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Found 46 Skills
Atlassian Confluence expert for creating and managing spaces, knowledge bases, documentation, planning, product discovery, page layouts, macros, templates, and all Confluence features. Use for documentation strategy, space architecture, content organization, and collaborative knowledge management.
Expert guide and lookup reference for the Dart SDK CHANGELOG, version history, experimental features, macros, and augmentations from Dart 1.x to modern Dart 3.x. Use this skill whenever the user asks "what's new in Dart X", "what's new in 3.13", "what's new in 3.12", asks how to find the minimum SDK version (minSdk) for any language feature or core API, needs guidance on experimental feature flags (--enable-experiment), macros, and augmentations (augment, augmented(), import augment), or requires assistance rescuing and modernizing legacy Dart 1.x / pre-2.12 codebases to modern Dart 3.x.
How to write modern Swift well — modeling with value types, Swift 6 data-race safety and approachable concurrency (@concurrent, main-actor-by-default, actors, task groups), protocols and generics (some vs any), API design, performance and ARC, Swift Testing, macros, and the modern language features agents don't know about yet. Use when writing, reviewing, or migrating Swift, or when a concurrency error, a hang, a data race, a retain cycle, or a performance problem needs fixing.
Vue 3 Composition API, script setup macros, reactivity system, and built-in components. Use when writing Vue SFCs, defineProps/defineEmits/defineModel, watchers, or using Transition/Teleport/Suspense/KeepAlive.
Automate Microsoft Excel on Windows via COM interop. Use when creating, reading, or modifying Excel workbooks. Supports Power Query (M code), Data Model (DAX measures), PivotTables, Tables, Ranges, Charts, Slicers, Formatting, VBA macros, connections, and calculation mode control. Triggers: Excel, spreadsheet, workbook, xlsx, Power Query, DAX, PivotTable, VBA.
Expert guidance for Swift Testing: test structure, #expect/#require macros, traits and tags, parameterized tests, test plans, parallel execution, async waiting patterns, and XCTest migration. Use when writing new Swift tests, modernizing XCTest suites, debugging flaky tests, or improving test quality and maintainability in Apple-platform or Swift server projects.
Automate mouse clicks with customizable intervals, hotkeys, and macros using OP Auto Clicker for Windows
Advanced Rust patterns for ownership, traits, async, error handling, macros, type system tricks, unsafe, and performance. Use when tackling complex Rust problems — not basic syntax, but multi-concern tasks like designing cancellation-safe async services, choosing between trait objects and generics, building typestated APIs, structuring error hierarchies across crate boundaries, writing proc macros, or optimizing hot paths with zero-cost abstractions. Do not use for basic Rust syntax, simple CLI tools, or beginner ownership questions.
Convert PyTorch AT_DISPATCH macros to AT_DISPATCH_V2 format in ATen C++ code. Use when porting AT_DISPATCH_ALL_TYPES_AND*, AT_DISPATCH_FLOATING_TYPES*, or other dispatch macros to the new v2 API. For ATen kernel files, CUDA kernels, and native operator implementations.
Apply Vue-3-style runtime best practices for wevu in mini-programs. Use when implementing pages/components/stores with wevu, defining lifecycle hooks, handling setData diff behavior, designing props/emit and bindModel flows, integrating with weapp-vite SFC JSON macros, or troubleshooting compatibility differences versus Vue 3.
Add unsigned integer (uint) type support to PyTorch operators by updating AT_DISPATCH macros. Use when adding support for uint16, uint32, uint64 types to operators, kernels, or when user mentions enabling unsigned types, barebones unsigned types, or uint support.
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.