❓
물음표살인마 블로그
  • README
  • ALGORITHM
    • Sieve of Eratosthenes
    • Round Up
    • Binary Search
    • Union Find
    • Sorting Array
    • Lcm, Gcd
  • TechTalk Review
    • Template
  • Books
    • CS Note for Interview
      • Ch1. Design Pattern & Programming paradigm
        • 1.1.1 Singleton Pattern
        • 1.1.2 Factory Pattern
        • 1.1.4 Observer Pattern
        • 1.1.5 Proxty Pattern & Proxy Server
        • 1.1.8 Model-View-Controller Pattern
        • 1.2.1 Declarative and Functional Programming
        • 1.2.2 Object Oriented Programming
      • Ch2. Network
        • 2.2.1 TCP/IP Four-Layer Model
        • 2.2.1-1 TCP 3, 4 way handshake
        • 2.3 Network Devices L4, L7
        • 2.4.1 ARP, RARP
        • 2.4.2 Hop By Hop Communication
        • 2.4.3 IP Addressing Scheme
      • Ch3. Operating System
        • 3.1.1 Roles and Structure of Operating Systems
        • 3.2.1 Memory Hierarchy
        • 3.2.2 Memory Management
        • 3.3.1 Processes and Compilation Process
        • 3.3.3 Memory Structure of a Process
        • 3.3.4 Process Control Block (PCB)
        • 3.3.5 Multiprocessing
        • 3.3.6 Threads and Multithreading
        • 3.3.7 Shared Resources and Critical Sections
        • 3.3.8 Deadlock
        • 3.4 CPU Scheduling Algorithm
      • Ch4. Database
        • 4.1 Database Basic
        • 4.2 Normalization
        • 4.3 Transaction and Integrity
        • 4.4 Types of Databases
        • 4.5 Indexes
        • 4.6 Types of Joins
        • 4.7 Principles of Joins
      • Ch5. Data Structure
    • Learning the Basics of Large-Scale System Design through Virtual Interview Cases
      • 1. Scalability based on user counts(1/2)
      • 1. Scalability based on user counts(2/2)
      • 2.Back-of-the-envelope estimation
      • 3. Strategies for System Design Interviews
      • 4. Rate Limiter
      • 5. Consistent Hashing
      • 6. Key-Value System Design
      • 7. Designing a Unique ID Generator for Distributed Systems
      • 8. Designing a URL Shortener
      • 9. Designing a Web Crawler
      • 10. Notification System Design
      • 11. Designing a News Feed System
      • 12. Chat System Design
      • 13. AutoComplete
      • 14. Design YouTube
      • 15. Design Google Drive
      • Loadbalancer Algorithms
      • Cache tier
      • CDN, Content Delivery Network
      • Stateless Web tier
    • Computer System A programmer's perspective
    • Effective Java
      • Item 1. Consider Static Factory Methods Instead of Constructors
      • Item 2. Consider a Builder When Faced with Many Constructor Parameters
      • Item 3. Ensure Singleton with Private Constructor or Enum Type
      • Item 4. Enforce Noninstantiability with a Private Constructor
      • Item 5. Prefer Dependency Injection to Hardwiring Resources
      • Item 6. Avoid Creating Unnecessary Objects
      • Item 7. Eliminate Obsolete Object References
      • Item 8. Avoid Finalizers and Cleaners
      • Item 9.Prefer try-with-resources to try-finally
      • Item10. Adhering to General Rules When Overriding equals
        • Handling Transitivity Issues
        • Ensuring Consistency
      • Item11. Override hashCode When You Override equals
      • Item12. Always Override toString
        • Always Override toString
      • Item13. Override Clone Judiciously
      • Item14. Consider Implementing Comparable
      • Item15. Minimize the Accessibility of Classes and Members
      • Item16. Accessor Methods Over Public Fields
      • Item17. Minimize Mutability
      • Item18. Composition over inherentance
      • Item19. Design and Document for Inheritance, or Else Prohibit It
      • Item20. Prefer Interfaces to Abstract Classes
      • Item21. Design Interfaces with Implementations in Mind
      • Item22. Use Interfaces Only to define Types
      • Item23. Prefer Class Hierarchies to Tagged Classes
      • Item24. Favor Static Member Classes Over Non-Static
      • Item28. Use Lists Instead of Arrays
      • Item29. Prefer Generic Types
      • Item30. Favor Generic Methods
    • Head First Design Patterns
      • Ch1. Strategy Pattern
      • Ch2. Observer Pattern
        • Ver1. Ch2. Observer Pattern
      • Ch3. Decorator Pattern
        • Ch3. Decorator Pattern
      • Ch4. Factory Pattern
      • Ch5. Singleton Pattern
      • Ch6. Command Pattern
      • Ch7. Adapter and Facade Pattern
      • Ch8. Template Method Pattern
    • Digging Deep into JVM
      • Chapter 2. Java Memory Area & Memory Overflow
      • Chapter 3. Garbage Collector & Memory Allocation Strategy (1/2)
      • Chapter 3. Garbage Collector & Memory Allocation Strategy (2/2)
      • Chapter 5. Optimization Practice
      • Chapter 6. Class file structure
      • Chapter 8. Bytecode Executor Engine (1/2)
  • Interview Practices
    • Restful API Practices
      • Url Shortener API
      • Event Ticket Reservation API
      • Course Management API
      • Search posts by tags API
      • Online Code platform API
      • Simple Task Management API
      • Event Participation API
      • Review System API
      • Car management API
      • Online Library
    • Tech Review
      • if(kakao)
        • Kakao Account Cache Migration / if(kakao)2022
        • Improving the Anomaly Detection System for KakaoTalk Messaging Metrics / if(kakao) 2022
        • Standardizing API Case Handling Without Redeployment / if(kakaoAI)2024
        • JVM warm up / if(kakao)2022
    • Naver Computer Science
      • Process & Thread
      • TCP & UDP
      • Spring & Servlet
      • Filter & Interceptor & AOP
      • Equals() & ==
      • Dependency Injection
      • Object Oriented Programming
  • F-Lab
    • Week1
      • Client & Server
      • HTTP
      • TCP/UDP
      • REST API
      • Questions
        • Object Oriented Programming
        • HTTP
        • Process & Thread
        • Data Structure
    • Week2
      • OSI 7 layer
      • Web vs WAS
    • Week3
      • RDB vs NoSQL
      • RDB Index
      • Cache
      • Redis
      • Messaging Queue
    • Week4
      • Project - Ecommerce
    • Week5
      • ERD - 1
    • Week6
      • Ecommerce - 2
      • Role
      • pw hashing && Salt
      • CreatedAt, ModifiedAt
      • JWT
      • Copy of ERD - 1
    • Week7
      • Vault (HashiCorp Vault)
    • Week 8
      • Api Endpoints
    • Week10
      • Product Create Workflow
  • TOY Project
    • CodeMentor
      • Implementation of Kafka
      • Project Improvement (Architectural Enhancements)
      • Communication between servers in msa
  • JAVA
    • MESI protocol in CAS
    • CAS (Compare and Set)
    • BlockingQueue
    • Producer & Consumer
    • Synchronized && ReentrantLock
    • Memory Visibility
    • Checked vs Unchecked Exception
    • Thread
    • Batch delete instead of Cascade
    • Java Questions
      • Week 1(1/2) - Basic Java
      • Week 1(2/2) - OOP
      • Week 2(1/2) - String, Exception, Generic
      • Week2(2/2) Lambda, Stream, Annotation, Reflection
      • Week3(1/2) Collections
      • Week3(2/2) Threads
      • Week4 Java Concurrency Programming
      • Week5 JVM & GC
    • Java 101
      • JVM Structure
      • Java Compiles and Execution Method
      • Override, Overload
      • Interface vs Abstract Class
      • Primitive vs Object Type
      • Identity and equality
      • String, StringBuilder, StringBuffer
      • Checked Exceptions and Unchecked Exceptions
      • Java 8 methods
      • Try-with-reources
      • Strong Coupling and Loose Coupling
      • Serialization and Deserialization
      • Concurrency Programming in Java
      • Mutable vs Immutable
      • JDK vs JRE
  • SPRING
    • DIP. Dependency Inversion Principal
    • Ioc container, di practice
    • @Transactional
    • Proxy Pattern
    • Strategy Pattern
    • Template Method Pattern
    • using profile name as variable
    • Spring Questions
      • Spring Framework
      • Spring MVC & Web Request
      • AOP (Aspect-Oriented Programming)
      • Spring Boot
      • ORM & Data Access
      • Security
      • ETC
  • DATABASE
    • Enhancing Query Performance & Stability - User list
    • Ensuring Data Consistency, Atomicity and UX Optimization (feat.Firebase)
    • Redis: Remote Dictionary Server
    • Database Questions
      • Week1 DBMS, RDBMS basics
      • Week2 SQL
      • Week3 Index
      • Week4 Anomaly, Functional Dependency, Normalization
      • Week5 DB Transaction, Recovery
    • Normalization
      • 1st Normal Form
      • 2nd Normal Form
      • 3rd Normal Form
  • NETWORK
    • HTTP & TCP head of line blocking
    • HTTP 0.9-3.0
    • Blocking, NonBlocking and Sync, Async
    • Network Questions
      • Week1 Computer Network Basic
      • Week2(1/3) Application Layer Protocol - HTTP
      • Week2(2/3) Application Layer Protocol - HTTPS
      • Week2(3/3) Application Layer Protocol - DNS
      • Week3 Application Layer
      • Week4 Transport Layer - UDP, TCP
      • Week5 Network Layer - IP Protocol
    • Network 101
      • https://www.google.com
      • TCP vs UDP
      • Http vs Https
      • TLS Handshake 1.2
      • HTTP Method
      • CORS & SOP
      • Web Server Software
  • OS
    • Operating System Questions
