Automates ArgoCD application synchronization using the ArgoCD gRPC/REST API and argocd-autopilot CLI. Manages ApplicationSets, sync waves, and health assessments for Kubernetes deployments.
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概要と使いどころ
Automates ArgoCD application synchronization using the ArgoCD gRPC/REST API and argocd-autopilot CLI. Manages ApplicationSets, sync waves, and health assessments for Kubernetes deployments.
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 or edit Czech club-member tips in src/jg/coop/data/tips for Discord synchronization. Use for tip content, filenames, headings, emoji identity, symbolic Discord references, voice, or parser compatibility.
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。
Configure, repair, explain, and verify private Obsidian synchronization across Windows, macOS, GitHub, and mobile devices. 配置、修复、解释并验证 Windows、macOS、GitHub 与移动设备之间的 Obsidian 私有同步。Use for private vault repositories, Windows edit-event sync, macOS Obsidian Git sync, mobile setup, GitHub token/key guidance, Pull/Commit/Push workflow explanation, device-setting isolation, duplicate-note diagnosis, accidental deletion recovery, multi-device sync strategy, failed pushes, and end-to-end checks. 用于私有笔记仓库、Windows 编辑事件同步、macOS Obsidian Git 同步、移动端配置、GitHub Token/Key 指导、Pull/Commit/Push 工作流解释、设备设置隔离、重复笔记诊断、误删恢复、多端同步策略、推送失败和端到端检查。
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Protocol for task synchronization, context handoff, and cross-session coordination using Claude Code task tools. Ensures agents properly update tasks with findings and enables seamless work continuation.
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Review a SKILL.md file for compliance with the agentskills.io standard. Checks YAML frontmatter fields, required sections, line count limits, procedure step format, and registry synchronization. Use when a new skill needs format validation before merge, an existing skill has been modified and requires re-validation, performing a batch audit of all skills in a domain, or reviewing a contributor's skill submission in a pull request.
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Create, track, switch, sync, and clean up Git branches. Covers naming conventions, safe branch switching with stash, upstream synchronization, and pruning merged branches. Use when starting work on a new feature or bug fix, switching between tasks on different branches, keeping a feature branch up to date with main, or cleaning up branches after merging pull 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。
Data migration and synchronization to SurrealDB from MongoDB, PostgreSQL, MySQL, Neo4j, Kafka, and JSONL. Full and incremental CDC sync. Part of the surreal-skills collection.
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Access the Anthropic product named Claude Design when the request contains that exact name, a claude.ai/design URL, or a .dc.html file. Also use for standalone-to-artifact migration and Claude Design artifact links. Use for projects, files, design systems, previews, conversations, comments, sharing, and code-to-design or design-to-code synchronization; otherwise stay inactive.
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。
Multiplayer game development principles. Architecture, networking, synchronization.
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。
Rebuild the Galyarder Knowledge Graph and Obsidian World Map. Essential for structural RAG and multi-platform synchronization.
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。
Race condition and TOCTOU testing for web apps. Use when testing one-time operations, concurrent HTTP abuse, rate-limit bypass, Turbo Intruder gates, HTTP/2 single-packet attacks, and CWE-362-style synchronization gaps.
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HTTP request smuggling and desynchronization testing. Use when front proxies, CDNs, or load balancers disagree with the origin on message framing (Content-Length vs Transfer-Encoding), on HTTP/2→HTTP/1 translation, or when exploring client-side desync via browser fetch pipelines.
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Exploit advanced HTTP Request Smuggling combining Transfer-Encoding vulnerabilities (TE.TE). By obscuring the Transfer-Encoding header, an attacker forces desynchronization between a frontend proxy (which processes the request one way) and the backend server (which processes it another way), allowing the smuggling of malicious requests to bypass security controls or poison caches.
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Detox E2E gray-box testing for React Native - matchers, actions, expectations, waitFor, device API, synchronization, mocking, artifacts, CI integration
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Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.
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Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. Based on Unity 6.3 LTS documentation.
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Search DigiKey by keyword or part number, check stock and price breaks, retrieve component specifications, and download or synchronize datasheets for an electronics project. Use when the user explicitly wants DigiKey data, a DigiKey prototype-order comparison, or direct datasheet synchronization. For distributor-neutral sourcing, multi-vendor price comparison, or order-file generation, use the bom skill instead.
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Use when a task needs the judgment of a livestock geneticist/animal breeder — selecting a sire against EPDs or genomic data, screening a proposed mating for inbreeding risk, deciding AI versus natural service, timing an estrus-synchronization protocol, or defending a breeding-goal tradeoff to a herd owner.
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。
Multiplayer game development principles. Architecture, networking, synchronization.
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 large data ingestion, backfill, export, ETL, warehouse loading, manifest catch-up, or table synchronization needs to become much faster while preserving data correctness.
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。
React useEffect best practices from official docs. Use when writing/reviewing useEffect, useState for derived values, data fetching, or state synchronization. Teaches when NOT to use Effect and better alternatives.
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Master advanced AgentDB features including QUIC synchronization, multi-database management, custom distance metrics, hybrid search, and distributed systems integration. Use when building distributed AI systems, multi-agent coordination, or advanced vector search applications.
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Foundational theory for process-oriented concurrency through synchronous message-passing, applicable to multi-agent coordination and parallel decomposition
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Validate and implement Sinclair ZX81 video emulation in the EMULATORS repository for /mZX811, /mZX812, and /mZX813, including ULA character generation, Z80 display-file execution, M1/refresh/HALT/INT behavior, scanline timing, HSYNC/VSYNC, NMI generator and WAIT synchronization, SLOW and FAST modes, PAL/NTSC margins, collapsed display files, inverse video, high-resolution techniques, ROM-version interactions, and ULA revision boundaries. Use when Codex reviews or edits namespace ZX81 ULA, ULARegisters, MemoryVideoCode, Memory, PortManager, Screen, CPU interrupt timing, raster, ROM-specific video flow, or ZX81 video tests.
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。