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「ui」の検索結果

2.7万 件 ・ 関連度順

概要と使いどころ

Stop coding agents from shipping generic UI. Use UIZZE's 800,000+ real web and iOS screens to build product-specific interfaces, define a design contract, cover required states, and run a hard finish gate. Use when designing, implementing, redesigning, critiquing, or pre-ship reviewing a web or iOS interface in Codex, Claude Code, Cursor, Copilot, or another coding agent. Trigger with "anti-ui-slop", "stop UI slop", "ground this UI in real screens", or "run the UI finish gate".

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。

github/awesome-copilot4万2026年10月9日 更新

HeroUI v3 React component library (Tailwind CSS v4 + React Aria). Use when building UIs with HeroUI — creating Buttons, Modals, Forms, Cards; installing @heroui/react; configuring dark/light themes with oklch variables; or fetching component docs. Keywords: HeroUI, Hero UI, heroui, @heroui/react, @heroui/styles.

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。

heroui-inc/heroui3.1万2026年10月12日 更新

msbuild

無料

Use only for MSBuild failure investigation, build-performance analysis, or review of existing build XML/extension contracts. A plan to convert a working legacy/non-SDK project to SDK style or migrate packages.config is a project-system migration, NOT a build-file review: do not activate, even to check scope. Framework/API upgrades are also excluded. Activate for advisory Import/Exists hook and NuGet packed-import questions even without a checkout or failed build; .csproj/.fsproj/.vbproj/.props/.targets conditions; custom-target inputs/outputs; .binlog capture/replay; failing dotnet build/restore/pack/publish or MSBuild-based test builds; slow evaluation, compilation, copying, or no-change builds; and controlled timing comparisons. Exclude SDK installation alone, C# refactoring, runtime profiling, assertions after successful builds, and non-MSBuild builds.

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。

dotnet/skills5,6112026年10月12日 更新

Diagnose MSBuild build performance bottlenecks using binary log analysis. USE FOR: identifying why builds are slow by analyzing binlog performance summaries, detecting ResolveAssemblyReference (RAR) taking >5s, Roslyn analyzers consuming >30% of Csc time, single targets dominating >50% of build time, node utilization below 80%, excessive Copy tasks, NuGet restore running every build. Covers timeline analysis, Target/Task Performance Summary interpretation, and 7 common bottleneck categories. Use after build-perf-baseline has established measurements. DO NOT USE FOR: establishing initial baselines (use build-perf-baseline first), fixing incremental build issues (use incremental-build), parallelism tuning (use build-parallelism), non-MSBuild build systems.

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。

dotnet/skills5,6112026年10月12日 更新

Establish MSBuild/.NET build performance baselines before optimizing. USE FOR: a .NET build or solution that is slow or has build-performance concerns; cold, warm, incremental, or no-op measurements; before/after comparisons; CI build output caching; static graph build decisions; artifacts output; and dependency graph trimming. Start here before build-perf-diagnostics, incremental-build, or build-parallelism. DO NOT USE for webpack, npm, JavaScript bundlers, or other non-MSBuild build systems. For detailed target/task/analyzer bottleneck analysis after baselining, use build-perf-diagnostics.

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。

dotnet/skills5,6112026年10月12日 更新

Diagnose MSBuild build performance bottlenecks using binary log analysis. USE FOR: identifying why builds are slow by analyzing binlog performance summaries, detecting ResolveAssemblyReference (RAR) taking >5s, Roslyn analyzers consuming >30% of Csc time, single targets dominating >50% of build time, node utilization below 80%, excessive Copy tasks, NuGet restore running every build. Covers timeline analysis, Target/Task Performance Summary interpretation, and 7 common bottleneck categories. Use after build-perf-baseline has established measurements. DO NOT USE FOR: establishing initial baselines (use build-perf-baseline first), fixing incremental build issues (use incremental-build), parallelism tuning (use build-parallelism), non-MSBuild build systems.