      • Week1 OS & How Computer Systems Work
      • Week2(1/2) Process
      • Week2(2/2) Thread
      • Week3 CPU Scheduling
      • Week4 Process Synchronize
      • Week5 Virtual Memory
    • Operating System 101
      • Operating system
        • The role of the operating system
        • The composition of the operating system.
      • Process
        • In Linux, are all processes except the initial process child processes?
        • Zombie process, orphan process
        • (Linux) Daemon process
        • Process address space
        • Where are uninitialized variables stored?
        • Determination of the size of the Stack and Heap
        • Access speed of Stack vs Heap
        • Reason for memory space partitioning
        • Process of compiling a process
        • sudo kill -9 $CURRENT_PID
      • Thread
        • Composition of a thread's address space
      • Process vs Thread
        • Creation of processes and threads in Linux
      • Multiprocessing
        • Web Browser
        • Implementation of multiprocessing
        • Application areas of multiprocessing
      • Multithreading
        • Application areas of multithreading
      • Interrupt
        • HW / SW Interrupt
        • Method of handling interrupts
        • Occurrence of two or more interrupts simultaneously
      • Polling
      • Dual Mode
        • Reason for distinguishing between user mode and kernel mode
      • System call
        • Differentiation between system calls
        • Types of system calls
        • Execution process of a system call
      • Process Control Block (PCB)
        • PCB의 구조
        • 쓰레드는 PCB를 갖고 있을까?
        • 프로세스 메모리 구조
      • Context switching
        • Timing of context switching
        • Registers saved during context switching
        • Context switching in processes
        • Context switching in threads
        • Difference between context switching in processes and threads
        • Information of the current process during context switching
      • Interprocess Communication (IPC)
        • Cases where IPC is used
        • Process address space in IPC Shared Memory technique
        • Types of IPC
  • COMPUTER SCIENCE
    • Computer Architecture 101
      • 3 components of a computer
      • RAM vs ROM
      • CPU vs GPU
      • SIMD
      • Two's complement
      • Harvard Architecture vs. von Neumann Architecture
      • The structure of a CPU.
      • Instruction cycle (CPU operation method)
      • Instruction pipelining
      • Bus
      • Memory area
      • Memory hierarchy structure
        • Reason for using memory hierarchy structure
      • Cache memory
      • L1, L2, L3 Cache
      • Locality of reference (cache)
      • Fixed-point vs Floating-point
        • epresentation of infinity and NaN (Not a Number) in floating-point
      • RISC vs CISC
      • Hamming code
      • Compiler
      • Linking
      • Compiler vs Interpreter
      • Mutex vs Semaphore
      • 32bit CPU and 64bit CPU
      • Local vs Static Variable
      • Page
  • Programming Paradigm
    • Declarative vs Imperative
  • JPA, QueryDsl
    • why fetchResults() is deprecated
  • PYTHON
    • Icecream
  • FASTAPI
    • Template Page
  • LINUX
    • Template Page
  • DATA STRUCTURE
    • Counting Sort
    • Array vs Linked List
  • GIT, Github
    • git clone, invalid path error
  • INFRA
    • Template Page
  • AWS
    • Server Log Archive Pipeline
    • Image Processing using Lambda
  • DOCKER
    • Docker and VM
    • Python Executable Environment
    • Docker commands
  • docker-compose
    • Kafka, Multi Broker
  • KUBERNATES
    • !Encountered Errors
      • my-sql restarts
      • kafka producer: disconnected
    • Kubernetes Components
    • Helm
      • Helm commands
    • Pod network
    • Service network
      • deployment.yaml
      • services.yaml
    • Service type
      • Cluster IP
      • NodePort
    • service-name-headless?
    • kube-proxy
  • GraphQL
    • Template Page
  • WEB
    • Template Page
  • Reviews
    • Graphic Intern Review
    • Kakao Brain Pathfinder Review
    • JSCODE 자바 1기 Review
  • 😁Dev Jokes
    • Image
      • Plot twist
      • Priorities
      • SQL join guide
      • Google is generous
      • Genie dislikes cloud
      • buggy bugs
      • last day of unpaid internship
      • what if clients know how to inspect
      • its just game
      • how i wrote my achievement on resume
      • self explanatory
      • chr(sum(range(ord(min(str(not))))))
Powered by GitBook
On this page
  1. Books
  2. CS Note for Interview
  3. Ch1. Design Pattern & Programming paradigm

