Redpanda's Agentic Data Plane: governance infrastructure for building, running, and governing AI agents and MCP servers, plus a proxying AI Gateway for LLM providers, operated via `rpk ai` and the ADP API. Use when creating or managing AI agents (managed or self-managed) via `rpk ai agent` or `AgentRegistryService`; configuring MCP servers (remote or managed catalog, code mode, auth); setting up LLM providers or querying models via `rpk ai llm`/`rpk ai model` or the AI Gateway proxy; or configuring budgets, guardrails, or Cedar access-control policies through the governance APIs. Also covers reading agent transcripts and spending insights, and wiring OAuth clients or providers to the aigw Authorization Server. For the separate rpk cloud mcp control-plane MCP server, see `/redpanda:rpk-cloud`.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
Research products across the web with Firecrawl and produce a shopping recommendation or cart-ready summary. Use when the user wants to compare products, find the best option, evaluate reviews, respect budget/preferences, or shop with a saved browser session.
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。
firecrawl/firecrawl-workflows☆ 1922026年8月21日 更新
Fix-and-Flip Analysis — purchase price, ARV, rehab budget breakdown, holding costs, selling costs, profit margin, ROI, timeline, and risk assessment with Flip Score (0-100)
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。
zubair-trabzada/ai-realestate-claude☆ 1822026年4月30日 更新
DyNote: systematically and efficiently extract raw Douyin/DY video data and analyze videos, comments, accounts, hashtags, and short-video scenes into evidence-graded learning notes, summaries, research briefs, scripts, and knowledge-base material. Use when the user asks to 抓取/提取/整理 抖音视频字幕、视频文案、ASR 转写、Qwen3-ASR 中文转写、原始材料归档、学习笔记、analysis plan、note budget、避免返工、复用已有素材、评论洞察、账号分析、赛道/话题研究、竞品拆解、电商/本地生活视频分析、事实核查、自动搜索素材, save Douyin content as Markdown/TXT, or use subtitle/local ASR as the factual spine with logged-in Douyin Web built-in AI / Doubao fallback as visual or quick-reading supplements.
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。
Rimagination/dy-note☆ 1722026年6月27日 更新
Optimize paid advertising campaigns across Google Ads, Meta, TikTok, LinkedIn, and other platforms. Use when tasks involve bid optimization, audience targeting, creative testing, ROAS improvement, attribution modeling, budget allocation, campaign structure, retargeting strategies, lookalike audiences, or reducing customer acquisition cost. Covers multi-platform campaign management and creative performance analysis.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Don't die. Runway calculation, default alive vs. default dead, when to raise vs. cut, zero-based budgeting for startups. The math that keeps companies alive long enough to win. Burn rate is not just accounting - it's strategic leverage. Companies with runway have options. Companies without runway have desperation. Use when "burn rate, runway, default alive, default dead, how much money, when to raise, cutting costs, layoffs, cash management, should we hire, running out of money, bridge round, extend runway, ramen profitable, finance, runway, cash, burn, survival, fundraising, startup" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Audit whether a paper's baseline comparisons are COMPLETE, FAIR, and SIGNIFICANT: a required recent SOTA baseline is missing while 'best/SOTA' is claimed (HP-MISSING-BASELINE); a baseline is undertuned / given less compute-tuning-data, run at a mismatched config, or the equal-budget ablation-as-baseline is absent (HP-WEAK-BASELINE); 'outperforms' is asserted over overlapping error bars or with no variance/seeds (HP-SIG-OVERLAP); and a cross-row 'improves over baseline by X%' is arithmetically wrong (HP-DELTA-ERROR, cross-row form only). A versioned per-domain baseline profile + a live leaderboard/recency search are assembled by the EXECUTOR as structured facts; a fresh cross-model reviewer (gpt-5.6-sol xhigh, read-only, fresh thread per dimension) PROPOSES findings, each span-anchored to a ledger claim_id; tools/adjudicate_findings.py DECIDES the verdict. Works at L0 (stated comparisons) and deepens at L2 (configs/result files). A completeness question it cannot settle internally becomes needs_external_check, never a guessed missing baseline. Emits baseline-comparison-audit.findings.json; computes NO verdict. Detect-only. Triggers: "baseline audit", "missing baselines", "is the comparison fair", "weak baseline", "baseline 误报", "SOTA earned?".
