uno-platform
FeaturedBuild cross-platform .NET applications with Uno Platform targeting WebAssembly, iOS, Android, macOS, Linux, and Windows from a single XAML/C# codebase. USE FOR: building cross-platform apps from a single C# and XAML codebase; targeting WebAssembly, iOS, Android, macOS, Linux, and Windows simultaneously; migrating WPF or UWP. DO NOT USE FOR: unrelated stacks; generic tasks that do not need this specific guidance. INVOKES: inspect the repository context, edit targeted files, and run relevant build, test, lint, or validation commands when changes are made.
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Quality Score: 92/100
Skill Content
Details
- Author
- managedcode
- Repository
- managedcode/dotnet-skills
- Created
- 6 months ago
- Last Updated
- 6 days ago
- Language
- C#
- License
- MIT
Similar Skills
Semantically similar based on skill content — not just same category
maui
Build, review, or migrate .NET MAUI applications across Android, iOS, macOS, and Windows with correct cross-platform UI, platform integration, and native packaging assumptions. USE FOR: working on cross-platform mobile or desktop UI in .NET MAUI; integrating device capabilities, navigation, or platform-specific code; migrating Xamarin.Forms or aligning. DO NOT USE FOR: unrelated stacks; generic tasks that do not need this specific guidance. INVOKES: inspect the repository context, edit targeted files, and run relevant build, test, lint, or validation commands when changes are made.
winui
Build or review WinUI 3 applications with the Windows App SDK, including MVVM patterns, packaging decisions, navigation, theming, windowing, and interop boundaries with other .NET stacks. USE FOR: building native modern Windows desktop UI on WinUI 3; integrating Windows App SDK features into a .NET app; deciding between WinUI, WPF, WinForms, and MAUI for Windows. DO NOT USE FOR: unrelated stacks; generic tasks that do not need this specific guidance. INVOKES: inspect the repository context, edit targeted files, and run relevant build, test, lint, or validation commands when changes are made.
cross-platform-guide
Use when making native C/C++ software portable across operating systems and targets: isolating all OS/windowing/input/audio calls behind one platform-abstraction interface, ordering a port to a new OS, building to the web via Emscripten/WebAssembly (cooperative main loop, async file/network, GL ES/WebGPU mapping, 32-bit pointers, memory growth), and reading input devices like gamepads. Triggers on scattered platform #ifdefs, function-pointer OS interfaces, porting to Linux/web, emscripten_set_main_loop, ALLOW_MEMORY_GROWTH, WebGL from a Vulkan engine, /dev/input, evdev, gamepad hotplug, even when the user doesn't say 'portable'.