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cccskills

「control」の検索結果

3,550 件 ・ 関連度順

概要と使いどころ

Process, quality-control, annotate, and visualize single-cell or single-nucleus RNA-seq datasets across tissues and species. Use when Codex needs to build, adapt, or review a general scRNA-seq QC pipeline; choose dataset-appropriate cell-level filters from QC distributions; run required scDblFinder-based doublet and ambient-RNA filtering; annotate cells with matched references or marker-based fallbacks; or generate global and per-group UMAP visualizations for large scRNA-seq datasets.

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。

openai/plugins7,4532026年10月8日 更新

Run or plan ChIP-seq, CUT&RUN, or CUT&Tag QC, control handling, spike-in, peak calling, broad-vs-narrow target selection, replicate, bigWig, and differential binding workflows.

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。

openai/plugins7,4532026年10月8日 更新

Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.

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。

openai/plugins7,4532026年10月8日 更新

Prompt- and template-complete Google Docs creation and editing with explicit-instruction-authoritative structural preservation, including semantic roles, relationships, comparison dimensions, and instructed extensions; full-topology native-copy routing; source-grounded per-tab adaptation for past/example references; style-preserving hyperlink and table edits; canonical smart-chip-first authoring for dates and relevant supported people or Google resources; a file-backed advisory trusted read before existing-document writes; automatic protected-control awareness; direct connector APIs by default; DOCX-first import only when no supplied Google Doc template/reference constrains the output; and checked-in code mode only for exact native dropdown mutation. Use when Codex must create, edit, fill, adapt, redesign, or verify Google Docs without overriding explicit user/template instructions, adding unrequested document scope, or carrying stale reference facts into a new deliverable.

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。

openai/plugins7,4532026年10月8日 更新

Guides Stripe integration decisions — API selection (Checkout Sessions vs PaymentIntents), Connect platform setup (Accounts v2, controller properties), billing/subscriptions, Treasury financial accounts, integration surfaces (Checkout, Payment Element), and migrating from deprecated Stripe APIs. Use when building, modifying, or reviewing any Stripe integration — including accepting payments, building marketplaces, integrating Stripe, processing payments, setting up subscriptions, or creating connected accounts.

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。

openai/plugins7,4532026年10月8日 更新

Design App Intents, app entities, and App Shortcuts for iOS system surfaces. Use when exposing app actions or content to Shortcuts, Siri, Spotlight, widgets, or controls.

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。

openai/plugins7,4532026年10月8日 更新

Build and refactor SwiftUI UI with component patterns and examples. Use when shaping navigation, state, layouts, controls, or screen composition.

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。

openai/plugins7,4532026年10月8日 更新

Build custom data visualizations with D3. Use when the user needs SVG or DOM-based charts, rich annotation, domain-native contextual backgrounds, data joins, custom scales or interactions, scroll-driven SVG scene states, or precise control over browser visualization behavior.

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。

openai/plugins7,4532026年10月8日 更新

Detects anemic domain models, validates and refactors them into rich domain models, and enforces tactical DDD patterns (Entities, Value Objects, Aggregates, Domain Services, Domain Events). Use when the user asks to validate, review, or check domain models or DDD code; detect anemia; refactor domain objects; improve encapsulation; or mentions terms like "anemic model", "rich domain", "aggregate", "value object", "domain event", "ubiquitous language", "is this good DDD", "does this follow DDD", or "check my domain". Do NOT use for module or service boundary design, architectural decomposition, strategic DDD context mapping, or code outside the domain layer (DTOs, controllers, infrastructure adapters).

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。

tech-leads-club/agent-skills7,0612026年10月15日 更新

Launch and control standalone Chrome in a Daytona sandbox via CDP. Use for web sign-in, OAuth, Den Web setup, browser-only flows, or when the app should not be driven through Electron CDP.

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。

Devin-AXIS/iPolloWork6,9942026年10月15日 更新

Detect unsafe file handling and path traversal in upload/save/extract flows. Focuses on user-controlled paths or filenames, not data leakage.

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。

Tencent/AI-Infra-Guard6,8832026年10月15日 更新

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.

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。

MengTo/Skills6,7882026年10月6日 更新

Build reversible scroll-controlled visual transformations with a pinned or sticky stage, normalized progress, and video, image-sequence, canvas, SVG, or DOM renderers. Use for hero transformations, product assembly, interface state walkthroughs, object rotation, diagrams, or photo sequences that must move forward and backward with native scrolling.

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。

MengTo/Skills6,7882026年10月6日 更新

threejs

無料

Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.

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。

MengTo/Skills6,7882026年10月6日 更新

Create or redesign creative agency, production studio, architecture, culture, and portfolio websites with billboard typography, hard black-and-white chapters, exposed grids, documentary imagery, irregular collages, restrained parallax, brutalist navigation, and accessible FAQ controls.

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。

MengTo/Skills6,7882026年10月6日 更新

Apply diagonal-cut corners and chamfered edges to buttons, cards, panels, and container shells. Use when a design needs precise geometric framing, sci-fi UI surfaces, clipped-corner controls, or engineered sharp containers instead of rounded pills or plain rectangles.

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。

MengTo/Skills6,7882026年10月6日 更新

Add and tune animated liquid-metal WebGL borders with the React `metal-fx` package. Use when buttons, icon controls, chips, tabs, cards, or selected surfaces need a metallic active, selected, hover, focus, or premium border; when implementing the MetalFx component from metal.jakubantalik.com; or when troubleshooting its presets, themes, strength, glow, reflections, sizing, radius, animation, accessibility, SSR, or 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。

MengTo/Skills6,7882026年10月6日 更新

Build rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing pages.

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。

MengTo/Skills6,7882026年10月6日 更新

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

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。

MengTo/Skills6,7882026年10月6日 更新

Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.

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。

MengTo/Skills6,7882026年10月6日 更新

Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

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。

MengTo/Skills6,7882026年10月6日 更新

Apply exact Tailwind arbitrary shadow utilities for polished, layered neutral elevation. Use when compact cards, controls, panels, popovers, hero media, feature callouts, or modal-like containers need refined shadows without default Tailwind shadow scales or colored tinting.

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。

MengTo/Skills6,7882026年10月6日 更新

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

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。

MengTo/Skills6,7882026年10月6日 更新

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

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。

MengTo/Skills6,7882026年10月6日 更新