Structural pattern


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.
; 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.
; 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.