1.1.2 Factory Pattern

1.1.2 팩토리 패턴

팩토리 패턴(Factory Pattern)은 객체 생성의 로직을 캡슐화하여 코드에서 객체 생성 부분을 떼어내는 디자인 패턴입니다. 상속 관계에 있는 두 클래스에서 상위 클래스가 중요한 패턴을 결정하고, 하위 클래스에서 객체 생성을 구체화하는 내용을 결정합니다. 이를 통해 객체 생성 방식을 유연하게 변경할 수 있습니다.

팩토리 패턴의 특징

  1. 객체 생성 캡슐화: 객체 생성의 구체적인 내용을 감추고, 상위 클래스가 객체 생성의 기본 구조를 제공하며 하위 클래스가 이를 구체화합니다.

  2. 유연한 설계: 객체 생성 방식을 변경해도 코드의 다른 부분에 영향을 주지 않으므로, 코드를 유연하게 설계할 수 있습니다.

팩토리 패턴 구현 예제 (Java)

다음은 Java에서 팩토리 패턴을 구현한 예제입니다:

// CoffeeType 열거형 정의
enum CoffeeType {
    LATTE, ESPRESSO
}

// 추상 클래스 Coffee
abstract class Coffee {
    protected String name;

    public String getName() {
        return name;
    }
}

// Latte 클래스 정의
class Latte extends Coffee {
    public Latte() {
        name = "Latte";
    }
}

// Espresso 클래스 정의
class Espresso extends Coffee {
    public Espresso() {
        name = "Espresso";
    }
}

// CoffeeFactory 클래스 정의
class CoffeeFactory {
    public static Coffee createCoffee(CoffeeType type) {
        switch (type) {
            case LATTE:
                return new Latte();
            case ESPRESSO:
                return new Espresso();
            default:
                throw new IllegalArgumentException("Invalid coffee type: " + type);
        }
    }
}

// Main 클래스 정의
public class FactoryPatternDemo {
    public static void main(String[] args) {
        Coffee coffee1 = CoffeeFactory.createCoffee(CoffeeType.LATTE);
        Coffee coffee2 = CoffeeFactory.createCoffee(CoffeeType.ESPRESSO);

        System.out.println("First coffee: " + coffee1.getName());  // Latte
        System.out.println("Second coffee: " + coffee2.getName()); // Espresso
    }
}

위 예제에서는 CoffeeFactory 클래스가 createCoffee 메서드를 통해 다양한 타입의 커피 객체를 생성합니다. Latte와 Espresso 클래스는 Coffee 클래스를 상속받아 구현되며, createCoffee 메서드는 CoffeeType 열거형을 기반으로 적절한 커피 객체를 반환합니다.

