design-patterns

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Enforces correct application of software design patterns including all 23 Gang of Four patterns and modern additions. Use when selecting a creational, structural, or behavioral pattern, evaluating whether a pattern is appropriate, refactoring toward patterns, reviewing code for pattern-itis or over-engineering, or deciding between pattern-based and language-native solutions.

kayaman By kayaman schedule Updated 3/20/2026

name: design-patterns description: Enforces correct application of software design patterns including all 23 Gang of Four patterns and modern additions. Use when selecting a creational, structural, or behavioral pattern, evaluating whether a pattern is appropriate, refactoring toward patterns, reviewing code for pattern-itis or over-engineering, or deciding between pattern-based and language-native solutions.

Design Patterns

Reference: Design Patterns (GoF), Head First Design Patterns (Freeman & Robson), Refactoring to Patterns (Kerievsky)

When to Apply

  • Selecting a pattern for a recurring design problem
  • Refactoring code that exhibits a known code smell toward a pattern
  • Reviewing whether an applied pattern is justified or over-engineered
  • Deciding if a language feature (lambdas, protocols, generics) eliminates the need for a pattern
  • Communicating design intent using shared pattern vocabulary

The Two GoF Maxims

Every pattern decision MUST be guided by these two principles:

  1. Program to an interface, not an implementation — depend on abstractions; swap implementations without changing clients
  2. Favor object composition over class inheritance — assemble behavior from collaborating objects rather than building class trees

Creational Patterns

Select based on what varies in object creation:

Pattern Intent Use When Avoid When
Abstract Factory Create families of related objects without specifying concrete classes Multiple product families must be interchangeable (e.g., UI themes, platform adapters) Only one product family exists
Builder Separate construction of complex objects from representation Object has many optional parameters or multi-step construction Constructor with 1–3 required params suffices
Factory Method Let subclasses decide which class to instantiate The exact type depends on runtime context or configuration A simple constructor call is clear enough
Prototype Create objects by cloning an existing instance Creating from scratch is expensive or involves complex setup Object graphs are simple and cheap to construct
Singleton Ensure one instance with global access Almost never — prefer DI container-managed lifecycle Testing, concurrency, or coupling matter (most cases)
  • MUST NOT use Singleton in new code — use dependency injection to manage single-instance lifecycle externally
  • SHOULD prefer Builder over telescoping constructors when an object has 4+ configuration options
  • SHOULD use Factory Method or Abstract Factory when the concrete type is a decision that should be deferred

Structural Patterns

Select based on how objects and classes are composed:

Pattern Intent Use When Avoid When
Adapter Convert an incompatible interface into one clients expect Integrating third-party code or legacy systems You control both interfaces and can change one
Bridge Decouple abstraction from implementation so both vary independently Two orthogonal dimensions of variation (e.g., shape × renderer) Only one dimension varies
Composite Treat individual objects and compositions uniformly as a tree Recursive part-whole hierarchies (file systems, UI components, org charts) The structure is flat, not tree-shaped
Decorator Attach behavior dynamically without subclassing Adding optional, combinable responsibilities at runtime Behavior is always required — just put it in the class
Facade Simplified interface to a complex subsystem Clients need a streamlined entry point; subsystem internals should be hidden The subsystem is already simple
Flyweight Share fine-grained objects to save memory Thousands of similar objects with shared intrinsic state Object count is small; optimization is premature
Proxy Surrogate controlling access (lazy loading, caching, protection, remote) Access control, expensive initialization, or cross-network access Direct access has no cost or risk
  • SHOULD use Adapter as the primary pattern for integrating external systems
  • SHOULD prefer Decorator over inheritance for optional, combinable behavior
  • MUST separate intrinsic (shared) from extrinsic (contextual) state when applying Flyweight

Behavioral Patterns

Select based on how objects communicate and assign responsibility:

Pattern Intent Use When Avoid When
Chain of Responsibility Pass request along a chain until handled Middleware pipelines, event processing, validation chains A single handler always processes the request
Command Encapsulate a request as an object Undo/redo, queuing, logging, transaction replay The action is simple and needs no history
Interpreter Define grammar and interpret sentences Small, domain-specific languages (query filters, rules engines) The grammar is complex — use a parser generator
Iterator Sequential access without exposing internals Built into virtually all modern languages — rarely implement manually Language-native iteration exists
Mediator Centralize complex inter-object communication Many objects with complex, many-to-many interactions Objects have simple, direct relationships
Memento Capture and restore state without breaking encapsulation Undo, snapshots, time-travel debugging State is trivial to reconstruct
Observer Notify dependents when state changes Event-driven systems, reactive UI, pub-sub Use framework-native reactive patterns (RxJS, signals, hooks)
State Alter behavior when internal state changes Object behaves differently in distinct states with defined transitions A simple if/else on one flag suffices
Strategy Interchangeable algorithm family Multiple algorithms for the same task, selected at runtime In FP languages, just pass a lambda/function
Template Method Algorithm skeleton with overridable steps Fixed workflow with varying steps across subclasses Composition with Strategy achieves the same without inheritance
Visitor Add operations to elements without modifying their classes New operations are frequent; element types are stable Element hierarchy changes often — every Visitor breaks
  • SHOULD prefer Strategy over Template Method — composition over inheritance
  • SHOULD use language-native constructs (iterators, lambdas, reactive streams) before implementing Iterator, Strategy, or Observer manually
  • MUST evaluate whether the pattern adds value beyond what the language provides natively

Modern Patterns Beyond GoF

Pattern Intent Context
Dependency Injection Supply dependencies externally rather than creating them internally Enables testing, decoupling, and DIP compliance
Null Object Provide a no-op implementation instead of null checks Eliminates if (x != null) scattered through code
Repository Collection-like interface for aggregate persistence DDD — one repository per aggregate root
Unit of Work Coordinate writes across repositories in a single transaction Ensuring consistency across multiple aggregates
Specification Composable, reusable business rule objects Complex query/validation logic that must be combined

When NOT to Use Patterns

Pattern-itis — applying patterns speculatively — is worse than the problems patterns solve.

  • MUST NOT apply a pattern when only one implementation exists and no variation is foreseeable
  • MUST NOT use a pattern the team does not understand — it becomes accidental complexity
  • SHOULD NOT apply patterns preemptively — refactor toward patterns when complexity emerges (Kerievsky)
  • SHOULD start with the simplest thing that works; introduce a pattern when the code smell appears

Norvig's observation: 16 of 23 GoF patterns are simplified or eliminated by dynamic language features. Before applying a pattern, ask: "Does my language already solve this?"

Decision Flow

  1. Identify the specific code smell or design problem
  2. Check if a language feature solves it natively (generics, lambdas, protocols, pattern matching)
  3. If not, select the pattern whose intent matches the problem
  4. Apply the simplest form of the pattern — avoid gold-plating
  5. Verify the pattern improves readability and maintainability for the team

Checklist

Before applying or recommending a pattern, verify:

  • A specific, recurring problem has been identified (not speculative future need)
  • Language-native features have been considered first
  • The selected pattern's intent matches the actual problem
  • The pattern improves — not hinders — code readability for the team
  • Singleton is NOT used (DI container manages lifecycle instead)
  • Composition-based patterns are preferred over inheritance-based ones
  • The pattern is applied in its simplest form without unnecessary abstraction layers
  • The code compiles and passes tests after applying the pattern

Key References

Book Author(s) Publisher Year
Design Patterns: Elements of Reusable OO Software Gamma, Helm, Johnson, Vlissides Addison-Wesley 1994
Head First Design Patterns (2nd ed.) Freeman & Robson O'Reilly 2021
Patterns of Enterprise Application Architecture Martin Fowler Addison-Wesley 2002
Refactoring to Patterns Joshua Kerievsky Addison-Wesley 2004
Dive Into Design Patterns Alexander Shvets Refactoring.Guru 2021
Game Programming Patterns Robert Nystrom Genever Benning 2014
Fundamentals of Software Architecture Mark Richards, Neal Ford O'Reilly 2020
Software Architecture: The Hard Parts Ford, Richards, Sadalage, Dehghani O'Reilly 2021
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