本文へ移動
cccskills

「lock」の検索結果

2,516 件 ・ 関連度順

概要と使いどころ

Guides privacy impact assessment for emerging technologies including IoT, blockchain, AR/VR, quantum computing, and digital twins. Covers risk identification methodology, proportionality assessment, and technology-specific privacy challenges. Activate when evaluating new technology adoption, innovation projects, or emerging tech procurement. Keywords: PIA, emerging technology, IoT, blockchain, AR/VR, quantum computing, digital twins, innovation privacy.

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。

mukul975/Privacy-Data-Protection-Skills3032026年3月17日 更新

Addresses HIPAA privacy and security requirements for health data interoperability under the 21st Century Cures Act, ONC Health IT Certification Program, and CMS Interoperability and Patient Access Final Rule. Covers information blocking prohibitions, FHIR API patient access, TEFCA exchange purposes, and privacy safeguards for health information exchange. Keywords: interoperability, information blocking, FHIR, TEFCA, Cures Act, patient access API, health information exchange.

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。

mukul975/Privacy-Data-Protection-Skills3032026年3月17日 更新

Create original short videos using the 时尚密度复位|身份锁定、拼贴回顾与英雄主标 Creative DNA for MiniMax H3 or Seedance 2.0. Use when the user wants identity-locked style modules, a deliberate density reset, a recap collage, and a final hero lockup with new subjects and surfaces.

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。

T8mars/minimax-h3-prompt-skill-T82852026年10月11日 更新

1Kosmos BlockID integration. Manage data, records, and automate workflows. Use when the user wants to interact with 1Kosmos BlockID data.

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。

membranedev/application-skills2672026年4月28日 更新

Fix slow Flutter app startup caused by blocking network operations during initialization. Use when: (1) App takes several seconds to show first frame, (2) Startup logs show sequential network operations (WebSocket connections, API calls), (3) Services initialize during startup that aren't needed until user authenticates. Covers: converting sequential network ops to parallel with Future.wait(), deferring service initialization until actually needed (lazy init), and identifying blocking operations in Riverpod/provider initialization chains.

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。

divinevideo/divine-mobile2662026年10月14日 更新

ux-icons

無料

Symfony UX Icons for rendering SVG icons in Twig templates. Supports 200,000+ Iconify icons (Lucide, Heroicons, Tabler, Material Design, etc.), local SVG files, and custom icon sets with aliases. Use when displaying icons, configuring icon defaults, importing or locking on-demand icons, creating icon aliases, or styling SVG icons with CSS. Code triggers: <twig:ux:icon />, ux_icon(), UX_ICONS_DEFAULT_ICON_ATTRIBUTES, icon.yaml, icons/, iconify:, lucide:, heroicons:, tabler:, mdi:, bin/console ux:icons:lock, bin/console ux:icons:import. Also trigger when the user asks "how to add an icon", "how to use Lucide/Heroicons/Tabler icons", "how to render an SVG icon in Twig", "how to lock icons for production", "how to create icon aliases", "how to style an icon", "icon not found", "icon not rendering". Do NOT trigger for interactive maps (use ux-map) or general Twig components (use twig-component).

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。

smnandre/symfony-ux-skills1802026年6月15日 更新

Symfony UX TwigComponent for reusable UI building blocks -- server-rendered components with PHP classes and Twig templates. Use when creating buttons, cards, alerts, badges, navbars, or any reusable UI element with props, blocks/slots, computed properties, or anonymous (template-only) components. Code triggers: AsTwigComponent, #[AsTwigComponent], ExposeInTemplate, PreMount, PostMount, <twig:Alert />, <twig:Button>, component(), computed properties, anonymous component, HTML syntax. Also trigger when the user asks "how to create a reusable component", "how to make a component library", "how to pass props to a component", "how to use slots/blocks in a component", "how to build a design system in Symfony", "what is the HTML syntax for components", "how to create a component without a PHP class". Do NOT trigger for components that re-render dynamically on user input (use live-component), for JS behavior (use stimulus), or for page navigation (use turbo).

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。

smnandre/symfony-ux-skills1802026年6月15日 更新

ethers-js

無料

Interact with Ethereum and EVM blockchains using ethers.js. Use when a user asks to connect to Ethereum, read blockchain data, send transactions, interact with smart contracts, or build a dApp frontend.

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/skills1662026年10月14日 更新

crowdsec

無料

Detects attacks from server logs and blocks malicious IPs with CrowdSec, an open-source, crowd-sourced alternative to fail2ban. Use when a user asks to block brute force attempts, protect SSH or a web server, set up a community blocklist firewall, add a WAF, or install CrowdSec with Docker.

