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cccskills

「resource」の検索結果

1,379 件 ・ 関連度順

概要と使いどころ

Workflow for retrieving public omics datasets, sequences, annotations, and literature-linked biological resources.

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。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新

End-to-end guidance for protein design pipelines. Use this skill when: (1) Starting a new protein design project, (2) Need step-by-step workflow guidance, (3) Understanding the full design pipeline, (4) Planning compute resources and timelines, (5) Integrating multiple design tools. For tool selection, use binder-design. For QC thresholds, use protein-qc.

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。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新

aws-batch

無料

Use when working with Aws Batch — aWS Batch compute environment management, job queue analysis, scheduling policy review, and array job monitoring. Covers compute resource utilization, job status tracking, failure investigation, Fargate vs EC2 comparison, and queue priority 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。

skillmds/skillmd1982026年10月9日 更新

CesiumJS core utilities and networking - Resource, Color, Event, Request, RequestScheduler, error handling, helper functions, feature detection. Use when fetching remote data, managing HTTP requests, working with colors, handling events, debugging errors, or using utility functions like defined, clone, or buildModuleUrl.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

Deploy AI models to embedded hardware using MathWorks tools (MATLAB, Simulink, Embedded Coder). Covers two workflow patterns: (1) MathWorks-native or 3P-imported models rebuilt as dlnetwork for lean hardware (Cortex-M, DSP), (2) direct C/C++ code generation from PyTorch and LiteRT models for high-performance hardware (Cortex-A, x86, GPU). Trigger when: user wants to deploy AI to embedded targets; generate C/CUDA from neural networks; compress AI models for MCU/DSP; integrate AI in Simulink for system-level simulation; import PyTorch/ONNX/TensorFlow models for embedded deployment; optimize AI for resource-constrained hardware; or use loadPyTorchExportedProgram, importNetworkFromPyTorch, dlquantizer, exportNetworkToSimulink, or Embedded Coder with AI models.

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。

matlab/agent-skills-playground1862026年10月10日 更新

Build a single sprint or release test plan. Covers feature decomposition into testable scenarios, requirements-to-test coverage mapping, effort estimation by test type, prioritization matrices (risk × effort), resource allocation, and scheduling with buffers. Use when: "sprint test plan," "release test plan," "what to test this sprint," "test estimation," "coverage mapping." Not for: multi-quarter strategy — use `test-strategy`. Not for: ranking areas by risk — use `risk-based-testing`. Not for: the go/no-go decision itself — use `release-readiness`. Related: test-strategy, risk-based-testing, release-readiness.

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。

petrkindlmann/qa-skills1822026年6月11日 更新

ExternalDNS for automatic DNS record management in Kubernetes. Use when the user needs to synchronize Kubernetes Ingress and Service resources with DNS providers like Route 53, CloudDNS, or Cloudflare automatically.

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/skills1662026年10月14日 更新

encore

無料

Build cloud backend applications with Encore — type-safe backend framework with built-in infrastructure. Use when someone asks to "build a backend", "Encore", "type-safe API framework", "backend with built-in infra", "auto-provision cloud resources", or "backend framework with databases built-in". Covers API definition, databases, pub/sub, cron, and auto-provisioned infrastructure.

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/skills1662026年10月14日 更新

Crossplane for infrastructure as code using Kubernetes CRDs. Use when the user needs to provision and manage cloud resources declaratively through Kubernetes APIs, compose custom infrastructure abstractions, or build internal platforms.

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/skills1662026年10月14日 更新

dagster

無料

Dagster is a data pipeline orchestrator built around the concept of software-defined assets. Learn to define assets, ops, jobs, schedules, sensors, and resources for building maintainable data platforms.

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/skills1662026年10月14日 更新

cert-manager for automatic TLS certificate management in Kubernetes. Use when the user needs to issue, renew, and manage TLS certificates from Let's Encrypt or other CAs, configure ClusterIssuers, and secure Ingress resources.

