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Found 24 Skills
Kuikly Coroutine and Multithreading Programming Assistant. Guides how to perform asynchronous programming in Kuikly, including Kuikly built-in coroutines, kotlinx coroutines, and kuiklyx coroutine library. It is used when users need to execute asynchronous tasks, switch threads, use coroutines, return to Kuikly thread to update UI, or troubleshoot thread safety issues in Kuikly.
Use when implementing async operations with Kotlin coroutines, Flow, StateFlow, or managing concurrency in Android apps.
Expert-level Kotlin development, Android, coroutines, and multiplatform
Kotlin coroutines - structured concurrency, Flows, exception handling
Use coroutines, Flow, structured concurrency, dispatchers, and cancellation-safe Android async pipelines.
C++20 coroutines skill for understanding coroutine mechanics and debugging. Use when working with co_await, co_yield, co_return, implementing promise_type, understanding coroutine frame layout, debugging suspended coroutines in GDB, or inspecting frame allocation with Compiler Explorer. Activates on queries about C++20 coroutines, co_await, co_yield, promise_type, coroutine_handle, coroutine suspension, or coroutine frame.
Use when writing or reviewing Kotlin code that stores CoroutineScope, launches from init/non-suspending APIs, calls runBlocking, or catches broad exceptions around suspend calls.
Kotlin Coroutines and Flow patterns for structured concurrency, error handling, and async operations.
Use this skill when building Android applications with Kotlin. Triggers on Jetpack Compose UI, Room database, Kotlin coroutines, Play Store publishing, MVVM/MVI architecture, ViewModel, StateFlow, Hilt dependency injection, Navigation Compose, Material 3, APK/AAB builds, ProGuard, and Android app lifecycle management. Covers modern Android development with declarative UI, reactive state, structured concurrency, and production release workflows.
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
Use when writing or reviewing Kotlin Flow state and event APIs with StateFlow, MutableStateFlow.update, SharedFlow, Channel, stateIn, SharingStarted, .value, receiveAsFlow, one-shot events, or sentinel initial values.
Get best practices for developing applications with Spring Boot and Kotlin.