adaptyv
無料Protein engineering and directed evolution analysis using Adaptyv Bio platform
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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Protein engineering and directed evolution analysis using Adaptyv Bio platform
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。
Provides idiomatic Kotlin patterns including coroutine concurrency, Flow streams, multiplatform architecture, Compose UI, Ktor servers, and type-safe DSL design.
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。
Writes Apex code, builds Lightning Web Components, optimizes SOQL queries, implements triggers, batch jobs, platform events, and Salesforce DX CI/CD 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。
Generate SaaS boilerplate with auth, database schemas, Stripe billing, multi-tenancy, API routes, and dashboard UI on a Next.js/TypeScript/Tailwind stack. Use when starting a new SaaS product, subscription app, or multi-tenant platform.
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。
Implement Terraform provider configuration and authentication with the Plugin Framework: provider schema for credentials (Optional + Sensitive attributes), environment variable fallbacks, credential provider chains (static config, then environment variables, shared credentials file, and platform identity), unknown-value guards in Configure(), secret redaction, configure-time credential validation, and diagnostics that name every source tried. Use when implementing or reviewing a provider's Configure method or provider schema, adding authentication options (API keys, tokens, profiles, credentials files, assume-role), deciding how a provider should resolve credentials, debugging "no valid credential sources" or missing-credentials errors, or unit testing credential resolution.
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 audience segments in CRM, email or ad platforms with consent checks, approval-gated. "create a segment of lapsed customers"
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。
Scan connected platforms for anomalies against stored baselines, with likely causes. "why did our CPA spike"
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。
Firm-matter matching, matter instruction drafting, firm onboarding checklist, and instruction audit for in-house legal ops teams. Match a new matter to the right panel firm by practice area, jurisdiction, complexity, and cost tier. Produce a structured matter instruction with scope, timeline, budget, staffing, and reporting requirements. Generate an onboarding checklist covering conflict clearance, engagement letter, OCG acknowledgment, e-billing setup, and platform access. Audit an existing instruction for completeness and produce a remediation note. Trigger on: 'which firm should handle this', 'instruct the firm', 'write the instruction', 'matter instruction template', 'onboard the firm', 'set up the matter', 'conflict check', 'e-billing setup', 'is our instruction complete', 'review our instruction', 'instruction gap', 'allocate this matter'.
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。
Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to game, book to game, adapt this novel into a game, turn this book into a playable prototype, make an interactive story or text adventure from this novel. NovelToGame 总入口。把任意语言的原始小说、拆文库或 oh-story 写作工程转成有原著依据、可在目标平台完整游玩的游戏,编排游戏化拆解、概念选择、游戏与视觉设计、目标运行环境构建和证据化质量验证。用于小说转游戏、把这本书做成游戏、把小说改成互动小说 / 互动叙事 / 文字冒险游戏等需求。
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 blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.
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。
Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre-* skills. Use when bootstrapping architecture, bootstrap order, pause modes, PCK DLC, or feature tags — not for pasting FPS/inventory recipes. Keywords: project templates, bootstrap, Subsystem Locator, PCK, feature tags, PROCESS_MODE_ALWAYS, genre scaffold.
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 architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
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 patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
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 patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
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 blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.
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。
Bevy ECS skill for mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.
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。
Bevy ECS skill for desktop windows. Keywords: Bevy, window, desktop, WindowPlugin, PrimaryWindow, winit.
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。
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.
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。
Bevy ECS skill for web and Wasm. Keywords: Bevy, wasm, web, webgl2, webgpu, browser.
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 blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.
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。
Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre-* skills. Use when bootstrapping architecture, bootstrap order, pause modes, PCK DLC, or feature tags — not for pasting FPS/inventory recipes. Keywords: project templates, bootstrap, Subsystem Locator, PCK, feature tags, PROCESS_MODE_ALWAYS, genre scaffold.
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 patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
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 architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
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 blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.
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。