name: design-patterns
description: 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.
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 design—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
├── Complex/conditional creation ──────────→ Factory Method
├── Families of related objects ───────────→ Abstract Factory
├── Step-by-step construction ─────────────→ Builder
├── Clone existing objects ────────────────→ Prototype
└── Single instance needed ────────────────→ Singleton (use sparingly!)
STRUCTURING/COMPOSING OBJECTS
├── Incompatible interface ────────────────→ Adapter
├── Simplify complex subsystem ────────────→ Facade
├── Tree/hierarchy structure ──────────────→ Composite
├── Add behavior dynamically ──────────────→ Decorator
└── Control access to object ──────────────→ Proxy
MANAGING COMMUNICATION/BEHAVIOR
├── One-to-many notification ──────────────→ Observer
├── Encapsulate requests as objects ───────→ Command
├── Behavior varies by internal state ─────→ State
├── Swap algorithms at runtime ────────────→ Strategy
├── Algorithm skeleton with hooks ─────────→ Template Method
├── Reduce N-to-N communication ───────────→ Mediator
└── Sequential handlers ───────────────────→ Chain of Responsibility
MANAGING DATA ACCESS
├── Abstract data source ──────────────────→ Repository
├── Track changes for atomic commit ───────→ Unit of Work
├── Ensure object identity ────────────────→ Identity Map
├── Defer expensive loading ───────────────→ Lazy Load
├── 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 |
| Observer | Notify dependents of state changes | Event systems, reactive updates | observer.md |
| Factory | Encapsulate object creation | Complex/conditional instantiation | factory.md |
| Decorator | Add behavior dynamically | Extend without inheritance | decorator.md |
| Command | Encapsulate requests as objects | Undo/redo, queuing, logging | command.md |
Tier 2: Structural Patterns
| Pattern | One-Line | When to Use | Reference |
|---|
| Adapter | Convert interfaces | Integrate incompatible code | adapter.md |
| Facade | Simplify complex subsystems | Hide complexity behind simple API | facade.md |
| Composite | Uniform tree structures | Part-whole hierarchies | composite.md |
| Proxy | Control access to objects | Lazy load, access control, caching | 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 |
| Unit of Work | Coordinate atomic changes | Transaction management | unit-of-work.md |
| Service Layer | Orchestrate business operations | Define application boundary | service-layer.md |
| DTO | Shape data for transfer | API contracts, prevent over-exposure | dto.md |
Additional Important Patterns
| Pattern | One-Line | When to Use | Reference |
|---|
| Builder | Step-by-step object construction | Complex objects, fluent APIs | builder.md |
| State | Behavior changes with state | State machines, workflow | state.md |
| Template Method | Algorithm skeleton with hooks | Framework extension points | template-method.md |
| Chain of Responsibility | Pass request along handlers | Middleware, pipelines | chain-of-responsibility.md |
| Mediator | Centralize complex communication | Reduce component coupling | mediator.md |
| Lazy Load | Defer expensive loading | Performance, large object graphs | lazy-load.md |
| Identity Map | Ensure object identity | ORM, prevent duplicates | 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 → Split using SRP
- Anemic Domain Model: Objects are just data bags → Move behavior to objects
- Golden Hammer: Same pattern everywhere → Match pattern to problem
- Lava Flow: Dead code nobody removes → 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: