design-pattern
Scannednpx machina-cli add skill ProjAnvil/MindForge/design-pattern --openclawDesign Pattern Mastery
Instructions
You are an expert in software design patterns with deep knowledge of:
- Gang of Four (GoF) design patterns
- Architectural patterns (MVC, MVVM, Clean Architecture, Hexagonal Architecture)
- Modern patterns (Dependency Injection, Repository, CQRS, Event Sourcing)
- Anti-patterns and code smells
- SOLID principles and design best practices
What This Skill Does
This skill provides comprehensive knowledge and practical guidance on software design patterns. It helps you:
- Identify appropriate patterns for specific problems
- Implement patterns correctly in various programming languages
- Recognize code smells and anti-patterns
- Apply SOLID principles
- Balance flexibility with simplicity
- Refactor code to improve maintainability
When to Use This Skill
Use this skill when:
- Designing new software components or systems
- Reviewing code for design quality
- Refactoring existing code
- Resolving complex design problems
- Explaining design decisions
- Teaching software engineering concepts
- Identifying code smells and suggesting improvements
Core Competencies
1. Creational Patterns
Singleton Pattern
- Ensure a class has only one instance
- Provide global access point
- Use for configuration managers, connection pools, logging
public class DatabaseConnection {
private static volatile DatabaseConnection instance;
private DatabaseConnection() {}
public static DatabaseConnection getInstance() {
if (instance == null) {
synchronized (DatabaseConnection.class) {
if (instance == null) {
instance = new DatabaseConnection();
}
}
}
return instance;
}
}
Factory Method Pattern
- Define interface for creating objects
- Let subclasses decide which class to instantiate
- Use when exact types aren't known until runtime
interface Product {
operation(): string;
}
abstract class Creator {
abstract factoryMethod(): Product;
someOperation(): string {
const product = this.factoryMethod();
return product.operation();
}
}
Builder Pattern
- Construct complex objects step by step
- Separate construction from representation
- Use for objects with many optional parameters
class User:
def __init__(self):
self.name = None
self.email = None
self.age = None
class UserBuilder:
def __init__(self):
self.user = User()
def with_name(self, name):
self.user.name = name
return self
def with_email(self, email):
self.user.email = email
return self
def build(self):
return self.user
Prototype Pattern
- Clone existing objects without coupling to their classes
- Use when object creation is expensive
Abstract Factory Pattern
- Provide interface for creating families of related objects
- Use when system should be independent of how objects are created
2. Structural Patterns
Adapter Pattern
- Convert interface of a class into another interface
- Allow incompatible interfaces to work together
type LegacyPrinter interface {
PrintOld(text string)
}
type ModernPrinter interface {
Print(text string)
}
type PrinterAdapter struct {
legacy LegacyPrinter
}
func (a *PrinterAdapter) Print(text string) {
a.legacy.PrintOld(text)
}
Decorator Pattern
- Attach additional responsibilities to objects dynamically
- Provide flexible alternative to subclassing
interface Component {
operation(): string;
}
class ConcreteComponent implements Component {
operation(): string {
return "ConcreteComponent";
}
}
class Decorator implements Component {
protected component: Component;
constructor(component: Component) {
this.component = component;
}
operation(): string {
return this.component.operation();
}
}
class ConcreteDecorator extends Decorator {
operation(): string {
return `ConcreteDecorator(${super.operation()})`;
}
}
Facade Pattern
- Provide unified interface to a set of interfaces
- Simplify complex subsystem
Proxy Pattern
- Provide placeholder for another object
- Control access, lazy initialization, logging
Composite Pattern
- Compose objects into tree structures
- Treat individual objects and compositions uniformly
Bridge Pattern
- Decouple abstraction from implementation
- Both can vary independently
Flyweight Pattern
- Share common state between multiple objects
- Reduce memory footprint
3. Behavioral Patterns
Strategy Pattern
- Define family of algorithms
- Make them interchangeable
- Use when you need different variants of an algorithm
interface PaymentStrategy {
void pay(int amount);
}
class CreditCardStrategy implements PaymentStrategy {
public void pay(int amount) {
System.out.println("Paid " + amount + " using Credit Card");
}
}
class PayPalStrategy implements PaymentStrategy {
public void pay(int amount) {
System.out.println("Paid " + amount + " using PayPal");
}
}
class ShoppingCart {
private PaymentStrategy paymentStrategy;
public void setPaymentStrategy(PaymentStrategy strategy) {
this.paymentStrategy = strategy;
}
public void checkout(int amount) {
paymentStrategy.pay(amount);
}
}
Observer Pattern
- Define one-to-many dependency
- When one object changes, notify dependents
- Use for event handling systems
class Subject:
def __init__(self):
self._observers = []
def attach(self, observer):
self._observers.append(observer)
def notify(self, event):
for observer in self._observers:
observer.update(event)
class Observer:
def update(self, event):
pass
Command Pattern
- Encapsulate request as an object
- Parameterize clients with different requests
- Support undo/redo operations
State Pattern
- Allow object to alter behavior when internal state changes
- Object appears to change its class
Template Method Pattern
- Define skeleton of algorithm in base class
- Let subclasses override specific steps
Iterator Pattern
- Access elements of aggregate sequentially
- Without exposing underlying representation
Mediator Pattern
- Define object that encapsulates how objects interact
- Reduce coupling between components
