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cccskills

「jitter」の検索結果

41 件 ・ 関連度順

概要と使いどころ

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

Analyze AMS waveform data using Mixed-Signal Blockset utilities: phase noise measurement, clock jitter, anti-aliased resampling, timing measurements, lock time, INL/DNL, ADC/DAC calibration, HSpice import. Use when analyzing time-domain voltage from PLL/VCO/clock simulations, measuring phase noise from variable-step solver output, computing jitter, or resampling non-uniform 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。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

Detects command-and-control beacons in network logs by analyzing connection timing: measuring inter-arrival intervals, accounting for jitter, and scoring regularity per source/destination pair to surface periodic callbacks. Activates for requests to hunt C2 beaconing, find periodic callbacks, or analyze connection-interval regularity.

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。

meltedinhex/analyst-ai-pack222026年7月7日 更新

Building resilient distributed systems with circuit breakers, retries with full-jitter exponential backoff, retry budgets (per-request 3-attempt + per-client 10% ratio per Google SRE), deadline propagation, and the cascading-failure math (4 layers × 3 retries = 64x amplification). Grounded in Resilience4j, Microsoft Cloud Patterns, AWS Architecture Blog (Marc Brooker), and Google SRE Book.

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。

curiositech/windags-skills132026年10月12日 更新

network-diagnostics

無料日本語概要

ネットワーク品質を総合的に診断し、ボトルネックの特定と根本原因の深堀りまで行うスキル。 接続情報、レイテンシ、ダウンロード速度、HTTP接続タイミング、経路解析を自動実行し、 品質閾値に基づく総合評価を日本語レポートとして出力する。 外部依存なし(OS標準ツールのみ使用)、macOSおよびLinux対応。 Use when diagnosing network quality, troubleshooting slow connections, identifying network bottlenecks, measuring latency/bandwidth/jitter, or generating network health reports. 「ネットワーク診断」「network diagnostics」「ネットワークが遅い」 「latency check」「bandwidth test」「traceroute analysis」

takusaotome/claude-skills-library92026年10月5日 更新

Building resilient distributed systems with circuit breakers, retries with full-jitter exponential backoff, retry budgets (per-request 3-attempt + per-client 10% ratio per Google SRE), deadline propagation, and the cascading-failure math (4 layers × 3 retries = 64x amplification). Grounded in Resilience4j, Microsoft Cloud Patterns, AWS Architecture Blog (Marc Brooker), and Google SRE Book. NOT for server-side rate limiting, bulkhead isolation, backpressure protocols, or database-specific retry.

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。

curiositech/port-daddy22026年10月12日 更新

Performs statistical analysis of Zeek conn.log connection intervals to detect C2 beaconing patterns. Uses the ZAT library to load Zeek logs into Pandas DataFrames, calculates inter-arrival time standard deviation, and flags periodic connections with low jitter. Use when hunting for command-and-control callbacks in network 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。

mukul975/Anthropic-Cybersecurity-Skills3.4万2026年8月31日 更新

Parse and analyze Cobalt Strike Malleable C2 profiles with dissect.cobaltstrike (profiles and beacon-payload configs) and pyMalleableC2 (AST parsing) to extract HTTP/DNS transforms, URIs, headers, sleep/jitter, and injection behavior, then generate network detection signatures. Use when reverse-engineering a captured malleable profile or building detections against Cobalt Strike Beacon traffic.

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/Anthropic-Cybersecurity-Skills3.4万2026年8月31日 更新

Command and Control framework deployment, configuration, and operational tradecraft for red team engagements. Covers Cobalt Strike (malleable C2 profiles, Beacon types HTTP/HTTPS/DNS/SMB, Beacon Object Files for in-memory execution, sleep and jitter tuning, named pipe pivoting), Sliver (implant generation across mTLS/WireGuard/DNS transport, operator multiplayer mode, armory extensions), Mythic (agent ecosystem with Apollo/Poseidon/Medusa, C2 profile configuration, translation containers), Havoc (Demon agent with sleep obfuscation via Ekko/Zilean, indirect syscalls, dotnet inline execution), Metasploit (msfvenom payload generation, multi/handler staging, Meterpreter post-exploitation modules), redirector architecture using Apache mod_rewrite and Nginx, domain fronting through CDN providers, DNS-based C2 for restrictive network egress, and TLS certificate management for infrastructure OPSEC. Tools: Cobalt Strike, Sliver, Mythic, Havoc, Metasploit Framework. Aligns to MITRE ATT&CK T1071 (Application Layer Protocol), T1573 (Encrypted Channel), T1090 (Proxy/Connection Proxy).

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。

SnailSploit/Claude-Red7,4612026年10月13日 更新

Guides design and implementation of evolutionary modular-monolith platforms with DDD (strategic + tactical), flat-by-aggregate organization, an Anti-Corruption Layer for vendor independence, a transactional outbox for events, smart resilience (backoff with jitter, circuit breakers, idempotency), and a polished architecture HTML document with elegant SVG diagrams. Use when designing a platform or backend, defining bounded contexts, organizing modules and folders, choosing monolith vs microservices, decoupling from an external service (ERP, storage, AI), making calls resilient, adding real-time push, picking a 2026 TypeScript stack (Nx, NestJS, React), or producing an architecture document or diagram. Also triggers on 'modular monolith', 'bounded contexts', 'flat-by-aggregate', 'ports and adapters', 'architecture diagram'. Do NOT use for simple CRUD, NestJS-only deep implementation (use nestjs-modular-monolith), or pure domain-model review (use tactical-ddd).

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。

tech-leads-club/agent-skills7,0522026年10月9日 更新

Expand workflow HDF5 demonstrations with action jitter, optionally scoped to node segments. Use for synthetic variants; do not use to collect data, alter state directly, or generate new images.

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。

NVIDIA/skills3,5742026年10月10日 更新

Use this skill when the user is measuring GPU-kernel-initiated RDMA WRITE latency through doca-gpunetio — building and running the `gpunetio_ib_write_lat` client + server pair under `doca/tools/gpunetio_ib_write_lat/`, checking GPU-NIC pairing, reading the half-iter / full-iter / CUDA-side usec columns, characterizing median / p99 / jitter for a real-time control loop, picking GPUNetIO vs GPI vs CPU-initiated `perftest`, or weighing the latency-vs-batching trade-off. Trigger even without 'GPUNetIO' or 'ib_write_lat': 'GPU kernel RDMA latency benchmark', 'how fast can a CUDA kernel post a WRITE', 'p99 RDMA latency on H100 + ConnectX', 'kernel-launched WR tail latency', or 'compare GPU-init vs CPU-init perftest'. Route elsewhere for bandwidth runs (doca-gpunetio-ib-write-bw), the GPI surface (doca-gpi), library debugging (doca-gpunetio), or DOCA install.

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。

NVIDIA/skills3,5742026年10月10日 更新

doca-rmax

無料

Use this skill when the user is doing hands-on DOCA Rivermax work on a BlueField DPU or ConnectX host — standing up `doca_rmax_in_stream` (receive) sessions for timing-precise media-over-IP (SMPTE ST 2110 video/audio, market data, scientific feeds), confirming the Rivermax SDK + license precondition before any DOCA-side code, running `doca_rmax_get_*_supported` capability queries, pairing with `doca-eth` queues and `doca-flow` steering, or debugging `DOCA_ERROR_*` from a Rivermax call. Trigger even when the user does not explicitly mention "DOCA Rivermax" or "rmax" — implicit phrasings include "ST 2110 receive isn't getting frames", "sub-microsecond jitter on BlueField", "NOT_SUPPORTED from doca_rmax_init", "no recv events after stream start", or "license check failing on a media receiver". Refuse and route elsewhere for installing the Rivermax SDK or its license, programming the underlying queue (`doca-eth`), steering rules (`doca-flow`), or best-effort packet I/O — 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。

NVIDIA/skills3,5742026年10月10日 更新

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4652026年10月9日 更新

Plot per-group distributions of continuous data using boxplots, violins, beeswarms, quasirandom jitter, and raincloud plots with sample-size honesty (Weissgerber 2015), KDE-bandwidth awareness, and N-aware encoding choices. Use when comparing distributions across a small number of groups — expression per cluster, biomarker per arm, scores per condition — and the bar-of-mean default is misleading.

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。

GPTomics/bioSkills1,2192026年8月15日 更新

Model, simulate, and optimize Serializer/Deserializer (SerDes) systems — serial and parallel links — using MATLAB SerDes Toolbox. Design NRZ and PAM-N links (PAM3 through PAM16) — explore equalization architectures (FFE, CTLE, DFE), sweep or optimize parameters with genetic algorithms, and characterize channels from loss models, S-parameter files, or crosstalk scenarios. Process captured waveforms through equalization chains, build eye diagrams, and decompose jitter. Deliver IBIS-AMI models for Tx, Rx, Redriver, or Retimer by exporting to Simulink and compiling .ami/.ibs/.dll/.so files. Covers the full arc from initial design exploration and parameter optimization to compliance testing and compiled model validation, including custom datapath blocks for nonstandard equalization.

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。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

SVG generation via DAX measures and extension measures with ImageUrl data category for inline visualizations in PBIR reports, including ready templates for matrix and table cells, new card images and per-button images on the new button slicer. Automatically invoke when the user mentions "SVG visual", "DAX sparkline", "SVG measure", "inline graphics with DAX", "ImageUrl data category", "extension measure", or asks to create any DAX-generated chart (progress bars, bullet charts, KPI indicators, data bars, gauges, donut charts, lollipop charts, dumbbell charts, status pills, overlapping bars, boxplots, IBCS bars, jitter plots, box-and-whisker charts).

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。

data-goblin/power-bi-agentic-development1,0382026年10月11日 更新

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

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。

scenario-labs/skills9892026年10月12日 更新

Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

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。

scenario-labs/skills9892026年10月12日 更新

Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).

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。

scenario-labs/skills9892026年10月12日 更新

A jittery electric outline traces a card — an energetic accent for one hero element. One per view. Pure CSS; a static solid outline remains under prefers-reduced-motion.

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。

nexu-io/motion-anything8592026年7月7日 更新

Circuit breaker, bulkhead, retry with jitter, graceful shutdown, health check patterns for production resilience.

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。

vibeeval/vibecosystem5332026年8月9日 更新

Safely diagnose and improve local network speed, latency, jitter, DNS, Wi-Fi, Ethernet, macOS network services, and bufferbloat. Use this skill whenever the user asks to optimize internet/network speed, make the network faster, diagnose slow Wi-Fi, latency, packet loss, DNS delay, unstable Codex/AI tool connectivity, or asks about the viral Codex network optimization workflow. Always protect VPN/proxy tools such as Clash Verge, Mihomo, Shadowrocket, Tailscale, V2Ray, Surge, and corporate VPNs; do not modify or disable them unless the user explicitly asks for that specific 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。

majiayu000/spellbook2872026年10月8日 更新

Plot per-group distributions of continuous data using boxplots, violins, beeswarms, quasirandom jitter, and raincloud plots with sample-size honesty (Weissgerber 2015), KDE-bandwidth awareness, and N-aware encoding choices. Use when comparing distributions across a small number of groups — expression per cluster, biomarker per arm, scores per condition — and the bar-of-mean default is misleading.

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。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新