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  • 옵저버 패턴
  • 옵저버 패턴의 개념
  • 옵저버 패턴의 예제 코드
  • 옵저버 패턴의 장단점
  • 결론
  1. Books
  2. Head First Design Patterns
  3. Ch2. Observer Pattern

Ver1. Ch2. Observer Pattern

Ch2. 옵저버 패턴

PreviousCh2. Observer PatternNextCh3. Decorator Pattern

Last updated 11 months ago

옵저버 패턴

디자인 패턴은 소프트웨어 개발에서 반복적으로 등장하는 문제를 해결하기 위한 체계적인 방법론을 제공합니다. 이 중 옵저버 패턴(Observer Pattern)은 객체 간의 일대다 의존성을 정의하여, 한 객체의 상태가 변할 때 그 상태 변화를 다른 객체들에게 자동으로 통지하는 디자인 패턴입니다.

옵저버 패턴의 개념

옵저버 패턴은 주로 이벤트 기반 시스템에서 사용됩니다. 예를 들어, GUI 애플리케이션에서 버튼 클릭 이벤트를 처리할 때 버튼 객체는 주제(Subject)이고, 그 버튼을 감시하는 여러 이벤트 리스너들은 옵저버(Observer)입니다. 버튼 클릭 시 모든 등록된 리스너들이 호출되어 각기 정의된 동작을 수행하게 됩니다.

구성 요소

옵저버 패턴은 세 가지 주요 구성 요소로 이루어져 있습니다:

  1. Subject(주제): 상태를 관리하며, 상태 변경 시 옵저버들에게 알립니다.

  2. Observer(옵저버): 주제의 상태 변화를 감지하고, 그에 따라 행동을 수행합니다.

  3. ConcreteSubject(구체적인 주제): 주제의 구체적인 구현체로, 옵저버들을 관리하고 상태를 제공합니다.

  4. ConcreteObserver(구체적인 옵저버): 옵저버의 구체적인 구현체로, 주제의 상태 변경을 통지받아 자신의 상태를 갱신합니다.

옵저버 패턴의 구조

다음은 옵저버 패턴의 구조를 나타내는 UML 다이어그램입니다.

옵저버 패턴의 예제 코드

옵저버 패턴의 작동 방식을 이해하기 위해 간단한 예제 코드를 살펴보겠습니다. 이 예제에서는 날씨 데이터를 관찰하는 WeatherData 객체와, 날씨 정보를 표시하는 Display 객체를 구현합니다.

import java.util.ArrayList;

interface Observer {
    void update(float temp, float humidity, float pressure);
}

interface Subject {
    void registerObserver(Observer o);
    void removeObserver(Observer o);
    void notifyObservers();
}

class WeatherData implements Subject {
    private ArrayList<Observer> observers;
    private float temperature;
    private float humidity;
    private float pressure;

    public WeatherData() {
        observers = new ArrayList<>();
    }

    public void registerObserver(Observer o) {
        observers.add(o);
    }

    public void removeObserver(Observer o) {
        int i = observers.indexOf(o);
        if (i >= 0) {
            observers.remove(i);
        }
    }

    public void notifyObservers() {
        for (Observer observer : observers) {
            observer.update(temperature, humidity, pressure);
        }
    }

    public void measurementsChanged() {
        notifyObservers();
    }

    public void setMeasurements(float temperature, float humidity, float pressure) {
        this.temperature = temperature;
        this.humidity = humidity;
        this.pressure = pressure;
        measurementsChanged();
    }
}

class CurrentConditionsDisplay implements Observer {
    private float temperature;
    private float humidity;
    private Subject weatherData;

    public CurrentConditionsDisplay(Subject weatherData) {
        this.weatherData = weatherData;
        weatherData.registerObserver(this);
    }

    public void update(float temperature, float humidity, float pressure) {
        this.temperature = temperature;
        this.humidity = humidity;
        display();
    }

    public void display() {
        System.out.println("Current conditions: " + temperature + "F degrees and " + humidity + "% humidity");
    }
}

public class WeatherStation {
    public static void main(String[] args) {
        WeatherData weatherData = new WeatherData();

        CurrentConditionsDisplay currentDisplay = new CurrentConditionsDisplay(weatherData);

        weatherData.setMeasurements(80, 65, 30.4f);
        weatherData.setMeasurements(82, 70, 29.2f);
        weatherData.setMeasurements(78, 90, 29.2f);
    }
}

옵저버 패턴의 장단점

장점

  • 느슨한 결합: Subject와 Observer가 느슨하게 결합되어 있어, 서로 독립적으로 변경될 수 있습니다.

  • 확장성: 새로운 Observer를 추가하더라도 Subject를 변경할 필요가 없습니다.

단점

  • 복잡성 증가: Observer가 많아질수록 시스템의 복잡성이 증가할 수 있습니다.

  • 성능 저하: 모든 Observer에게 알림을 보내는 과정에서 성능이 저하될 수 있습니다.

결론

옵저버 패턴은 이벤트 중심의 애플리케이션에서 유용하게 사용되는 패턴입니다. 이 패턴을 활용하면 객체 간의 의존성을 효과적으로 관리할 수 있으며, 시스템의 유연성과 확장성을 높일 수 있습니다.