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。

managedcode/dotnet-skills4862026年10月12日 更新

Establish MSBuild/.NET build performance baselines before optimizing. USE FOR: a .NET build or solution that is slow or has build-performance concerns; cold, warm, incremental, or no-op measurements; before/after comparisons; CI build output caching; static graph build decisions; artifacts output; and dependency graph trimming. Start here before build-perf-diagnostics, incremental-build, or build-parallelism. DO NOT USE for webpack, npm, JavaScript bundlers, or other non-MSBuild build systems. For detailed target/task/analyzer bottleneck analysis after baselining, use build-perf-diagnostics.

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。

managedcode/dotnet-skills4862026年10月12日 更新

msbuild

無料

Use only for MSBuild failure investigation, build-performance analysis, or review of existing build XML/extension contracts. A plan to convert a working legacy/non-SDK project to SDK style or migrate packages.config is a project-system migration, NOT a build-file review: do not activate, even to check scope. Framework/API upgrades are also excluded. Activate for advisory Import/Exists hook and NuGet packed-import questions even without a checkout or failed build; .csproj/.fsproj/.vbproj/.props/.targets conditions; custom-target inputs/outputs; .binlog capture/replay; failing dotnet build/restore/pack/publish or MSBuild-based test builds; slow evaluation, compilation, copying, or no-change builds; and controlled timing comparisons. Exclude SDK installation alone, C# refactoring, runtime profiling, assertions after successful builds, and non-MSBuild builds.

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。

managedcode/dotnet-skills4862026年10月12日 更新

World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" 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-antigravity1642026年1月22日 更新

Establish build performance baselines and apply systematic optimization techniques. Only activate in MSBuild/.NET build context. USE FOR: diagnosing slow builds, establishing before/after measurements (cold, warm, no-op scenarios), applying optimization strategies like MSBuild Server, static graph builds, artifacts output, and dependency graph trimming. Start here before diving into build-perf-diagnostics, incremental-build, or build-parallelism. DO NOT USE FOR: non-MSBuild build systems, detailed bottleneck analysis (use build-perf-diagnostics after baselining).

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。

bouclem/skills62026年5月31日 更新

Analyze MSBuild binary logs to diagnose build failures. Only activate in MSBuild/.NET build context. USE FOR: build errors that are unclear from console output, diagnosing cascading failures across multi-project builds, tracing MSBuild target execution order, and generally any MSBuild build issues. Requires an existing .binlog file. DO NOT USE FOR: generating binlogs (use binlog-generation), non-MSBuild build systems. INVOKES: binlog MCP server tools (overview, errors, search, items, properties); falls back to dotnet msbuild binlog replay + grep/cat when the MCP is 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。

bouclem/skills62026年5月31日 更新

Guide for developing the OpenShell TUI — a ratatui-based terminal UI for the OpenShell platform. Covers architecture, navigation, data fetching, theming, UX conventions, and development workflow. Trigger keywords - term, TUI, terminal UI, ratatui, openshell-tui, tui development, tui feature, tui bug.

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/OpenShell1.6万2026年10月12日 更新

expo-ui

無料

Build native UI with the @expo/ui package: real SwiftUI on iOS and Jetpack Compose on Android. Default to @expo/ui for sheets (BottomSheet), pickers, sliders, toggles, menus, and grouped-form sections — do NOT reach for Reanimated, @gorhom/bottom-sheet, or RN built-in Picker/Switch; use @expo/ui instead. Fall back to RN built-ins only when @expo/ui is missing the component. NOTE: @expo/ui List renders native grouped rows like an iOS Settings screen — it is NOT a virtualized list; use FlatList/FlashList for large datasets. Covers universal components (Host, Column, Row, Button, Text, List, BottomSheet, FieldGroup, Switch, Slider, Picker, Menu), drop-in replacements for RN community libraries, and platform-specific SwiftUI/Jetpack Compose trees. Not for Expo Router navigation, Reanimated, or data fetching.

