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「graph」の検索結果

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概要と使いどころ

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14日 更新

Optimize GraphQL queries and resolvers for performance. Use when a mid-level developer needs to reduce N+1 or payload size.

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。

proflead/codex-skills-library1592026年7月29日 更新

红队渗透 / 攻防 — 受授权的红队作业者 + 渗透测试工程师 + 攻击型安全顾问的认知操作系统 (侦察 OSINT / 外网渗透 / 内网 AD 渗透 BloodHound + Kerberoasting + ADCS 利用 + 横向移动 / Web 应用渗透 OWASP WSTG / 移动 OWASP MASTG / 云渗透 AWS Azure GCP IAM 路径 + 容器逃逸 + K8s / C2 操作 Cobalt Strike Sliver Mythic Havoc + OPSEC / 初始访问 + AV EDR 绕过 (仅授权场景) / 无线 RF / 物理社工 / 报告与整改 / 框架 MITRE ATT&CK + D3FEND + PTES + OSSTMM + NIST 800-115 + Kill Chain / 法律伦理 CFAA + 网络安全法 + 刑法 285 286 + 数据安全法 + GDPR + 授权书 + 范围 + 交战规则 — 不含 黑产 / 未授权攻击 / 大规模 exploitation / 供应链投毒 / 未授权 DoS — 这是 重罪 + 行业封杀 + 律师吊销, 本 skill 严守 authorized-only 边界 — 也不含 蓝队 SOC + 恶意软件 即服务 / 僵尸网络 / 勒索软件作者 — 这是 cybercrime 不是 红队) (Cybersecurity Red Team / Offensive Security Operations — the cognitive operating system of authorized red team operators, penetration testers, and offensive security consultants covering (a) reconnaissance & OSINT (passive + active discovery, asset surface mapping), (b) external network pentest (perimeter, exposed services, web), (c) internal network / Active Directory pentest (AD enumeration via BloodHound, Kerberos abuse — Kerberoasting / AS-REP-roasting / Unconstrained delegation / S4U2self, NTLM relay, ADCS abuse, GPO abuse, lateral movement, privilege escalation), (d) web application pentest (OWASP WSTG, authentication, authorization, SSRF, XXE, deserialization, SSTI, prototype pollution, GraphQL, JWT, API), (e) mobile pentest (OWASP MASTG, iOS / Android, instrumentation Frida / Objection, MASVS), (f) cloud pentest (AWS / Azure / GCP — IAM enumeration, privilege escalation paths, container escape, K8s RBAC, serverless), (g) C2 operations & post-exploitation (Cobalt Strike / Sliver / Mythic / Havoc, beacon ops, malleable profiles, OPSEC), (h) initial access & evasion (phishing infrastructure, payload development, AV / EDR evasion, BYOVD, AMSI / ETW bypass — strictly for authorized engagements), (i) wireless / RF (WPA2/3, evil twin, Wi-Fi pivots), (j) physical / social engineering (badge cloning, pretexting, vishing — under engagement letter), (k) reporting & remediation (executive summary, technical findings, CVSS, MITRE ATT&CK mapping, retest), (l) frameworks & methodology (MITRE ATT&CK, MITRE D3FEND, PTES, OSSTMM, NIST SP 800-115, OWASP WSTG / MASTG, Cyber Kill Chain, Unified Kill Chain, Diamond Model), (m) law & ethics (CFAA US, Computer Misuse Act UK, 中国 刑法 285/286 + 网络安全法 + 数据安全法, GDPR for tested EU systems, engagement letter, scope, rules of engagement, safe harbor for bug bounty); NOT criminal hacking / 黑产 / unauthorized targeting / mass exploitation / supply-chain compromise / DoS against unconsented systems (这是 重罪 + 业内开除 + 律师执照吊销, 本 skill 严守 authorized-only 边界), NOT pure defensive blue team / SOC analyst tradecraft (是 平行学科, 仅做 边界标注 + ATT&CK 反推方向), NOT malware-as-a-service development / botnet ops / ransomware authoring (是 cybercrime 不是 红队), NOT 'ethical hacking' 在 'just curious 看看' 自我合理化的灰色操作 (违反 authorization 原则即不是 红队).) Master OS — automated mastery of Cybersecurity Red Team / Offensive Security Operations — the cognitive operating system of authorized red team operators, penetration testers, and offensive security consultants covering (a) reconnaissance & OSINT (passive + active discovery, asset surface mapping), (b) external network pentest (perimeter, exposed services, web), (c) internal network / Active Directory pentest (AD enumeration via BloodHound, Kerberos abuse — Kerberoasting / AS-REP-roasting / Unconstrained delegation / S4U2self, NTLM relay, ADCS abuse, GPO abuse, lateral movement, privilege escalation), (d) web application pentest (OWASP WSTG, authentication, authorization, SSRF, XXE, deserialization, SSTI, prototype pollution, GraphQL, JWT, API), (e) mobile pentest (OWASP MASTG, iOS / Android, instrumentation Frida / Objection, MASVS), (f) cloud pentest (AWS / Azure / GCP — IAM enumeration, privilege escalation paths, container escape, K8s RBAC, serverless), (g) C2 operations & post-exploitation (Cobalt Strike / Sliver / Mythic / Havoc, beacon ops, malleable profiles, OPSEC), (h) initial access & evasi

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-skill1582026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-skill1582026年9月6日 更新

linear

無料

Use Symphony's `linear_graphql` client tool for raw Linear GraphQL operations such as comment editing and status updates.

