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無料Biological data management and lineage tracking with LaminDB
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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Biological data management and lineage tracking with LaminDB
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。
Programmatic access to biological web services and databases
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。
Biological sequence analysis, alignment, and molecular biology computations
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。
Reverse-engineers specifications from existing codebases, maps code dependencies, generates API documentation from source, and identifies undocumented business logic.
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 resilient, long-running, multi-step applications with AWS Lambda durable functions with automatic state persistence, retry logic, and orchestration for long-running executions. Covers the critical replay model, step operations, wait/callback patterns, error handling with saga pattern, testing with LocalDurableTestRunner. Triggers on phrases like: lambda durable functions, workflow orchestration, state machines, retry/checkpoint patterns, long-running stateful Lambda functions, saga pattern, human-in-the-loop callbacks, and reliable serverless applications.
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。
When the user wants to apply psychological principles, mental models, or behavioral science to marketing. Also use when the user mentions 'psychology,' 'mental models,' 'cognitive bias,' 'persuasion,' 'behavioral science,' 'why people buy,' 'decision-making,' 'consumer behavior,' 'anchoring,' 'social proof,' 'scarcity,' 'loss aversion,' 'framing,' or 'nudge.' Use this whenever someone wants to understand or leverage how people think and make decisions in a marketing context. For applying psychology to specific pages, see cro; for pricing tactics, see pricing; for copy framing, see copywriting.
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。
Draft matter status reports from emails, call notes, and updates. Internal and client-facing formats, RAG logic, variance commentary, escalation flags. Use when asked to draft a status report, write a project update, summarise matter progress, prepare a client report, create a weekly or monthly update, convert emails into a status summary, or produce any kind of matter reporting. Also triggers when the user pastes email threads and asks what the status is, or needs to turn internal updates into client-facing reports.
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。
EU NIS2 Directive (Directive (EU) 2022/2555) compliance advisor for essential and important entities: entity classification, Art. 21 risk management measures, Art. 23 incident reporting timelines (24h/72h/1 month), Art. 20 governance obligations, supply chain security (Art. 21(2)(d); coordinated risk assessments Art. 22), gap assessments, policy drafting, ISO 27001 alignment, and penalty exposure analysis. Also covers Commission Implementing Regulation (EU) 2024/2690, the technical/methodological sub-requirements for Art. 21(2) and the significant-incident thresholds binding on DNS/cloud/data-centre/MSP/MSSP/trust-service and other digital entities. Use for NIS2 readiness, transposition questions, ENISA technical implementation guidance, significant-incident thresholds, supervisory differences between essential and important entities, and cross-border coordination.
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。
Approval cascade definition and tracking for multi-stakeholder document workflows. Internal review sequences, client approval workflows, regulatory review, overdue chasing with escalation logic, version control coordination, and cross-jurisdiction document dependencies. Use when defining who reviews a document and in what order, tracking where a document is stuck in the approval chain, chasing an overdue reviewer, preventing reviewers working on superseded drafts, or mapping dependencies between documents across jurisdictions. Trigger on: 'who needs to approve this', 'document approval', 'review sequence', 'stuck in review', 'overdue approval', 'who has the document', 'version control', 'wrong version', 'document dependency', 'NL SPA waiting on German opinion', 'approval cascade', 'review chain', 'document circulation', 'chasing the partner', 'client approval process', 'where is the document'.
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。
Android APK decompiler that converts DEX bytecode to readable Java source code. Use when you need to decompile APK files, analyze app logic, search for vulnerabilities, find hardcoded credentials, or understand app behavior through readable source 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。
When a solution seems impossible and the path forward is blocked. Refuses to take no for an answer: classifies what kind of "no" you hit, then runs lateral-thinking techniques (assumption autopsy, inversion, first principles, constraint toggling, analogical transfer, and more) until the wall cracks or is proven load-bearing. Generates at least 10 angles before evaluating any. AGENTS: use this on yourself when an API doesn't support what you need, an approach has failed twice, or a "that's not possible" sentence is forming — run the fast path BEFORE reporting a dead end. Archives walls to ~/.config/makerskills/unstuck/archive/. Sits upstream of decide. Triggers on "/unstuck," "I'm stuck," "this seems impossible," "we hit a wall," "there's no way to," "they said no," "dead end," "out of options," "I've tried everything," "work around this."
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。
Develop TPACK for integrating a specific technology or AI tool into subject teaching with pedagogical alignment. Use when adopting new ed-tech, reviewing AI tools, or planning technology integration.
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 a SEEDS regenerative inquiry cycle connecting place-based learning to ecological awareness for young learners. Use when building early childhood or primary inquiry around ecosystems and community.
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 students' capacity to place historical documents in their temporal and social context. Use when students read sources without considering what was happening at the time, or know the context but don't deploy it.
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。
Generate a criterion-referenced rubric with descriptive performance levels for a task or objective. Use for marking guides and general curriculum contexts. For Manning programmes where Competent = success, use coherent-rubric-logic-builder 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。
Suggests manual context compaction at logical intervals to preserve context through task phases rather than arbitrary auto-compaction.
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。
Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.
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。
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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。
Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.
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。
Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.
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。
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
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。
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.
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。
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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。
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
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。