@ruaruababa/vibe-kit 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (462) hide show
  1. package/CATALOG.md +317 -0
  2. package/README.md +121 -0
  3. package/aliases.json +65 -0
  4. package/bin/vibe.js +2 -0
  5. package/bundles.json +265 -0
  6. package/catalog.json +1560 -0
  7. package/dist/antigravity-skills/bin/cli.js +438 -0
  8. package/dist/antigravity-skills/lib/skill-utils.js +158 -0
  9. package/dist/antigravity-skills/scripts/build-catalog.js +305 -0
  10. package/dist/antigravity-skills/scripts/normalize-frontmatter.js +144 -0
  11. package/dist/antigravity-skills/scripts/validate-skills.js +230 -0
  12. package/dist/bin/vibe.js +2 -0
  13. package/dist/dist/src/cli/index.js +26 -0
  14. package/dist/lib/skill-utils.js +158 -0
  15. package/dist/scripts/build-catalog.js +50 -0
  16. package/dist/scripts/normalize-frontmatter.js +144 -0
  17. package/dist/scripts/validate-skills.js +56 -0
  18. package/dist/src/cli/index.js +146 -0
  19. package/dist/src/types/index.js +13 -0
  20. package/dist/src/utils/fs.js +1 -0
  21. package/package.json +43 -0
  22. package/skills/accessibility-compliance-accessibility-audit/SKILL.md +42 -0
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  29. package/skills/airflow-dag-patterns/resources/implementation-playbook.md +509 -0
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  36. package/skills/api-design-principles/references/graphql-schema-design.md +583 -0
  37. package/skills/api-design-principles/references/rest-best-practices.md +408 -0
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  131. package/skills/database-architect/SKILL.md +268 -0
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  134. package/skills/database-migration/SKILL.md +436 -0
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  138. package/skills/database-optimizer/SKILL.md +167 -0
  139. package/skills/dbt-transformation-patterns/SKILL.md +34 -0
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  141. package/skills/debugger/SKILL.md +49 -0
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@@ -0,0 +1,625 @@
1
+ # Unity ECS Patterns Implementation Playbook
2
+
3
+ This file contains detailed patterns, checklists, and code samples referenced by the skill.
4
+
5
+ # Unity ECS Patterns
6
+
7
+ Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
8
+
9
+ ## When to Use This Skill
10
+
11
+ - Building high-performance Unity games
12
+ - Managing thousands of entities efficiently
13
+ - Implementing data-oriented game systems
14
+ - Optimizing CPU-bound game logic
15
+ - Converting OOP game code to ECS
16
+ - Using Jobs and Burst for parallelization
17
+
18
+ ## Core Concepts
19
+
20
+ ### 1. ECS vs OOP
21
+
22
+ | Aspect | Traditional OOP | ECS/DOTS |
23
+ |--------|-----------------|----------|
24
+ | Data layout | Object-oriented | Data-oriented |
25
+ | Memory | Scattered | Contiguous |
26
+ | Processing | Per-object | Batched |
27
+ | Scaling | Poor with count | Linear scaling |
28
+ | Best for | Complex behaviors | Mass simulation |
29
+
30
+ ### 2. DOTS Components
31
+
32
+ ```
33
+ Entity: Lightweight ID (no data)
34
+ Component: Pure data (no behavior)
35
+ System: Logic that processes components
36
+ World: Container for entities
37
+ Archetype: Unique combination of components
38
+ Chunk: Memory block for same-archetype entities
39
+ ```
40
+
41
+ ## Patterns
42
+
43
+ ### Pattern 1: Basic ECS Setup
44
+
45
+ ```csharp
46
+ using Unity.Entities;
47
