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In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships between entities. Examples of Structural Patterns 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: add additional functionality to a class at runtime where subclassing would result in an exponential rise of new classes * Extensibility pattern: aka. Framework - hide complex code behind a simple interface * Facade pattern: create 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 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 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Structural pattern」の詳細全文を読む スポンサード リンク
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