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Found 5 Skills
Use when deciding where Jetpack Compose UI element state or UI logic should live: local remember state, hoisted composable parameters, a plain state holder class, or a screen-level ViewModel/component.
State-first design pass — inventories and implements all non-happy states (loading, empty, error, partial, conflict, offline) before the happy path, and refactors impossible boolean state to proper state machines. Use when starting a new screen, reviewing an existing one for edge-case gaps, or when the user says "handle the error state" / "add loading states" / "what happens when data is missing". Invoke when the user asks for unhappy on their UI, or mentions 'unhappy' alongside design / UI / frontend work.
Use when writing or reviewing Jetpack Compose parameter stability, compiler reports, skippability, unstable UI state classes, collection parameters, or Kotlin 2.0+ strong skipping behavior.
Model complex UI behavior as finite state machines with states, events, and transitions.
Enforces the non-happy paths every screen owes the user — loading/empty/error/content resolved in ONE switch over an AsyncValue or sealed view state, never an isLoading+error+data bool triple; a delayed skeleton shaped like the result instead of a spinner that flashes; a refresh that keeps stale content on screen; "nothing yet" distinguished from "nothing matches this filter", each with its own action; error text from a typed Failure code (never e.toString()) plus a retry that invalidates the provider; the surface ladder inline, snackbar, banner, dialog, with a modal earned only by a decision that must resolve now; soft-delete + Undo over a confirmation; showDialog's null dismissal handled as its own outcome; ScaffoldMessenger captured before an await; and announcements for eye-only changes. Use when writing loading, empty, error, or offline UI, calling AsyncValue.when, showDialog, showModalBottomSheet, showSnackBar or showMaterialBanner, or adding a confirmation, Undo, or retry.