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。

sushaantu/boxento1532026年10月8日 更新

Convert raster images (photos, paintings, illustrations, line art) into SVG vector reproductions. Use when the user uploads an image and asks to reproduce, vectorize, trace, or convert it to SVG. Also use when asked to decompose an image into shapes, create an SVG version of a picture, or faithfully reproduce artwork as vector graphics. Handles graphic/line-art inputs (Kandinsky, architectural drawings, ink work) via a compositional pipeline that extracts lines as SVG strokes. Do NOT use for creating original SVG illustrations from text descriptions — only for converting existing raster images.

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。

oaustegard/claude-skills1532026年10月15日 更新

Create a modular typography scale with size, weight, and line-height relationships.

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-skills1412026年6月29日 更新

Critique a screen's typography — scale usage, readability, consistency, and token compliance.

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-skills1412026年6月29日 更新

Extract, suggest, and sync tags and categories for blog posts across all major CMS platforms. Supports WordPress REST API, Shopify GraphQL, Ghost Content API, Strapi REST/GraphQL, and Sanity GROQ. Generates tag suggestions from content analysis (keyword frequency, heading extraction, semantic grouping), enforces minimum post-count thresholds to prevent thin tag archives, and syncs taxonomy via authenticated API calls. Use when user says "tags", "categories", "taxonomy", "tag suggestions", "sync tags", "WordPress tags", "Shopify tags".

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-skills1412026年6月29日 更新

Generate dark-mode-compatible inline SVG data visualization charts for blog posts. Supports horizontal bar, grouped bar, donut, line, lollipop, area, and radar charts with automatic platform detection (HTML vs JSX/MDX). Enforces chart type diversity, accessible markup (role=img, aria-label), source attribution, and transparent backgrounds. Use whenever the user mentions data visualization, charts, graphs, comparison tables that need to be visualized, or wants to embed inline SVG visualizations in a blog post, even if not invoking blog-write. Use when user says "blog chart", "generate chart", "data visualization", "svg chart", "blog graph", "visualize data", or when the blog-write workflow identifies chart-worthy data points (3+ comparable metrics, trends, before/after 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。

Infrasity-Labs/dev-gtm-claude-skills1412026年6月29日 更新

Use when turning any content into clear, professional visualizations - board slides, reports, proposals, research summaries, training materials, technical diagrams, infographics, process flows, timelines, benchmarks, waterfall charts, or data-backed visual specs for any audience.

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。

kgraph57/mckinsey-style-visualization-skill1402026年9月9日 更新

Read-only context for issues, pull requests, and backlogs. Use to trace related work, check PR counts, prioritize follow-ups, filter saved captures, open exact dashboard views, replay triage queries, or compare snapshots.

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。

vercel-labs/issue-graph1292026年10月1日 更新

core

無料

Status-first routing, bounded evidence collection, and safety guidance for issue-graph.

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。

vercel-labs/issue-graph1292026年10月1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-skills1272026年10月15日 更新

vocaloid-style-mv

無料日本語概要

Make an original animated music video (MV / PV) for a song from its audio file plus lyrics, in the Vocaloid / J-pop lyric-video tradition: 手書き/tegaki (V家手书, 手描きMV, ボカロPV), 文字PV and kinetic typography (リリックモーション, リリックビデオ, 歌詞動画, 歌词视频, 动态歌词), anime-illustration MVs with an original character — for any mood, from dark ballads to bright upbeat summer pop. Renders to MP4 with a deterministic Canvas2D/WebGL2 engine in a headless browser: JIZURA lyric motion, AI-generated art, optional Blender toon 3D, beat-locked editing, 9:16 vertical/Shorts version. Use it whenever the user wants a music video, MV, PV, lyric video or beat-synced animation for a song, e.g. "make an MV for my song", "turn this track into a lyric video", "给这首歌做个MV/PV", "做个V家手书", "この曲のMVを作って", "ボカロPV作って", "縦型ショートも" — even if they only give a .wav/.mp3 and say "make a cool video for it". Not for editing existing footage or clip compilations.