팩토리 패턴의 장점과 단점

장점:

  • 객체 생성의 캡슐화: 객체 생성 로직을 별도의 클래스로 분리하여 코드의 가독성과 유지 보수성을 높입니다.

  • 유연성 향상: 새로운 객체 타입이 추가되더라도 기존 코드를 크게 변경하지 않고 확장할 수 있습니다.

  • 의존성 감소: 클라이언트 코드가 구체적인 클래스에 의존하지 않으므로, 코드의 결합도가 낮아집니다.

단점:

  • 코드 복잡성 증가: 패턴을 구현하기 위해 추가적인 코드가 필요하므로, 코드의 복잡성이 증가할 수 있습니다.

  • 객체 생성 지연: 팩토리 메서드를 통해 객체를 생성하므로, 직접 객체를 생성하는 것보다 약간의 성능 저하가 발생할 수 있습니다.

팩토리 패턴은 객체 생성 로직을 캡슐화하여 코드의 유연성과 확장성을 높이는 데 유용한 패턴입니다. 다양한 객체 타입을 생성해야 하는 상황에서 특히 유용하며, 코드의 유지 보수성을 높이는 데 큰 도움을 줍니다.

팩토리 패턴 연습

1. 팩토리 패턴 문제

문제: 팩토리 패턴을 사용하여 Shape 객체를 생성하는 ShapeFactory 클래스를 구현하세요. Shape 인터페이스는 draw() 메서드를 포함해야 하며, Circle와 Rectangle 클래스는 이를 구현해야 합니다. ShapeFactory 클래스는 주어진 문자열에 따라 적절한 Shape 객체를 반환해야 합니다.

요구사항:

Shape 인터페이스를 정의하고 draw() 메서드를 선언하세요.
Circle와 Rectangle 클래스는 Shape 인터페이스를 구현하세요.
ShapeFactory 클래스는 getShape(String shapeType) 메서드를 통해 Shape 객체를 생성하세요.
주어진 문자열이 "CIRCLE"이면 Circle 객체를, "RECTANGLE"이면 Rectangle 객체를 반환합니다.
힌트:

팩토리 패턴의 기본 구조를 참고하세요.
조건문을 사용하여 문자열에 따라 객체를 생성하세요.
출력 예시:

Drawing a circle
Drawing a rectangle
public interface Shape {
    void draw();
}
@Slf4j
@Component
public class Circle implements Shape {
    @Override
    public void draw() {
        log.info("Drawing a circle");
    }
}

@Slf4j
@Component
public class Rectangle implements Shape {
    @Override
    public void draw() {
        log.info("Drawing a rectangle");
    }
}
@Component
public class ShapeFactory {

    @Autowired
    private Circle circle;

    @Autowired
    private Rectangle rectangle;

    public Shape getShape(String shapeType) {
        if (shapeType == null) {
            return null;
        }
        if (shapeType.equalsIgnoreCase("CIRCLE")) {
            return circle;
        } else if (shapeType.equalsIgnoreCase("RECTANGLE")) {
            return rectangle;
        }
        return null;
    }
}
@RestController
public class ShapeController {

    @Autowired
    private ShapeFactory shapeFactory;

    @GetMapping("/shape/{type}")
    public String getShape(@PathVariable String type) {
        Shape shape = shapeFactory.getShape(type.toUpperCase());
        if (shape != null) {
            shape.draw();
            return "Drawing " + type.toLowerCase();
        } else {
            return "Invalid shape type: " + type;
        }
    }
}
프로젝트 구조
src/main/java
    └── com/example/shapefactory
        ├── controller
        │   └── ShapeController.java
        ├── service
        │   ├── Shape.java
        │   ├── Circle.java
        │   ├── Rectangle.java
        │   └── ShapeFactory.java
        └── ShapeFactoryApplication.java
pom.xml
Previous1.1.1 Singleton PatternNext1.1.4 Observer Pattern

Last updated 10 months ago