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/skills1662026年10月14日 更新

Core marketing principles for startups. Covers positioning, messaging, channels, and growth. Focus on what works for resource-constrained teams. Battle scars included: I've watched startups burn $1M on Instagram ads because "that's where competitors are", seen "growth hacks" destroy brand trust overnight, and advised founders who scaled marketing before finding product-market fit. Contrarian take: Most startup marketing advice is backwards. The best marketing doesn't feel like marketing. Distribution comes before product features. And your first 100 customers should never come from paid ads. Use when "marketing strategy, positioning, messaging, customer acquisition, growth channels, brand, go-to-market, " 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-antigravity1652026年1月22日 更新

World-class infrastructure automation - Terraform, Pulumi, CloudFormation, and the battle scars from managing infrastructure that handles production trafficUse when "terraform, pulumi, cloudformation, infrastructure, iac, state file, remote backend, s3 backend, dynamodb lock, terraform plan, terraform apply, terraform destroy, module, workspace, provider, resource, state drift, import, aws, gcp, azure, infrastructure, terraform, pulumi, cloudformation, iac, devops, aws, gcp, azure, cloud" 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-antigravity1652026年1月22日 更新

Kubernetes is the operating system for the cloud. It schedules containers, handles networking, manages storage, and keeps your apps running. But K8s has a steep learning curve - abstractions on abstractions on abstractions. This skill covers the core concepts (Pods, Deployments, Services), production patterns (health checks, resource limits, HPA), and the gotchas that catch everyone (namespace confusion, service discovery, secret management). 2025 reality: You probably don't need to run your own cluster. Use managed K8s (EKS, GKE, AKS) unless you have a very good reason not to. Focus on writing good manifests, not managing etcd. Use when "kubernetes, k8s, kubectl, deployment manifest, helm chart, kustomize, pod, service yaml, ingress, horizontal pod autoscaler, hpa, kubernetes, k8s, containers, orchestration, devops, cloud-native, helm, kustomize" 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-antigravity1652026年1月22日 更新

Formal Design of Experiments (DOE) methodology for maximizing information from experiments while minimizing resources. Covers factorial designs, blocking, randomization, and optimal design strategies. Use when ", " 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-antigravity1652026年1月22日 更新

Patterns for embedded software development including real-time systems, memory management, hardware abstraction, interrupt handling, and debugging techniques for resource-constrained environments. Use when ", " 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-antigravity1652026年1月22日 更新

Power systems engineering covering grid modeling, power flow analysis, energy storage dispatch, demand response, and electricity market economics. Spans transmission/distribution planning to real-time operations. Use when "power flow|load flow|grid model, energy storage|battery dispatch|ESS, demand response|load management|peak shaving, electricity market|LMP|locational marginal price, grid stability|frequency|voltage, capacity planning|resource adequacy, unit commitment|economic dispatch, transmission|distribution|power system, " 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-antigravity1652026年1月22日 更新

What makes founders succeed? Paul Graham has observed thousands of founders and distilled patterns. Relentlessly resourceful. Fierce nerds. Earnest. These traits matter more than credentials or connections. This skill synthesizes PG's essays on founder character into actionable guidance for developing the traits that predict success. Use when "keywords, contexts, " 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-antigravity1652026年1月22日 更新

World-class expertise in TCG/CCG design, resource systems, and metagame balanceUse when "card game design, TCG design, CCG design, trading card game, collectible card game, mana curve, deck building, card templating, keyword mechanic, set design, draft format, limited format, card rarity, color pie, faction design, card balance, magic the gathering style, hearthstone style, deckbuilder, card text, rules text, card-game, tcg, ccg, trading-card, collectible-card, deck-building, mana-curve, draft, limited, constructed, set-design, card-templating, mechanics, keywords, rarity, balance" 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-antigravity1652026年1月22日 更新

Checks production-bound code for observability, error handling at system boundaries, input validation, graceful degradation, and resource management, scaled to the project's real stakes. Use before declaring a production feature done.

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。

ash1794/vibe-engineering1642026年10月8日 更新

Queries all configured services for health status — uptime, restarts, errors, resources. Use when checking the health of running services.

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。

ash1794/vibe-engineering1642026年10月8日 更新

Generates edge case, failure mode, and spec-driven test cases. Covers boundary values, nil inputs, concurrency, resource exhaustion, malformed data, and requirement-linked traceability tests. Use after happy-path tests exist and before claiming coverage is complete, when requirements lack tests, or before a security 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。

ash1794/vibe-engineering1642026年10月8日 更新

Use when the user asks about GitNexus itself — available tools, how to query the knowledge graph, MCP resources, graph schema, or workflow reference. Examples: "What GitNexus tools are available?", "How do I use GitNexus?"

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。

varandrew/moor1592026年10月10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-skill1572026年9月6日 更新