chore: bootstrap skills library — 19 skills + installer + CI auto-tag
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Phase 1 of mathias/skills extraction (infra#62 Track D — homelab
next-step plan addendum). Imports ~/dev/.skills/ verbatim (19 skill
dirs + SKILLS_INDEX.md) and adds the installation surface:

- Taskfile.yml — install / update / list / release / check targets
- install.sh — bootstrap installer for hosts without Task. Idempotent
  symlink wirer; default checkout at ~/.local/share/skills/ on every
  host; SKILLS_REF env var pins a tag (default: main).
- .gitea/workflows/release.yml — auto-tag every push to main by
  Bump-Type footer (major/minor/patch, default patch). Skipped when
  commit contains [skip-release].
- README — usage, versioning, contribution flow, secret-hygiene rule.

Phase 1 wires Claude Code only (~/.claude/skills/<name> global +
<repo>/.claude/skills/<name> per-repo). Phase 2 adds Crush, opencode,
antigravity, and gitea-resident agents (cobalt-dingo, agentsquad)
once their skill conventions are researched.

Public repo, markdown-only — no secrets, no client names. Verified
via pre-push grep before initial push.

[skip-release]
This commit is contained in:
Mathias
2026-05-24 14:59:54 +02:00
commit d6a71e370e
33 changed files with 8688 additions and 0 deletions

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---
name: clean-code
description: Write code that humans can read, understand, and safely change. Apply SOLID, GRASP, and Clean Code principles during the REFACTOR phase of TDD.
---
# Clean Code
## Core Philosophy
Write code for humans first, computers second. Every piece of code you write will be read many more times than it is written. Optimize for clarity and simplicity above all else.
Code has three consumers:
1. **Users** — get their needs met
2. **Customers** — make or save money
3. **Developers** — must maintain it
Developers read code 10x more than they write it. Design for them.
## When to Apply This Skill
- During the **REFACTOR phase** of TDD (after the test is green)
- When reviewing code (load `code-review` skill too)
- When designing new types or packages
**Do not apply during the GREEN phase.** Ugly code that passes is correct. Clean it after.
## Naming
Naming is the most important thing in code. In priority order:
1. **Consistency** — Same concept = same name everywhere. One name per concept.
2. **Understandability** — Domain language, not technical jargon.
3. **Specificity** — Precise, not vague. Avoid `data`, `info`, `manager`, `handler`, `processor`, `utils`.
4. **Brevity** — Short but not cryptic.
5. **Searchability** — Unique, greppable names.
6. **Pronounceability** — You should be able to say it in conversation.
```go
// Bad: inconsistent, vague, cryptic
func getUsrById(id string) {}
func fetchCustomerByID(id string) {}
func retrieveClientById(id string) {}
// Good: consistent, specific
func GetUser(ctx context.Context, id UserID) (User, error) {}
func GetOrder(ctx context.Context, id OrderID) (Order, error) {}
```
## Functions/Methods
- Do one thing, do it well, do it only
- Operate at a single level of abstraction
- Prefer fewer parameters — zero is ideal, one or two common, three should be rare
- Avoid side effects — if a function has a side effect, name it accordingly
- Prefer pure functions where possible
```go
// Bad: does too much, mixed abstraction levels
func processOrder(o *Order, db *sql.DB, mailer Mailer) error {
if o.Items == nil || len(o.Items) == 0 {
return errors.New("empty order")
}
total := 0.0
for _, item := range o.Items {
total += item.Price * float64(item.Qty)
}
if _, err := db.Exec("INSERT INTO orders ...", o.ID, total); err != nil {
return fmt.Errorf("save order: %w", err)
}
if err := mailer.Send(o.Customer.Email, "confirmed"); err != nil {
return fmt.Errorf("send confirmation: %w", err)
}
return nil
}
// Good: single level of abstraction, composed from focused functions
func ProcessOrder(ctx context.Context, o *Order, repo OrderRepository, mailer Mailer) error {
if err := validateOrder(o); err != nil {
return fmt.Errorf("validate: %w", err)
}
total := calculateTotal(o.Items)
if err := repo.Save(ctx, o, total); err != nil {
return fmt.Errorf("save: %w", err)
}
if err := mailer.SendConfirmation(ctx, o.Customer.Email); err != nil {
return fmt.Errorf("notify: %w", err)
}
return nil
}
```
## Error Handling (Go-Specific)
In Go, error returns are a first-class feature, not a smell. Follow these rules:
```go
// Always wrap with context
if err != nil {
return fmt.Errorf("parse config: %w", err)
}
// Never: naked return without context
if err != nil {
return err
}
// Never: log and return (pick one)
if err != nil {
log.Error("failed", "err", err)
return err // caller gets logged error AND returns it — double-counted
}
// Never: swallow errors silently
_ = doSomething()
```
Error wrapping builds a call-chain narrative: `"http handler: parse request: validate email: invalid format"`. This is valuable, not verbose.