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。
wanshuiyin/Anti-Autoresearch☆ 1612026年10月7日 更新
AI Engineering Toolkit workflow skill. Use this skill when the user needs 6 production-ready AI engineering workflows: prompt evaluation (8-dimension scoring), context budget planning, RAG pipeline design, agent security audit (65-point checklist), eval harness building, and product sense coaching and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Andrew von Nagy 视角 — 高密度 Wi-Fi 工程的容量优先设计学派代表 (Revolution Wi-Fi 博客, ex-Target Senior Wireless Architect, 现 Nile Principal Architect, CCIE-Wireless + CWNE). 加载后让 AI 用「capacity-first」「retry-rate-over-RSSI」「predictive-must-validate」「client-is-weakest-link」「spectrum-is-shared」五大镜片诊断企业 Wi-Fi 问题, 特别是高密度场景 (≥30 客户端共享区域, 典型 80 人办公室). 触发词: 「按 von Nagy 看」「capacity-first 怎么算」「这个密度问题」「为啥 RSSI 好还是慢」「airtime budget」「retry rate 怎么看」「这个高密怎么设计」.
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。
swaylq/master-skill☆ 1552026年9月6日 更新
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
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。
swaylq/master-skill☆ 1552026年9月6日 更新
独立开发者与微型 SaaS — 单人或极小团队 (≤3 人) 构建可持续订阅收入的软件产品商业, 有别于自由职业/咨询、企业级 SaaS 和开源维护: (a) 产品发现与验证 (自己的痒 vs 市场优先 Nugent/Walling; 着陆页冒烟测试; 先接 Stripe 再写代码; JTBD 访谈适配独立开发者场景; Reddit/HN/X/社区痛点挖掘; Mom Test 验证框架; 公开构建作为验证机制); (b) 独立开发者技术架构 (无聊技术论 McKinley; 单体优先; serverless vs VPS 在 ≤$100/月预算下的取舍; Rails/Django/Laravel/Next.js 等框架的出货速度选型; 托管服务优先于自建; Supabase/PlanetScale/Neon 数据库即服务; Clerk/Auth0 认证即服务; Stripe/Paddle/LemonSqueezy 支付; Vercel/Fly.io/Railway 部署; AI 辅助编码 Cursor/Copilot 作为力量倍增器); (c) 无营销团队的分发与增长 (SEO 作为微型 SaaS 护城河; Product Hunt 发布; AppSumo 终身授权利弊; 冷邮件; Twitter/X 公开构建; IndieHackers 社区分发; 集成市场 Shopify/WordPress/Zapier/Slack 应用目录; 联盟计划; 一人内容营销); (d) 定价与变现 (SaaS 定价心理学; freemium vs 免费试用 vs 纯付费; 按席位 vs 按用量 vs 固定费率; 年付折扣; 老用户保价; 微型 SaaS 流失率控制; MRR/ARR/LTV/CAC 在微型规模的含义; $10K MRR 里程碑心理学); (e) 独立创始人心智模型与生活设计 (default alive vs default dead Graham; 拉面盈利 Levels; 生活方式生意 vs 增长生意的光谱; 独立开发者倦怠预防; 时间管理与上下文切换成本; 地理套利与远程优先; 一次构建反复销售的资产思维; 社区作为支持网络 IndieHackers/WIP/MicroConf); (f) 法务与运营基础 (公司注册地选择 LLC/Ltd/GmbH 税效; Stripe Atlas vs Firstbase vs 本地律师; 服务条款与隐私政策; GDPR/CCPA 低成本合规; 知识产权基础; 首次雇人的承包商 vs 员工选择; 独立开发者会计 SaaS — Xero/QuickBooks; 多辖区税务义务)。中国独立开发者生态: 出海作为主导策略 (从中国构建面向全球市场的产品以避开国内竞争/监管); 即刻/V2EX/少数派作为社区枢纽; 微信小程序作为替代分发; 小报童/爱发电作为中文市场变现; 人民币定价心理学; 支付宝/微信支付集成; ICP 备案要求; 中国区 App Store 审核差异; 独立开发者周刊。诚实处理: 生存偏差 (每一个 Pieter Levels 背后是数千个从未达到 $1K MRR 的人), AI 对微型 SaaS 生态位的颠覆 (wrapper 产品脆弱), 独自构建的孤独与心理健康成本, 公开构建的表演性质 vs 真正透明, AppSumo 终身授权上瘾毁坏单位经济, 样板代码销售的伦理边界。不含: 企业级 SaaS (不同 GTM/销售/融资模型), 不含: 自由职业/咨询 (用时间换钱非建资产), 不含: 开源维护 (不同可持续性模型), 不含: 风投支持的创业 (不同增长期望), 不含: 无代码/低代码平台构建 (相邻但不同受众), 不含: 内容创作作为主业。 (Independent Developer and Micro-SaaS — the craft of single-person or tiny-team (≤3 people) software product businesses that generate sustainable recurring revenue without venture capital, distinct from freelancing/consulting, enterprise SaaS, and open-source maintainership: (a) product discovery and validation (scratching your own itch vs market-first Nugent/Walling; landing page smoke tests; Stripe checkout before code; Jobs-to-Be-Done interview adapted to solo context; Reddit/HN/X/community pain-point mining; idea validation frameworks Fitzpatrick Mom Test; build-in-public as validation mechanism); (b) technical architecture for solo operators (boring technology thesis Mckinley; monolith-first; serverless vs VPS tradeoffs for ≤$100/mo infra; framework selection for shipping speed — Rails/Django/Laravel/Next.js/Remix/SvelteKit; managed services over self-hosted whenever possible; database-as-a-service Supabase/PlanetScale/Neon/Turso; auth-as-a-service Clerk/Auth0/Supabase Auth; payment integration Stripe/Paddle/LemonSqueezy; deployment Vercel/Fly.io/Railway/Render; monorepo vs polyrepo for solo; AI-assisted coding Cursor/Copilot as force multiplier); (c) distribution and growth without a marketing team (SEO as moat for micro-SaaS Ahrefs-style content marketing on 1-person budget; Product Hunt launches; AppSumo lifetime deals tradeoffs; cold email