typescript-design-patterns
Design Patterns in TypeScript
Use When
- All 23 GoF design patterns implemented in TypeScript — Creational (Singleton, Factory Method, Abstract Factory, Builder, Prototype, Object Pool), Structural (Adapter, Composite, Proxy, Flyweight, Bridge, Decorator, Facade), Behavioral (Strategy...
- The task needs reusable judgment, domain constraints, or a proven workflow rather than ad hoc advice.
Do Not Use When
- The task is unrelated to
typescript-design-patternsor would be better handled by a more specific companion skill. - The request only needs a trivial answer and none of this skill's constraints or references materially help.
Required Inputs
- Gather relevant project context, constraints, and the concrete problem to solve; load
referencesonly as needed. - Confirm the desired deliverable: design, code, review, migration plan, audit, or documentation.
Workflow
- Read this
SKILL.mdfirst, then load only the referenced deep-dive files that are necessary for the task. - Apply the ordered guidance, checklists, and decision rules in this skill instead of cherry-picking isolated snippets.
- Produce the deliverable with assumptions, risks, and follow-up work made explicit when they matter.
Quality Standards
- Keep outputs execution-oriented, concise, and aligned with the repository's baseline engineering standards.
- Preserve compatibility with existing project conventions unless the skill explicitly requires a stronger standard.
- Prefer deterministic, reviewable steps over vague advice or tool-specific magic.
Anti-Patterns
- Treating examples as copy-paste truth without checking fit, constraints, or failure modes.
- Loading every reference file by default instead of using progressive disclosure.
Outputs
- A concrete result that fits the task: implementation guidance, review findings, architecture decisions, templates, or generated artifacts.
- Clear assumptions, tradeoffs, or unresolved gaps when the task cannot be completed from available context alone.
- References used, companion skills, or follow-up actions when they materially improve execution.
Evidence Produced
| Category | Artifact | Format | Example |
|---|---|---|---|
| Correctness | Pattern usage decision record | Markdown doc per skill-composition-standards/references/adr-template.md covering applied GoF patterns and rationale |
docs/ts/patterns-adr.md |
References
- Use the
references/directory for deep detail after reading the core workflow below.
All 23 GoF patterns + Object Pool. Use TypeScript interfaces and generics to make patterns type-safe and self-documenting.
CREATIONAL — Object creation strategies
1. Singleton
When: Exactly one instance needed globally (logger, DB connection, config).
class Logger {
private static instance: Logger;
private constructor() {}
static getInstance(): Logger {
if (!Logger.instance) Logger.instance = new Logger();
return Logger.instance;
}
log(msg: string) { console.log(`[${new Date().toISOString()}] ${msg}`); }
}
const logger = Logger.getInstance(); // same instance everywhere
2. Factory Method
When: Subclasses decide which class to instantiate; client uses the abstract type.
interface Document { open(): void; save(): void; }
class WordDocument implements Document {
open() { console.log('Opening Word doc'); }
save() { console.log('Saving Word doc'); }
}
class PdfDocument implements Document {
open() { console.log('Opening PDF'); }
save() { console.log('Saving PDF'); }
}
abstract class DocumentCreator {
abstract createDocument(): Document;
openDocument() { this.createDocument().open(); }
}
class WordCreator extends DocumentCreator {
createDocument(): Document { return new WordDocument(); }
}
3. Abstract Factory
When: Create families of related objects that must be compatible (e.g., cross-platform UI).
interface Button { render(): void; }
interface Checkbox { render(): void; }
interface UIFactory { createButton(): Button; createCheckbox(): Checkbox; }
class WindowsFactory implements UIFactory {
createButton(): Button { return { render: () => console.log('Windows button') }; }
createCheckbox(): Checkbox { return { render: () => console.log('Windows checkbox') }; }
}
class MacFactory implements UIFactory {
createButton(): Button { return { render: () => console.log('Mac button') }; }
createCheckbox(): Checkbox { return { render: () => console.log('Mac checkbox') }; }
}
function renderUI(factory: UIFactory) {
factory.createButton().render();
factory.createCheckbox().render();
}
4. Builder
When: Constructing complex objects step-by-step; same construction process, different representations.
interface Computer { cpu: string; ram: number; storage: number; gpu?: string; }
class ComputerBuilder {
private computer: Partial<Computer> = {};
setCPU(cpu: string) { this.computer.cpu = cpu; return this; }
setRAM(ram: number) { this.computer.ram = ram; return this; }
setStorage(gb: number) { this.computer.storage = gb; return this; }
setGPU(gpu: string) { this.computer.gpu = gpu; return this; }
build(): Computer { return this.computer as Computer; }
}
const pc = new ComputerBuilder()
.setCPU('Intel i9').setRAM(32).setStorage(1000).setGPU('RTX 4090').build();
5. Prototype
When: Clone existing objects without coupling to their concrete classes.
interface Cloneable<T> { clone(): T; }
class ProductConfig implements Cloneable<ProductConfig> {
constructor(public name: string, public price: number, public tags: string[]) {}
clone(): ProductConfig {
return new ProductConfig(this.name, this.price, [...this.tags]);
}
}
const base = new ProductConfig('Widget', 9.99, ['sale']);
const variant = base.clone();
variant.price = 12.99; // base unchanged
6. Object Pool
When: Expensive objects (DB connections, threads) — reuse instead of create/destroy.
class ObjectPool<T> {
private available: T[] = [];
constructor(private factory: () => T, size: number) {
for (let i = 0; i < size; i++) this.available.push(factory());
}
acquire(): T {
return this.available.pop() ?? this.factory();
}
release(obj: T) { this.available.push(obj); }
}
// const pool = new ObjectPool(() => new DBConnection(), 5);
// const conn = pool.acquire();
// ... use conn ...
// pool.release(conn);
Additional Guidance
Extended guidance for typescript-design-patterns was moved to references/skill-deep-dive.md to keep this entrypoint compact and fast to load.
Use that deep dive for:
STRUCTURAL — Composing objects and classesBEHAVIORAL — Object communication and responsibilityPattern Selection Guide
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