Composite Design Pattern
Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
UML class diagram
Participants
The classes and objects participating in this pattern are:
-
Component
(DrawingElement)
- declares the interface for objects in the composition.
- implements default behavior for the interface common to all classes, as appropriate.
- declares an interface for accessing and managing its child components.
- (optional) defines an interface for accessing a component's parent in the recursive structure, and implements it if that's appropriate.
-
Leaf (PrimitiveElement)
- represents leaf objects in the composition. A leaf has no children.
- defines behavior for primitive objects in the composition.
-
Composite (CompositeElement)
- defines behavior for components having children.
- stores child components.
- implements child-related operations in the Component interface.
-
Client (CompositeApp)
- manipulates objects in the composition through the Component interface.
Structural code in C#
This structural code demonstrates the Composite pattern which allows the creation of a tree structure in which individual nodes are accessed uniformly whether they are leaf nodes or branch (composite) nodes.
using System;
using System.Collections.Generic;
namespace DoFactory.GangOfFour.Composite.Structural
{
/// <summary>
/// MainApp startup class for Structural
/// Composite Design Pattern.
/// </summary>
class MainApp
{
/// <summary>
/// Entry point into console application.
/// </summary>
static void Main()
{
// Create a tree structure
Composite root = new Composite("root");
root.Add(new Leaf("Leaf A"));
root.Add(new Leaf("Leaf B"));
Composite comp = new Composite("Composite X");
comp.Add(new Leaf("Leaf XA"));
comp.Add(new Leaf("Leaf XB"));
root.Add(comp);
root.Add(new Leaf("Leaf C"));
// Add and remove a leaf
Leaf leaf = new Leaf("Leaf D");
root.Add(leaf);
root.Remove(leaf);
// Recursively display tree
root.Display(1);
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'Component' abstract class
/// </summary>
abstract class Component
{
protected string name;
// Constructor
public Component(string name)
{
this.name = name;
}
public abstract void Add(Component c);
public abstract void Remove(Component c);
public abstract void Display(int depth);
}
/// <summary>
/// The 'Composite' class
/// </summary>
class Composite : Component
{
private List<Component> _children = new List<Component>();
// Constructor
public Composite(string name)
: base(name)
{
}
public override void Add(Component component)
{
_children.Add(component);
}
public override void Remove(Component component)
{
_children.Remove(component);
}
public override void Display(int depth)
{
Console.WriteLine(new String('-', depth) + name);
// Recursively display child nodes
foreach (Component component in _children)
{
component.Display(depth + 2);
}
}
}
/// <summary>
/// The 'Leaf' class
/// </summary>
class Leaf : Component
{
// Constructor
public Leaf(string name)
: base(name)
{
}
public override void Add(Component c)
{
Console.WriteLine("Cannot add to a leaf");
}
public override void Remove(Component c)
{
Console.WriteLine("Cannot remove from a leaf");
}
public override void Display(int depth)
{
Console.WriteLine(new String('-', depth) + name);
}
}
}
Output
---Leaf A
---Leaf B
---Composite X
-----Leaf XA
-----Leaf XB
---Leaf C
Real-world code in C#
This real-world code demonstrates the Composite pattern used in building a graphical tree structure made up of primitive nodes (lines, circles, etc) and composite nodes (groups of drawing elements that make up more complex elements).
using System;
using System.Collections.Generic;
namespace DoFactory.GangOfFour.Composite.RealWorld
{
/// <summary>
/// MainApp startup class for Real-World
/// Composite Design Pattern.
/// </summary>
class MainApp
{
/// <summary>
/// Entry point into console application.
/// </summary>
static void Main()
{
// Create a tree structure
CompositeElement root =
new CompositeElement("Picture");
root.Add(new PrimitiveElement("Red Line"));
root.Add(new PrimitiveElement("Blue Circle"));
root.Add(new PrimitiveElement("Green Box"));
// Create a branch
CompositeElement comp =
new CompositeElement("Two Circles");
comp.Add(new PrimitiveElement("Black Circle"));
comp.Add(new PrimitiveElement("White Circle"));
root.Add(comp);
// Add and remove a PrimitiveElement
PrimitiveElement pe =
new PrimitiveElement("Yellow Line");
root.Add(pe);
root.Remove(pe);
// Recursively display nodes
root.Display(1);
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'Component' Treenode
/// </summary>
abstract class DrawingElement
{
protected string _name;
// Constructor
public DrawingElement(string name)
{
this._name = name;
}
public abstract void Add(DrawingElement d);
public abstract void Remove(DrawingElement d);
public abstract void Display(int indent);
}
/// <summary>
/// The 'Leaf' class
/// </summary>
class PrimitiveElement : DrawingElement
{
// Constructor
public PrimitiveElement(string name)
: base(name)
{
}
public override void Add(DrawingElement c)
{
Console.WriteLine(
"Cannot add to a PrimitiveElement");
}
public override void Remove(DrawingElement c)
{
Console.WriteLine(
"Cannot remove from a PrimitiveElement");
}
public override void Display(int indent)
{
Console.WriteLine(
new String('-', indent) + " " + _name);
}
}
/// <summary>
/// The 'Composite' class
/// </summary>
class CompositeElement : DrawingElement
{
private List<DrawingElement> elements =
new List<DrawingElement>();
// Constructor
public CompositeElement(string name)
: base(name)
{
}
public override void Add(DrawingElement d)
{
elements.Add(d);
}
public override void Remove(DrawingElement d)
{
elements.Remove(d);
}
public override void Display(int indent)
{
Console.WriteLine(new String('-', indent) +
"+ " + _name);
// Display each child element on this node
foreach (DrawingElement d in elements)
{
d.Display(indent + 2);
}
}
}
}
Output
--- Red Line
--- Blue Circle
--- Green Box
---+ Two Circles
----- Black Circle
----- White Circle