+ using Unity.Mathematics;
48
+ using Unity.Transforms;
49
+ using Unity.Burst;
50
+ using Unity.Collections;
51
+
52
+ // Component: Pure data, no methods
53
+ public struct Speed : IComponentData
54
+ {
55
+ public float Value;
56
+ }
57
+
58
+ public struct Health : IComponentData
59
+ {
60
+ public float Current;
61
+ public float Max;
62
+ }
63
+
64
+ public struct Target : IComponentData
65
+ {
66
+ public Entity Value;
67
+ }
68
+
69
+ // Tag component (zero-size marker)
70
+ public struct EnemyTag : IComponentData { }
71
+ public struct PlayerTag : IComponentData { }
72
+
73
+ // Buffer component (variable-size array)
74
+ [InternalBufferCapacity(8)]
75
+ public struct InventoryItem : IBufferElementData
76
+ {
77
+ public int ItemId;
78
+ public int Quantity;
79
+ }
80
+
81
+ // Shared component (grouped entities)
82
+ public struct TeamId : ISharedComponentData
83
+ {
84
+ public int Value;
85
+ }
86
+ ```
87
+
88
+ ### Pattern 2: Systems with ISystem (Recommended)
89
+
90
+ ```csharp
91
+ using Unity.Entities;
92
+ using Unity.Transforms;
93
+ using Unity.Mathematics;
94
+ using Unity.Burst;
95
+
96
+ // ISystem: Unmanaged, Burst-compatible, highest performance
97
+ [BurstCompile]
98
+ public partial struct MovementSystem : ISystem
99
+ {
100
+ [BurstCompile]
101
+ public void OnCreate(ref SystemState state)
102
+ {
103
+ // Require components before system runs
104
+ state.RequireForUpdate<Speed>();
105
+ }
106
+
107
+ [BurstCompile]
108
+ public void OnUpdate(ref SystemState state)
109
+ {
110
+ float deltaTime = SystemAPI.Time.DeltaTime;
111
+
112
+ // Simple foreach - auto-generates job
113
+ foreach (var (transform, speed) in
114
+ SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
115
+ {
116
+ transform.ValueRW.Position +=
117
+ new float3(0, 0, speed.ValueRO.Value * deltaTime);
118
+ }
119
+ }
120
+
121
+ [BurstCompile]
122
+ public void OnDestroy(ref SystemState state) { }
123
+ }
124
+
125
+ // With explicit job for more control
126
+ [BurstCompile]
127
+ public partial struct MovementJobSystem : ISystem
128
+ {
129
+ [BurstCompile]
130
+ public void OnUpdate(ref SystemState state)
131
+ {
132
+ var job = new MoveJob
133
+ {
134
+ DeltaTime = SystemAPI.Time.DeltaTime
135
+ };
136
+
137
+ state.Dependency = job.ScheduleParallel(state.Dependency);
138
+ }
139
+ }
140
+
141
+ [BurstCompile]
142
+ public partial struct MoveJob : IJobEntity
143
+ {
144
+ public float DeltaTime;
145
+
146
+ void Execute(ref LocalTransform transform, in Speed speed)
147
+ {
148
+ transform.Position += new float3(0, 0, speed.Value * DeltaTime);
149
+ }
150
+ }
151
+ ```
152
+
153
+ ### Pattern 3: Entity Queries
154
+
155
+ ```csharp
156
+ [BurstCompile]
157
+ public partial struct QueryExamplesSystem : ISystem
158
+ {
159
+ private EntityQuery _enemyQuery;
160
+
161
+ public void OnCreate(ref SystemState state)
162
+ {
163
+ // Build query manually for complex cases
164
+ _enemyQuery = new EntityQueryBuilder(Allocator.Temp)
165
+ .WithAll<EnemyTag, Health, LocalTransform>()
166
+ .WithNone<Dead>()
167
+ .WithOptions(EntityQueryOptions.FilterWriteGroup)
168
+ .Build(ref state);
169
+ }
170
+
171
+ [BurstCompile]
172
+ public void OnUpdate(ref SystemState state)
173
+ {
174
+ // SystemAPI.Query - simplest approach
175
+ foreach (var (health, entity) in
176
+ SystemAPI.Query<RefRW<Health>>()
177
+ .WithAll<EnemyTag>()
178
+ .WithEntityAccess())
179
+ {
180
+ if (health.ValueRO.Current <= 0)
181
+ {
182
+ // Mark for destruction
