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design-patterns

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What it does

Guides developers in applying proven architectural solutions by recommending design patterns that solve specific software structural and behavioral challenges.

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design-patterns

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Skill Details

SKILL.md

Use when designing software architecture, refactoring code structure, solving recurring design problems, or when code exhibits symptoms like tight coupling, rigid hierarchies, scattered responsibilities, or difficult-to-test components. Also use when choosing between architectural approaches or reviewing code for structural improvements.

Overview

# Design Patterns

Overview

Design patterns are proven solutions to recurring software design problems. They provide a shared vocabulary for discussing design and capture collective wisdom refined through decades of real-world use.

Core Philosophy: Patterns are templates you adapt to your context, not blueprints to copy. Use the right pattern when it genuinely simplifies your designβ€”not to impress or over-engineer.

Foundational Principles

These principles underpin all good design:

| Principle | Meaning | Violation Symptom |

|-----------|---------|-------------------|

| Encapsulate What Varies | Isolate changing parts from stable parts | Changes ripple through codebase |

| Program to Interfaces | Depend on abstractions, not concretions | Can't swap implementations |

| Composition Over Inheritance | Build behavior by composing objects | Deep rigid class hierarchies |

| Loose Coupling | Minimize interdependency between objects | Can't change one thing without breaking another |

| Open-Closed | Open for extension, closed for modification | Must edit existing code for new features |

| Single Responsibility | One reason to change per class | Classes doing too many things |

| Dependency Inversion | High-level modules don't depend on low-level | Business logic coupled to infrastructure |

Pattern Selection Guide

By Problem Type

```

CREATING OBJECTS

β”œβ”€β”€ Complex/conditional creation ──────────→ Factory Method

β”œβ”€β”€ Families of related objects ───────────→ Abstract Factory

β”œβ”€β”€ Step-by-step construction ─────────────→ Builder

β”œβ”€β”€ Clone existing objects ────────────────→ Prototype

└── Single instance needed ────────────────→ Singleton (use sparingly!)

STRUCTURING/COMPOSING OBJECTS

β”œβ”€β”€ Incompatible interface ────────────────→ Adapter

β”œβ”€β”€ Simplify complex subsystem ────────────→ Facade

β”œβ”€β”€ Tree/hierarchy structure ──────────────→ Composite

β”œβ”€β”€ Add behavior dynamically ──────────────→ Decorator

└── Control access to object ──────────────→ Proxy

MANAGING COMMUNICATION/BEHAVIOR

β”œβ”€β”€ One-to-many notification ──────────────→ Observer

β”œβ”€β”€ Encapsulate requests as objects ───────→ Command

β”œβ”€β”€ Behavior varies by internal state ─────→ State

β”œβ”€β”€ Swap algorithms at runtime ────────────→ Strategy

β”œβ”€β”€ Algorithm skeleton with hooks ─────────→ Template Method

β”œβ”€β”€ Reduce N-to-N communication ───────────→ Mediator

└── Sequential handlers ───────────────────→ Chain of Responsibility

MANAGING DATA ACCESS

β”œβ”€β”€ Abstract data source ──────────────────→ Repository

β”œβ”€β”€ Track changes for atomic commit ───────→ Unit of Work

β”œβ”€β”€ Ensure object identity ────────────────→ Identity Map

β”œβ”€β”€ Defer expensive loading ───────────────→ Lazy Load

β”œβ”€β”€ Map objects to database ───────────────→ Data Mapper

└── Shape data for transfer ───────────────→ DTO

```

By Symptom

| Symptom | Consider |

|---------|----------|

| Giant switch/if-else on type | Strategy, State, or polymorphism |

| Duplicate code across classes | Template Method, Strategy |

| Need to notify many objects of changes | Observer |

| Complex object creation logic | Factory, Builder |

| Adding features bloats class | Decorator |

| Third-party API doesn't fit your code | Adapter |

| Too many dependencies between components | Mediator, Facade |

| Can't test without database/network | Repository, Dependency Injection |

| Need undo/redo | Command |

| Object behavior depends on state | State |

| Request needs processing by multiple handlers | Chain of Responsibility |

Domain Logic: Transaction Script vs Domain Model

| Factor | Transaction Script | Domain Model |

|--------|-------------------|--------------|

| Logic complexity | Simple (< 500 lines) | Complex, many rules |

| Business rules | Few, straightforward | Many, interacting |

| Operations | CRUD-heavy | Rich behavior |

| Team/timeline | Small team, quick delivery | Long-term maintenance |

| Testing | Integration tests | Unit tests on domain |

Rule of thumb: Start with Transaction Script. Refactor to Domain Model when procedural code becomes hard to maintain.

