观察者模式
49Skill Claude CodeCodex
A software design pattern where one object informs many other objects when its state changes. The dependent objects can update without the changing object needing to manage each one directly.
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Skill Claude CodeCodex
A software design pattern where one object informs many other objects when its state changes. The dependent objects can update without the changing object needing to manage each one directly.
Skill Claude CodeCodex
A software design pattern that creates a new object by copying an existing object.
Skill Claude CodeCodex
A software design pattern in which one object stands in front of another and controls access to it. The proxy can delay creating the real object, check permissions, support remote access, or monitor use.
Skill Claude CodeCodex
Guidance for applying the singleton pattern, where a class has only one instance and a shared way to access it.
Skill Claude CodeCodex
A guide to the state pattern, a design pattern where an object's behavior changes according to its current state.
Skill Claude CodeCodex
A software design pattern that defines several interchangeable ways to perform an operation.
Skill Claude CodeCodex
A software design pattern that puts an algorithm’s overall sequence in a base class and lets child classes fill in specific steps.
Skill Claude CodeCodex
A software design pattern that adds operations to objects without changing their underlying structure. A design pattern is a reusable way to organise code.
Skill Claude CodeCodex
A software design principle that focuses on essential characteristics while hiding unnecessary details. This creates simpler layers for understanding and using complex systems.
Skill Claude CodeCodex
A design principle for keeping a system working under different conditions and maximising uptime, meaning the time it is available to users.
Skill Claude CodeCodex
A software design principle that prefers combining objects over using class inheritance for code reuse. Inheritance means creating a class from another class.
Skill Claude CodeCodex
A design principle that keeps naming, patterns, behaviour, and other system choices consistent. Consistency makes software easier to understand and maintain.
Skill Claude CodeCodex
A software design principle that makes high-level and low-level code depend on shared abstractions instead of directly depending on each other.
Skill Claude CodeCodex
A software design principle that keeps each piece of knowledge in one authoritative place instead of repeating it.
Skill Claude CodeCodex
A software design principle that hides internal implementation details behind a public interface.
Skill Claude CodeCodex
A software design guideline for keeping a system useful when some of its components fail, by handling errors and recovering where possible.
Skill Claude CodeCodex
A software design guideline saying that a component should depend only on the small, focused interfaces it actually uses, rather than one large interface.
Skill Claude CodeCodex
A software design guideline known as “Keep It Simple,” which favors clear solutions and avoids unnecessary complexity.
Skill Claude CodeCodex
A software design guideline for separating a system into layers with clear responsibilities, where each layer communicates mainly with nearby layers.
Skill Claude CodeCodex
A software design guideline, also called the Law of Demeter, saying that an object should know as little as possible about other objects and talk mainly to its direct collaborators.
Skill Claude CodeCodex
A software design guideline saying that a replacement implementation must work anywhere the original type is expected without changing the program’s correctness.
Skill Claude CodeCodex
A software design guideline for splitting a system into independent parts that can be developed, tested, replaced, or deployed separately.
Skill Claude CodeCodex
A software design guideline saying that existing code should stay stable while new behavior is added through new code and abstractions.
Skill Claude CodeCodex
A software design guideline that puts speed and resource use first on the parts of a system where performance matters most, while avoiding optimization before it is needed.
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