C++ Composite Pattern Complete Guide | Handling Tree Structures with a Unified Interface
이 글의 핵심
Composite pattern: uniform Component interface for leaves and containers—scene graphs, UI trees, and recursive algorithms.
What is the Composite Pattern? Why is it needed?
Problem Scenario: Handling Individual Objects and Groups Differently
Problem: Handling files and folders differently makes code complex.
// Bad design: Type checking required
void printSize(FileSystemItem* item) {
if (auto* file = dynamic_cast<File*>(item)) {
std::cout << file->getSize() << '\n';
} else if (auto* folder = dynamic_cast<Folder*>(item)) {
for (auto& child : folder->getChildren()) {
printSize(child); // Recursion
}
}
}
Solution: The Composite Pattern treats leaves (files) and composites (folders) with the same interface.
// Good design: Composite
class Component {
public:
virtual int getSize() const = 0; // Unified interface
};
class File : public Component {
int size_;
public:
int getSize() const override { return size_; }
};
class Folder : public Component {
std::vector<std::shared_ptr<Component>> children_;
public:
int getSize() const override {
int total = 0;
for (const auto& child : children_)
total += child->getSize(); // Recursion
return total;
}
};
flowchart TD
client["Client"]
component["Component<br/>(getSize)"]
leaf["Leaf<br/>(File)"]
composite["Composite<br/>(Folder)"]
client --> component
leaf -.implements.-> component
composite -.implements.-> component
composite --> component
Table of Contents
- Basic Structure
- File System Example
- UI Component Hierarchy
- Common Errors and Solutions
- Production Patterns
- Complete Example: Organization Chart System
1. Basic Structure
#include <vector>
#include <memory>
#include <iostream>
class Component {
public:
virtual void operation() const = 0;
virtual void add(std::shared_ptr<Component>) {}
virtual void remove(std::shared_ptr<Component>) {}
virtual ~Component() = default;
};
// Leaf: No children
class Leaf : public Component {
int id_;
public:
explicit Leaf(int id) : id_(id) {}
void operation() const override {
std::cout << "Leaf " << id_ << '\n';
}
};
// Composite: Holds list of children
class Composite : public Component {
std::vector<std::shared_ptr<Component>> children_;
public:
void add(std::shared_ptr<Component> c) override {
children_.push_back(std::move(c));
}
void remove(std::shared_ptr<Component> c) override {
children_.erase(
std::remove(children_.begin(), children_.end(), c),
children_.end()
);
}
void operation() const override {
std::cout << "Composite [\n";
for (const auto& c : children_)
c->operation();
std::cout << "]\n";
}
};
int main() {
auto root = std::make_shared<Composite>();
root->add(std::make_shared<Leaf>(1));
auto branch = std::make_shared<Composite>();
branch->add(std::make_shared<Leaf>(2));
branch->add(std::make_shared<Leaf>(3));
root->add(branch);
root->operation();
// Output:
// Composite [
// Leaf 1
// Composite [
// Leaf 2
// Leaf 3
// ]
// ]
return 0;
}
2. File System Example
Calculating File and Folder Sizes
#include <vector>
#include <memory>
#include <iostream>
#include <string>
class FileSystemItem {
public:
virtual int getSize() const = 0;
virtual void print(int indent = 0) const = 0;
virtual ~FileSystemItem() = default;
};
class File : public FileSystemItem {
std::string name_;
int size_;
public:
File(std::string name, int size) : name_(std::move(name)), size_(size) {}
int getSize() const override { return size_; }
void print(int indent = 0) const override {
std::cout << std::string(indent, ' ') << "File: " << name_
<< " (" << size_ << " bytes)\n";
}
};
class Folder : public FileSystemItem {
std::string name_;
std::vector<std::shared_ptr<FileSystemItem>> children_;
public:
explicit Folder(std::string name) : name_(std::move(name)) {}
void add(std::shared_ptr<FileSystemItem> item) {
children_.push_back(std::move(item));
}
int getSize() const override {
int total = 0;
for (const auto& child : children_)
total += child->getSize();
return total;
}
void print(int indent = 0) const override {
std::cout << std::string(indent, ' ') << "Folder: " << name_
<< " (" << getSize() << " bytes total)\n";
for (const auto& child : children_)
child->print(indent + 2);
}
};
int main() {
auto root = std::make_shared<Folder>("root");
root->add(std::make_shared<File>("readme.txt", 100));
auto src = std::make_shared<Folder>("src");
src->add(std::make_shared<File>("main.cpp", 500));
src->add(std::make_shared<File>("utils.cpp", 300));
root->add(src);
auto docs = std::make_shared<Folder>("docs");
docs->add(std::make_shared<File>("manual.pdf", 2000));
root->add(docs);
root->print();
// Output:
// Folder: root (2900 bytes total)
// File: readme.txt (100 bytes)
// Folder: src (800 bytes total)
// File: main.cpp (500 bytes)
// File: utils.cpp (300 bytes)
// Folder: docs (2000 bytes total)
// File: manual.pdf (2000 bytes)
return 0;
}
Key Point: getSize() is called recursively to calculate the total size of the entire tree.
