Angular performance optimization and best practices guide. Use when writing, reviewing, or refactoring Angular code for optimal performance, bundle size, and rendering efficiency.
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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Angular performance optimization and best practices guide. Use when writing, reviewing, or refactoring Angular code for optimal performance, bundle size, and rendering efficiency.
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。
Detects TAD boundaries from balanced Hi-C contact matrices via the diamond-window insulation score (cooltools insulation) and HiCExplorer hicFindTADs, returning a continuous log2 insulation track, valley-prominence boundary_strength, and Li/Otsu-thresholded is_boundary flags across a list of window sizes. Covers the multi-scale window sweep (sub-TAD to compartment-domain), why the boundary is reproducible but the domain partition is not, cross-condition comparison via differential SCORE not differential partition, and the insulation-vs-compartment orthogonality. Use when calling TADs or domain boundaries, computing insulation scores, choosing a window size, ranking boundary strength, comparing boundaries across conditions, or annotating CTCF-backed boundaries; route domain rendering to hic-visualization and boundary-feature overlap to genome-intervals.
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。
Renders Hi-C contact matrices honestly and reproducibly with matplotlib, cooltools, HiCExplorer, pyGenomeTracks, FAN-C, CoolBox, and plotgardener. Covers the raw/ICE-balanced/observed-over-expected transform choice, LogNorm vs symmetric-diverging colormaps with vmax/percentile clipping, resolution-to-feature matching (compartments 100-500kb, TADs 10-40kb, loops 5-10kb), square vs rotated-triangle track-stacking, NaN/white-stripe handling, virtual 4C, APA/saddle/on-diagonal pileups, two-condition side-by-side and log2-ratio maps, and interactive (HiGlass) vs scripted-static publication figures. Use when plotting a contact matrix, choosing a normalization or color scale, building a multi-track Hi-C figure, making a virtual 4C profile, piling up loops/boundaries, or comparing two conditions.
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。
Visualises RNA-modification data with transcript-feature metagene plots (Guitar GuitarPlot with 5'UTR / CDS / 3'UTR scaling; MetaPlotR; deepTools `computeMatrix scale-regions`), peak-centred heatmaps (ComplexHeatmap; deepTools plotHeatmap), IP-vs-input paired browser tracks (bigWig of log2 IP/input via deepTools `bamCompare`; ggcoverage; pyGenomeTracks; Gviz; IGV / UCSC track hubs), DRACH sequence-logo plots (ggseqlogo; MEME), 5'UTR / CDS / 3'UTR stacked-bar feature-distribution summaries, and volcano / MA plots for differential modification. Establishes stop-codon enrichment in the metagene plot as the biological QC anchor for any MeRIP dataset (Dominissini 2012 *Nature* 485:201; Meyer 2012 *Cell* 149:1635 — concurrent founding papers from different labs both showed this independently). Use when producing the canonical metagene plot with stop-codon enrichment as a QC anchor, building paired IP/input genome-browser tracks at single-locus resolution, plotting peak-centred heatmaps clustered by condition, summarising peak distribution across transcript features for figure 1, generating DRACH motif logos as sanity checks on the peak set, rendering volcano plots of differential m6A, or reproducing the Dominissini 2012 / Meyer 2012 stop-codon enrichment plot.
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 p-value brackets, significance asterisks, and effect-size annotations to distribution plots using ggpubr, ggsignif, and statannotations with correct test selection (parametric vs non-parametric vs paired), multiple-testing adjustment, and rendering of negative results. Use when a boxplot/violin/raincloud needs in-figure statistical comparisons between groups.
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。
Visualize biological networks (PPI, gene-regulatory, co-expression, pathway) with layout algorithm choice (ForceAtlas2, Fruchterman-Reingold, Kamada-Kawai, hive plots), edge bundling, community-based coloring, and reproducible seeds using NetworkX, PyVis, igraph, and Cytoscape automation. Use when rendering biological networks for static publication, interactive HTML exploration, or Cytoscape-format export.
