Creates Vue 3 components with vanilla JS composables, configures Vite projects, and sets up routing and state management using JavaScript only with JSDoc typing.
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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概要と使いどころ
Creates Vue 3 components with vanilla JS composables, configures Vite projects, and sets up routing and state management using JavaScript only with JSDoc typing.
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。
Generates Angular 17+ standalone components, configures advanced routing with lazy loading and guards, implements NgRx state management, applies RxJS patterns, and optimizes bundle performance.
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。
UI design system toolkit covering design tokens, component documentation, responsive calculations, and developer handoff. Use for creating design systems, maintaining visual consistency, or facilitating design-dev handoff.
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 systems leadership across component libraries, design tokens, and design-dev collaboration. Use when architecting a token system, building a component library, defining governance, or generating cross-platform tokens.
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。
Apple Human Interface Guidelines expert across iOS, iPadOS, macOS, watchOS, tvOS, and visionOS. Use when designing or reviewing an Apple-platform app, auditing for HIG compliance, picking native components, or validating accessibility.
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。
Frontend development for React, Next.js, TypeScript, and Tailwind CSS. Use when building React components, optimizing Next.js performance, analyzing bundle sizes, scaffolding projects, implementing accessibility, or reviewing frontend 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。
Comprehensive guide for working with HashiCorp Terraform Stacks. Use when creating, modifying, or validating Terraform Stack configurations (.tfcomponent.hcl, .tfdeploy.hcl files), working with stack components and deployments from local modules, public registry, or private registry sources, managing multi-region or multi-environment infrastructure, or troubleshooting Terraform Stacks syntax and structure.
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。
Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics.
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。
Complete prep for all three scored components of the California Bar Exam: the five written ESSAYS (13 subjects — Business Associations, Civil Procedure, Community Property, Constitutional Law, Contracts, Criminal Law & Procedure, Evidence, Professional Responsibility, Real Property, Remedies, Torts, Trusts, Wills & Succession), the PERFORMANCE TEST, and the multiple-choice MBE (7 subjects). Trigger whenever someone is studying for the California bar (or the MBE) and says things like: "give me the rule for [issue]", "big issues in [subject]", "drill/quiz me on [topic]", "MBE questions on [subject]", "teach me [doctrine]", "build an attack outline", "grade my essay", "memorizable paragraph for [issue]", "performance test approach", or "make a study plan" — or names any tested essay/MBE subject in a study, memorization, drilling, or practice-question context. Also trigger when a student uploads a practice essay, PT, or question set to be graded or turned into rule blocks. When in doubt during bar prep, trigger.
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。
Map knowledge components and skill hierarchies for a cognitive tutoring system or adaptive learning platform. Use when designing intelligent tutoring software or skill-based mastery systems.
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 patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.
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 architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.
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。
Bevy ECS skill for components and resources as data. Keywords: Bevy, Resource, Res, Component, data.
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 patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.
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 architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.
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。
Bevy ECS skill for components and resources as data. Keywords: Bevy, Resource, Res, Component, data.
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。
React 18 patterns for LlamaFarm Designer. Covers components, hooks, TanStack Query, and testing.
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。
Use when building reusable node components — composition patterns, component communication, and interface design
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。
Code generator skills that produce production-ready Swift code for common app components. Use when user wants to add logging, analytics, onboarding, review prompts, networking, authentication, paywalls, settings, persistence, error monitoring, CI/CD pipelines, localization, push notifications, deep linking, testing, accessibility, widgets, feature flags, app icons, image caching, pagination, HTTP caching, share cards, social export, subscription lifecycle, referral systems, watermarks, streak tracking, milestone celebrations, what's new screens, lapsed user re-engagement, usage insights, variable rewards, consent flows, account deletion, permission priming, force updates, state restoration, debug menus, offline queues, feedback forms, announcement banners, quick win sessions, Spotlight indexing, App Clips, screenshot automation, background processing, app extensions, data export, or SwiftUI preview sample data and variant matrices.
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。
This package performs differential pattern analysis for Ribo-seq data. It identifies genes with significantly different patterns in the ribosome footprint between two conditions. RiboDiPA contains five major components including bam file processing, P-site mapping, data binning, differential pattern analysis and footprint visualization.
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。
The PSMatch package helps proteomics practitioners to load, handle and manage Peptide Spectrum Matches. It provides functions to model peptide-protein relations as adjacency matrices and connected components, visualise these as graphs and m
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。
Make frontend output look intentional, not AI-generated. Use for any UI work — components, pages, layouts.
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 one insight that eliminates multiple components - "if this is true, we don't need X, Y, or Z"
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。
Common design patterns with Java examples (Factory, Builder, Strategy, Observer, Decorator, etc.). Use when user asks "implement pattern", "use factory", "strategy pattern", or when designing extensible components.
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。