## Comments
**The best comment is code that doesn't need one.** Before writing a comment, ask whether you could make the code itself clearer.
When comments are necessary, explain **why**, not what. The code shows what happens; comments explain decisions and intent.
```go
// Bad: explains what (redundant)
// increment counter
i++
// Good: explains why
// Offset by 1 because the upstream API uses 1-based page numbering
page := requestedPage + 1
```
**Go adaptation:** `godoc` comments on exported identifiers ARE documentation, not a failure. The "comments are failure" rule applies to inline comments explaining bad code. Exported types and functions must have godoc comments.
```go
// UserService handles user lifecycle operations.
// It is safe for concurrent use.
type UserService struct { ... }
// GetByEmail returns the user with the given email address.
// Returns ErrNotFound if no user exists with that email.
func (s *UserService) GetByEmail(ctx context.Context, email Email) (User, error) { ... }
```
## SOLID Principles (Brief)
For full SOLID guidance with Go examples, load the `solid` skill.
| Principle | Quick test |
|-----------|------------|
| SRP | "Does this type have ONE reason to change?" |
| OCP | "Can I add behavior by implementing an interface, not editing this code?" |
| LSP | "Can callers substitute any implementation without knowing the difference?" |
| ISP | "Is this interface the smallest it can be?" (`io.Reader` is a model) |
| DIP | "Do I pass interfaces as parameters, not concrete types?" |
## GRASP Principles
**Information Expert:** Assign responsibility to the type that has the data needed to fulfil it.
**Low Coupling:** Minimize dependencies between packages. When one changes, few others should too.
**High Cohesion:** Keep related functionality together. Everything in a package should relate to its central purpose.
**Controller:** One type handles system events for a use case.
**Tell, Don't Ask:** Tell objects what to do rather than asking for their data and acting on it.
## Go-Specific Clean Code Rules
### Prefer interfaces over concrete types in function signatures
```go
// Bad: tied to a concrete implementation
func NewHandler(db *postgres.DB) *Handler { ... }
// Good: depends on the behavior needed
func NewHandler(store UserStore) *Handler { ... }
```
### Small, focused interfaces
```go
// The io.Reader/io.Writer pattern is the Go ideal
type Reader interface {
Read(p []byte) (n int, err error)
}
// If you need both, compose at the call site
type ReadWriter interface {
Reader
Writer
}
```
### Embedding over inheritance
```go
// Use embedding for composition, not to inherit behavior you'll override
type LoggedHandler struct {
Handler
logger *slog.Logger
}
```
### Constructor injection for dependencies
```go
type Service struct {
repo Repository
mailer Mailer
logger *slog.Logger
}
func NewService(repo Repository, mailer Mailer, logger *slog.Logger) *Service {
return &Service{repo: repo, mailer: mailer, logger: logger}
}
```
### Avoid package-level state
Package-level variables are global state. They make tests unreliable and code hard to reason about.
```go
// Bad
var db *sql.DB
// Good: pass as dependency
type Handler struct {
db *sql.DB
}
```
## Code Smell Detection (Quick Reference)
During the REFACTOR phase, look for these smells and address them:
| Smell | Go Signal | Fix |
|-------|-----------|-----|
| Long function | > ~30 lines (Go can go longer, but be honest) | Extract function |
| Too many parameters | > 3-4 parameters | Use a config struct or option pattern |
| Divergent change | One type changes for multiple unrelated reasons | Split into focused types |
| Feature envy | Method uses another type's data more than its own | Move method to that type |
| Magic numbers | Bare literals | Named constants or typed config |
| Deep nesting | > 3 levels of indentation | Early returns, extract helpers |
For comprehensive smell detection, load the `code-review` skill.