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。

expo/skills2,7842026年10月7日 更新

guidance

無料

Authoritative guidance for building Claude Code skills, agents, and plugins, plus init and update steps that install and refresh the plugin-building skills in the current repository. Use when you need the rules or best practices for a skill, agent, hook, or plugin — designing, reviewing, hardening, or checking one against the guidance. Run with `init` to vendor the guidance, skill-builder, and agent-builder skills into the current repository (so they run with no dependency on this plugin) plus a path-scoped rule index, or `update` to refresh an already-vendored copy. Does not run an interview to build a new skill or agent from scratch — use skill-builder or agent-builder. Does not write feature code, review application code, or build non-plugin features.

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。

testdouble/han2812026年10月1日 更新

ios-hig-prototype

無料日本語概要

Apple Human Interface Guidelines (HIG) に準拠した iOS アプリの UI を、 単一 HTML ファイルの「実際に動くインタラクティブプロトタイプ」として生成するスキル。 iPhone 15 Pro 相当のデバイスフレーム、ステータスバー、ナビゲーションバー、タブバー、 Inset Grouped リスト、モーダル/シート、アラートを iOS 純正の見た目で再現し、 タップ・スワイプ・入力・画面遷移がすべて動作する状態で出力する。 Claude Design / Artifact でそのまま開ける形式。 Use when: iOS アプリの UI を作りたい、アプリのモック画面が欲しい、 HIG 準拠のデザインを作りたい、iPhone 風のプロトタイプを作りたい、 アプリのデザイン案を可視化したい、App Store 提出用アプリの画面イメージを作りたい。 Triggers: "iOS アプリ UI", "iOS デザイン", "HIG", "Human Interface Guidelines", "iPhone モック", "アプリのモック", "iOS プロトタイプ", "アプリ画面を作って", "iOS UI プロトタイプ", "Claude Design", "ネイティブアプリ風", "アプリのデザイン"

sean-sunagaku/claude-code-plugin382026年7月30日 更新

Design, mock up, build and review terminal UIs — full-screen TUIs, interactive CLIs and pickers, and plugin panels or popups inside a host (herdr, tmux, Neovim, k9s, lazygit). Use when designing, reviewing (from code, a live capture or a screenshot) or redesigning a TUI's layout, keybindings, states or colors, including requests that name a known TUI (lazygit, k9s, btop, yazi, helix, fzf); writing terminal mockups; building or fixing one in Ink, Textual, Bubble Tea, Ratatui or gum; mapping a color scheme (Catppuccin, Dracula, Nord, Gruvbox, Tokyo Night, Rosé Pine…) onto a TUI's theme; fixing misaligned glyphs, flicker, NO_COLOR, exit codes, signals, pipes or a broken terminal after exit; suspend or $EDITOR handoff; or profiling a slow TUI. Not for web or native GUIs, terminal-emulator, editor or shell-prompt themes.

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。

diegomarino/tui-design182026年10月9日 更新

Use when working with Aws Codebuild — aWS CodeBuild project management and build analysis. Covers build project inventory, build history, build phase details, environment configurations, source credentials, report groups, and build metrics. Use when inspecting build projects, debugging build failures, reviewing build environments, or analyzing build performance.

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。

cloudthinker-ai/CloudSkills62026年4月5日 更新

Detects MSBuild projects with conflicting OutputPath or IntermediateOutputPath. Only activate in MSBuild/.NET build context. USE FOR: builds failing with 'Cannot create a file when that file already exists', 'The process cannot access the file because it is being used by another process', intermittent build failures that succeed on retry, missing outputs in multi-project builds, multi-targeting builds where project.assets.json conflicts. Diagnoses when multiple projects or TFMs write to the same bin/obj directories due to shared OutputPath, missing AppendTargetFrameworkToOutputPath, or extra global properties like PublishReadyToRun creating redundant evaluations. DO NOT USE FOR: file access errors unrelated to MSBuild (OS-level locking), single-project single-TFM builds, non-MSBuild build systems. INVOKES: binlog MCP server tools (overview, projects, evaluations, properties, double_writes); falls back to dotnet msbuild binlog replay + grep when the MCP is 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。

