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概要と使いどころ

Master modern Angular state management with Signals, NgRx, and RxJS. Use when setting up global state, managing component stores, choosing between state solutions, or migrating from legacy 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。

phoroth/AGENTIC32026年8月8日 更新

Memory is the cornerstone of intelligent agents. Without it, every interaction starts from zero. This skill covers the architecture of agent memory: short-term (context window), long-term (vector stores), and the cognitive architectures that organize them.

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。

phoroth/AGENTIC32026年8月8日 更新

Android data layer implementation guide. Provides comprehensive patterns for Room Database (Entity, DAO, Migration), DataStore (Preferences), Repository layer design, and common pitfalls. Use when implementing local data storage, cache strategies, or data source integration in Android projects.

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。

xtone/ai_development_tools32026年10月7日 更新

Integrate Firebase Auth (authentication + domain restriction) into internal applications. Includes domain restriction via Blocking Functions and user registration to Firestore.

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。

tanabee/skills32026年10月9日 更新

haddock

無料

Read Haskell package documentation, Haddock HTML, Hackage pages, or dependency source for cabal nix-style projects. Prefer locally built/cached docs and source from the cabal store, dist-newstyle, plan.json, and repo-cache; fall back to Hackage only for packages outside the project dependency set or when local docs are unavailable.

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。

konn/tamagoh32026年8月2日 更新

Autonomous Reforge-guided refactor workflow for the Humans repository. Use when the user wants Codex to target a section such as Shifts, Users, Teams, Tickets, Camps, or Store, create a dedicated worktree/branch from origin/main, run iterative architecture-focused improvements, score each stage with Reforge, gate commits through a score-blind read-only architecture review, append score and verdict details to commit messages after review acceptance, push progress, and open a PR when the loop reaches stasis.

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。

nobodies-collective/Humans32026年10月7日 更新

Save working context. Captures git state, decisions made, and remaining work so any future session can pick up without losing a beat. Use when asked to "save progress", "save state", "context save", or "save my work". Pair with /context-restore to resume later. Formerly /checkpoint — renamed because Claude Code treats /checkpoint as a native rewind alias in current environments, which was shadowing this skill. (gstack)

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。

mostafasudo/appilot32026年9月14日 更新

You extend the browser to give users superpowers. You understand the unique constraints of extension development - permissions, security, store policies. You build extensions that people install and actually use daily. You know the difference between a toy and a tool.

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。

nimoqup046-collab/agora32026年3月26日 更新

Master modern Angular state management with Signals, NgRx, and RxJS. Use when setting up global state, managing component stores, choosing between state solutions, or migrating from legacy 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。

nimoqup046-collab/agora32026年3月26日 更新

Extracts, filters, annotates, and exports differential expression results from DESeq2 or edgeR with proper handling of padj=NA (independent filtering, Cook's outliers, all-zero), multiple-testing correction choice (BH vs Storey q-value vs IHW vs lfsr), TREAT vs post-hoc fold-change filtering, p-value histogram diagnostics, gene annotation via org.db/biomaRt/mygene, GSEA preranked input, ORA background construction, replication reality (Schurch 2016 small-n result), and SABV/sex-stratified reporting. Use when extracting and interpreting DE results, troubleshooting padj=NA, choosing FDR method, preparing ranked lists for pathway analysis, annotating gene IDs, or comparing DESeq2 vs edgeR outputs.

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。

peacezha/HPClaw32026年10月11日 更新

Stores and operates on sparse expression matrices for single-cell and large bulk RNA-seq, covering dgCMatrix/dgRMatrix/dgTMatrix when-each-is-fast, the dgCMatrix (CSC, R) <-> CSR (Python) implicit transpose, AnnData (cells-rows) <-> SingleCellExperiment (cells-cols) orientation flip, HDF5/h5ad vs Zarr cloud-native shift, HDF5SummarizedExperiment + DelayedArray for out-of-memory bulk, scanpy backed mode for large h5ad, the ~10-15% density crossover where dense beats sparse, 10X format proliferation (MTX vs CellRanger H5 vs h5ad), the dense-conversion memory blow-up, and Dask + Zarr for consortium-scale matrices. Use when choosing sparse format, working with single-cell-sized matrices, importing/exporting 10X, debugging R/Python interop transposes, processing matrices too large for RAM, or building cloud-native 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。