## Structural Principles
**Separation of concerns:** Business logic should know nothing of HTTP, SQL, or filesystems.
**Modularity:** Each package understandable in isolation.
**Command-Query Separation:** Functions either do something (command) or return something (query), not both.
**Principle of Least Surprise:** Code should behave the way readers expect.
**Boy Scout Rule:** Leave the code better than you found it.
## Pre-Refactor Checklist
Before cleaning up code:
- [ ] All tests pass
- [ ] Race detector clean: `go test -race ./...`
- [ ] I understand what the code does
- [ ] I have a clear target design in mind
During refactoring:
- [ ] Tests stay green after each change
- [ ] Each change is small and focused
- [ ] Commit after each meaningful improvement
## References
- `references/clean-code.md` — detailed naming rules, object calisthenics
- `references/code-smells.md` — comprehensive smell catalog with examples
- Load `solid` skill for SOLID principles with Go examples
- Load `refactoring` skill for systematic refactoring techniques

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# Clean Code Practices
## What is Clean Code?
Code that is:
- **Easy to understand** - reveals intent clearly
- **Easy to change** - modifications are localized
- **Easy to test** - dependencies are injectable
- **Simple** - no unnecessary complexity
## The Human-Centered Approach
Code has THREE consumers:
1. **Users** - get their needs met
2. **Customers** - make or save money
3. **Developers** - must maintain it
Design for all three, but remember: **developers read code 10x more than they write it.**
## Naming Principles
### 1. Consistency & Uniqueness (HIGHEST PRIORITY)
Same concept = same name everywhere. One name per concept.
```typescript
// BAD: Inconsistent names for same concept
getUserById(id)
fetchCustomerById(id)
retrieveClientById(id)
// GOOD: Consistent
getUser(id)
getOrder(id)
getProduct(id)
```
### 2. Understandability
Use domain language, not technical jargon.
```typescript
// BAD: Technical
const arr = users.filter(u => u.isActive);
// GOOD: Domain language
const activeCustomers = users.filter(user => user.isActive);
```
### 3. Specificity
Avoid vague names: `data`, `info`, `manager`, `handler`, `processor`, `utils`
```typescript
// BAD: Vague
class DataManager { }
function processInfo(data) { }
// GOOD: Specific
class OrderRepository { }
function validatePayment(payment) { }
```
### 4. Brevity (but not at cost of clarity)
Short names are good only if meaning is preserved.
```typescript
// BAD: Too cryptic
const usrLst = getUsrs();
// BAD: Unnecessarily long
const listOfAllActiveUsersInTheSystem = getActiveUsers();
// GOOD: Brief but clear
const activeUsers = getActiveUsers();
```
### 5. Searchability
Names should be unique enough to grep/search.
```typescript
// BAD: Common word, hard to search
const data = fetch();
// GOOD: Unique, searchable
const orderSummary = fetchOrderSummary();
```
### 6. Pronounceability
You should be able to say it in conversation.
```typescript
// BAD
const genymdhms = generateYearMonthDayHourMinuteSecond();
// GOOD
const timestamp = generateTimestamp();
```
### 7. Austerity
Avoid unnecessary filler words.
```typescript
// BAD: Redundant
const userData = user; // 'Data' adds nothing
class UserClass { } // 'Class' adds nothing
// GOOD
const user = user;
class User { }
```
---
## Object Calisthenics (9 Rules)
Exercises to improve OO design. Follow strictly during practice, relax slightly in production.
### 1. One Level of Indentation per Method
```typescript
// BAD: Multiple levels
function process(orders: Order[]) {
for (const order of orders) {
if (order.isValid()) {
for (const item of order.items) {
if (item.inStock) {
// process...
}
}
}
}
}
// GOOD: Extract methods
function process(orders: Order[]) {
orders.filter(o => o.isValid()).forEach(processOrder);
}
function processOrder(order: Order) {
order.items.filter(i => i.inStock).forEach(processItem);
}
```
### 2. Don't Use the ELSE Keyword
Use early returns, guard clauses, or polymorphism.
