Master Go concurrency with goroutines, channels, sync primitives, and context. Use when building concurrent Go applications, implementing worker pools, or debugging race conditions.
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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Master Go concurrency with goroutines, channels, sync primitives, and context. Use when building concurrent Go applications, implementing worker pools, or debugging race conditions.
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。
BDB Engineering Godmode, enforcing strict Domain-Driven Design, TypeScript strictness, and Clean Architecture. Use when implementing backend/fullstack features or running the systematic 5-step debugging triage.
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。
Liquid Glass material best practices for SwiftUI, UIKit, and AppKit on iOS 26+/macOS 26+ (Tahoe) through iOS 27/macOS 27. Use when implementing, reviewing, or migrating to glass: glassEffect, Glass variants (.regular/.clear/.identity), tint, interactive(), GlassEffectContainer, glassEffectUnion, toolbar glass, ToolbarSpacer, scrollEdgeEffectStyle, sharedBackgroundVisibility, tabBarMinimizeBehavior, backgroundExtensionEffect, NSGlassEffectView, UIGlassEffect, Tahoe window chrome, glass accessibility (Reduce Transparency/Increase Contrast), pre-26 Material fallbacks, UIDesignRequiresCompatibility. Also fires on symptoms: glass renders dark or muddy, glass looks like a flat tinted rectangle, glass button doesn't register taps, tap passes through glass, "'glassEffect' is only available in iOS 26.0 or newer", "ambiguous use of 'opacity'", "'cornerRadius' was deprecated", glass looks different in simulator vs device, screenshots of glass UI don't match. For glass animation, morphing, glassEffectID, transitions, Metal shaders, or performance profiling use the liquid-glass-motion skill instead.
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。
When designing and implementing web interfaces to ensure they are usable by everyone.
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。
Expert guidance for designing, implementing, migrating, and debugging SwiftData persistence in Swift and SwiftUI apps. Use when working with @Model schemas, @Relationship/@Attribute rules, Query or FetchDescriptor data access, ModelContainer/ModelContext configuration, CloudKit sync, SchemaMigrationPlan/history APIs, ModelActor concurrency isolation, or Core Data to SwiftData adoption/coexistence.
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。
Set territory-specific pricing for subscriptions and in-app purchases using current asc setup, pricing summary, price import, and price schedule commands. Use when adjusting prices by country or implementing localized PPP strategies.
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。
Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(_:body:) or .animation(_:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion.
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。
Build shared real-time experiences using GroupActivities and SharePlay. Use when implementing shared media playback, collaborative app features, synchronized game state, or any FaceTime/iMessage-integrated group activity on iOS, macOS, tvOS, or visionOS.
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。
Transcribe speech to text using the Speech framework. Use when implementing live microphone transcription with AVAudioEngine, recognizing pre-recorded audio files, configuring on-device vs server-based recognition, handling authorization flows, or adopting the new SpeechAnalyzer API (iOS 26+) for modern async/await speech-to-text.
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。
When the user wants to discover, evaluate, or prioritize App Store keywords. Also use when the user mentions "keyword research", "find keywords", "search volume", "keyword difficulty", "keyword ideas", or "what keywords should I target". For implementing keywords into metadata, see metadata-optimization. For auditing current keyword performance, see aso-audit.
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。
Write and migrate tests using the Swift Testing framework with @Test, @Suite, #expect, #require, confirmation, parameterized tests, test tags, traits, withKnownIssue, XCTest UI testing, XCUITest, test plan, mocking, test doubles, testable architecture, snapshot testing, async test patterns, test organization, and test-driven development in Swift. Use when writing or migrating tests with Swift Testing framework, implementing parameterized tests, working with test traits, converting XCTest to Swift Testing, or setting up test organization and mocking patterns.
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 multiplayer spatial board games using TabletopKit on visionOS. Use when building tabletop game experiences with boards, pieces, cards, and dice, managing player seats and turns, synchronizing game state over FaceTime with Group Activities, rendering game elements with RealityKit, or implementing piece snapping and physics on a virtual table surface.