peacezha/HPClaw32026年10月11日 更新

Controls error rates across thousands of simultaneous tests in genomics discovery using false-discovery-rate methods (Benjamini-Hochberg 1995; Benjamini-Yekutieli 2001 for arbitrary dependence; Storey q-value with pi0 estimation; local FDR; independent filtering Bourgon 2010; covariate-weighted FDR via IHW Ignatiadis 2016), plus family-wise error control (Bonferroni, Holm) and the GWAS genome-wide threshold. Covers the FDR-versus-FWER choice as the discovery-versus-confirmatory distinction, the dependence assumptions behind BH (PRDS) versus BY, pi0 estimation, the independent-filtering and false-coverage-rate traps, and reproducibility ranking via IDR (Li 2011). Use when correcting p-values from genome-wide tests, choosing between BH/BY/q-value/Bonferroni, setting an FDR threshold, applying IHW or independent filtering, or interpreting q-values. For confirmatory trials with few pre-specified endpoints (closed testing, graphical/gatekeeping), see clinical-biostatistics/multiplicity-graphical.

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。

peacezha/HPClaw32026年10月11日 更新

Use this skill when the user asks what emergency equipment a CMV must carry under 49 CFR 393.95 — reflectorized triangles, flares, fire extinguishers, spare fuses, exceptions for buses/passenger CMVs, where to mount/store equipment, and what roadside inspectors check. Cite 49 CFR 393.95 + 393.97.

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。

x3allamerican/skills32026年5月17日 更新

Recipe for creating or changing a floating window panel. Use when adding a window, editing a window component, adding persistence, onCollectData, or ephemeral mode, wiring the Tools grid, or a window fails to restore after reload. NOT for WindowPanel drag/resize/tray internals (use window-panels).

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。

armanisadeghi/ai-matrx32026年10月13日 更新

Startup rules for the app shell, layouts, and global providers. Use when editing app/Providers.tsx, app/DeferredSingletonWrapper.tsx / DeferredSingletonCore.tsx, a layout.tsx, StoreProvider, or a global provider; adding startup fetches or mount-time useEffects high in the tree; or reading auth state (isAdmin, isGuest, fingerprintId) client-side.

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。

armanisadeghi/ai-matrx32026年10月13日 更新

Recipe for an agent building a small custom web app (an Applet) for one person or business on THEIR OWN store tables, live at aimatrx.com/applets/<slug>. Use when asked to build an app, portal, calendar, tracker, dashboard screen or client view on someone's tables/data in AI Matrx. NOT for platform features (use build-sub-feature) or tables the platform keeps for itself (defineTypedTable).

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。

armanisadeghi/ai-matrx32026年10月13日 更新

Locate CEconItemView::CEconItemView in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CEconItemView::CEconItemView" (symbol CEconItemView_CEconItemView). This is the CONSTRUCTOR of CEconItemView. Shortlist via allocation sites: callers of operator-new whose result is immediately stored with the CEconItemView vtable (RTTI), followed by zeroing and initialization of definition-index/quantity/attribute-list fields. Distinguish from subobject constructors of derived classes by the vtable identity. Trigger: CEconItemView_CEconItemView, CEconItemView::CEconItemView

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSCustomHudLayout_SetHasClassForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSCustomHudLayout_SetDialogVariableString in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableString" (symbol CCSCustomHudLayout_SetDialogVariableString). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableString, CCSCustomHudLayout_SetDialogVariableString

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSCustomHudLayout_SetDialogVariableStringForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_SetDialogVariableStringForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableStringForPlayer, CCSCustomHudLayout_SetDialogVariableStringForPlayer

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSCustomHudLayout_SetHasClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClass" (symbol CCSCustomHudLayout_SetHasClass). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClass, CCSCustomHudLayout_SetHasClass

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CBaseEntity_EmitSoundFilter_SoundName in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseEntity_EmitSoundFilter_SoundName" (symbol CBaseEntity_EmitSoundFilter_SoundName). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CBaseEntity_EmitSoundFilter_SoundName, CBaseEntity_EmitSoundFilter_SoundName

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新