```typescript
// BAD: else
function getDiscount(user: User): number {
if (user.isPremium) {
return 20;
} else {
return 0;
}
}
// GOOD: Early return
function getDiscount(user: User): number {
if (user.isPremium) return 20;
return 0;
}
```
### 3. Wrap All Primitives and Strings
Primitives should be wrapped in domain objects when they have meaning.
```typescript
// BAD: Primitive obsession
function createUser(email: string, age: number) { }
// GOOD: Value objects
class Email {
constructor(private value: string) {
if (!this.isValid(value)) throw new InvalidEmail();
}
private isValid(email: string): boolean { ... }
}
class Age {
constructor(private value: number) {
if (value < 0 || value > 150) throw new InvalidAge();
}
}
function createUser(email: Email, age: Age) { }
```
### 4. First-Class Collections
Any class with a collection should have no other instance variables.
```typescript
// BAD: Collection mixed with other state
class Order {
items: OrderItem[] = [];
customerId: string;
total: number;
}
// GOOD: Collection is its own class
class OrderItems {
constructor(private items: OrderItem[] = []) {}
add(item: OrderItem): void { ... }
total(): Money { ... }
isEmpty(): boolean { ... }
}
class Order {
constructor(
private items: OrderItems,
private customerId: CustomerId
) {}
}
```
### 5. One Dot per Line (Law of Demeter)
Don't chain through object graphs.
```typescript
// BAD: Train wreck
const city = order.customer.address.city;
// GOOD: Tell, don't ask
const city = order.getShippingCity();
```
### 6. Don't Abbreviate
If a name is too long to type, the class is doing too much.
```typescript
// BAD
const custRepo = new CustRepo();
const ord = new Ord();
// GOOD
const customerRepository = new CustomerRepository();
const order = new Order();
```
### 7. Keep All Entities Small
- Classes: < 50 lines
- Methods: < 10 lines
- Files: < 100 lines
If larger, it's probably doing too much. Split it.
### 8. No Classes with More Than Two Instance Variables
Forces small, focused classes.
```typescript
// BAD: Too many variables
class Order {
id: string;
customerId: string;
items: Item[];
total: number;
status: string;
}
// GOOD: Composed of smaller objects
class Order {
constructor(
private id: OrderId,
private details: OrderDetails
) {}
}
class OrderDetails {
constructor(
private customer: Customer,
private lineItems: LineItems
) {}
}
```
### 9. No Getters/Setters/Properties
Objects should have behavior, not just data. Tell objects what to do.
```typescript
// BAD: Data bag with getters
class Account {
getBalance(): number { return this.balance; }
setBalance(value: number) { this.balance = value; }
}
// Caller does the work
if (account.getBalance() >= amount) {
account.setBalance(account.getBalance() - amount);
}
// GOOD: Behavior-rich object
class Account {
withdraw(amount: Money): WithdrawResult {
if (!this.canWithdraw(amount)) {
return WithdrawResult.insufficientFunds();
}
this.balance = this.balance.subtract(amount);
return WithdrawResult.success();
}
}
// Caller tells, object decides
const result = account.withdraw(amount);
```
---
## Comments
### When to Write Comments
**Only write comments to explain WHY, not WHAT or HOW.**
Code explains what and how. Comments explain business reasons, non-obvious decisions, or warnings.
```typescript
// BAD: Explains what (redundant)
// Add 1 to counter
counter++;
// GOOD: Explains why
// Compensate for 0-based indexing in legacy API
counter++;
```
### Prefer Self-Documenting Code
Instead of commenting, rename to make intent clear.
```typescript
// BAD: Comment needed
// Check if user can access premium features
if (user.subscriptionLevel >= 2 && !user.isBanned) { }
// GOOD: Self-documenting
if (user.canAccessPremiumFeatures()) { }
```
---
## Formatting
### Vertical Spacing
- Related code together
- Blank lines between concepts
- Most important/public at top
### Horizontal Spacing
- Consistent indentation
- Space around operators
- Max line length ~80-120 characters
### Storytelling
Code should read top-to-bottom like a story. High-level at top, details below.