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 genome-browser-style multi-track figures with pyGenomeTracks (config-driven), Gviz (R), and IGV batch screenshotting. Covers BigWig coverage tracks, BED/peak overlays, gene-model rendering, Hi-C matrix tracks, BedPE link arcs, spike-in-aware normalization, and the bamCoverage --normalizeUsing trap. Use when producing publication figures of genomic loci with stacked aligned tracks (coverage, peaks, genes, interactions) for ChIP-seq, ATAC-seq, RNA-seq, Hi-C, or generic locus visualization.
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 Manhattan, Miami, QQ, and locuszoom-style regional plots from GWAS, TWAS, PWAS, and QTL summary statistics with correct genomic-inflation diagnostics, multi-trait overlays, lead-SNP labeling, and LD-aware regional rendering. Use when visualizing association results across the genome, comparing two traits, computing genomic inflation lambda, or zooming into a locus with LD coloring.
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。
Technical SEO audit across 9 categories: crawlability, indexability, security, URL structure, mobile, Core Web Vitals, structured data, JavaScript rendering, and IndexNow protocol. Use when user says "technical SEO", "crawl issues", "robots.txt", "Core Web Vitals", "site speed", or "security headers".
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。
Full-site crawling, scraping, and site mapping via Firecrawl MCP. Use when user says "crawl site", "map site", "full crawl", "find all pages", "broken links", "site structure", "discover pages", "JS rendering", or needs site-wide analysis.
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。
The WindowPanel component and Window Manager. Use when a window won't drag/resize/minimize, the tray is missing, window state doesn't persist, rendering `<WindowPanel>` on a page, or editing features/window-panels/** or windowManagerSlice.ts. NOT for opening/registering overlays (use overlay-system).
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。
Collapsing every copy of one kind of thing (tables, UIs, utilities, hooks, APIs, renderers) into a single canonical one. Use when asked to unify, merge, converge, or 'make one X used everywhere', or before migrating callers onto a new canonical piece. NOT for docs (use docs).
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The Shape System — the content_ir kind registry for structured content. Use when adding, activating, or rendering a kind/shape, writing `__kind` JSON, kind schemas or samples, XML-tag/fence detection surfaces, kind components, workflow node input_kind/output_kind, or binding agent output to a kind.
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。
Rules for every string rendered inside the app, plus the sweep that removes in-app prose. Use when writing or changing a label, hint, description, tooltip, empty state or KPI tile in a .tsx file, or when running Pattern Patrol P14 or asked to find or fix long UI text.
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。
The staged pipeline that turns any API, provider payload, scrape, or computed result into registered, rendered platform kinds. Use on 'create kinds for X', 'distill X into kinds', 'point yourself at API X', or as a stage (A/B/V/D/C) of a running data-to-kinds run. NOT for consuming existing kinds (use aidream's workflow-io-kinds / matrx-frontend's shape-system).
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。
Printing and PDF export for AI response blocks and messages via @ai-matrx/print. Use when adding a print button or BlockPrinter to a render block, wiring PrintOptionsDialog/usePrintOptions, captureBlockElement, or useDomCapturePrint, or when a print window shows no images or a print fails silently.
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 composition patterns that scale. Use when refactoring components with boolean prop proliferation, building flexible component libraries, or designing reusable APIs. Triggers on tasks involving compound components, render props, context providers, or component architecture. Includes React 19 API changes.
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。
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
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。
Builds simple Three.js web apps with scene setup, lighting, geometry, materials, animation, and responsive rendering. Use when creating or prototyping 3D web scenes with modern Three.js (r150+).
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。
Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, node materials, compute shaders, post-processing, and WGSL integration. Use when working with Three.js WebGPU, TSL shaders, or GPU compute 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。
Best practices for Remotion video creation in React. Use when building, reviewing, or optimizing Remotion compositions, animation timing, assets, captions, and render 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。
Diagnoses and fixes UI performance across loading speed, rendering, animations, images, and bundle size. Use when the user mentions slow, laggy, janky, performance, bundle size, load time, or wants a faster, smoother experience.
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。
使用 A2UI v0.8(以 renderers/lit/src/0.8 与 specification/0.8 为准)生成服务端 JSONL UI 消息,并实现客户端事件与 A2A 扩展回传。适用于把用户需求转成 A2UI 组件树+数据模型+渲染序列,以及处理 action/userAction 与后端接口调用的场景。
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。
3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators.
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。