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nimadorostkarnimadorostkar/Claude-Skills-collection/skills/development/design-patterns/SKILL.md

design-patterns

Skill33 starsChanged 22 days agoMITView on GitHub

Use when choosing how to structure code for a recurring problem. Covers the patterns that earn their keep, the ones that usually do not, and how to recognize when a pattern is being applied for its own sake. Trigger on "should i use a strategy pattern here", "inheritance or composition", "this is over-abstracted", "every new type means touching ten files". Do not use for untangling one overly complex module — see the simple-design skill.

We split this skill into the rules it gives an agent

1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 31 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Justify the indirection: If a reader must open three files to answer "what happens when I call this", the pattern is costing more than it …

    line 48

“Common” is measured: kept by at least 6 in 10 of the 31 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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SKILL.md

Design Patterns

Purpose

Apply structural patterns as solutions to problems you actually have. A pattern applied prophylactically is just indirection with a formal name.

When to Use

  • A problem recurs and the current structure requires a change in many places each time.
  • Choosing between inheritance, composition, and configuration.
  • Reviewing code that is heavily abstracted and hard to follow.
  • Designing an extension point for third parties.

Capabilities

  • Creational: factory, builder, dependency injection.
  • Structural: adapter, facade, decorator, proxy.
  • Behavioral: strategy, observer, command, state machine.
  • Concurrency: producer-consumer, worker pool, circuit breaker.
  • Recognizing pattern misuse: the singleton-as-global, the abstract factory of one.

Inputs

  • The problem being solved and how often it recurs.
  • The axis of expected change — what varies, and what stays fixed.
  • Who extends the code: you, your team, or external consumers.

Outputs

  • A structure with a named rationale.
  • The specific change it makes cheap, stated explicitly.

Workflow

  1. Name the axis of variation. A pattern buys flexibility along exactly one axis, at the cost of indirection along all of them. If you cannot name the axis, do not apply a pattern.
  2. Count the instances. One implementation needs no strategy interface. Two might. Three definitely does.
  3. Choose the lightest structure that works. A function passed as a parameter is a strategy. It does not need a class hierarchy.
  4. Write it concretely first. Then extract the pattern when the second case arrives — the shape of the abstraction will be obvious rather than guessed.
  5. Justify the indirection. If a reader must open three files to answer "what happens when I call this", the pattern is costing more than it returns.

Best Practices

  • Composition over inheritance, nearly always. Inheritance couples you to the parent's internals forever.
  • Strategy, adapter, and decorator earn their keep constantly. Abstract factory and visitor rarely do outside frameworks.
  • A singleton is a global variable with better manners. Use dependency injection instead — it makes the dependency visible and the code testable.
  • A state machine with explicit states and transitions beats a tangle of boolean flags every time.
  • Circuit breakers, retries, and timeouts are patterns too, and they are more likely to save you than any of the Gang of Four.
  • Two similar pieces of code are not necessarily duplication. Deduplicating things that merely look alike couples things that change for different reasons.

Examples

Explicit state machine instead of boolean soup:

# Before: state is implied by three booleans, and half the combinations are invalid.
if order.is_paid and not order.is_shipped and not order.is_cancelled:
    ship(order)

# After: states are enumerated, transitions are the only way to move.
class OrderState(Enum):
    PENDING = auto()
    PAID = auto()
    SHIPPED = auto()
    CANCELLED = auto()

TRANSITIONS: dict[OrderState, set[OrderState]] = {
    OrderState.PENDING:   {OrderState.PAID, OrderState.CANCELLED},
    OrderState.PAID:      {OrderState.SHIPPED, OrderState.CANCELLED},
    OrderState.SHIPPED:   set(),
    OrderState.CANCELLED: set(),
}

def transition(order: Order, to: OrderState) -> None:
    if to not in TRANSITIONS[order.state]:
        raise InvalidTransition(f"{order.state.name} -> {to.name}")
    order.state = to

Invalid states are now unrepresentable, and the legal transitions are readable in one place.

Notes

  • The dependency-inversion principle is about direction, not about interfaces. An interface with exactly one implementation, created only to "follow the principle", inverts nothing.
  • Facades are the most under-used pattern in large codebases: a single, small entry point to a subsystem does more for comprehensibility than any amount of internal cleanliness.

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