```typescript
class OrderProcessor {
// Public API first
process(order: Order): ProcessResult {
this.validate(order);
this.calculateTotals(order);
return this.save(order);
}
// Supporting methods below, in order of appearance
private validate(order: Order): void { ... }
private calculateTotals(order: Order): void { ... }
private save(order: Order): ProcessResult { ... }
}
```

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# Code Smells & Anti-Patterns
## What Are Code Smells?
Indicators that something MAY be wrong. Not bugs, but design problems that make code hard to understand, change, or test.
## The Five Categories
### 1. Bloaters
Code that has grown too large.
| Smell | Symptom | Refactoring |
|-------|---------|-------------|
| **Long Method** | > 10 lines | Extract Method |
| **Large Class** | > 50 lines, multiple responsibilities | Extract Class |
| **Long Parameter List** | > 3 parameters | Introduce Parameter Object |
| **Data Clumps** | Same group of variables appear together | Extract Class |
| **Primitive Obsession** | Primitives instead of small objects | Wrap in Value Object |
### 2. Object-Orientation Abusers
Misuse of OO principles.
| Smell | Symptom | Refactoring |
|-------|---------|-------------|
| **Switch Statements** | Type checking, large switch/if-else | Replace with Polymorphism |
| **Parallel Inheritance** | Adding subclass requires adding another | Merge Hierarchies |
| **Refused Bequest** | Subclass doesn't use parent methods | Replace Inheritance with Delegation |
| **Alternative Classes** | Different interfaces, same concept | Rename, Extract Superclass |
### 3. Change Preventers
Code that makes changes difficult.
| Smell | Symptom | Refactoring |
|-------|---------|-------------|
| **Divergent Change** | One class changed for many reasons | Extract Class (SRP) |
| **Shotgun Surgery** | One change touches many classes | Move Method/Field together |
| **Parallel Inheritance** | (see above) | Merge Hierarchies |
### 4. Dispensables
Code that can be removed.
| Smell | Symptom | Refactoring |
|-------|---------|-------------|
| **Comments** | Explaining bad code | Rename, Extract Method |
| **Duplicate Code** | Copy-paste | Extract Method, Pull Up Method |
| **Dead Code** | Unreachable code | Delete |
| **Speculative Generality** | "Just in case" code | Delete (YAGNI) |
| **Lazy Class** | Class that does almost nothing | Inline Class |
### 5. Couplers
Excessive coupling between classes.
| Smell | Symptom | Refactoring |
|-------|---------|-------------|
| **Feature Envy** | Method uses another class's data extensively | Move Method |
| **Inappropriate Intimacy** | Classes know too much about each other | Move Method, Extract Class |
| **Message Chains** | `a.getB().getC().getD()` | Hide Delegate |
| **Middle Man** | Class only delegates | Inline Class |
---
## The Seven Most Common Code Smells
### 1. Long Method
**Symptom:** Method > 10 lines, doing multiple things.
```typescript
// SMELL
function processOrder(order: Order) {
// Validate
if (!order.items.length) throw new Error('Empty');
if (!order.customer) throw new Error('No customer');
// Calculate
let total = 0;
for (const item of order.items) {
total += item.price * item.quantity;
if (item.discount) {
total -= item.discount;
}
}
// Apply tax
const taxRate = getTaxRate(order.customer.state);
total = total * (1 + taxRate);
// Save
db.orders.insert({ ...order, total });
// Notify
emailService.send(order.customer.email, 'Order confirmed');
}
// REFACTORED
function processOrder(order: Order) {
validateOrder(order);
const total = calculateTotal(order);
saveOrder(order, total);
notifyCustomer(order);
}
```
### 2. Large Class
**Symptom:** Class with many responsibilities, > 50 lines.
```typescript
// SMELL: God class
class User {
// User data
name: string;
email: string;
