Use this skill when implementing PID control loops for adaptive cruise control, vehicle speed regulation, throttle/brake management, or any feedback control system requiring proportional-integral-derivative control.
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
Use this skill when implementing PID control loops for adaptive cruise control, vehicle speed regulation, throttle/brake management, or any feedback control system requiring proportional-integral-derivative control.
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 firmware analyst specializing in embedded systems, IoT security, and hardware reverse engineering. Masters firmware extraction, analysis, and vulnerability research for routers, IoT devices, automotive systems, and industrial controllers. Use PROACTIVELY for firmware security audits, IoT penetration testing, or embedded systems research.
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。
Senior embedded software engineer specializing in firmware and driver development for ARM Cortex-M microcontrollers (Teensy, STM32, nRF52, SAMD). Decades of experience writing reliable, optimized, and maintainable embedded code with deep expertise in memory barriers, DMA/cache coherency, interrupt-driven I/O, and peripheral drivers.
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。
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
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 Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
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 a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
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。
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game 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。
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
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。
Manage Jenkins controllers with jk, including jobs, runs, logs, artifacts, credentials, nodes, queues, and plugins.
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。
Specify algorithms for Model-Based Design: system specs, architecture specs, implementation plans, test plans. Use when creating specifications for controllers, signal processing, diagnostics, estimators, or other algorithms authored in Simulink, Stateflow, System Composer, or MATLAB Function blocks.
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。
Run explicitly requested Autoprompt v2 work through the private controller. Ordinary coding and review requests do not activate this 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。
Implement, review, or improve photo picking, camera capture, and media handling in iOS apps using PhotoKit and AVFoundation. Use when working with PhotosPicker, PHPickerViewController, camera capture sessions (AVCaptureSession), photo library access, image loading and display, video recording, or media permissions. Also use when selecting photos from the library, taking pictures, recording video, processing images, or handling photo/camera privacy permissions in Swift apps.
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 computer vision features including text recognition (OCR), face detection, barcode scanning, image segmentation, object tracking, and document scanning in iOS apps. Covers both the modern Swift-native Vision API (iOS 18+) and legacy VNRequest patterns, VisionKit DataScannerViewController for live camera scanning, and CoreMLRequest/VNCoreMLRequest for custom model inference. Use when adding OCR, barcode scanning, face detection, or custom Core ML model inference with Vision.
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, read, and manage calendar events and reminders using EventKit and EventKitUI. Use when adding events to the user's calendar, creating reminders, setting recurrence rules, requesting calendar or reminders access, presenting event editors, choosing calendars, handling alarms, observing calendar changes, or working with EKEventStore, EKEvent, EKReminder, EKCalendar, EKRecurrenceRule, EKEventEditViewController, EKCalendarChooser, or EventKitUI views.
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 CarPlay-enabled apps using the CarPlay framework. Use when creating navigation, audio, communication, EV charging, parking, or food ordering apps for the car display, working with CPTemplateApplicationScene, CPInterfaceController template hierarchies, CPListTemplate, CPMapTemplate, CPNowPlayingTemplate, configuring CarPlay entitlements, or integrating with CarPlay Simulator for testing.
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 iOS authentication flows with AuthenticationServices and LocalAuthentication. Use when building Sign in with Apple, passkey/WebAuthn registration or sign-in with ASAuthorizationPlatformPublicKeyCredentialProvider, ASAuthorizationController credential state and revocation handling, ASWebAuthenticationSession OAuth or third-party login, Password AutoFill, identity-token server validation, or local biometric re-authentication with LAContext.
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。
Add drawings, shapes, and a consistent markup experience using PaperKit. Use when integrating PaperMarkupViewController for markup editing, adding shape recognition, working with PaperMarkup data models, embedding markup tools in document editors, or building annotation features that need the system-standard markup toolbar. New in iOS 26.
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。
Read, create, update, and pick contacts using the Contacts and ContactsUI frameworks. Use when fetching contact data, saving new contacts, wrapping CNContactPickerViewController in SwiftUI, handling contact permissions, or working with CNContactStore fetch and save requests.
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 VoIP calling with CallKit and PushKit. Use when building incoming/outgoing call flows, registering for VoIP push notifications, configuring CXProvider and CXCallController, handling call actions, coordinating audio sessions, or creating Call Directory extensions for caller ID and call blocking.
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, review, or improve Core Data persistence in apps that have not adopted SwiftData. Use when working with NSManagedObject subclasses, NSFetchedResultsController for list-driven UI, NSBatchInsertRequest / NSBatchDeleteRequest / NSBatchUpdateRequest for bulk operations, NSPersistentHistoryChangeRequest for persistent history tracking and multi-target sync, NSStagedMigrationManager for staged schema migrations (iOS 17+), NSCompositeAttributeDescription for composite attributes (iOS 17+), or when integrating Core Data threading with Swift Concurrency. For Core Data + SwiftData coexistence or migration, see the swiftdata skill instead.
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 media playback experiences using AVKit. Use when adding video players with AVPlayerViewController, enabling Picture-in-Picture, routing media with AirPlay, using SwiftUI VideoPlayer views, configuring transport controls, displaying subtitles and closed captions, or integrating AVFoundation playback with system UI.
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。
Guides Stripe integration decisions across development and test environment planning (separate sandboxes vs the shared test mode sandbox), API selection (Checkout Sessions vs PaymentIntents), Connect platform setup (Accounts v2, controller properties), billing/subscriptions, tax and registrations (Stripe Tax, automatic_tax, product tax codes), Treasury financial accounts, integration options (Checkout, Payment Element), migrating from deprecated Stripe APIs, and security best practices (API key management, API key permissions, webhooks, OAuth). Use when planning, building, modifying, testing, or reviewing any Stripe integration, including choosing a development environment, accepting payments, building marketplaces, integrating Stripe, processing payments, setting up subscriptions, collecting sales tax, VAT, or GST, creating connected accounts, or implementing secure key handling.
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。
Establish MAVLink connections between MATLAB and PX4/ArduPilot autopilots. Use when connecting to a drone, flight controller, or autopilot via MAVLink protocol over UDP. Covers dialect setup, UDP transport, timer-based heartbeat, and client discovery. Use when: "connect to PX4", "MAVLink connection", "heartbeat", "ground control station", "GCS", "connect to ArduPilot", "drone communication", "mavlinkio", "SITL".
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 the user wants to train, compare, or export machine learning models using Classification Learner or Regression Learner — including opening the app, loading data, training models, evaluating metrics, comparing results, visualizing plots, testing on held-out data, exploring model interpretability, and exporting trained models. Programmatic access to Classification Learner and Regression Learner apps via AppController.
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。