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Found 108 Skills
Include What You Use (IWYU) skill for optimizing C/C++ header includes. Use when reducing compilation cascades, interpreting IWYU reports, applying mapping files, deciding between forward declarations and full includes, or integrating IWYU with CMake. Activates on queries about IWYU, include-what-you-use, header bloat, reducing includes, forward declarations, compilation cascade, or slow C++ compilation from headers.
Performs comprehensive C/C++ security review for memory corruption, integer overflows, race conditions, and platform-specific vulnerabilities. Use when auditing native C/C++ applications, reviewing daemons or services for memory safety, or hunting integer overflow / use-after-free / race conditions in userspace code.
Install Holoscan SDK v4.3+ via Conda in a CUDA 13 environment. Use for Conda installs; redirect CUDA 12 hosts to container/wheel.
Guides agents in compiling and packaging C/C++ source code into dynamic or static libraries (Code Assets) using Dart's Native Assets hook system (via hook/build.dart and hook/link.dart utilizing package:hooks and package:native_toolchain_c). Use when a user asks to: 'setup native assets', 'compile C/C++ source code', 'bundle dynamic libraries', 'build native C code', 'link native assets', 'implement build.dart or link.dart hooks', or 'integrate C/C++ interop in Dart/Flutter'. Helps agents avoid manual toolchain orchestration and configures secure hash-validated binary downloads or advanced linker tree-shaking with package:record_use mapping.
Building AAA-quality games and real-time experiences with Unreal Engine 5Use when "unreal, ue5, ue4, unreal engine, blueprints, blueprint, actor component, gameplay ability, gas unreal, niagara, nanite, lumen, world partition, level streaming, unreal multiplayer, unreal replication, gamemode, gamestate, playerstate, playercontroller, pawn, character class, uclass, ustruct, uenum, uproperty, ufunction, unreal, ue5, blueprints, c++, gamedev, aaa, real-time, rendering, nanite, lumen, niagara, gameplay, replication, multiplayer, gas" mentioned.
Bazel build system skill for C/C++ projects. Use when writing BUILD files with cc_library and cc_binary rules, registering toolchains, configuring remote execution, debugging sandbox issues, using query and cquery for dependency graphs, or migrating from CMake to Bazel. Activates on queries about Bazel, BUILD files, cc_library, cc_binary, Bzlmod, bazel query, remote execution, or Bazel toolchain registration.
Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent, UINTERFACE, attachment, spawn, interface. See references/actor-lifecycle.md and references/component-types.md for detailed tables.
Use when reviewing or scoring AI-generated business/application code quality in any language, especially when a numeric score, risk level, or must-fix checklist is requested, or when C++ code must comply with OpenHarmony C++ and security standards
C/C++/CAPL best practices for automotive embedded systems. This skill should be used when writing, reviewing, or refactoring embedded C/C++ code or CAPL scripts targeting automotive ECUs, following MISRA, AUTOSAR, ISO 26262, and ISO 21434 guidelines. Triggers on tasks involving embedded firmware, CAN/CAN FD/LIN/Ethernet communication, TCP/UDP/DoIP/SOME-IP protocols, RTOS programming, safety-critical code, cybersecurity, diagnostics (UDS), CAPL test automation, or calibration toolchain integration.
Use when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.
Use AddressSanitizer to detect memory safety bugs in C/C++ programs. Identifies use-after-free, buffer overflow, memory leaks, and other memory errors.
Concurrency debugging skill for diagnosing data races and deadlocks. Use when reading TSan race reports, debugging deadlocks with GDB thread inspection, analyzing lock-order graphs with Helgrind, identifying std::atomic misuse patterns, or reasoning about happens-before in C++ and Rust. Activates on queries about data races, TSan reports, deadlocks, Helgrind, lock ordering, thread sanitizer output, or atomic ordering issues.