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CRITICAL:
Passed 24 of 24 test cases with the skill, and 10 of 24 without it.
and 20 more in the full report
14 fixed10 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 14 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Makepad 2.0, I want to track when a user finishes sliding a volume control or commits a text value in a slider, rather than continuous intermediate updates during movement. Which `SliderRef` method should I invoke?
| Checked | Without skill | With skill |
|---|---|---|
| .end_slide(actions) | Missed | Passed |
| evaluates slider commits and returns an Option containing the final numerical value | Passed | Passed |
The instructions your model reads when the skill loads.
Makepad 2.0 uses a two-layer event system:
Splash Layer -- Inline event handlers written directly in script_mod! Splash code
(on_click, on_render, on_return, on_startup). These handle UI interactions
declaratively inside the script, close to the widget definitions.
Rust Layer -- The MatchEvent trait with handle_actions, handle_timer,
handle_http_response, etc. These handle business logic, external I/O, and
anything that needs full Rust power.
Both layers communicate through two bridge macros:
script_eval!(cx, { ... }) -- Execute Splash code from Rust (update state, trigger renders)script_apply_eval!(cx, widget_ref, { ... }) -- Patch widget properties from Rust at runtimeEvent handlers are attached directly to widgets inside script_mod! blocks. They use
closure syntax with || for no arguments or |arg| for callbacks that receive a value.
Fires when the user clicks a button or clickable widget. No arguments for plain buttons,
or |checked| for CheckBox which passes the new boolean state.
// Plain button click
add_button := Button{
text: "Add"
on_click: ||{
let text = ui.todo_input.text()
if text != "" {
add_todo(text, "")
ui.todo_input.set_text("")
}
test cases passed, vs 10 / 24 without
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