183
+ SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
184
+ .CreateCommandBuffer(state.WorldUnmanaged)
185
+ .DestroyEntity(entity);
186
+ }
187
+ }
188
+
189
+ // Get count
190
+ int enemyCount = _enemyQuery.CalculateEntityCount();
191
+
192
+ // Get all entities
193
+ var enemies = _enemyQuery.ToEntityArray(Allocator.Temp);
194
+
195
+ // Get component arrays
196
+ var healths = _enemyQuery.ToComponentDataArray<Health>(Allocator.Temp);
197
+ }
198
+ }
199
+ ```
200
+
201
+ ### Pattern 4: Entity Command Buffers (Structural Changes)
202
+
203
+ ```csharp
204
+ // Structural changes (create/destroy/add/remove) require command buffers
205
+ [BurstCompile]
206
+ [UpdateInGroup(typeof(SimulationSystemGroup))]
207
+ public partial struct SpawnSystem : ISystem
208
+ {
209
+ [BurstCompile]
210
+ public void OnUpdate(ref SystemState state)
211
+ {
212
+ var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
213
+ var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
214
+
215
+ foreach (var (spawner, transform) in
216
+ SystemAPI.Query<RefRW<Spawner>, RefRO<LocalTransform>>())
217
+ {
218
+ spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime;
219
+
220
+ if (spawner.ValueRO.Timer <= 0)
221
+ {
222
+ spawner.ValueRW.Timer = spawner.ValueRO.Interval;
223
+
224
+ // Create entity (deferred until sync point)
225
+ Entity newEntity = ecb.Instantiate(spawner.ValueRO.Prefab);
226
+
227
+ // Set component values
228
+ ecb.SetComponent(newEntity, new LocalTransform
229
+ {
230
+ Position = transform.ValueRO.Position,
231
+ Rotation = quaternion.identity,
232
+ Scale = 1f
233
+ });
234
+
235
+ // Add component
236
+ ecb.AddComponent(newEntity, new Speed { Value = 5f });
237
+ }
238
+ }
239
+ }
240
+ }
241
+
242
+ // Parallel ECB usage
243
+ [BurstCompile]
244
+ public partial struct ParallelSpawnJob : IJobEntity
245
+ {
246
+ public EntityCommandBuffer.ParallelWriter ECB;
247
+
248
+ void Execute([EntityIndexInQuery] int index, in Spawner spawner)
249
+ {
250
+ Entity e = ECB.Instantiate(index, spawner.Prefab);
251
+ ECB.AddComponent(index, e, new Speed { Value = 5f });
252
+ }
253
+ }
254
+ ```
255
+
256
+ ### Pattern 5: Aspect (Grouping Components)
257
+
258
+ ```csharp
259
+ using Unity.Entities;
260
+ using Unity.Transforms;
261
+ using Unity.Mathematics;
262
+
263
+ // Aspect: Groups related components for cleaner code
264
+ public readonly partial struct CharacterAspect : IAspect
265
+ {
266
+ public readonly Entity Entity;
267
+
268
+ private readonly RefRW<LocalTransform> _transform;
269
+ private readonly RefRO<Speed> _speed;
270
+ private readonly RefRW<Health> _health;
271
+
272
+ // Optional component
273
+ [Optional]
274
+ private readonly RefRO<Shield> _shield;
275
+
276
+ // Buffer
277
+ private readonly DynamicBuffer<InventoryItem> _inventory;
278
+
279
+ public float3 Position
280
+ {
281
+ get => _transform.ValueRO.Position;
282
+ set => _transform.ValueRW.Position = value;
283
+ }
284
+
285
+ public float CurrentHealth => _health.ValueRO.Current;
286
+ public float MaxHealth => _health.ValueRO.Max;
287
+ public float MoveSpeed => _speed.ValueRO.Value;
288
+
289
+ public bool HasShield => _shield.IsValid;
290
+ public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f;
291
+
292
+ public void TakeDamage(float amount)
293
+ {
294
+ float remaining = amount;
295
+
296
+ if (HasShield && _shield.ValueRO.Amount > 0)
297
+ {
298
+ // Shield absorbs damage first
299
