Structural pattern
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A structural pattern is a software design pattern that encapsulates relationships between entities.
Examples
Examples include:
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.
A version of the Composite pattern with methods for aggregation of children.
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.
A tree structure of objects where every object has the same interface.
Supports adding additional functionality to an object at runtime. Prevents issue where subclassing would result in an exponential rise of new classes.
a.k.a. framework, Hides complex code behind a simple interface.
Creates a simplified interface of an existing interface to ease usage for common tasks.
A large quantity of objects share a common properties object to save space.
An empty interface to associate metadata with a class.
A chain of processes where the output of each process is the input of the next.
A pointer to an undeclared or private type, to hide implementation details.
A class functioning as an interface to another thing.