EGSECDA/vocaloid-style-mv-pipeline1262026年10月4日 更新

Use this skill to build academic-style .docx output: journal / conference / thesis chapters carrying formal citation style (APA, Chicago, IEEE, MLA), numbered equations, figure & table cross-references, footnotes/endnotes, bibliography, or multi-column journal layout. Trigger on: 'research paper', 'journal paper', 'conference paper', 'manuscript', 'thesis', 'APA', 'MLA', 'Chicago', 'IEEE two-column', 'bibliography', 'hanging indent', 'citation style', 'abstract + keywords', 'equation numbering', 'cross-reference', paper with footnotes/endnotes. Output is a single .docx.

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。

iOfficeAI/AionCore1222026年10月15日 更新

A library for building, validating, visualizing, and serializing dialogue graphs. Use this when parsing scripts or creating branching narrative structures.

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。

agentscope-ai/PawBench1182026年8月3日 更新

Provisions and manages Neo4j Aura instances via CLI (aura-cli v1.7+) or REST API. Use when creating, pausing, resuming, resizing, or deleting AuraDB Free/Professional/Business Critical/VDC instances; downloading credentials; scripting CI/CD pipelines; polling async status; or using the Terraform neo4j-labs/neo4jaura provider. Covers auth setup (client credentials OAuth2), credential lifecycle (download once — never recoverable), instance type selection, region codes, and Python provisioning scripts. Does NOT handle Cypher queries — use neo4j-cypher-skill. Does NOT cover Graph Data Science algorithms — use neo4j-gds-skill or neo4j-aura-graph-analytics-skill. Does NOT cover neo4j-admin/cypher-shell — 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-skills1152026年10月15日 更新

Programmatic security management in Neo4j — RBAC/ABAC, user lifecycle (CREATE/ALTER/DROP USER), role lifecycle (CREATE/GRANT ROLE/DROP ROLE), privilege grants and denies (GRANT/DENY/REVOKE on graph, database, DBMS), property-level access control, sub-graph access control, SHOW PRIVILEGES inspection, and auth provider config reference (LDAP, OIDC/SSO). Use when an agent needs to manage users, roles, or privileges programmatically via Cypher on the system database. Does NOT handle Cypher query writing — use neo4j-cypher-skill. Does NOT handle cluster ops or backups — use neo4j-cli-tools-skill. Property-level security and ABAC require Enterprise Edition.

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-skills1152026年10月15日 更新

Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.

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。

dembsky/PropMotion1132026年8月15日 更新

Design multi-device layouts with Container Queries, clamp() fluid typography, :has() selector, subgrid, and modern CSS units (dvh/svh/lvh). Use when user asks to make a layout responsive, handle mobile/tablet/desktop breakpoints, create fluid typography, or use Container Queries. Do NOT use for full-page layouts (use landing-craft), component design (use component-forge), or animation-specific responsive (use motion-craft).

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/shokunin1132026年10月5日 更新

api-forge

無料

Design REST/GraphQL APIs with OpenAPI 3.1, error handling, pagination, rate limiting, webhooks, and idempotency. Use when user asks to design an API, create endpoints, define REST/GraphQL schema, or generate OpenAPI spec. Do NOT use for database schema design, frontend API integration, or non-HTTP protocols (gRPC, WebSocket, MQTT).

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/shokunin1132026年10月5日 更新

motion-ad

無料

Produce a short motion-graphics video ad — a 15s Facebook/Instagram/TikTok spot — as a rendered MP4. Researches the destination landing page so every on-screen claim matches it, pulls real product imagery off the live site, animates one paused GSAP timeline in a single HTML page, and renders it frame-accurately through Playwright and ffmpeg. Use this whenever the user wants a video ad, promo video, animated ad, "an ad for my product", Meta/TikTok/Reels creative in video form, a 9:16 or 1:1 cut of an existing spot, or a re-render of an earlier ad with a different hook, hero or CTA — including when they never say the words "motion graphics". Not for animating UI inside an app, not for static image ads, and not for long-form or voiceover-led video.

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。

fabricioctelles/skills1092026年10月14日 更新

Plan, art-direct, generate, edit, and quality-check tactile minimal-zine bitmap imagery from almost any subject: landscapes, portraits, objects, products, architecture, interiors, existing photographs, moods, article ideas, cultural essays, data, reviews, and social-media card series. Use for 小红书图片, Instagram carousels, poetic posters, editorial covers, photo restyling, visual essays, evidence-aware explainers, or any request for aged paper, photocopy, risograph, letterpress, sparse type, and restrained single-ink character. Routes the subject before choosing composition, preserves identity and factual content when editing, saves reproducible prompts, invokes the runtime-native image generator, and audits the real raster output. Do not use for glossy commercial ads, deterministic UI/vector assets, or exact diagram rendering.

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。

jiahuiqu17/paper-signal1092026年8月12日 更新