+ remaining = math.max(0, amount - _shield.ValueRO.Amount);
300
+ }
301
+
302
+ _health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining);
303
+ }
304
+
305
+ public void Move(float3 direction, float deltaTime)
306
+ {
307
+ _transform.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime;
308
+ }
309
+
310
+ public void AddItem(int itemId, int quantity)
311
+ {
312
+ _inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity });
313
+ }
314
+ }
315
+
316
+ // Using aspect in system
317
+ [BurstCompile]
318
+ public partial struct CharacterSystem : ISystem
319
+ {
320
+ [BurstCompile]
321
+ public void OnUpdate(ref SystemState state)
322
+ {
323
+ float dt = SystemAPI.Time.DeltaTime;
324
+
325
+ foreach (var character in SystemAPI.Query<CharacterAspect>())
326
+ {
327
+ character.Move(new float3(1, 0, 0), dt);
328
+
329
+ if (character.CurrentHealth < character.MaxHealth * 0.5f)
330
+ {
331
+ // Low health logic
332
+ }
333
+ }
334
+ }
335
+ }
336
+ ```
337
+
338
+ ### Pattern 6: Singleton Components
339
+
340
+ ```csharp
341
+ // Singleton: Exactly one entity with this component
342
+ public struct GameConfig : IComponentData
343
+ {
344
+ public float DifficultyMultiplier;
345
+ public int MaxEnemies;
346
+ public float SpawnRate;
347
+ }
348
+
349
+ public struct GameState : IComponentData
350
+ {
351
+ public int Score;
352
+ public int Wave;
353
+ public float TimeRemaining;
354
+ }
355
+
356
+ // Create singleton on world creation
357
+ public partial struct GameInitSystem : ISystem
358
+ {
359
+ public void OnCreate(ref SystemState state)
360
+ {
361
+ var entity = state.EntityManager.CreateEntity();
362
+ state.EntityManager.AddComponentData(entity, new GameConfig
363
+ {
364
+ DifficultyMultiplier = 1.0f,
365
+ MaxEnemies = 100,
366
+ SpawnRate = 2.0f
367
+ });
368
+ state.EntityManager.AddComponentData(entity, new GameState
369
+ {
370
+ Score = 0,
371
+ Wave = 1,
372
+ TimeRemaining = 120f
373
+ });
374
+ }
375
+ }
376
+
377
+ // Access singleton in system
378
+ [BurstCompile]
379
+ public partial struct ScoreSystem : ISystem
380
+ {
381
+ [BurstCompile]
382
+ public void OnUpdate(ref SystemState state)
383
+ {
384
+ // Read singleton
385
+ var config = SystemAPI.GetSingleton<GameConfig>();
386
+
387
+ // Write singleton
388
+ ref var gameState = ref SystemAPI.GetSingletonRW<GameState>().ValueRW;
389
+ gameState.TimeRemaining -= SystemAPI.Time.DeltaTime;
390
+
391
+ // Check exists
392
+ if (SystemAPI.HasSingleton<GameConfig>())
393
+ {
394
+ // ...
395
+ }
396
+ }
397
+ }
398
+ ```
399
+
400
+ ### Pattern 7: Baking (Converting GameObjects)
401
+
402
+ ```csharp
403
+ using Unity.Entities;
404
+ using UnityEngine;
405
+
406
+ // Authoring component (MonoBehaviour in Editor)
407
+ public class EnemyAuthoring : MonoBehaviour
408
+ {
409
+ public float Speed = 5f;
410
+ public float Health = 100f;
411
+ public GameObject ProjectilePrefab;
412
+
413
+ class Baker : Baker<EnemyAuthoring>
414
+ {
415
+ public override void Bake(EnemyAuthoring authoring)
416
+ {
417
+ var entity = GetEntity(TransformUsageFlags.Dynamic);
418
+
419
+ AddComponent(entity, new Speed { Value = authoring.Speed });
420
+ AddComponent(entity, new Health
421
+ {
422
+ Current = authoring.Health,
423
+ Max = authoring.Health
424
+ });
425
+ AddComponent(entity, new EnemyTag());
426
+
427
+ if (authoring.ProjectilePrefab != null)
428
+ {
429
+ AddComponent(entity, new ProjectilePrefab
430
+ {
431
+ Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