Memento Pattern
- Capture and externalize object's internal state
- Allow object restoration later
Chain of Responsibility Pattern
- Pass request along chain of handlers
- Each handler decides to process or pass on
Visitor Pattern
- Separate algorithm from object structure
- Add new operations without modifying objects
4. Architectural Patterns
Model-View-Controller (MVC)
- Separate concerns: data (Model), presentation (View), logic (Controller)
- Use for web applications, desktop applications
Model-View-ViewModel (MVVM)
- Separate UI from business logic
- Use data binding between View and ViewModel
- Popular in WPF, Angular, Vue.js
Clean Architecture
- Dependency rule: dependencies point inward
- Entities → Use Cases → Interface Adapters → Frameworks
- Independent of frameworks, UI, database
Hexagonal Architecture (Ports and Adapters)
- Application core isolated from external concerns
- Ports define interfaces, Adapters implement them
- Easy to test, swap implementations
Repository Pattern
- Mediate between domain and data mapping layers
- Provides collection-like interface for accessing domain objects
interface UserRepository {
findById(id: string): Promise<User>;
save(user: User): Promise<void>;
delete(id: string): Promise<void>;
}
class UserRepositoryImpl implements UserRepository {
async findById(id: string): Promise<User> {
// Database access logic
}
async save(user: User): Promise<void> {
// Save logic
}
}
CQRS (Command Query Responsibility Segregation)
- Separate read and write operations
- Different models for updates and queries
- Improves scalability and performance
Event Sourcing
- Store state as sequence of events
- Rebuild current state by replaying events
- Provides audit trail, time travel
5. Modern Patterns
Dependency Injection
- Inversion of Control principle
- Dependencies provided from outside
- Improves testability, flexibility
public class UserService {
private final UserRepository repository;
// Constructor injection
public UserService(UserRepository repository) {
this.repository = repository;
}
}
Service Locator
- Central registry for obtaining services
- Alternative to Dependency Injection
Null Object Pattern
- Provide default object instead of null
- Eliminates null checks
class User:
def get_name(self):
pass
class RealUser(User):
def __init__(self, name):
self.name = name
def get_name(self):
return self.name
class NullUser(User):
def get_name(self):
return "Guest"
Object Pool Pattern
- Reuse expensive-to-create objects
- Manage pool of reusable objects
Circuit Breaker Pattern
- Prevent cascading failures
- Fail fast when service is unavailable
SOLID Principles
Single Responsibility Principle (SRP)
- A class should have one reason to change
- Each class does one thing well
Open/Closed Principle (OCP)
- Open for extension, closed for modification
- Use abstractions and polymorphism
Liskov Substitution Principle (LSP)
- Subtypes must be substitutable for their base types
- Derived classes must not break base class contracts
Interface Segregation Principle (ISP)
- Clients shouldn't depend on interfaces they don't use
- Create specific interfaces rather than general ones
Dependency Inversion Principle (DIP)
- Depend on abstractions, not concretions
- High-level modules shouldn't depend on low-level modules
Anti-Patterns to Avoid
God Object
- Class knows too much or does too much
- Violates SRP
Spaghetti Code
- Tangled control flow
- Difficult to understand and maintain
Lava Flow
- Dead code that's never removed
- Fear of breaking something
Golden Hammer
- Overusing one pattern for everything
- "When you have a hammer, everything looks like a nail"
Premature Optimization
- Optimizing before identifying bottlenecks
- Makes code complex unnecessarily
Cargo Cult Programming
- Using patterns without understanding why
- Copying code without comprehension
Pattern Selection Guide
When to use Creational Patterns:
- Object creation is complex
- Need to control instance creation
- Want to decouple creation from usage
When to use Structural Patterns:
- Need to compose objects
- Want to adapt interfaces
- Need to simplify complex systems
When to use Behavioral Patterns:
- Need to define communication between objects
- Want to encapsulate algorithms
- Need flexibility in object behavior
Examples
Example 1: Refactoring to Strategy Pattern
Before:
class PaymentProcessor {
public void processPayment(String type, int amount) {
if (type.equals("credit")) {
// Credit card logic
} else if (type.equals("paypal")) {
// PayPal logic
} else if (type.equals("crypto")) {
// Crypto logic
}
}
}
After:
interface PaymentStrategy {
void pay(int amount);
}
class PaymentProcessor {
private PaymentStrategy strategy;
public void setStrategy(PaymentStrategy strategy) {
this.strategy = strategy;
}
public void processPayment(int amount) {
strategy.pay(amount);
}
}
Example 2: Implementing Repository Pattern
// Domain entity
class User {
constructor(
public id: string,
public name: string,
public email: string
) {}
}
// Repository interface
interface UserRepository {
findById(id: string): Promise<User | null>;
findAll(): Promise<User[]>;
save(user: User): Promise<void>;
delete(id: string): Promise<void>;
}
// Implementation with PostgreSQL
class PostgresUserRepository implements UserRepository {
async findById(id: string): Promise<User | null> {
const result = await db.query('SELECT * FROM users WHERE id = $1', [id]);
return result.rows[0] ? new User(result.rows[0].id, result.rows[0].name, result.rows[0].email) : null;
}
async save(user: User): Promise<void> {
await db.query(
'INSERT INTO users (id, name, email) VALUES ($1, $2, $3) ON CONFLICT (id) DO UPDATE SET name = $2, email = $3',
[user.id, user.name, user.email]
);
}
}
Best Practices
- Understand the Problem First - Don't force patterns where they don't fit. Patterns are solutions to recurring problems.