Quick Reference

Tier 1: Essential Patterns (Master First)

| Pattern | One-Line | When to Use | Reference |

|---------|----------|-------------|-----------|

| Strategy | Encapsulate interchangeable algorithms | Multiple ways to do something, swap at runtime | [strategy.md](patterns/strategy.md) |

| Observer | Notify dependents of state changes | Event systems, reactive updates | [observer.md](patterns/observer.md) |

| Factory | Encapsulate object creation | Complex/conditional instantiation | [factory.md](patterns/factory.md) |

| Decorator | Add behavior dynamically | Extend without inheritance | [decorator.md](patterns/decorator.md) |

| Command | Encapsulate requests as objects | Undo/redo, queuing, logging | [command.md](patterns/command.md) |

Tier 2: Structural Patterns

| Pattern | One-Line | When to Use | Reference |

|---------|----------|-------------|-----------|

| Adapter | Convert interfaces | Integrate incompatible code | [adapter.md](patterns/adapter.md) |

| Facade | Simplify complex subsystems | Hide complexity behind simple API | [facade.md](patterns/facade.md) |

| Composite | Uniform tree structures | Part-whole hierarchies | [composite.md](patterns/composite.md) |

| Proxy | Control access to objects | Lazy load, access control, caching | [proxy.md](patterns/proxy.md) |

Tier 3: Enterprise/Architectural Patterns

| Pattern | One-Line | When to Use | Reference |

|---------|----------|-------------|-----------|

| Repository | Collection-like data access | Decouple domain from data layer | [repository.md](patterns/repository.md) |

| Unit of Work | Coordinate atomic changes | Transaction management | [unit-of-work.md](patterns/unit-of-work.md) |

| Service Layer | Orchestrate business operations | Define application boundary | [service-layer.md](patterns/service-layer.md) |

| DTO | Shape data for transfer | API contracts, prevent over-exposure | [dto.md](patterns/dto.md) |

Additional Important Patterns

| Pattern | One-Line | When to Use | Reference |

|---------|----------|-------------|-----------|

| Builder | Step-by-step object construction | Complex objects, fluent APIs | [builder.md](patterns/builder.md) |

| State | Behavior changes with state | State machines, workflow | [state.md](patterns/state.md) |

| Template Method | Algorithm skeleton with hooks | Framework extension points | [template-method.md](patterns/template-method.md) |

| Chain of Responsibility | Pass request along handlers | Middleware, pipelines | [chain-of-responsibility.md](patterns/chain-of-responsibility.md) |

| Mediator | Centralize complex communication | Reduce component coupling | [mediator.md](patterns/mediator.md) |

| Lazy Load | Defer expensive loading | Performance, large object graphs | [lazy-load.md](patterns/lazy-load.md) |

| Identity Map | Ensure object identity | ORM, prevent duplicates | [identity-map.md](patterns/identity-map.md) |

Common Mistakes

| Mistake | Symptom | Fix |

|---------|---------|-----|

| Pattern Overuse | Simple operations require navigating many classes | Only use when solving real problem |

| Wrong Pattern | Code feels forced, awkward | Re-examine actual problem |

| Inheritance Abuse | Deep hierarchies, fragile base class | Favor composition (Strategy, Decorator) |

| Singleton Abuse | Global state, hidden dependencies, hard to test | Use dependency injection instead |

| Premature Abstraction | Interfaces with single implementation | Wait for real need to vary |

Anti-Patterns to Recognize

  • God Object: One class does everything β†’ Split using SRP
  • Anemic Domain Model: Objects are just data bags β†’ Move behavior to objects
  • Golden Hammer: Same pattern everywhere β†’ Match pattern to problem
  • Lava Flow: Dead code nobody removes β†’ Delete it, VCS has your back

Modern Variations

| Modern Pattern | Based On | Description |

|----------------|----------|-------------|

| Dependency Injection | Strategy + Factory | Container creates and injects dependencies |

| Middleware | Decorator + Chain of Responsibility | Request/response pipeline |

| Event Sourcing | Command | Store state changes as events |

| CQRS | Command/Query separation | Separate read/write models |

| Hooks (React/Vue) | Observer + Strategy | Functional lifecycle subscriptions |

Implementation Checklist

Before implementing a pattern:

  • [ ] Pattern solves a real problem in this codebase
  • [ ] Considered simpler alternatives
  • [ ] Trade-offs acceptable for this context
  • [ ] Team understands the pattern
  • [ ] Won't over-engineer the solution