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/skills1662026年10月14日 更新

World-class level design expertise - spatial storytelling, player flow, blockout methodology, and the invisible hand that guides players without them knowingUse when "level design, blockout, graybox, whitebox, player flow, level layout, combat arena, exploration space, map design, multiplayer map, pacing, weenie, landmark, gating, metroidvania, open world design, linear level, environmental storytelling, teaching through design, playtesting, heatmap, metrics, sightlines, level-design, game-development, spatial-design, blockout, graybox, player-flow, pacing, environmental-storytelling, combat-design, multiplayer-maps, open-world, linear-design, metroidvania" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22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

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。

swaylq/master-skill1552026年9月6日 更新

Query, filter, and transform Markdown structurally with mq — a jq-like CLI for Markdown. Use to extract headings/sections/code-blocks/links from .md files, build a table of contents, pull code blocks of a given language, slice or reshape LLM prompt/output Markdown, or batch-transform docs. Triggers on "extract sections from this markdown", "get all the code blocks", "jq for markdown", "mq", or any structural query over Markdown that grep/Read can't do cleanly.

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。

oaustegard/claude-skills1512026年10月13日 更新

Suede AI CI and branch-protection wiring for any repo and any stack: path-aware jobs, a single aggregator required check that cannot deadlock, lockfile hygiene, runtime pinning from the repo, and the exact branch-protection settings. Use when asked to set up CI, protect main, make CI block a bad merge, fix a required check that hangs pending forever, or repair duplicate or misfiring pipelines. Detects the repo's real apps, package managers, and runtime versions first; emits workflow files and settings, never pushes or flips protection itself. NOT FOR: reviewing or grading the change the gate is failing on (use suede-code); designing the AI eval cases to wire in (use suede-ai-eval); branch and worktree hygiene (a private Suede Labs companion, not in this pack).

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。

JasonColapietro/suede-creator-skills1272026年10月12日 更新

Assess and improve cloud portability — identify lock-in, prioritize abstraction, and design migration paths. Use when asked "how locked in are we", "reduce vendor lock-in", or "plan a cloud migration".

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。

tonone-ai/tonone762026年10月5日 更新

Expert guide for Web3 and blockchain dApp integration — viem, wagmi v2, ethers.js v6, RainbowKit, smart contract interactions, and EVM wallet state / Panduan ahli integrasi Web3 dan blockchain.

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。

roedyrustam/vibes-plug752026年10月9日 更新

Distributed storage systems design and operation for cloud platforms. Covers the GFS/HDFS block-and-master pattern, object storage (Swift/S3) with consistent hashing and eventual consistency, block storage semantics, replication vs erasure coding, the CAP theorem in practice, read-repair and anti-entropy, snapshot chains, and the GFS/BigTable/Spanner evolution. Use when designing a storage subsystem, choosing between object/block/file, or reviewing a replication and consistency strategy.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

This skill should be used when the user says "lock it", "go with that", "approved", "that's the standard", or explicitly establishes a project-wide pattern like "from now on all forms should use this approach". Formalizes approved decisions into locked standards that the system enforces going forward. Not needed for story-scoped decisions — only for project-wide 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。

drobins25/craft682026年10月5日 更新

Same reverse-thinking method as dh:rt-ica (see dh:rt-ica or dh-glossary for the definition), but localizes any MISSING input to the affected task only, as a non-blocking information-completeness pre-pass before task decomposition and plan generation. Use when grooming backlog items, generating plans, decomposing tasks under uncertainty, or working in brownfield and refactor scenarios. Produces completeness summary (APPROVED-FOR-PLANNING, APPROVED-WITH-GAPS, or BLOCKED-FOR-PLANNING), missing input report with dependency mapping, required unblock actions, and planning annotations for downstream tasks. Use dh:rt-ica instead at the S2 implementation gate where missing inputs must halt execution.

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。

Jamie-BitFlight/claude_skills672026年10月13日 更新

Build and verify a signed, notarized, auto-updating Clockwork release.

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。

iannuttall/clockwork462026年8月4日 更新

Read-only inspection of Clockwork identity, version, tasks, and release state.

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。

iannuttall/clockwork462026年8月4日 更新

Build, launch, and verify Clockwork after a code or packaging change.

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。

iannuttall/clockwork462026年8月4日 更新

Use when the user says 'migrate visual composer to gutenberg', 'convert vc to blocks', or 'move visual composer pages to the block editor'. Parses the Visual Composer data, maps elements to core blocks, and creates draft duplicates for review.

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。

respira-press/agent-skills-wordpress462026年9月13日 更新

Use when the user says 'figma to gutenberg', 'figma to blocks', or hands over a Figma frame to rebuild on a WordPress site that uses the block editor. Maps the Figma node tree to core Gutenberg blocks, registers the frame's palette in Global Styles, and writes to a draft, so nothing live is touched.

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。

respira-press/agent-skills-wordpress462026年9月13日 更新

Use when the user says 'migrate beaver builder to gutenberg', 'convert beaver builder to blocks', or 'move beaver builder to the block editor'. Reads the Beaver Builder flat node map, maps modules to core blocks, and creates draft duplicates for review.

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。

respira-press/agent-skills-wordpress462026年9月13日 更新