- Add principle 27: 'Language-Agnostic Auto-Trigger' to engineering-principles - Remove hardcoded English-only keyword lists from all 26 skill descriptions - Replace with concept-based detection: triggers from code context, project files, and file types regardless of spoken language - Update detect-project.sh hook output with language-agnostic message
97 lines
5.5 KiB
Markdown
97 lines
5.5 KiB
Markdown
---
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name: design-patterns
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description: Guidance on Gang of Four design patterns and modern alternatives — when to use each pattern, how to implement it correctly, and when to avoid it. Use when designing class structures, solving recurring design problems, refactoring switch/if-else chains. Detects from code context and project files — not dependent on specific language keywords."
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---
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# Design Patterns
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Patterns are solutions to recurring design problems. Use the right pattern for the right axis of change.
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## When to Use Patterns
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- **More types, fewer operations** → OO patterns (polymorphism)
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- **More operations, fewer types** → functional patterns (pattern matching, functions)
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- **Expected to change together?** Keep them together in one abstraction.
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- **Expected to change independently?** Separate them with an interface.
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## Creational Patterns
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| Pattern | When | Why |
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|---------|------|-----|
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| **Factory Method** | A class can't know the type of objects it must create | Push creation decision to subclasses |
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| **Abstract Factory** | Need families of related objects | Enforce compatibility across a product line |
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| **Builder** | Object construction has many optional parts | Replace telescoping constructors |
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| **Singleton** | Exactly one instance is needed | *Avoid if possible* — use dependency injection instead |
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| **Prototype** | Creating objects is expensive; cloning is cheaper | Copy-on-write, configurable app |
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**Modern alternative:** For factories, prefer passing a function/constructor directly (`(config) => new Connection(config)`) over a factory class.
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## Structural Patterns
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| Pattern | When | Why |
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|---------|------|-----|
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| **Adapter** | Interface mismatch between expected and actual | Wrap, don't modify |
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| **Bridge** | Abstraction and implementation vary independently | Decouple interface from implementation |
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| **Composite** | Treat individual objects and compositions uniformly | Menu trees, file systems, UI trees |
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| **Decorator** | Add responsibilities without subclassing | Middleware, streams, logging wrappers |
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| **Facade** | Simplify a complex subsystem | Single entry point to complex system |
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| **Flyweight** | Many fine-grained objects are too expensive | Share intrinsic state across instances |
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| **Proxy** | Control access to another object | Lazy loading, caching, access control, logging |
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**Modern alternative:** Middleware chains (e.g., Hono/Express middleware) are a functional take on Decorator. Proxy is often handled by AOP or proxy libraries.
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## Behavioral Patterns
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| Pattern | When | Why |
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|---------|------|-----|
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| **Strategy** | Multiple algorithms for the same task | Pass behavior as a parameter |
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| **Observer** | One-to-many dependency where state changes need notification | Event emitters, pub/sub |
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| **Command** | Parameterize operations, queue, undo, log | Transaction logging, job queues |
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| **Template Method** | Skeleton of algorithm varies in steps | Subclasses override specific steps |
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| **Iterator** | Access elements sequentially without exposing structure | Built into every modern language |
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| **State** | Object behavior changes when its state changes | State machines |
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| **Mediator** | Reduce coupling between communicating objects | Chat rooms, UI coordination |
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| **Chain of Responsibility** | Pass request along handler chain until one handles it | Middleware, validation pipelines |
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| **Visitor** | New operation on a stable object structure | AST processing, serialization |
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| **Memento** | Capture and restore internal state | Undo/redo, snapshots |
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| **Interpreter** | Grammar interpretation | DSLs, parsers |
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**Modern alternative:** Strategy → pass a lambda/closure. Observer → use reactive streams or event emitters. Command → functions are commands.
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## Pattern Selection Guide
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Ask these questions:
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1. **What is changing?** Encapsulate what varies.
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2. **What's the axis of change?** More types (OO) or more operations (functional)?
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3. **Is there a simpler alternative?** A function parameter is often enough.
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4. **Does the pattern add clarity or complexity?** Patterns justify themselves only if they reduce overall complexity.
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## Modern Patterns (Post-GoF)
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- **Dependency Injection** — pass dependencies in, don't create them internally
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- **Repository** — abstraction over data access (not in GoF, but ubiquitous)
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- **CQRS** — separate read and write models
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- **Event Sourcing** — store events, derive state
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- **Saga** — orchestrate distributed transactions
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- **Circuit Breaker** — fail fast when downstream fails
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## Deeper Reference
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When the task calls for it, load:
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- **[references/catalog.md](references/catalog.md)** — Full GoF pattern catalog with code examples, real-world usage, modern alternatives, and "when to NOT use" guidance for each pattern.
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## Ask When Ambiguous
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When multiple patterns could apply, present a brief comparison and ask which direction fits:
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- "This could use Strategy (if algorithms vary) or polymorphism on a factory (if types vary). Which axis of change do you expect to grow?"
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- If you're unsure what pattern fits, say so. Don't force a pattern where a simple function suffices.
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- If the problem is too vague to pattern-match, ask clarifying questions first. A pattern chosen on partial input is technical debt.
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## Anti-patterns
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- ❌ **Pattern for pattern's sake** — a simple function is better than a Strategy class with one implementation
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- ❌ **God Singleton** — global state disguised as a pattern
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- ❌ **AbstractFactoryFactory** — over-abstracting what should be a simple `new`
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- ❌ **The Blob** — one class/function that does everything
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