Extensible framework for interacting with multiple genome browsers (currently UCSC built-in) and manipulating annotation tracks in various formats (currently GFF, BED, bedGraph, BED15, WIG, BigWig and 2bit built-in). The user may export/imp
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。
bioMate-AI/biomate-bioconductor-kb☆ 8042026年6月21日 更新
Provides guidance for writing and benchmarking optimized CUDA kernels for NVIDIA GPUs (H100, A100, T4) targeting HuggingFace diffusers and transformers libraries. Kernels must be kernel-builder/ABI3-compliant: no pybind11, no setup.py, TORCH_LIBRARY_EXPAND bindings only. Supports models like LTX-Video, Stable Diffusion, LLaMA, Mistral, and Qwen. Includes integration with HuggingFace Kernels Hub (get_kernel) for loading pre-compiled kernels. Includes benchmarking scripts to compare kernel performance against baseline implementations.
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huggingface/kernels☆ 7682026年10月13日 更新
Shared density-resolution contract for wave skills. Canonical detail on the D12 cascade, density resolver call, ad-hoc override workflow, and DocumentationDensityEvent telemetry emission. Referenced from nw-discover / nw-discuss / nw-design / nw-devops / nw-distill / nw-deliver.
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。
nWave-ai/nWave☆ 6162026年9月16日 更新
Extract billable ICD-10-CM diagnosis codes from a clinical note the way a professional coder builds the claim. Use when users say "code this encounter", "assign ICD-10 codes", "what diagnosis codes apply", "code this chart", or when turning clinical documentation into claim-ready diagnosis codes.
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。
anthropics/healthcare☆ 4252026年8月27日 更新
TanStack Table v8 headless data tables with server-side features for Cloudflare Workers + D1. Use for pagination, filtering, sorting, virtualization, or encountering state management, TanStack Query coordination, URL sync errors.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Nuxt 5 server-side development with Nitro v3, h3 v2, API routes, middleware, and database integration. Use when creating server routes, integrating D1/Drizzle, or migrating from Nitro v2.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Nuxt Content v3 Git-based CMS for Markdown/MDC content sites. Use for blogs, docs, content-driven apps with type-safe queries, schema validation (Zod/Valibot), full-text search, navigation utilities. Supports Nuxt Studio production editing, Cloudflare D1/Pages deployment, Vercel deployment, SQL storage, MDC components, content collections.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
| Nuxt 4 server-side development with Nitro: API routes, server middleware, database integration, and backend patterns. Use when: creating server API routes, implementing server middleware, integrating databases (D1, PostgreSQL, Drizzle), handling file uploads, implementing WebSockets, or building backend logic with Nitro.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Comprehensive testing guide for Cloudflare Workers using Vitest and @cloudflare/vitest-pool-workers. Use for test setup, binding mocks (D1/KV/R2/DO), integration tests, or encountering test failures, mock errors, coverage issues.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Deploy Next.js to Cloudflare Workers via the OpenNext adapter (@opennextjs/cloudflare). Use for SSR/ISR/SSG/App or Pages Router, getCloudflareContext, bindings (D1/R2/KV/AI/Hyperdrive), caching tiers, skew protection, multi-worker, custom worker, env vars, or worker size/runtime/keep_names/FinalizationRegistry/connection-scoping errors.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Tạo một video MỚI cho series "so sánh / phân biệt kiến thức" của repo này — clip dọc TikTok/Reels/Shorts 30-40s, layout 3-zone cố định theo DESIGN.md, voiceover tiếng Việt sinh bằng VieNeu TTS (local), Edge TTS (miễn phí) hoặc Vbee TTS, dựng bằng HyperFrames. Dùng skill này khi người dùng nói "làm video so sánh X vs Y", "phân biệt X và Y", "thêm video mới vào series", "tạo video so sánh kiến thức", hoặc yêu cầu bất kỳ video nào theo đúng format sẵn có của repo (thư mục videos/<slug>/). KHÔNG dùng cho video ngoài format này (promo sản phẩm, video từ URL, slideshow, thêm phụ đề cho footage có sẵn).
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。
Cuongyd196/auto-compare-video☆ 2132026年9月24日 更新
BED file format fundamentals, creation, validation, and basic operations. Covers BED3 through BED12 formats, coordinate systems, sorting, and format conversion using bedtools and pybedtools. Use when working with genomic coordinates or preparing interval files for downstream tools.
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BioTender-max/awesome-bio-agent-skills☆ 2012026年7月2日 更新
A three-surface marketing system organized around alternating black, white, and PlayStation Blue chapters that scroll past the viewer like a console launch trailer. Each section has a single editorial purpose — hero photography, console product render, PS Plus tier callout, news strip — and each owns one of three full-bleed canvas modes. The chrome is unusually quiet for a gaming brand: bright PlayStation Blue (`#0070d1`) carries every primary CTA as a fully-rounded pill, the proprietary SST face renders display copy at a signature weight 300 (light) for an airy, premium feel, and a crisp 8px-radius secondary card system carries product info on either canvas mode. The system never decorates — no gradient backgrounds on chrome, no atmospheric mesh, no drop shadows beyond a faint section-divide. Imagery does all the heavy lifting: console glamour shots, game key art, and PS Plus tier illustrations occupy 60-90% of every section, with copy compressed into a small editorial slot.