3. UI Component Hierarchy
GUI Widget Tree
#include <vector>
#include <memory>
#include <iostream>
#include <string>
class Widget {
public:
virtual void render() const = 0;
virtual void add(std::shared_ptr<Widget>) {}
virtual ~Widget() = default;
};
class Button : public Widget {
std::string label_;
public:
explicit Button(std::string label) : label_(std::move(label)) {}
void render() const override {
std::cout << "[Button: " << label_ << "]\n";
}
};
class Label : public Widget {
std::string text_;
public:
explicit Label(std::string text) : text_(std::move(text)) {}
void render() const override {
std::cout << "Label: " << text_ << '\n';
}
};
class Panel : public Widget {
std::string title_;
std::vector<std::shared_ptr<Widget>> children_;
public:
explicit Panel(std::string title) : title_(std::move(title)) {}
void add(std::shared_ptr<Widget> widget) override {
children_.push_back(std::move(widget));
}
void render() const override {
std::cout << "=== Panel: " << title_ << " ===\n";
for (const auto& child : children_)
child->render();
std::cout << "===================\n";
}
};
int main() {
auto mainPanel = std::make_shared<Panel>("Main Window");
mainPanel->add(std::make_shared<Label>("Welcome!"));
auto buttonPanel = std::make_shared<Panel>("Actions");
buttonPanel->add(std::make_shared<Button>("OK"));
buttonPanel->add(std::make_shared<Button>("Cancel"));
mainPanel->add(buttonPanel);
mainPanel->render();
// Output:
// === Panel: Main Window ===
// Label: Welcome!
// === Panel: Actions ===
// [Button: OK]
// [Button: Cancel]
// ===================
// ===================
return 0;
}
Key Point: Panel can contain other Panels or Buttons, representing nested UI hierarchies.
4. Common Errors and Solutions
Error 1: Calling add() on Leaf
// ❌ Bad: Calling add() on Leaf is silently ignored
auto file = std::make_shared<File>("test.txt", 100);
file->add(anotherFile); // Nothing happens
Solution: Throw an exception in Leaf’s add() or add type checking.
// ✅ Good: Throw exception
class File : public FileSystemItem {
public:
void add(std::shared_ptr<FileSystemItem>) override {
throw std::logic_error("Cannot add to a file");
}
};
Error 2: Circular Reference
// ❌ Bad: Circular reference
auto folder1 = std::make_shared<Folder>("A");
auto folder2 = std::make_shared<Folder>("B");
folder1->add(folder2);
folder2->add(folder1); // Circular!
Solution: Add parent pointer to detect cycles or use weak_ptr.
// ✅ Good: Parent checking
class Folder : public FileSystemItem {
std::weak_ptr<Folder> parent_;
public:
void add(std::shared_ptr<FileSystemItem> item) {
// Cycle detection logic
children_.push_back(std::move(item));
}
};
Error 3: Memory Leak
// ❌ Bad: Using raw pointers
class Composite {
std::vector<Component*> children_; // Leak risk
};
Solution: Use std::shared_ptr or std::unique_ptr.
