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Composite in C#

Composite is a structural design pattern that allows composing objects into a tree-like structure and work with the it as if it was a singular object.

Composite became a pretty popular solution for the most problems that require building a tree structure. Composite’s great feature is the ability to run methods recursively over the whole tree structure and sum up the results.

Usage of the pattern in C#



Usage examples: The Composite pattern is pretty common in C# code. It’s often used to represent hierarchies of user interface components or the code that works with graphs.

Identification: If you have an object tree, and each object of a tree is a part of the same class hierarchy, this is most likely a composite. If methods of these classes delegate the work to child objects of the tree and do it via the base class/interface of the hierarchy, this is definitely a composite.

Conceptual Example

This example illustrates the structure of the Composite design pattern. It focuses on answering these questions:

  • What classes does it consist of?
  • What roles do these classes play?
  • In what way the elements of the pattern are related?

Program.cs: Conceptual example

using System;
using System.Collections.Generic;

namespace RefactoringGuru.DesignPatterns.Composite.Conceptual
    // The base Component class declares common operations for both simple and
    // complex objects of a composition.
    abstract class Component
        public Component() { }

        // The base Component may implement some default behavior or leave it to
        // concrete classes (by declaring the method containing the behavior as
        // "abstract").
        public abstract string Operation();

        // In some cases, it would be beneficial to define the child-management
        // operations right in the base Component class. This way, you won't
        // need to expose any concrete component classes to the client code,
        // even during the object tree assembly. The downside is that these
        // methods will be empty for the leaf-level components.
        public virtual void Add(Component component)
            throw new NotImplementedException();

        public virtual void Remove(Component component)
            throw new NotImplementedException();

        // You can provide a method that lets the client code figure out whether
        // a component can bear children.
        public virtual bool IsComposite()
            return true;

    // The Leaf class represents the end objects of a composition. A leaf can't
    // have any children.
    // Usually, it's the Leaf objects that do the actual work, whereas Composite
    // objects only delegate to their sub-components.
    class Leaf : Component
        public override string Operation()
            return "Leaf";

        public override bool IsComposite()
            return false;

    // The Composite class represents the complex components that may have
    // children. Usually, the Composite objects delegate the actual work to
    // their children and then "sum-up" the result.
    class Composite : Component
        protected List<Component> _children = new List<Component>();
        public override void Add(Component component)

        public override void Remove(Component component)

        // The Composite executes its primary logic in a particular way. It
        // traverses recursively through all its children, collecting and
        // summing their results. Since the composite's children pass these
        // calls to their children and so forth, the whole object tree is
        // traversed as a result.
        public override string Operation()
            int i = 0;
            string result = "Branch(";

            foreach (Component component in this._children)
                result += component.Operation();
                if (i != this._children.Count - 1)
                    result += "+";
            return result + ")";

    class Client
        // The client code works with all of the components via the base
        // interface.
        public void ClientCode(Component leaf)
            Console.WriteLine($"RESULT: {leaf.Operation()}\n");

        // Thanks to the fact that the child-management operations are declared
        // in the base Component class, the client code can work with any
        // component, simple or complex, without depending on their concrete
        // classes.
        public void ClientCode2(Component component1, Component component2)
            if (component1.IsComposite())
            Console.WriteLine($"RESULT: {component1.Operation()}");
    class Program
        static void Main(string[] args)
            Client client = new Client();

            // This way the client code can support the simple leaf
            // components...
            Leaf leaf = new Leaf();
            Console.WriteLine("Client: I get a simple component:");

            // ...as well as the complex composites.
            Composite tree = new Composite();
            Composite branch1 = new Composite();
            branch1.Add(new Leaf());
            branch1.Add(new Leaf());
            Composite branch2 = new Composite();
            branch2.Add(new Leaf());
            Console.WriteLine("Client: Now I've got a composite tree:");

            Console.Write("Client: I don't need to check the components classes even when managing the tree:\n");
            client.ClientCode2(tree, leaf);

Output.txt: Execution result

Client: I get a simple component:

Client: Now I've got a composite tree:
RESULT: Branch(Branch(Leaf+Leaf)+Branch(Leaf))

Client: I don't need to check the components classes even when managing the tree:
RESULT: Branch(Branch(Leaf+Leaf)+Branch(Leaf)+Leaf)

Composite in Other Languages

Design Patterns: Composite in Java Design Patterns: Composite in C++ Design Patterns: Composite in PHP Design Patterns: Composite in Python Design Patterns: Composite in Ruby Design Patterns: Composite in Swift Design Patterns: Composite in TypeScript