Mandatory skills, conventions, and behavioral rules for Avalonia UI development using the Zafiro toolkit.
日本語の概要は準備中です。原文の説明を表示しています。
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Mandatory skills, conventions, and behavioral rules for Avalonia UI development using the Zafiro toolkit.
日本語の概要は準備中です。原文の説明を表示しています。
Mandatory skills, conventions, and behavioral rules for Avalonia UI development using the Zafiro toolkit.
日本語の概要は準備中です。原文の説明を表示しています。
Optimal ViewModel and Wizard creation patterns for Avalonia using Zafiro and ReactiveUI.
日本語の概要は準備中です。原文の説明を表示しています。
Mandatory skills, conventions, and behavioral rules for Avalonia UI development using the Zafiro toolkit.
日本語の概要は準備中です。原文の説明を表示しています。
Optimal ViewModel and Wizard creation patterns for Avalonia using Zafiro and ReactiveUI.
日本語の概要は準備中です。原文の説明を表示しています。
Optimal ViewModel and Wizard creation patterns for Avalonia using Zafiro and ReactiveUI.
日本語の概要は準備中です。原文の説明を表示しています。
Mandatory skills, conventions, and behavioral rules for Avalonia UI development using the Zafiro toolkit.
日本語の概要は準備中です。原文の説明を表示しています。
CommunityToolkit.Mvvm (the MVVM Toolkit) core: source generators ([ObservableProperty], [RelayCommand], [NotifyPropertyChangedFor], [NotifyCanExecuteChangedFor], [NotifyDataErrorInfo]), base classes (ObservableObject / ObservableValidator / ObservableRecipient), commands (RelayCommand / AsyncRelayCommand), and validation. Companion skills: mvvm-toolkit-messenger for pub/sub, mvvm-toolkit-di for Microsoft.Extensions.DependencyInjection wiring. Works across WPF, WinUI 3, MAUI, Uno, and Avalonia.
日本語の概要は準備中です。原文の説明を表示しています。
Wire CommunityToolkit.Mvvm ViewModels into Microsoft.Extensions.DependencyInjection. Covers the .NET Generic Host composition root, constructor injection, service lifetimes (Singleton / Transient / Scoped), IMessenger registration, resolving ViewModels in Views, keyed services, testing seams, and the legacy Ioc.Default escape hatch. Use across WPF, WinUI 3, .NET MAUI, Uno, and Avalonia.
日本語の概要は準備中です。原文の説明を表示しています。
CommunityToolkit.Mvvm Messenger pub/sub for decoupled communication between ViewModels (or any objects). Covers WeakReferenceMessenger vs StrongReferenceMessenger, IRecipient<TMessage>, RequestMessage<T> / AsyncRequestMessage<T> / CollectionRequestMessage<T>, ValueChangedMessage<T>, channels (tokens), and the ObservableRecipient activation lifecycle. Use across WPF, WinUI 3, .NET MAUI, Uno, and Avalonia.
日本語の概要は準備中です。原文の説明を表示しています。
Create, modify, debug, or review Windows Forms applications only when the request contains a concrete Windows Forms marker. USE FOR: WinForms, Windows Forms, System.Windows.Forms, WinForms Form or UserControl designer files (*.Designer.cs or *.Designer.vb), Visual Studio WinForms Designer, TableLayoutPanel, BindingSource, DataGridView, Control.InvokeAsync, component-tray ownership, or custom control serialization. DO NOT USE FOR: WPF or WPF XAML, including Window.InputBindings, KeyBinding, commands, or DataContext; .NET MAUI; Avalonia; or any request where none of the listed Windows Forms markers is present.
日本語の概要は準備中です。原文の説明を表示しています。
Create, modify, debug, or review Windows Forms applications only when the request contains a concrete Windows Forms marker. USE FOR: WinForms, Windows Forms, System.Windows.Forms, WinForms Form or UserControl designer files (*.Designer.cs or *.Designer.vb), Visual Studio WinForms Designer, TableLayoutPanel, BindingSource, DataGridView, Control.InvokeAsync, component-tray ownership, or custom control serialization. DO NOT USE FOR: WPF or WPF XAML, including Window.InputBindings, KeyBinding, commands, or DataContext; .NET MAUI; Avalonia; or any request where none of the listed Windows Forms markers is present.
