Multi-agent orchestration patterns. Use when multiple independent tasks can run with different domain expertise or when comprehensive analysis requires multiple perspectives.
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Multi-agent orchestration patterns. Use when multiple independent tasks can run with different domain expertise or when comprehensive analysis requires multiple perspectives.
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。
Evaluates code generation models across HumanEval, MBPP, MultiPL-E, and 15+ benchmarks with pass@k metrics. Use when benchmarking code models, comparing coding abilities, testing multi-language support, or measuring code generation quality. Industry standard from BigCode Project used by HuggingFace leaderboards.
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Use this skill to build a multi-element Excel dashboard — Dashboard sheet on open, multiple formula-driven KPI cards, multiple charts, sparklines, and conditional formatting — from CSV or tabular input. Trigger on: 'dashboard', 'KPI dashboard', 'analytics dashboard', 'executive dashboard', 'metrics dashboard', 'CSV to dashboard', 'data visualization'. Output is a single .xlsx. Scene-layer on officecli-xlsx: inherits every xlsx hard rule. DO NOT invoke for: a single budget tracker / one-sheet CSV-with-formatting (use xlsx), a 3-statement / DCF / LBO financial model (use financial-model), a weekly report with at most 1 chart and fewer than 10 rows (use xlsx).
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Iterative improvement loop — refine a target across multiple Algorithm cycles toward ideal state. USE WHEN loop, iterate, refine, multiple passes, keep improving, revisit, rework.
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Evaluates code generation models across HumanEval, MBPP, MultiPL-E, and 15+ benchmarks with pass@k metrics. Use when benchmarking code models, comparing coding abilities, testing multi-language support, or measuring code generation quality. Industry standard from BigCode Project used by HuggingFace leaderboards.
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 game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI.
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Offensive methodology for attacking GraphQL APIs during penetration tests and bug bounty engagements. Covers the full attack lifecycle: endpoint discovery, introspection abuse and blind schema reconstruction when introspection is disabled, authentication and authorization bypass through Relay node IDs and nested object traversal, injection via variables and directives, query batching for brute force and OTP bypass, denial of service through depth bombs and alias amplification, WebSocket subscription hijacking, information disclosure through verbose errors and field suggestion oracles, and file upload abuse via the multipart GraphQL specification. Includes tool-specific guidance for InQL, graphql-cop, CrackQL, BatchQL, Altair, GraphQL Voyager, and clairvoyance. Trigger on: GraphQL, graphql, introspection query, batching attack, query depth, GraphQL injection, GraphQL IDOR, field suggestion, GraphQL auth bypass, GraphQL DoS, GraphQL security, graphql-cop, InQL, CrackQL, BatchQL, Relay node, alias amplification, subscription abuse, multipart upload GraphQL, schema enumeration, __schema, __type.
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Resize a Canva design into multiple social media formats (Facebook post, Facebook story, Instagram post, Instagram story, LinkedIn post). Use this skill when users want to resize Canva designs specifically for multiple social media platforms in one operation, rather than resizing to a single format manually.
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Create a gooey blob system using SVG filters where multiple shapes merge into a single fluid form. Use overlapping circles combined with a Gaussian blur and color matrix filter to produce a continuous, organic mass. The forms should visually fuse and separate based on proximity. Focus on filter-driven merging (blur + threshold effect), soft organic boundaries with no hard edges, multiple independent shapes behaving as one system, and smooth continuous motion that feels fluid and cohesive.
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Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes. Identifying traits are a confident black line with a slight hand wobble and contours left open, grey tones made only of fine halftone dots clipped to shapes, a few solid black masses (hair, leaves, a bag, a black tee), warm off-white paper and no colour at all. Covers the two-ink palette, line weights, the open-contour and stipple techniques, a seeded compiler that turns tone tags into dot fills, rubbery long-limbed characters and expressive hands, doodles, floor pools and a render-and-critique loop. Use when someone asks for halftone, stipple, dotted, risograph-like, newsprint, black-and-white, monochrome line, editorial line or zine-style illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots and marketing cards in that look.
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Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.
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Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.
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Plan complex Blazor UI features by decomposing them into focused components. USE FOR: building a complex Blazor page with multiple sections, planning component decomposition, designing a multi-section dashboard or layout, breaking down a large UI feature into composable components, pages with sidebars and content panels, any page with 3+ distinct visual sections or multiple interacting sub-features, identifying parent-child relationships and data flow. DO NOT USE FOR: creating new Blazor projects or apps from scratch (use create-blazor-project), implementing a single individual component (use author-component), writing component code with parameters and EventCallback (use author-component), or simple single-component pages.
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Practical tips for reviewing and improving Copilot agent PRs.
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Helps users run multiple concurrent mirrord sessions from a single mirrord-up.yaml (compose-style multi-service local debugging). Use when the user mentions mirrord up, mirrord-up.yaml, mirrord up init, debugging several related microservices together, or managing multiple mirrord sessions' lifecycle in one command.