432
+ });
433
+ }
434
+ }
435
+ }
436
+ }
437
+
438
+ // Complex baking with dependencies
439
+ public class SpawnerAuthoring : MonoBehaviour
440
+ {
441
+ public GameObject[] Prefabs;
442
+ public float Interval = 1f;
443
+
444
+ class Baker : Baker<SpawnerAuthoring>
445
+ {
446
+ public override void Bake(SpawnerAuthoring authoring)
447
+ {
448
+ var entity = GetEntity(TransformUsageFlags.Dynamic);
449
+
450
+ AddComponent(entity, new Spawner
451
+ {
452
+ Interval = authoring.Interval,
453
+ Timer = 0f
454
+ });
455
+
456
+ // Bake buffer of prefabs
457
+ var buffer = AddBuffer<SpawnPrefabElement>(entity);
458
+ foreach (var prefab in authoring.Prefabs)
459
+ {
460
+ buffer.Add(new SpawnPrefabElement
461
+ {
462
+ Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic)
463
+ });
464
+ }
465
+
466
+ // Declare dependencies
467
+ DependsOn(authoring.Prefabs);
468
+ }
469
+ }
470
+ }
471
+ ```
472
+
473
+ ### Pattern 8: Jobs with Native Collections
474
+
475
+ ```csharp
476
+ using Unity.Jobs;
477
+ using Unity.Collections;
478
+ using Unity.Burst;
479
+ using Unity.Mathematics;
480
+
481
+ [BurstCompile]
482
+ public struct SpatialHashJob : IJobParallelFor
483
+ {
484
+ [ReadOnly]
485
+ public NativeArray<float3> Positions;
486
+
487
+ // Thread-safe write to hash map
488
+ public NativeParallelMultiHashMap<int, int>.ParallelWriter HashMap;
489
+
490
+ public float CellSize;
491
+
492
+ public void Execute(int index)
493
+ {
494
+ float3 pos = Positions[index];
495
+ int hash = GetHash(pos);
496
+ HashMap.Add(hash, index);
497
+ }
498
+
499
+ int GetHash(float3 pos)
500
+ {
501
+ int x = (int)math.floor(pos.x / CellSize);
502
+ int y = (int)math.floor(pos.y / CellSize);
503
+ int z = (int)math.floor(pos.z / CellSize);
504
+ return x * 73856093 ^ y * 19349663 ^ z * 83492791;
505
+ }
506
+ }
507
+
508
+ [BurstCompile]
509
+ public partial struct SpatialHashSystem : ISystem
510
+ {
511
+ private NativeParallelMultiHashMap<int, int> _hashMap;
512
+
513
+ public void OnCreate(ref SystemState state)
514
+ {
515
+ _hashMap = new NativeParallelMultiHashMap<int, int>(10000, Allocator.Persistent);
516
+ }
517
+
518
+ public void OnDestroy(ref SystemState state)
519
+ {
520
+ _hashMap.Dispose();
521
+ }
522
+
523
+ [BurstCompile]
524
+ public void OnUpdate(ref SystemState state)
525
+ {
526
+ var query = SystemAPI.QueryBuilder()
527
+ .WithAll<LocalTransform>()
528
+ .Build();
529
+
530
+ int count = query.CalculateEntityCount();
531
+
532
+ // Resize if needed
533
+ if (_hashMap.Capacity < count)
534
+ {
535
+ _hashMap.Capacity = count * 2;
536
+ }
537
+
538
+ _hashMap.Clear();
539
+
540
+ // Get positions
541
+ var positions = query.ToComponentDataArray<LocalTransform>(Allocator.TempJob);
542
+ var posFloat3 = new NativeArray<float3>(count, Allocator.TempJob);
543
+
544
+ for (int i = 0; i < count; i++)
545
+ {
546
+ posFloat3[i] = positions[i].Position;
547
+ }
548
+
549
+ // Build hash map
550
+ var hashJob = new SpatialHashJob
551
+ {
552
+ Positions = posFloat3,
553
+ HashMap = _hashMap.AsParallelWriter(),
554
+ CellSize = 10f
555
+ };
556
+
557
+ state.Dependency = hashJob.Schedule(count, 64, state.Dependency);
558
+
559
+ // Cleanup
560
+ positions.Dispose(state.Dependency);
561
+ posFloat3.Dispose(state.Dependency);
562
+ }
563
+ }
564
+ ```
565
+
566
+ ## Performance Tips
567
+
568
+ ```csharp
569
+ // 1. Use Burst everywhere
570
+ [BurstCompile]
571
+ public partial struct MySystem : ISystem { }
572
+
573
