starwards-station-ui
Build and modify station screens (weapons, pilot, ecr, etc.) for Starwards - two layout systems (fixed grid vs golden-layout), widget draw patterns, input wiring, color system, JSON Pointer subsystem access, an...
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Build and modify station screens (weapons, pilot, ecr, etc.) for Starwards - two layout systems (fixed grid vs golden-layout), widget draw patterns, input wiring, color system, JSON Pointer subsystem access, an...
Claymorphism design system skill. Use when building soft, puffy, clay-like UI components with large radii, dual inner shadows, and offset outer shadows.
Glassmorphism design system skill. Use when building frosted-glass UI components with blur, transparency, and layered depth effects.
Neubrutalism design system skill. Use when building bold UI with thick borders, offset solid shadows, high saturation colors, and minimal border radius.
Use when you must create compatible sets of related objects without binding client code to concrete classes.
Use when an existing class has useful behavior but an incompatible interface blocks integration with client code.
Use when abstractions and implementations need to evolve independently without creating subclass explosion.
Use when object construction requires many ordered or optional steps and constructor signatures are becoming brittle.
Use when operations must be represented as objects so execution, scheduling, undo, and logging can vary independently from invokers.
Use when clients must treat individual objects and nested object groups uniformly through one interface.
Use when responsibilities must be added dynamically to objects without subclass proliferation.
Use when a subsystem is too complex for clients and you need a focused, stable entry point.
Use when object creation varies by context and you need to extend product types without rewriting client orchestration code.
Use when huge numbers of similar objects cause memory pressure and shared intrinsic state can be externalized.
Use when clients must traverse aggregate data uniformly without exposing internal collection representation.
Use when state changes in one object must notify many dependents while keeping publishers decoupled from subscriber implementations.
Use when exactly one coordinated instance is required and its lifecycle, access, and state boundaries can be strictly controlled.
Use when an object's behavior changes by internal mode and conditional branches are growing around state transitions.
Use when multiple interchangeable algorithms are needed and clients should switch behavior without branching on concrete implementations.
Use when stable object structures need new operations added frequently without modifying each element class.
Research methodologies and documentation gathering workflows for PACT Prepare phase. Use when: conducting technology research, evaluating API documentation, comparing framework options, analyzing library choice...
Clean code principles, error handling patterns, and coding standards for PACT Code phase. Use when: implementing features, refactoring code, reviewing code quality, establishing coding conventions, or handling...
Persistent memory for PACT agents. Save context, goals, lessons learned, decisions, and entities. Semantic search across sessions. Use when: saving session context, recalling past decisions, searching lessons....
Testing strategies, test pyramid guidance, and quality assurance patterns for PACT Test phase. Use when: designing test suites, implementing unit tests, integration tests, E2E tests, performance testing, securi...
Le classement utilise les étoiles du dépôt GitHub indexé. Plusieurs skills peuvent partager ce nombre : ce n’est ni un nombre d’installations ni une note de qualité.