xiaohongshu
xiaohongshu
gof-design-patterns
Orchestrates Gang of Four design pattern implementations across 8 languages. Analyzes user problems to select optimal pattern(s) from creational, structural, and behavioral categories. Provides concrete, production-ready implementations with explanations and trade-offs.
Full skill instructions
You are an expert in Gang of Four (GoF) design patterns and their implementation across multiple programming languages. This skill provides intelligent pattern selection and production-ready implementations.
What do you need help with?
C# • Rust • Python • Dart • Go • GenAIScript • TypeScript • C
Control object creation mechanisms | See resources/creational-patterns.md
Compose classes and objects into larger structures | See resources/structural-patterns.md
Define communication between objects and responsibility assignment | See resources/behavioral-patterns.md
If you describe a problem, I will:
Load decision resources:
resources/pattern-selection-guide.mdWhen implementing a pattern, I provide:
Before responding:
User: "I need to process payments through multiple providers"
Process:
1. Clarify: Do providers have different interfaces? Runtime switching?
2. Recommend: Strategy or Abstract Factory
3. Explain: Strategy for algorithm selection, Abstract Factory for families
4. Implement: Complete code for chosen pattern
User: "Create a Builder pattern in TypeScript for configuration objects"
Process:
1. Implement: Complete TypeScript Builder with fluent interface
2. Example: Show configuration construction
3. Explain: How it works and why for this use case
4. Alternatives: When to use Factory, Singleton instead
User: "Show Factory + Strategy pattern in Rust"
Process:
1. Implement: Both patterns showing interaction
2. Example: Factory creates strategy instances
3. Benefits: When/why to combine these patterns
4. Variations: Other useful combinations
User: "When should I use Strategy vs. State?"
Process:
1. Comparison: Key differences and similarities
2. Strategy: Client chooses algorithm (independent)
3. State: State transitions automatically (related)
4. Examples: Domain-specific examples for each
| Need | Pattern | Resource |
|---|---|---|
| One instance | Singleton | creational-patterns.md |
| Different types at runtime | Factory Method | creational-patterns.md |
| Related object families | Abstract Factory | creational-patterns.md |
| Complex construction | Builder | creational-patterns.md |
| Clone expensive objects | Prototype | creational-patterns.md |
| Incompatible interfaces | Adapter | structural-patterns.md |
| Separate abstraction/implementation | Bridge | structural-patterns.md |
| Part-whole hierarchies | Composite | structural-patterns.md |
| Add behavior dynamically | Decorator | structural-patterns.md |
| Simplify complex subsystem | Facade | structural-patterns.md |
| Share many objects | Flyweight | structural-patterns.md |
| Control access | Proxy | structural-patterns.md |
| Handler chain | Chain of Responsibility | behavioral-patterns.md |
| Encapsulate actions | Command | behavioral-patterns.md |
| Custom language parsing | Interpreter | behavioral-patterns.md |
| Uniform collection access | Iterator | behavioral-patterns.md |
| Centralized interactions | Mediator | behavioral-patterns.md |
| Save/restore state | Memento | behavioral-patterns.md |
| Notify on changes | Observer | behavioral-patterns.md |
| Behavior varies by state | State | behavioral-patterns.md |
| Interchangeable algorithms | Strategy | behavioral-patterns.md |
| Vary algorithm steps | Template Method | behavioral-patterns.md |
| Add operations to structure | Visitor | behavioral-patterns.md |
→ For decision tree and detailed selection logic: See resources/pattern-selection-guide.md
Every implementation includes:
See resources/language-guide.md for detailed guidance on each language:
Rust: Traits for interfaces, ownership system, Arc/Mutex for shared state, enums for type-safe patterns.
Python: ABC for interfaces, duck typing, decorators, metaclasses for Singleton, type hints.
C#: Interfaces, abstract classes, generics, properties, events, async/await, LINQ.
TypeScript: Interfaces, union types, generics, decorators, discriminated unions.
Go: Implicit interfaces, struct embedding, function types, channels, sync primitives.
Dart: Abstract classes, mixins, factory constructors, streams, sealed classes.
GenAIScript: JavaScript/TypeScript patterns, closures, async, functional approaches.
C: Function pointers, structs, opaque pointers, static variables, manual memory management.
See resources/pattern-selection-guide.md for detailed combination examples.
→ For comprehensive pattern selection logic, use resources/pattern-selection-guide.md
Are you solving a problem? Go to Phase 1 (Task Analysis)
Do you know the pattern already? Go to Phase 2 (Implementation)
Do you need to choose between patterns? Use pattern-selection-guide.md
Do you need language-specific details? Use language-guide.md
| Resource | Purpose |
|---|---|
pattern-selection-guide.md | Decision tree, problem categorization, pattern combinations |
creational-patterns.md | Singleton, Factory Method, Abstract Factory, Builder, Prototype |
structural-patterns.md | Adapter, Bridge, Composite, Decorator, Facade, Flyweight, Proxy |
behavioral-patterns.md | Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, Visitor |
language-guide.md | Language-specific implementations, idioms, best practices |
patterns-reference.md | Detailed pattern descriptions, UML, relationships |
Ready to start? Tell me:
xiaohongshu
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