bouclem/skills62026年5月31日 更新

Guide for diagnosing and improving MSBuild project evaluation performance. Only activate in MSBuild/.NET build context. USE FOR: builds slow before any compilation starts, high evaluation time in binlog analysis, expensive glob patterns walking large directories (node_modules, .git, bin/obj), deep import chains (>20 levels), preprocessed output >10K lines indicating heavy evaluation, property functions with file I/O ($([System.IO.File]::ReadAllText(...))), multiple evaluations per project. Covers the 5 MSBuild evaluation phases, glob optimization via DefaultItemExcludes, import chain analysis with /pp preprocessing. DO NOT USE FOR: compilation-time slowness (use build-perf-diagnostics), incremental build issues (use incremental-build), non-MSBuild build systems. INVOKES: binlog MCP server tools (evaluations, evaluation_global_properties, evaluation_properties, imports, properties); falls back to dotnet msbuild -pp:full.xml for preprocessing, /clp:PerformanceSummary.

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。

bouclem/skills62026年5月31日 更新

unity-ui

無料

Unity 6 UI development guide. Use when building user interfaces, menus, HUD, buttons, or any UI elements. Covers UI Toolkit (recommended for new projects — USS, UXML, UI Builder, data binding), uGUI/Canvas (legacy runtime UI), and IMGUI. Based on Unity 6.3 LTS documentation.

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。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Add MAUI DevFlow to a .NET MAUI project with agent package references, MauiProgram.cs registration, Blazor WebView support, GTK variants, Central Package Management guidance, and verification commands. USE FOR: first-time DevFlow setup, reviewing what files to edit, choosing DevFlow packages, or continuing after `maui devflow init` installs skills. DO NOT USE FOR: troubleshooting an already-integrated app that cannot connect, iterative app debugging, UI inspection, or generic MAUI build failures (use maui-devflow-debug). INVOKES: maui devflow CLI and dotnet CLI.

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。

aritchie/DigitalScoreboard32026年5月14日 更新

Use this skill when building analytics dashboards with nuxt-ui-tools as a package consumer. Covers schema and view functions (defineDashboardSchema, defineDashboardView) that take their context as typed params, useDashboard with a getter that rebuilds on input change, typed injection (useDashboardView, injectDashboard, InferDashboard, InferDashboardView), filters declared inline with the f builder and synced with the URL, memory, or an external store (one value per key across views), headless filters, filter controls and the shipped UI (UiDashboardPage, UiDashboardFilters, UiDashboardFilter, UiDashboardViewTabs) with slot overrides, remote paginated pickers and remoteTableOptions, staged queries (essential / background / deferred) with select and dependent requires, lazy enabled conditions on views, queries, and filters (blocks of disabled queries hidden, grids closing up), derived values, views (tabs), query-scoped filters, number formats (presets, Intl options, useDashboardFormat), and the dashboard blocks (stats with trends, goals, and comparisons, stat groups, gauges, unovis charts with highlights, value labels, and totals, lists with progress rings, bars, funnel, alerts, activity feeds, sortable tables, custom widgets) with their automatic loading, error, empty, and refresh states, card menus, header and footer actions, row actions, drill-down and selected state, card tabs, split cards, comparison periods, auto-refresh, and data freshness.

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。

ChronicStone/nuxt-ui-tools22026年10月8日 更新

windows-desktop-e2e

無料日本語概要

Windowsのデスクトップアプリを実際に操作する自動テストを作るスキルです。画面要素の識別、待機処理、失敗時の記録、CIへの組み込みを扱います。

  • Windowsアプリの操作テスト作成
  • 不安定なGUIテストを調べたいとき
  • 画面部品に安定した識別子を付けたいとき
affaan-m/ECC27.8万2026年10月10日 更新

HeroUI Native component library for React Native (Tailwind v4 via Uniwind). Use when building mobile UIs with HeroUI Native — creating Buttons, Cards, TextFields, Dialogs; installing heroui-native; configuring dark/light themes; or fetching component docs. Keywords: HeroUI Native, heroui-native, React Native UI, Uniwind, mobile components.

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。

heroui-inc/heroui3.1万2026年10月12日 更新