日本語の概要は準備中です。原文の説明を表示しています。
Phase G of a WinForms-to-Avalonia migration: decompose oversized UI state and orchestration, harden asynchronous workflows and external boundaries, preserve composition lifetimes, keep Headless tests process-isolated, and update ownership documentation. Use only when an explicit migration has post-port structural or resilience debt, or when the orchestrator routes here. Baseline input security belongs in the phase that introduces the boundary, not only here.
日本語の概要は準備中です。原文の説明を表示しています。
Phase C of a WinForms-to-Avalonia migration: implement platform and infrastructure adapters for dependencies discovered in Phase A/B, such as persistence, process execution, dialogs, notifications, or environment capabilities. Use only in an explicit migration when such dependencies leak into Forms/core or when the orchestrator routes here. Do not invent adapters for capabilities the product does not have, and do not implement main-window XAML.
日本語の概要は準備中です。原文の説明を表示しています。
Use whenever writing, reviewing, or debugging .NET/C# code that uses the BallisticCalculator NuGet package (namespace BallisticCalculator) or its Gehtsoft.Measurements unit types — even when the user doesn't name the package explicitly but is clearly doing external/interior ballistics in .NET (bullet drop, velocity, energy, windage, spin drift, time of flight, zeroing a scope) for rifles, air rifles, bows, or artillery. Covers the full public API (Ammunition, Rifle, Atmosphere, Wind, ShotParameters, TrajectoryCalculator, TrajectoryPoint); standard, custom, .drg, and multi-BC drag tables; saving/loading data and building your own file format around it (BXml and System.Text.Json serialization); and building or rendering scope reticles (e.g. to SVG). Also use it for this library's Gehtsoft.Measurements Measurement<T> unit types (DistanceUnit, VelocityUnit, AngularUnit, WeightUnit, PressureUnit, …). Skip for: generic physics or projectile-motion exercises, a different ballistics library (e.g. GNU/JBM), game-engine or Unity projectile motion, plain unit conversions, and non-code ballistics questions (load-data or forensics advice). Self-contained: no access to the library source or binaries is required — prefer this over scanning the package to rediscover the API. Describes 1.1.13+, including the named ZeroRangeCantBeReachedException / TrajectoryCannotBeCalculatedException failures.
日本語の概要は準備中です。原文の説明を表示しています。
Author and modify documentation for projects that use Gehtsoft's docgen utility. Use this skill whenever the user mentions docgen, .ds files, the doc/ directory of a repository, project.xml or project.proj for documentation, or wants to write/edit/build/debug API documentation in any codebase that uses docgen. Also use it whenever the user asks about generating C#, C++, or Java API documentation that follows Gehtsoft conventions, even if they don't say "docgen" explicitly.
日本語の概要は準備中です。原文の説明を表示しています。
Design a rifle-scope reticle from a plain-language description and emit it as a BallisticCalculator `.reticle` file (BXml) plus a rendered SVG preview. Covers the complete `.reticle` element/attribute specification, reticle design principles (mrad vs MOA subtension, FFP/SFP, stroke-weight hierarchy, hash-mark ladders, christmas-tree wind holds, clutter budget, BDC anchors) and worked, verified patterns for duplex, mil-dot, hash-ladder, christmas-tree, chevron, circle-dot, dense-grid and rangefinding-stadia reticles. Also covers reproducing an existing commercial reticle from its manufacturer's technical data sheet. Use this skill whenever the user wants to create, modify, review or render a scope reticle, crosshair, mil-dot / MOA grid, holdover ladder, christmas tree, BDC ladder or rangefinding stadia — including any mention of a `.reticle` file, `ReticleDefinition`, `ReticleDrawController`, `SvgCanvasFactory`, or "draw me a reticle", and including requests to clone or model a named commercial reticle (Horus H58/H59, TReMoR, Mil-C, MOAR, Tremor3, EBR, and the like). Trigger it even when the user only says something like "make a crosshair with 0.2 mil hashes out to 5 mils" or "turn this reticle picture into a file", and trigger it before hand-writing reticle XML or hand-rolling reticle geometry, because the file format silently ignores misspelled attributes and mis-cased booleans.
日本語の概要は準備中です。原文の説明を表示しています。