Examples of structural design patterns

  • Adapter - An object that provides interaction between two other objects, one of which uses, and the other provides an incompatible interface with the first.
  • Bridge - A structure that allows you to change the reference interface and the implementation interface of a class independently.
  • Composite - An object that combines objects similar to itself.
  • Decorator - A class that extends the functionality of another class without using inheritance.
  • Facade - An object that abstracts the work with several classes, combining them into a single whole.
  • Flyweight - This is an object that represents itself as a unique instance in different places in the program, but in fact it is not.
  • Proxy - An object that mediates between two other objects, and which implements/restricts access to the object that is accessed through it.

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