# "disable" switch item

**URL:** <https://community.openhab.org/t/disable-switch-item/2515>\
**Category:** Scripts & Rules\
**Created:** [September 12, 2015, 4:28am UTC](https://community.openhab.org/t/disable-switch-item/2515 "2015-09-12T04:28:20Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![bob\_dickenson](https://community.openhab.org/user_avatar/community.openhab.org/bob_dickenson/32/856_2.png) [@bob\_dickenson](https://community.openhab.org/u/bob_dickenson)\
**Post date:** [September 12, 2015, 10:20am UTC](https://community.openhab.org/t/disable-switch-item/2515/4 "2015-09-12T10:20:57Z")

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@Dibbler42’s strategy is good.

I personally like to use a suffix \_PROXY for these “fake” items so it stands out in Items files and rules.  
All my real switches and dimmers have \_PROXY “twins”. This lets me sendCommand to the \_PROXY and intercept the it in rules to do secondary checking. See here for this in practice integrating switches and timers.

> [@Automation/Orchestration Design Patterns](https://community.openhab.org/t/automation-orchestration-design-patterns/1967):
>
> As a guy who’s written code for a living for 35+ years, I appreciate the “mother of all rules” post on the wiki and the discussions here which use groups for reduce lines of code. But I’ve not seen too much on doing systematic coordination/orchestration of automation events and design patterns of logic for same. So, I offer the following. This starts with my particular use case involving a Light in my kitchen. There’s a switch in the room to control the light, as well as a motion sensor whi…

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