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☆ 1732026年10月9日 更新
A terminal-native marketing system rendered entirely in Berkeley Mono — every word on the page, from the hero headline down to the footer fine print, is monospaced. The page itself reads like a manpage or a static-site README: warm cream canvas (`#fdfcfc`), nearly-black ink (`#201d1d`), 4px-radius rectangles for the few interactive elements, and bracketed `[+]`/`[-]` ASCII markers used as bullets. The brand's only "visual moment" is a single dark hero card that mocks up the OpenCode TUI itself — black background, monospaced terminal output, ASCII pipe characters, and a wordmark rendered as block-pixel ASCII. Every section sits as a hairline-bordered text block on the cream canvas with no shadows, no gradients, no decorative imagery, and no non-monospaced character anywhere in the system.
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☆ 1732026年10月9日 更新
You are an expert in Drizzle ORM, the lightweight TypeScript ORM that maps directly to SQL. You help developers write type-safe database queries that look like SQL (not a new query language), generate migrations from schema changes, and deploy to serverless environments with zero overhead — supporting Postgres, MySQL, SQLite, Turso, Neon, PlanetScale, and Cloudflare D1.
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☆ 1652026年10月4日 更新
Cloudflare Workers is an edge computing platform for running JavaScript, TypeScript, and WebAssembly close to users worldwide with sub-millisecond cold starts. Use when working with the Workers runtime, the Wrangler CLI, KV, D1, R2, Durable Objects, Queues, or Hyperdrive, or when a user asks to build and deploy an edge function.
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☆ 1652026年10月4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
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swaylq/master-skill☆ 1552026年9月6日 更新
Deploy and manage Cloudflare Workers, Pages, R2, D1, KV. Use when working with wrangler, Cloudflare Workers, or edge deployments.
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。
Dicklesworthstone/agent_flywheel_clawdbot_skills_and_integrations☆ 732026年9月6日 更新
Comprehensive Cloudflare platform skill covering Workers, Pages, storage (KV, D1, R2), AI (Workers AI, Vectorize, Agents SDK), networking (Tunnel, Spectrum), security (WAF, DDoS), and infrastructure-as-code (Terraform, Pulumi). Use for any Cloudflare development task.
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。
plurigrid/asi☆ 672026年7月10日 更新
Cloudflare Workers CLI for deploying, developing, and managing Workers, KV, R2, D1, Vectorize, Hyperdrive, Workers AI, Containers, Queues, Workflows, Pipelines, and Secrets Store. Load before running wrangler commands to ensure correct syntax and best practices. Biases towards retrieval from Cloudflare docs over pre-trained knowledge.
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。
yacosta738/yacosta738.github.io☆ 472026年10月12日 更新
Comprehensive Cloudflare platform skill covering Workers, Pages, storage (KV, D1, R2), AI (Workers AI, Vectorize, Agents SDK), networking (Tunnel, Spectrum), security (WAF, DDoS), and infrastructure-as-code (Terraform, Pulumi). Use for any Cloudflare development task. Biases towards retrieval from Cloudflare docs over pre-trained knowledge.
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。
yacosta738/yacosta738.github.io☆ 472026年10月12日 更新
Deploy and manage cloud infrastructure on Cloudflare (Workers, R2, D1, KV, Pages, Durable Objects, Browser Rendering), Docker containers, and Google Cloud Platform (Compute Engine, GKE, Cloud Run, App Engine, Cloud Storage). Use when deploying serverless functions to the edge, configuring edge computing solutions, managing Docker containers and images, setting up CI/CD pipelines, optimizing cloud infrastructure costs, implementing global caching strategies, working with cloud databases, or building cloud-native 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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
Identify and exploit default or weak credentials on web application login forms, admin panels, CMS backends (WordPress wp-admin, Joomla, Drupal), and embedded device management interfaces. Signals include framework fingerprinting (WhatWeb, Wappalyzer, Nikto), exposed admin paths from robots.txt/dirbusting, and weak password policy acceptance of "Password1" or "123456". Tools: Burp Suite Intruder, Hydra, Medusa, OWASP ZAP.
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。
ShulkwiSEC/bb-huge☆ 242026年7月11日 更新
Cloudflare-first platform selection. Decision trees for Workers, D1, R2, KV, DO, Queues, Vectorize, Containers, Sandboxes, Flagship, Agent Memory, Workflows v2. Default stack, override conditions, auth, data patterns, reliability.
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。
heymegabyte/agent-skills☆ 242026年10月11日 更新