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。
Implement, review, or improve in-app purchases and subscriptions using StoreKit 2. Use when building paywalls with SubscriptionStoreView or ProductView, processing transactions with Product and Transaction APIs, verifying entitlements, handling purchase flows (consumable, non-consumable, auto-renewable), implementing offer codes or promotional/win-back/introductory offers, managing subscription status and renewal state, setting up StoreKit testing with configuration files, or integrating Family Sharing, Ask to Buy, refund handling, and billing retry logic.
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。
Prepare for App Store review and prevent rejections. Covers App Store review guidelines, app rejection reasons, PrivacyInfo.xcprivacy privacy manifest requirements, required API reason codes, in-app purchase IAP and StoreKit rules, App Store Guidelines compliance, ATT App Tracking Transparency, EU DMA Digital Markets Act, HIG compliance checklist, app submission preparation, review preparation, metadata requirements, entitlements, widgets, and Live Activities review rules. Use when preparing for App Store submission, fixing rejection reasons, auditing privacy manifests, implementing ATT consent flow, configuring StoreKit IAP, or checking HIG compliance.
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。
Integrate Game Center features using GameKit. Use when authenticating players with GKLocalPlayer, submitting scores to leaderboards, unlocking achievements, implementing real-time or turn-based multiplayer matchmaking, showing the Game Center access point or dashboard, or adding challenges and friend invitations to iOS games.
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。
Scan, connect, and communicate with Bluetooth Low Energy peripherals and publish local peripheral services using Core Bluetooth. Use when implementing BLE central or peripheral roles, discovering services and characteristics, reading and writing characteristic values, subscribing to notifications, configuring background BLE modes, restoring state after app relaunch, or working with CBCentralManager, CBPeripheral, CBPeripheralManager, CBService, CBCharacteristic, CBUUID, or Bluetooth Low Energy workflows.
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。
Read and write NFC tags using CoreNFC. Use when scanning NDEF tags, reading ISO7816/ISO15693/FeliCa/MIFARE tags, writing NDEF messages, handling NFC session lifecycle, configuring NFC entitlements, or implementing background tag reading in iOS apps.
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。
Transfer app data between platforms using AppMigrationKit. Use when implementing one-time data migration from Android or other platforms to iOS, managing cross-platform transfer sessions with AppMigrationExtension, packaging and archiving user data for export, importing resources on the destination device, tracking transfer progress, handling migration errors, or building onboarding flows that import existing user data.
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。
Build augmented reality experiences with RealityKit and ARKit on iOS. Use when adding 3D content with RealityView, loading entities and models, placing objects via raycasting, configuring AR camera sessions, handling world tracking, scene understanding, or implementing entity interactions and gestures.
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。
Support audio accessory features like automatic switching using AudioAccessoryKit. Use when implementing automatic audio routing for connected accessories, managing audio accessory sessions, registering device capabilities and placement, providing connected audio source identifiers, or configuring audio accessories connected to iOS devices.
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。
Control motorized camera docks and enable intelligent subject tracking using DockKit. Use when discovering DockKit-compatible accessories, implementing camera subject tracking for faces or bodies, controlling dock motors for pan and tilt, configuring framing behavior, setting regions of interest, or building video apps with automatic camera tracking.
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。
Verify device legitimacy and app integrity using DeviceCheck (DCDevice per-device bits) and App Attest (DCAppAttestService key generation, attestation, and assertion flows). Use when implementing fraud prevention, detecting compromised devices, validating app authenticity with Apple's servers, protecting sensitive API endpoints with attested requests, or adding device verification to a backend architecture.
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。
Access security tokens and smart cards using CryptoTokenKit. Use when building token driver extensions with TKTokenDriver and TKToken, communicating with smart cards via TKSmartCard, implementing certificate-based authentication, managing token sessions, or integrating hardware security tokens with the system keychain.
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。
Access accelerometer, gyroscope, magnetometer, pedometer, and activity-recognition data using CoreMotion. Use when reading device sensor data, counting steps, detecting user activity (walking/running/driving), tracking altitude changes, or implementing motion-based interactions in iOS/watchOS apps.
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。