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/zig-project

Modern Zig project architecture guide. Use when creating Zig projects (systems programming, CLI tools, game dev, high-performance services). Covers explicit allocators, comptime, error handling, and build system.

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$ npx -y skills add majiayu000/spellbook --skill zig-project --agent claude-code

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Modern Zig project architecture guide. Use when creating Zig projects (systems programming, CLI tools, game dev, high-performance services). Covers explicit allocators, comptime, error handling, and build system.

SKILL.md

zig-project.SKILL.md
name: zig-project
description: Modern Zig project architecture guide. Use when creating Zig projects (systems programming, CLI tools, game dev, high-performance services). Covers explicit allocators, comptime, error handling, and build system.

Zig Project Architecture

Core Principles

  • **No hidden behavior** — No hidden allocations, no hidden control flow, no macros
  • **Explicit allocators** — Pass allocator as parameter, never use global allocator
  • **Comptime over macros** — Use comptime for generics and metaprogramming
  • **Error unions** — Use `!T` for explicit error handling, avoid `anyerror`
  • **defer/errdefer** — Resource cleanup at scope exit
  • **No backwards compatibility** — Delete, don't deprecate. Change directly
  • **LiteLLM for LLM APIs** — Use LiteLLM proxy for all LLM integrations

---

No Backwards Compatibility

> **Delete unused code. Change directly. No compatibility layers.**

// ❌ BAD: Deprecated function kept around
/// Deprecated: Use newFunction instead
pub fn oldFunction() void {
    @compileLog("oldFunction is deprecated");
    newFunction();
}

// ❌ BAD: Alias for renamed functions
pub const old_name = new_name; // "for backwards compatibility"

// ❌ BAD: Unused parameters
fn process(_: *const Config, data: []const u8) !void {
    _ = data;
}

// ✅ GOOD: Just delete and update all usages
pub fn newFunction() void {
    // ...
}

// ✅ GOOD: Remove unused parameters entirely
fn process(data: []const u8) !void {
    // ...
}

---

LiteLLM for LLM APIs

> **Use LiteLLM proxy. Don't call provider APIs directly.**

const std = @import("std");
const http = std.http;

pub const LLMClient = struct {
    allocator: std.mem.Allocator,
    base_url: []const u8,
    api_key: []const u8,

    pub fn init(allocator: std.mem.Allocator, base_url: []const u8, api_key: []const u8) LLMClient {
        return .{
            .allocator = allocator,
            .base_url = base_url,  // "http://localhost:4000"
            .api_key = api_key,
        };
    }

    pub fn complete(self: *LLMClient, prompt: []const u8, model: []const u8) ![]u8 {
        // Use OpenAI-compatible API through LiteLLM proxy
        var client = http.Client{ .allocator = self.allocator };
        defer client.deinit();

        // Build request to LiteLLM proxy...
        _ = prompt;
        _ = model;
        return "";
    }
};

---

Quick Start

1. Initialize Project

# Create new project
mkdir myapp && cd myapp
zig init

# Or create executable project
zig init-exe

# Or create library project
zig init-lib

2. Project Structure

myapp/
├── build.zig           # Build configuration (in Zig)
├── build.zig.zon       # Package manifest (dependencies)
├── src/
│   ├── main.zig        # Entry point (for exe)
│   ├── root.zig        # Library root (for lib)
│   └── lib/            # Internal modules
│       └── utils.zig
├── tests/              # Integration tests (optional)
└── lib/                # Vendored dependencies

3. Core Files

**build.zig.zon** (Package Manifest)

.{
    .name = "myapp",
    .version = "0.1.0",
    .dependencies = .{
        // .some_dep = .{
        //     .url = "https://github.com/...",
        //     .hash = "...",
        // },
    },
    .paths = .{
        "build.zig",
        "build.zig.zon",
        "src",
    },
}

**build.zig** (Build Script)

const std = @import("std");

pub fn build(b: *std.Build) void {
    const target = b.standardTargetOptions(.{});
    const optimize = b.standardOptimizeOption(.{});

    const exe = b.addExecutable(.{
        .name = "myapp",
        .root_source_file = b.path("src/main.zig"),
        .target = target,
        .optimize = optimize,
    });

    b.installArtifact(exe);

    // Run step
    const run_cmd = b.addRunArtifact(exe);
    run_cmd.step.dependOn(b.getInstallStep());
    const run_step = b.step("run", "Run the application");
    run_step.dependOn(&run_cmd.step);

    // Test step
    const unit_tests = b.addTest(.{
        .root_source_file = b.path("src/main.zig"),
        .target = target,
        .optimize = optimize,
    });
    const run_unit_tests = b.addRunArtifact(unit_tests);
    const test_step = b.step("test", "Run unit tests");
    test_step.dependOn(&run_unit_tests.step);
}

---

Explicit Allocator Pattern

Core Principle

Every function that allocates must receive an allocator parameter.

const std = @import("std");

// ❌ BAD: Hidden allocation (don't do this)
var global_allocator: std.mem.Allocator = undefined;
fn badAlloc() ![]u8 {
    return global_allocator.alloc(u8, 100);
}

// ✅ GOOD: Explicit allocator
fn goodAlloc(allocator: std.mem.Allocator) ![]u8 {
    return allocator.alloc(u8, 100);
}

Common Allocators

const std = @import("std");

pub fn main() !void {
    // General purpose (with safety checks in debug)
    var gpa = std.heap.GeneralPurposeAllocator(.{}){};
    defer _ = gpa.deinit();
    const allocator = gpa.allocator();

    // Arena (bulk alloc/dealloc)
    var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
    defer arena.deinit();
    const arena_alloc = arena.allocator();

    // Fixed buffer (no heap)
    var buffer: [1024]u8 = undefined;
    var fba = std.heap.FixedBufferAllocator.init(&buffer);
    const fixed_alloc = fba.allocator();

    // Page allocator (direct OS calls)
    const page_alloc = std.heap.page_allocator;

    _ = allocator;
    _ = arena_alloc;
    _ = fixed_alloc;
    _ = page_alloc;
}

Arena Pattern (Request-Scoped)

fn handleRequest(permanent_allocator: std.mem.Allocator) !void {
    // Create arena for this request
    var arena = std.heap.ArenaAllocator.init(permanent_allocator);
    defer arena.deinit();  // Free ALL request memory at once

    const allocator = arena.allocator();

    // All allocations use arena - no individual frees needed
    const data = try fetchData(allocator);
    const processed = try p
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