---
id: wiki-2026-0508-extract-class-클래스-추출하기
title: Extract Class (클래스 추출하기)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Extract Class, 클래스 추출, Refactoring]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [refactoring, fowler, srp, oop]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: none
---

# Extract Class (클래스 추출하기)

## 매 한 줄
> **"매 too-much-doing class 의 cohesive subset 의 split"**. Extract Class 매 Fowler refactoring catalog 의 core move — 매 single class 매 multiple responsibilities 의 carry, 매 data + methods 의 cohesive cluster 의 new class 의 extract. SRP 의 enforcement.

## 매 핵심

### 매 Smell signals
- 매 class 매 200+ lines 의 grow.
- 매 fields 의 subset 매 always 의 used together (e.g., `street/city/zip` 의 always together).
- 매 methods 매 disjoint groups 의 form — 매 group A methods 매 group A fields only 의 use.
- 매 class name 매 vague — `Manager`, `Helper`, `Util`.

### 매 Mechanics (Fowler)
1. 매 responsibility 의 identify — 매 split point.
2. 매 new child class 의 create.
3. 매 parent → child reference 의 establish.
4. 매 fields 의 move (Move Field).
5. 매 methods 의 move (Move Method) — 매 leaves first.
6. 매 child interface 의 review — 매 internal exposure 의 minimize.
7. 매 expose: 매 child 의 public 의 또는 parent-only 의 decision.

### 매 응용
1. Person → Person + TelephoneNumber.
2. Order → Order + ShippingAddress + BillingAddress.
3. UserService → UserService + AuthService + ProfileService.
4. GameEntity → Position + Velocity + Health (ECS).

## 💻 패턴

### Before — God class
```typescript
class Person {
  name: string;
  officeAreaCode: string;
  officeNumber: string;

  getTelephoneNumber(): string {
    return `(${this.officeAreaCode}) ${this.officeNumber}`;
  }
}
```

### After — Extract Class
```typescript
class TelephoneNumber {
  constructor(public areaCode: string, public number: string) {}
  toString(): string { return `(${this.areaCode}) ${this.number}`; }
}

class Person {
  constructor(
    public name: string,
    private officeTelephone: TelephoneNumber,
  ) {}
  get telephoneNumber(): string { return this.officeTelephone.toString(); }
  // delegate accessors during transition
  get officeAreaCode() { return this.officeTelephone.areaCode; }
  set officeAreaCode(v: string) { this.officeTelephone.areaCode = v; }
}
```

### Address extraction
```typescript
// Before
class Order {
  customerName: string;
  street: string; city: string; zipCode: string; country: string;
  shippingCost: number;
}

// After
class Address {
  constructor(
    public street: string,
    public city: string,
    public zipCode: string,
    public country: string,
  ) {}
  format(): string { return `${this.street}, ${this.city} ${this.zipCode}, ${this.country}`; }
  isInternational(home: string) { return this.country !== home; }
}

class Order {
  constructor(
    public customerName: string,
    public shippingAddress: Address,
    public shippingCost: number,
  ) {}
}
```

### Service split (SRP)
```typescript
// Before — 600 LOC
class UserService {
  signup() { /* ... */ }
  login() { /* ... */ }
  resetPassword() { /* ... */ }
  updateProfile() { /* ... */ }
  uploadAvatar() { /* ... */ }
  getPreferences() { /* ... */ }
}

// After
class AuthService {
  signup() {} login() {} resetPassword() {}
}
class ProfileService {
  updateProfile() {} uploadAvatar() {} getPreferences() {}
}
// UserService 의 orchestration only 의 keep
```

### ECS-style field group extraction
```typescript
// Before — game entity 의 carries everything
class Enemy {
  x: number; y: number; vx: number; vy: number;
  hp: number; maxHp: number; armor: number;
  spriteId: string; animFrame: number;
}

// After — components
class Position { constructor(public x: number, public y: number) {} }
class Velocity { constructor(public vx: number, public vy: number) {} }
class Health { constructor(public hp: number, public maxHp: number, public armor = 0) {} }
class Sprite { constructor(public id: string, public frame = 0) {} }

class Enemy {
  constructor(
    public position: Position,
    public velocity: Velocity,
    public health: Health,
    public sprite: Sprite,
  ) {}
}
```

### Incremental migration via delegation
```typescript
class Person {
  private _phone = new TelephoneNumber('', '');
  // Old API 의 keep working
  get officeNumber() { return this._phone.number; }
  set officeNumber(v: string) { this._phone.number = v; }
  // New API 의 prefer
  get phone() { return this._phone; }
}
// Phase 1: delegate. Phase 2: callers migrate to .phone. Phase 3: remove old getters.
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Class < 100 LOC, single concept | 매 extract 매 X — 매 premature |
| Field subset always 의 together | 매 Extract Class |
| Two distinct responsibilities | 매 Extract Class + Move Method |
| Component reuse 의 needed (game) | 매 ECS-style components 의 extract |
| Public API 의 break 의 dangerous | 매 delegating accessors 의 transition |

**기본값**: 매 class 매 2 의 distinct responsibility 의 carry 의 extract — 매 cohesion > 1 class.

## 🔗 Graph
- 부모: [[Refactoring_Best_Practices|Refactoring]] · [[SOLID]]
- 응용: [[Single Responsibility Principle (SRP)|Single-Responsibility-Principle]] · [[Entity-Component-System]]

## 🤖 LLM 활용
**언제**: 매 class 매 200+ LOC, 매 multiple distinct concerns. Field cluster 의 always 의 co-occur. Test setup 매 unrelated mocks 의 require.
**언제 X**: 매 small DTO. 매 abstraction 의 cost > readability gain (매 over-extraction).

## ❌ 안티패턴
- **Anemic extraction**: 매 fields only 의 move, 매 methods 매 parent 의 stay — 매 just data bag 의 result. Methods 의 follow 의 must.
- **Reverse coupling**: 매 child 매 parent 의 reference back — 매 cyclic dependency. One-way reference 의 keep.
- **Premature extract**: 매 50 LOC class 의 split — 매 navigation overhead > clarity.
- **Public sprawl**: 매 child 의 immediately public — 매 hide 매 first, 매 expose 의 demand 의 occur 시.

## 🧪 검증 / 중복
- Verified (Fowler "Refactoring" 2nd ed., Ch. 7).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Extract Class refactoring 의 mechanics + 5 patterns |
