Grounding-theory primitives for common ground and repair. Use when deciding whether to ask a clarifying question, confirming a handoff was understood, or fixing multi-turn drift.
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
Grounding-theory primitives for common ground and repair. Use when deciding whether to ask a clarifying question, confirming a handoff was understood, or fixing multi-turn drift.
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。
Network-science primitives: centrality, influence seeding, communities, contagion vs homophily, GNN failures. Use when seeding a referral campaign or finding critical graph nodes.
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。
Team-theory primitives for cooperative agents: what each subagent sees, when to communicate, aggregation, Shapley credit, coalition topology. Use when organizing subagents.
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。
Game-theory primitives for divergent incentives: Nash equilibrium, auctions, mechanism design, collusion, bargaining, reputation. Use when modeling strategic 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。
PID/MPC/Kalman/anti-windup control primitives for feedback loops. Use when an autoscaler flaps, a controller overshoots after saturation, or budget pacing overspends at peak.
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 and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
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。
Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth.
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。
shadcn/ui component patterns with Radix primitives and Tailwind styling. Use when building UI components, using CVA variants, implementing compound components, or styling with data-slot attributes. Triggers on shadcn, cva, cn(), data-slot, Radix, Button, Card, Dialog, VariantProps.
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。
Reviews tokio async runtime usage for task management, sync primitives, channel patterns, and runtime configuration. Covers Rust 2024 edition changes including async fn in traits, RPIT lifetime capture, LazyLock, and if-let temporary scoping. Use when reviewing Rust code that uses tokio, async/await patterns, spawn, channels, or async synchronization. Also covers tokio-util, tower, and hyper integration patterns.
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。
Reviews shadcn/ui components for CVA patterns, composition with asChild, accessibility states, and data-slot usage. Use when reviewing React components using shadcn/ui, Radix primitives, or Tailwind styling.
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。
プリミティブ型をドメイン固有型でラップすべきか否かの判断を支援する。 Primitive Obsession(プリミティブ型の過剰使用)と Value Object Obsession(過剰なラップ)の 両極端を避け、投資対効果に基づく合理的な判断基準を提供する。 Value Objectの定義が文脈(PofEAA/DDD/一般)で異なることによる用語混乱の防止も含む。 コードレビュー、新規実装、設計議論時にプリミティブ型のラップ判断が必要な場合に使用。 対象言語: 言語非依存(Rust, TypeScript, Java, Kotlin, Scala, Go, Python等すべて)。 トリガー:「この値をラップすべきか」「プリミティブ型のままでいいか」 「Value Objectにすべきか」「型を作りすぎでは」「Primitive Obsession」 「ラップしすぎ」「型が多すぎる」「Stringのままでいいか」 といったプリミティブ型ラップ判断関連リクエストで起動。
Compatibility alias for existing OpenClaw installations that now applies Carapace semantic tokens, themes, shared CSS foundations, consumer adapters, and established local primitives.
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。
Build or modify OpenClaw application UI using canonical semantic tokens, themes, shared CSS foundations, consumer adapters, and established local primitives. Use for product interfaces, component styling, theme work, or design-token integration.
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。
Audit existing layout patterns in a codebase — find ad-hoc spacing, inconsistent grids, and missing primitives. Use when asked to "audit our layout patterns", "we have ad-hoc spacing everywhere", or "our grids are inconsistent".
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 guide for designing, building, and maintaining scalable UI design systems with design tokens, headless primitives, Material Design 3 (M3), Tailwind v4 @theme, and WCAG 2.2 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。
Foundational skills for Zephyr RTOS development. Covers essential Embedded C patterns (BIT, CONTAINER_OF), real-time concurrency primitives (mutexes, semaphores, spinlocks), hardware literacy (datasheet-to-DTS mapping), and defensive programming. Trigger when writing core application logic, drivers, or troubleshooting foundational 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。
Stanford FDCI research bridge connecting Dan Boneh's cryptographic primitives (ZK proofs, BLS signatures, threshold cryptography) with Tim Roughgarden's mechanism design (TFM, MEV mitigation, welfare maximization).
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 writing asyncio Python code — async/await coroutines, concurrent I/O with asyncio.gather, task creation and cancellation, semaphore rate limiting, producer-consumer queues, async context managers, async generators, WebSocket servers, aiohttp web scraping, async database operations, run_in_executor for blocking calls, or testing async code with pytest-asyncio. Covers FastAPI and aiohttp patterns, synchronization primitives, timeout handling, and common pitfalls like event loop blocking and missing await.
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。
Compose polished charts (timeseries, bar, line, area, pie, scatter, or anything else the data calls for) from tabular data using the chartkit primitives, producing PNG, SVG, or self-contained interactive HTML. Use when the user asks to chart, graph, plot, or visualize data and wants something better than raw matplotlib defaults.
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。
Generate and maintain the system recap block in a PR description - a GitHub-rendered visual summary of which system primitives a change touches, how risky it is, and what changed. Prefer mermaid sequence diagrams for the change; pick another graph type when it explains the diff better. Use when planning a non-trivial change (plan mode), when creating or updating a pull request (recap mode), or when the user asks for a visual recap, visual plan, system review, or PR recap.
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 modifying or reviewing Qwik core package code under packages/qwik, especially reactive primitives, signals, VNodes, cursor behavior, QRLs, optimizer-facing runtime behavior, or Qwik core tests.
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。
Helps implement coss UI components correctly. Use when building UIs with coss primitives (buttons, dialogs, selects, forms, menus, tabs, inputs, toasts, etc.), migrating from shadcn/Radix to coss/Base UI, composing trigger-based overlays, or troubleshooting coss component behavior. Covers imports, accessibility, Tailwind styling, and common pitfalls.
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。
Index of all COSS UI particle examples. Use when implementing UI features to find copy-paste-ready component patterns built on coss primitives. Each particle has a description and a JSON URL for easy installation.
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。
Deep expertise on shadcn/ui component library including installation, customization, theming, and accessibility patterns. Use when building UI with shadcn/ui components, integrating Radix UI primitives, configuring Tailwind CSS v4 themes, or implementing dark mode. Covers Next.js App Router, Pages Router, and Vite setups.
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。