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Production-ready CSS transitions for web apps. Use when implementing notification badges, dropdowns, modals, panel reveals, page transitions, card resizes, number pop-ins, text swaps, icon swaps, success checks, avatar group hovers, error state shakes, search/input clear, skeleton loaders, shimmer text, sliding tabs, tooltips, staggered text reveals, card hover tilt, plus-to-menu morph, accordions, toasts, like buttons, learn-more hovers, checkbox checks, spinning counters, toggles, AI thinking states, reasoning streams, streaming text, matrix dot loaders, or banner stacking. Triggers on "add a transition", "animate the dropdown", "make the modal open smoothly", "swap icon", "page slide", "stagger animation", "open / close transition", "make it animate", "fade between", "success animation", "form error", "shake on invalid", "hover lift", "avatar stack hover", "clear the search", "skeleton loader", "loading shimmer", "shimmer text", "sliding tabs", "segmented control", "tooltip", "reveal text", "tilt card", "3D hover tilt", "cursor glare", "plus to menu", "FAB morph", "accordion", "collapsible", "expand / collapse", "disclosure", "toast", "snackbar", "like button", "heart animation", "learn more arrow", "checkbox", "check animation", "spinning counter", "odometer", "slot machine digits", "toggle", "switch", "thinking states", "AI status line", "agent reasoning", "reasoning stream", "streaming text", "stream words in", "matrix loader", "dot loader", "banner stack", "stacked toasts". Also "motion tokens", "scan for ad-hoc transitions", "replace hardcoded durations with motion tokens", "tokenize my animations", and the commands transitions reveal, transitions review, transitions apply, transitions refine.
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。
Conduct comprehensive, systematic literature reviews using multiple academic databases (PubMed, arXiv, bioRxiv, Semantic Scholar, etc.). This skill should be used when conducting systematic literature reviews, meta-analyses, research synthesis, or comprehensive literature searches across biomedical, scientific, and technical domains. Creates professionally formatted markdown documents and PDFs with verified citations in multiple citation styles (APA, Nature, Vancouver, etc.).
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Agent C3 - Mixed Methods Design Consultant Comprehensive mixed methods research design specialist covering sequential, concurrent, embedded, and multiphase designs with Morse notation. Core Capabilities: - Sequential Explanatory (QUAN → qual): Explain quantitative results - Sequential Exploratory (QUAL → quan): Develop instruments - Convergent Parallel (QUAN + QUAL): Comprehensive understanding - Embedded (QUAN(qual)): Secondary strand addresses different question - Multiphase: Long-term projects with iterative phases - Morse notation interpretation and recommendation
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。
Conduct comprehensive, systematic literature reviews using multiple academic databases (PubMed, arXiv, bioRxiv, Semantic Scholar, etc.). This skill should be used when conducting systematic literature reviews, meta-analyses, research synthesis, or comprehensive literature searches across biomedical, scientific, and technical domains. Creates professionally formatted markdown documents and PDFs with verified citations in multiple citation styles (APA, Nature, Vancouver, etc.).
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。
Computational pathology toolkit for analyzing whole-slide images (WSI) and multiparametric imaging data. Use this skill when working with histopathology slides, H&E stained images, multiplex immunofluorescence (CODEX, Vectra), spatial proteomics, nucleus detection/segmentation, tissue graph construction, or training ML models on pathology data. Supports 160+ slide formats including Aperio SVS, NDPI, DICOM, OME-TIFF for digital pathology 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。
Evaluates code generation models across HumanEval, MBPP, MultiPL-E, and 15+ benchmarks with pass@k metrics. Use when benchmarking code models, comparing coding abilities, testing multi-language support, or measuring code generation quality. Industry standard from BigCode Project used by HuggingFace leaderboards.
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。
Conduct comprehensive, systematic literature reviews using multiple academic databases (PubMed, arXiv, bioRxiv, Semantic Scholar, etc.). This skill should be used when conducting systematic literature reviews, meta-analyses, research synthesis, or comprehensive literature searches across biomedical, scientific, and technical domains. Creates professionally formatted markdown documents and PDFs with verified citations in multiple citation styles (APA, Nature, Vancouver, etc.).
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 this skill when the user is doing hands-on deployment, tuning, or evaluation of the DOCA-shipped Zero-Touch RoCE RTT-based Congestion Control (ZTR RTTCC) reference algorithm on a BlueField-3 DPA — wiring `doca_pcc_dev_ztr_rttcc_algo` into the shipped DOCA PCC sample, picking a variant (vanilla / PM / RX-rate / multipath / window-probeless) at DPACC build time, tuning host-set parameters, or diagnosing `DOCA_PCC_DEV_STATUS_FAIL` from the algorithm. Trigger even when the user does not say 'DOCA PCC' or 'ZTR RTTCC' — typical implicit phrasings: 'my RoCE-v2 flows aren't being throttled', 'PCC sample isn't dispatching to my algo', 'how do I pick the multipath PCC variant', 'set-params returns fail', 'algorithm loaded but counters are flat', or 'do I need a custom CC algorithm on BF3'. Refuse and route elsewhere for writing a custom PCC algorithm from scratch, read-only PCC counter inspection, the host-side `doca-pcc` lifecycle, or firmware-only pre-Programmable PCC — those belong to other skills.
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。
Golang project layout and workspace setup — cmd/internal/pkg directory conventions, module and package naming, go.work workspaces, and essential configuration files. Use when starting a new Go project, organizing an existing codebase, setting up a monorepo with multiple packages, creating CLI tools with multiple main packages, or discussing package restructuring, package splits, or module splits. Not for restructuring existing code without a layout change (→ See `samber/cc-skills-golang@golang-refactoring` 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。