// Authentication
login() { }
logout() { }
resetPassword() { }
// Preferences
setTheme() { }
setLanguage() { }
// Notifications
sendEmail() { }
sendSMS() { }
// Billing
charge() { }
refund() { }
}
// REFACTORED: Separate classes
class User { name: string; email: string; }
class AuthService { login(); logout(); resetPassword(); }
class UserPreferences { setTheme(); setLanguage(); }
class NotificationService { sendEmail(); sendSMS(); }
class BillingService { charge(); refund(); }
```
### 3. Feature Envy
**Symptom:** Method uses another class's data more than its own.
```typescript
// SMELL: Order envies Customer
class Order {
calculateShipping(customer: Customer): number {
if (customer.country === 'US') {
if (customer.state === 'CA') return 10;
return 15;
}
return 25;
}
}
// REFACTORED: Move to Customer
class Customer {
getShippingCost(): number {
if (this.country === 'US') {
if (this.state === 'CA') return 10;
return 15;
}
return 25;
}
}
class Order {
calculateShipping(): number {
return this.customer.getShippingCost();
}
}
```
### 4. Primitive Obsession
**Symptom:** Using primitives for domain concepts.
```typescript
// SMELL
function createUser(email: string, age: number, zipCode: string) {
// No validation, easy to pass wrong values
if (!email.includes('@')) throw new Error();
if (age < 0) throw new Error();
}
// REFACTORED: Value objects
class Email {
constructor(private value: string) {
if (!value.includes('@')) throw new InvalidEmail();
}
}
class Age {
constructor(private value: number) {
if (value < 0 || value > 150) throw new InvalidAge();
}
}
function createUser(email: Email, age: Age, address: Address) {
// Type system prevents invalid data
}
```
### 5. Switch Statements
**Symptom:** Switching on type, repeated across codebase.
```typescript
// SMELL
function getArea(shape: Shape): number {
switch (shape.type) {
case 'circle': return Math.PI * shape.radius ** 2;
case 'rectangle': return shape.width * shape.height;
case 'triangle': return 0.5 * shape.base * shape.height;
}
}
function getPerimeter(shape: Shape): number {
switch (shape.type) { // Same switch again!
case 'circle': return 2 * Math.PI * shape.radius;
// ...
}
}
// REFACTORED: Polymorphism
interface Shape {
getArea(): number;
getPerimeter(): number;
}
class Circle implements Shape {
constructor(private radius: number) {}
getArea(): number { return Math.PI * this.radius ** 2; }
getPerimeter(): number { return 2 * Math.PI * this.radius; }
}
```
### 6. Inappropriate Intimacy
**Symptom:** Classes know too much about each other's internals.
```typescript
// SMELL
class Order {
process() {
const inventory = new Inventory();
// Reaching into inventory's internals
for (const item of this.items) {
const stock = inventory.stockLevels[item.sku];
if (stock.quantity < item.quantity) {
throw new Error('Out of stock');
}
inventory.stockLevels[item.sku].quantity -= item.quantity;
}
}
}
// REFACTORED: Tell, don't ask
class Inventory {
reserve(items: OrderItem[]): ReserveResult {
// Inventory manages its own state
for (const item of items) {
if (!this.canReserve(item)) {
return ReserveResult.outOfStock(item);
}
}
this.deductStock(items);
return ReserveResult.success();
}
}
class Order {
process(inventory: Inventory) {
const result = inventory.reserve(this.items);
if (!result.isSuccess()) {
throw new OutOfStockError(result.failedItem);
}
}
}
```
### 7. Speculative Generality
**Symptom:** "Just in case" abstractions that aren't used.
```typescript
// SMELL: Over-engineered for hypothetical needs
interface PaymentProcessor {
process(): void;
rollback(): void;
audit(): void;
generateReport(): void;
scheduleRecurring(): void;
}
class StripeProcessor implements PaymentProcessor {
process() { /* actual code */ }
rollback() { throw new Error('Not implemented'); }
audit() { throw new Error('Not implemented'); }
generateReport() { throw new Error('Not implemented'); }
scheduleRecurring() { throw new Error('Not implemented'); }
}
// REFACTORED: YAGNI
interface PaymentProcessor {
process(): void;
}
class StripeProcessor implements PaymentProcessor {
process() { /* actual code */ }
}
// Add other methods when actually needed
```
---
## Prevention Strategies
1. **Follow Object Calisthenics** - Rules prevent most smells
2. **Practice TDD** - Tests reveal design problems early
3. **Review in pairs** - Fresh eyes catch smells
4. **Refactor continuously** - Don't let smells accumulate
5. **Apply SOLID** - Prevents structural smells
6. **Use static analysis** - Tools catch common issues
---
## When You Find a Smell
1. **Confirm it's a problem** - Not all smells need fixing
2. **Ensure test coverage** - Before refactoring
3. **Refactor in small steps** - Keep tests passing
4. **Commit frequently** - Easy to revert if needed