+ // 2. Prefer IJobEntity over manual iteration
574
+ [BurstCompile]
575
+ partial struct OptimizedJob : IJobEntity
576
+ {
577
+ void Execute(ref LocalTransform transform) { }
578
+ }
579
+
580
+ // 3. Schedule parallel when possible
581
+ state.Dependency = job.ScheduleParallel(state.Dependency);
582
+
583
+ // 4. Use ScheduleParallel with chunk iteration
584
+ [BurstCompile]
585
+ partial struct ChunkJob : IJobChunk
586
+ {
587
+ public ComponentTypeHandle<Health> HealthHandle;
588
+
589
+ public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
590
+ bool useEnabledMask, in v128 chunkEnabledMask)
591
+ {
592
+ var healths = chunk.GetNativeArray(ref HealthHandle);
593
+ for (int i = 0; i < chunk.Count; i++)
594
+ {
595
+ // Process
596
+ }
597
+ }
598
+ }
599
+
600
+ // 5. Avoid structural changes in hot paths
601
+ // Use enableable components instead of add/remove
602
+ public struct Disabled : IComponentData, IEnableableComponent { }
603
+ ```
604
+
605
+ ## Best Practices
606
+
607
+ ### Do's
608
+ - **Use ISystem over SystemBase** - Better performance
609
+ - **Burst compile everything** - Massive speedup
610
+ - **Batch structural changes** - Use ECB
611
+ - **Profile with Profiler** - Identify bottlenecks
612
+ - **Use Aspects** - Clean component grouping
613
+
614
+ ### Don'ts
615
+ - **Don't use managed types** - Breaks Burst
616
+ - **Don't structural change in jobs** - Use ECB
617
+ - **Don't over-architect** - Start simple
618
+ - **Don't ignore chunk utilization** - Group similar entities
619
+ - **Don't forget disposal** - Native collections leak
620
+
621
+ ## Resources
622
+
623
+ - [Unity DOTS Documentation](https://docs.unity3d.com/Packages/com.unity.entities@latest)
624
+ - [Unity DOTS Samples](https://github.com/Unity-Technologies/EntityComponentSystemSamples)
625
+ - [Burst User Guide](https://docs.unity3d.com/Packages/com.unity.burst@latest)
@@ -0,0 +1,37 @@
1
+ ---
2
+ name: uv-package-manager
3
+ description: Master the uv package manager for fast Python dependency management, virtual environments, and modern Python project workflows. Use when setting up Python projects, managing dependencies, or optimizing Python development workflows with uv.
4
+ ---
5
+
6
+ # UV Package Manager
7
+
8
+ Comprehensive guide to using uv, an extremely fast Python package installer and resolver written in Rust, for modern Python project management and dependency workflows.
9
+
10
+ ## Use this skill when
11
+
12
+ - Setting up new Python projects quickly
13
+ - Managing Python dependencies faster than pip
14
+ - Creating and managing virtual environments
15
+ - Installing Python interpreters
16
+ - Resolving dependency conflicts efficiently
17
+ - Migrating from pip/pip-tools/poetry
18
+ - Speeding up CI/CD pipelines
19
+ - Managing monorepo Python projects
20
+ - Working with lockfiles for reproducible builds
21
+ - Optimizing Docker builds with Python dependencies
22
+
23
+ ## Do not use this skill when
24
+
25
+ - The task is unrelated to uv package manager
26
+ - You need a different domain or tool outside this scope
27
+
28
+ ## Instructions
29
+
30
+ - Clarify goals, constraints, and required inputs.
31
+ - Apply relevant best practices and validate outcomes.
32
+ - Provide actionable steps and verification.
33
+ - If detailed examples are required, open `resources/implementation-playbook.md`.
34
+
35
+ ## Resources
36
+
37
+ - `resources/implementation-playbook.md` for detailed patterns and examples.