。

Generous-Corp/pulp222026年10月17日 更新

Turn a moment of friction — a conflicting PR, a wedged runner, a mysterious red check, a repeated manual chore — into a durable, actionable report. Sizes up the scenario, captures the evidence, separates one-off from SYSTEMIC, proposes a fix, and routes it (fix now, or hand off). Reports are LIVING documents that the fixing agent updates with the outcome. Invoke whenever something feels like it shouldn't have been this hard, or when the same annoyance shows up twice.

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。

Generous-Corp/pulp222026年10月17日 更新

Create publication-quality, editable scientific and engineering schematics with explicit physical meaning, exact labels, visual hierarchy, and provenance. Use for experimental facilities, thermal-fluid mechanisms, workflows, graphical abstracts, system architectures, or research diagrams.

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。

hanhuark/mechanical-engineering-research-skill222026年10月14日 更新

Implement, migrate, review, and diagnose iOS Liquid Glass interfaces in SwiftUI and UIKit. Use for system chrome, custom glass effects, transitions, accessibility, and version-specific issues in native iOS apps.

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。

2dubu/liquid-glass222026年10月1日 更新

Traces and documents signal paths, bus/aux architecture, and sidechain connections in audio systems. Surfaces hidden coupling between audio components. Use when the user asks to trace a signal chain, explain audio routing, understand an audio graph, locate sidechain sources, or describe how audio flows through a plugin or engine. Trigger on phrases like "trace this signal chain", "explain this audio routing", "what calls what in this audio graph", "where does the sidechain come from", "how does audio flow through this plugin".

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。

kunitoki/sonic-skills222026年5月21日 更新

Systematic checklist for diagnosing audio artifacts. Use when the user describes a sound quality problem — clicks, pops, crackling, silence, DC offset, aliasing, phase issues, or latency problems. Trigger on phrases like "why do I hear clicks?", "my output has DC offset", "there's aliasing in my oscillator", "phase is wrong in mono", "dropout when CPU spikes". Pairs with audio-dsp-review (realtime safety) and audio-numerics-review (numeric correctness) — use those to fix once the cause is found.

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。

kunitoki/sonic-skills222026年5月21日 更新

Skill体系演进规划 Skill。基于CO-BUILD-LOG(决策轨迹)、PENDING-EXPERIENCES(踩坑模式)、PENDING-SKILLS(需求积压)和SYSTEM-BLUEPRINT(体系蓝图),主动分析Skill体系的演进方向——哪些Skill应该新建、哪些应该合并/拆分、哪些描述需要重写、哪些触发词需要调整、整体编排架构是否需要升级。对应产品侧的 product-evolution-planner。触发词:「Skill体系怎么演进」「Skill体系应该怎么完善」「有没有新的Skill需要建」「Skill体系演进建议」「主动分析Skill体系」「Skill体系下一步」。

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。

TashanGKD/tashan-cursor-skills222026年4月1日 更新

按域检查Skill体系的传播完备性:所有节点可达、I/O契约满足、任意入口可触发相关闭环终态。与 skill-system-health-check 互补——后者检查内部一致性(版本/触发词/文件存在),本Skill检查跨节点的传播完备性(任意输入能否完整走完闭环)。触发词:「检查[域名]域健康」「[域名]域传播完备性检查」「域健康报告」「[域名]闭环是否完整」。通常由 skill-closure-verifier-meta 调用,也可独立触发。

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。

TashanGKD/tashan-cursor-skills222026年4月1日 更新

认知-工作对齐健康检查(第四维)。验证五个工作域的核心产出是否可追溯到元思维体系(L1.5原则 or L1文档),识别「漂浮」的工作任务,输出对齐报告。与现有三维健康检查互补:skill-system-health-check(内部一致性)/ cognitive-consistency-check(认知自洽)/ skill-domain-health-check(传播完备性)+ 本Skill(认知根对齐)= 四维完整体系。触发词:「检查工作任务与认知的对齐」「第四维健康检查」「检查工作任务是否有认知根」「认知体系和工作任务是否自洽」「认知对齐检查」。

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。

TashanGKD/tashan-cursor-skills222026年4月1日 更新

指导 AI 正确修改①公理体系或②体系结构(A-C-B三粒子)。当用户提到「修改公理」「修改体系结构」「发现规则漏洞」「增加粒子」「修改规则」时触发。对应 AGENT_RULES.md RULE-13~16 和 08_技术体系修改规范.md。

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。

TashanGKD/tashan-cursor-skills222026年4月1日 更新

Gate resumption of any multi-day LLM batch-scoring campaign that calls an unpinned model alias (deepseek-chat, gpt-*-latest, gemini-*-preview, any provider alias without a pinned version). Use when: (1) resuming a paused or credit-exhausted scoring run days after its last chunk, (2) topping up credits to finish a campaign, (3) extending a cached scoring pipeline with new items. Prevents silently splicing two model versions or serving revisions into one measure. Verified 2026-07-16: for $0.30 caught a serving-revision drift WITHIN DeepSeek v4-flash (same alias, same family, litigation scores systematically shifted across a 2-day gap) before an $83 resume spend.

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-skills222026年9月5日 更新

Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.

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/supergraph222026年10月15日 更新

Anti-slop frontend skill for landing pages, portfolios, and redesigns. The agent reads the brief, infers the right design direction, and ships interfaces that do not look templated. Real design systems when applicable, audit-first on redesigns, strict pre-flight check.

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/supergraph222026年10月15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-studio222026年7月8日 更新

Generate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.

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-studio222026年7月8日 更新

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

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-studio222026年7月8日 更新

Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.

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-studio222026年7月8日 更新

Generates EditMode and PlayMode tests using NUnit, mapped from GDD Gherkin scenarios. Use when writing tests, validating features, ensuring code quality, or verifying behavior after changes. Triggers on requests like "write tests for this", "test the health system", "add unit tests", "verify this works", "add PlayMode tests", "test this feature", "write integration tests", "make sure this doesn't break", "add test coverage", "TDD this feature", or any task involving test creation, test-driven development, or quality assurance. Maps Given/When/Then scenarios directly to test methods using NUnit assertions.

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-studio222026年7月8日 更新

Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null reference exception", "test is failing", "unexpected behavior", "something broke", or any debugging task. Four-phase framework (gather evidence, isolate, hypothesize, fix) that ensures understanding before attempting solutions.

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-studio222026年7月8日 更新

After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).

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-studio222026年7月8日 更新

Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.

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-studio222026年7月8日 更新

Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.

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-studio222026年7月8日 更新