- Keep It Simple - Start simple, add patterns as needed. Don't over-engineer.
- Name Things Clearly - Use pattern names in class/method names when appropriate. Makes code self-documenting.
- Combine Patterns Thoughtfully - Patterns often work together (Factory + Singleton, Strategy + Template Method, etc.)
- Consider Trade-offs - Patterns add complexity. Balance flexibility vs. simplicity.
- Test-Driven Development - Write tests first. Patterns emerge naturally from refactoring.
- Refactor to Patterns - Don't design patterns upfront. Let them emerge as code evolves.
Code Review Checklist
When reviewing code for pattern usage:
- Is the pattern appropriate for the problem?
- Is the implementation correct?
- Does it improve code quality?
- Is it over-engineering?
- Are SOLID principles followed?
- Is the code testable?
- Is it well-documented?
- Are there simpler alternatives?
Pattern Reference Quick Guide
| Problem | Pattern | Use When |
|---|---|---|
| Single instance needed | Singleton | Global state, resource management |
| Complex object creation | Builder | Many optional parameters |
| Family of related objects | Abstract Factory | Need consistent object families |
| Clone existing objects | Prototype | Object creation is expensive |
| Interface mismatch | Adapter | Integrating legacy code |
| Add responsibilities | Decorator | Need flexible extensions |
| Simplify complex system | Facade | Need simplified interface |
| Control access | Proxy | Lazy loading, access control |
| Interchangeable algorithms | Strategy | Multiple algorithm variants |
| Notify dependents | Observer | Event handling, pub-sub |
| Encapsulate requests | Command | Undo/redo, queuing operations |
| State-dependent behavior | State | Complex state transitions |
Notes
Design patterns are proven solutions to common problems in software design. Use them to:
- Write maintainable, extensible code
- Communicate design intent clearly
- Leverage collective wisdom of software community
- Avoid reinventing the wheel
Remember: Patterns are tools, not rules. Use judgment to apply them appropriately in your specific context. The best code is often the simplest code that solves the problem effectively.
Source
git clone https://github.com/ProjAnvil/MindForge/blob/main/skills/en/design-pattern/SKILL.mdView on GitHub Overview
This skill provides deep guidance on applying GoF patterns, architectural patterns (MVC, MVVM, Clean Architecture, Hexagonal), and modern patterns (DI, Repository, CQRS, Event Sourcing) to improve maintainability, scalability, and extensibility. It also helps you recognize code smells and anti-patterns, apply SOLID principles, and refactor with purpose across languages.
How This Skill Works
You start by identifying a design problem, then select an appropriate pattern or combination of patterns, and implement it with clean boundaries. The approach emphasizes understanding trade-offs, applying patterns in a language-appropriate way, and iterating to keep the design flexible yet simple while improving testability.
When to Use It
- Designing new software components or systems
- Reviewing code for design quality
- Refactoring existing code
- Resolving complex design problems
- Explaining design decisions
Quick Start
- Step 1: Identify the design problem and desired non-functional goals
- Step 2: Choose a pattern (GoF, architectural, or modern) and sketch interfaces
- Step 3: Implement the pattern with tests and refactor iteratively
Best Practices
- Begin with the problem, goals, and non-functional requirements before selecting a pattern
- Map the problem to a suitable GoF, architectural, or modern pattern and outline interfaces
- Favor SOLID principles and keep abstractions minimal and cohesive
- Keep patterns loosely coupled and highly testable with clear boundaries
- Refactor incrementally, document decisions, and avoid over-engineering
Example Use Cases
- Use Singleton for configuration managers or connection pools
- Apply Repository to isolate data access and persistency concerns
- Employ Adapter to integrate legacy interfaces with modern code
- Augment behavior dynamically with Decorator without subclassing
- Leverage CQRS and Event Sourcing in event-driven domains for scalability