A structural pattern is a software design pattern that encapsulates relationships between entities.

Examples

Examples include:

; Adapter pattern: Adapts one interface for a class into one that a client expects.

:; Adapter pipeline: Use multiple adapters for debugging purposes.

:; Retrofit Interface Pattern: An adapter used as a new interface for multiple classes at the same time.

; Aggregate pattern: A version of the Composite pattern with methods for aggregation of children.

; Bridge pattern: decouple an abstraction from its implementation so that the two can vary independently.

:; Tombstone: An intermediate lookup object contains the real location of an object.

; Composite pattern: A tree structure of objects where every object has the same interface.

; Decorator pattern: Supports adding additional functionality to an object at runtime. Prevents issue where subclassing would result in an exponential rise of new classes.

; Extensibility pattern: a.k.a. framework, Hides complex code behind a simple interface.

; Facade pattern: Creates a simplified interface of an existing interface to ease usage for common tasks.

; Flyweight pattern: A large quantity of objects share a common properties object to save space.

; Marker interface pattern: An empty interface to associate metadata with a class.

; Pipes and filters: A chain of processes where the output of each process is the input of the next.

; Opaque pointer: A pointer to an undeclared or private type, to hide implementation details.

; Proxy pattern: A class functioning as an interface to another thing.

See also

  • Behavioral pattern
  • Concurrency pattern
  • Creational pattern

References