// ✅ Good
class Composite {
std::vector<std::shared_ptr<Component>> children_;
};
5. Production Patterns
Pattern 1: Combined with Visitor
class Visitor {
public:
virtual void visitFile(File* file) = 0;
virtual void visitFolder(Folder* folder) = 0;
};
class SizeCalculator : public Visitor {
int total_ = 0;
public:
void visitFile(File* file) override { total_ += file->getSize(); }
void visitFolder(Folder* folder) override {
for (auto& child : folder->getChildren())
child->accept(this);
}
int getTotal() const { return total_; }
};
Pattern 2: Combined with Iterator
class Composite {
std::vector<std::shared_ptr<Component>> children_;
public:
auto begin() { return children_.begin(); }
auto end() { return children_.end(); }
};
// Usage
for (auto& child : composite) {
child->operation();
}
6. Complete Example: Organization Chart System
#include <vector>
#include <memory>
#include <iostream>
#include <string>
class Employee {
public:
virtual void showDetails(int indent = 0) const = 0;
virtual int getSalary() const = 0;
virtual void add(std::shared_ptr<Employee>) {}
virtual ~Employee() = default;
};
class Developer : public Employee {
std::string name_;
int salary_;
public:
Developer(std::string name, int salary)
: name_(std::move(name)), salary_(salary) {}
void showDetails(int indent = 0) const override {
std::cout << std::string(indent, ' ') << "Developer: " << name_
<< " ($" << salary_ << ")\n";
}
int getSalary() const override { return salary_; }
};
class Manager : public Employee {
std::string name_;
int salary_;
std::vector<std::shared_ptr<Employee>> team_;
public:
Manager(std::string name, int salary)
: name_(std::move(name)), salary_(salary) {}
void add(std::shared_ptr<Employee> emp) override {
team_.push_back(std::move(emp));
}
void showDetails(int indent = 0) const override {
std::cout << std::string(indent, ' ') << "Manager: " << name_
<< " ($" << salary_ << ") - Team size: " << team_.size() << '\n';
for (const auto& emp : team_)
emp->showDetails(indent + 2);
}
int getSalary() const override {
int total = salary_;
for (const auto& emp : team_)
total += emp->getSalary();
return total;
}
};
int main() {
auto ceo = std::make_shared<Manager>("Alice", 150000);
auto engManager = std::make_shared<Manager>("Bob", 120000);
engManager->add(std::make_shared<Developer>("Charlie", 80000));
engManager->add(std::make_shared<Developer>("David", 85000));
ceo->add(engManager);
auto salesManager = std::make_shared<Manager>("Eve", 110000);
salesManager->add(std::make_shared<Developer>("Frank", 70000));
ceo->add(salesManager);
ceo->showDetails();
std::cout << "\nTotal company payroll: $" << ceo->getSalary() << '\n';
// Output:
// Manager: Alice ($150000) - Team size: 2
// Manager: Bob ($120000) - Team size: 2
// Developer: Charlie ($80000)
// Developer: David ($85000)
// Manager: Eve ($110000) - Team size: 1
// Developer: Frank ($70000)
//
// Total company payroll: $615000
return 0;
}
Summary
| Item | Description |
|---|---|
| Purpose | Recursively handle leaves and composites with the same interface |
| Advantages | Manage tree structures with consistent API, easily add new node types, simplify client code |
| Disadvantages | Expose meaningless methods like add to leaves, potential type safety weakening |
| When to Use | File systems, UI hierarchies, organization charts, menu structures, and other tree-like data |
Related Posts: Adapter Pattern, Decorator Pattern, Iterator Guide, Visitor Pattern, Flyweight Pattern.
One-line Summary: The Composite Pattern enables you to handle tree structures like folder/file, menu hierarchies, and organization charts recursively with a unified interface.
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