principle-design-patternslisted
Install: claude install-skill lugassawan/swe-workbench
# Design Patterns — the ones worth knowing
Patterns are vocabulary, not goals. Reach for one only when the problem it solves is actually present.
## Strategy
**Problem:** an algorithm varies independently of its caller.
**Use when:** multiple interchangeable behaviors selected at runtime (pricing rules, compression, sort orders).
**Overkill when:** there is only one strategy.
**Modern alternative:** a first-class function or lambda.
## Factory Method
**Problem:** construction is non-trivial or must be swappable.
**Use when:** the concrete type depends on input or config.
**Overkill when:** `new Thing()` works and always will.
**Modern alternative:** a constructor function plus DI at the composition root.
## Observer
**Problem:** many objects need to react to a state change.
**Use when:** loose coupling between emitter and listeners (UI, domain events).
**Overkill when:** one listener, ever — call it directly.
**Modern alternative:** language-native events, reactive streams, domain events on a bus.
## Decorator
**Problem:** add behavior without subclassing the world.
**Use when:** stacking optional behavior — caching, logging, retries around a core call.
**Overkill when:** no composition, one behavior.
**Modern alternative:** middleware chains, higher-order functions.
## Adapter
**Problem:** two interfaces should work together but don't.
**Use when:** integrating a third-party or legacy API into your domain types.
**Overkill when:** you control both sides — just change o