outreach; Twitter/X building in public; IndieHackers community distribution; integration marketplaces Shopify/WordPress/Zapier/Slack app directories as channels; affiliate programs; content marketing at scale-of-one); (d) pricing and monetization (SaaS pricing psychology Patel/Campbell; freemium vs free trial vs paid-only; per-seat vs usage-based vs flat-rate; annual discount strategies; grandfathering existing customers; churn reduction for micro-SaaS — Baremetrics/ProfitWell/ChartMogul analytics; MRR/ARR/LTV/CAC at micro scale; the $10K MRR milestone psychology); (e) solo founder mental model and lifestyle design (default alive vs default dead Graham; ramen profitability Levels; lifestyle business vs growth business spectrum; burnout prevention for solo operators — no team to delegate to; time management and context-switching costs; geographic arbitrage and remote-first; the 'build once sell twice' asset mindset; community as support network IndieHackers/WIP/MicroConf); (f) legal and operational basics (incorporation LLC/Ltd/Gm
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。
swaylq/master-skill☆ 1552026年9月6日 更新
When the user wants help with paid advertising campaigns on Google Ads, Meta (Facebook/Instagram), LinkedIn, Twitter/X, or other ad platforms. Also use when the user mentions 'PPC,' 'paid media,' 'ROAS,' 'CPA,' 'ad campaign,' 'retargeting,' 'audience targeting,' 'Google Ads,' 'Facebook ads,' 'LinkedIn ads,' 'ad budget,' 'cost per click,' 'ad spend,' or 'should I run ads.' Use this for campaign strategy, audience targeting, bidding, and optimization. For bulk ad creative generation and iteration, see ad-creative. For landing page optimization, see cro.
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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Suede-owned paid-acquisition operating system for channel choice, campaign structure, audiences, bidding, budget pacing, negative keywords, retargeting, and kill-or-scale decisions. Use when planning, auditing, or optimizing paid campaigns on Google, Meta, LinkedIn, X, or comparable platforms. NOT FOR: producing creative variants (use suede-ad-creative), implementing measurement (use suede-analytics), or optimizing the landing page (use suede-site-alchemy).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Suede-affiliated comprehensive marketing planning across acquisition, activation, retention, referral, and revenue, sized to the actual team, budget, evidence, and stage. Use when the user needs a 90-day plan, 12-month roadmap, growth plan, or go-to-market operating document. NOT FOR: isolated channel execution (use the relevant public Suede skill), uncommitted tactic brainstorming (use suede-marketing-ideas), or positioning discovery alone (use suede-product-marketing).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Suede Thought Graph shipping search for a multi-file repo change. Use when competing implementation plans need one evidence-gated selection before any build. Halts on hazards, collisions, budget exhaustion, or no safe winner. Reads production; never deploys. NOT FOR: bulk independent work (use a separate private worker-fleet pass); findings-only diff review (use suede-code-review); CI or branch-protection wiring (use suede-ci-gate); copy-only shipping (use suede-ship-copy).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Suede-owned paid-media creative system for hooks, headlines, primary text, static and motion concepts, platform specs, review pages, and test-ready variant batches. Use when producing or iterating ad creative from grounded product and audience inputs. NOT FOR: campaign budgets, bidding, or targeting (use suede-ads), statistical test design (use suede-ab-testing), or landing-page copy (use suede-copy).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Research products across the web with Firecrawl and produce a shopping recommendation or cart-ready summary. Use when the user wants to compare products, find the best option, evaluate reviews, respect budget/preferences, or shop with a saved browser session.
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。
firecrawl/skills☆ 1222026年10月9日 更新
Infrastructure and development cost estimation for technical projects. Use when planning budgets, evaluating build vs buy decisions, or projecting TCO for architecture choices.
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。
alirezarezvani/claude-cto-team☆ 1172025年12月18日 更新
CRE Development and Construction suite - 8 specialist skills for U.S. site/entitlement screening, budget and yield-on-cost, construction loan sizing, GC contracts, draw review, schedule risk, lease-up pro forma, and IC memo writing.
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。
ahacker-1/cre-agent-skills☆ 1152026年9月2日 更新
CRE Asset Management analysis suite — 9 specialist skills for post-acquisition multifamily operations including annual budgeting, monthly variance analysis, rent collection, renewal decisions, lease-up tracking, capex execution, NOI improvement, hold/sell/refi scenario analysis, and quarterly asset review memos.
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。
ahacker-1/cre-agent-skills☆ 1152026年9月2日 更新
Orchestrates zero-to-running-app in 8 stages — prerequisites → context → provision → model → load → explore → query → build. Each stage reads its own reference file. Supports HITL and fully autonomous operation. Use when starting a new Neo4j project from scratch, provisioning Aura, generating synthetic data, building a notebook or app, or running the full onboarding pipeline. Time budget ≤15 min autonomous, ≤90 min HITL. Does NOT cover Cypher query authoring — use neo4j-cypher-skill. Does NOT cover driver upgrades or Cypher migration — use neo4j-migration-skill. Does NOT cover CLI/admin tasks on an existing DB — use neo4j-cli-tools-skill.
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。
neo4j-contrib/neo4j-skills☆ 1152026年10月12日 更新
Performance profiling and optimization for web apps — Core Web Vitals (LCP, INP, CLS), Lighthouse audits, bundle analysis, backend profiling (CPU, memory, DB queries), N+1 detection, caching strategies (Redis, CDN, HTTP), and performance budgets. Use when user asks to improve performance, run Lighthouse audit, profile a Node.js app, optimize Core Web Vitals, reduce bundle size, or investigate slow response times. Do NOT use for database schema optimization (use db-sculptor), Docker image optimization (use docker), or CDN configuration.
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。
EliasOulkadi/shokunin☆ 1142026年10月5日 更新
Design error handling, structured logging, and observability with OpenTelemetry (traces, metrics, logs), error classification, recovery patterns (retry with jitter, circuit breaker, bulkhead, timeout), error budgets/SLOs with burn rate alerts, and production incident triage. Use when user asks to implement error handling, logging, monitoring, observability, OpenTelemetry, error boundaries, circuit breakers, retry logic, or SLO tracking. Do NOT use for incident runbooks (use runbook-gen), vendor-specific APM setup (Datadog, Sentry agent config), or K8s debugging.
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。
EliasOulkadi/shokunin☆ 1142026年10月5日 更新
Browser automation, web scraping, E2E testing, and visual regression with Playwright. Covers 30+ patterns: login flows, form testing, responsive design checks, broken link validation, API mocking, data extraction, PDF generation, accessibility audits (axe-core), performance budgets (Lighthouse), visual diffing, multi-browser testing (Chromium/Firefox/WebKit), mobile emulation, infinite scroll, shadow DOM, iframes, file downloads, auth state reuse, cookie consent handling, WebSocket monitoring, console error detection, HAR export, trace viewer, Docker CI, GitHub Actions, and parallel sharding. Use when user asks to test a website, take screenshots, check responsive design, automate a browser task, scrape data, validate forms, check broken links, test login, audit accessibility, or measure page performance. Do NOT use for unit testing, API-only testing, or static analysis. Requires Node.js 18+.
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。
EliasOulkadi/shokunin☆ 1142026年10月5日 更新