Proxy is a structural design pattern that provides an object that acts as a substitute for a real service object used by a client. A proxy receives client requests, does some work (access control, caching, etc.) and then passes the request to a service object.
The proxy object has the same interface as a service, which makes it interchangeable with a real object when passed to a client.
Usage examples: While the Proxy pattern isn’t a frequent guest in most C++ applications, it’s still very handy in some special cases. It’s irreplaceable when you want to add some additional behaviors to an object of some existing class without changing the client code.
Identification: Proxies delegate all of the real work to some other object. Each proxy method should, in the end, refer to a service object unless the proxy is a subclass of a service.
This example illustrates the structure of the Proxy 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?