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The first part was fine, factory method, base Enemy class, color property, nothing crazy.
Start by outlining a simple factory method pattern with a base Enemy class and subclasses for each color, then identify the memory overhead from thousands of instances. Redesign using the Flyweight pattern to share intrinsic state (color, sprite, stats) across enemies, storing only extrinsic state (position, health) per instance, and discuss trade-offs like increased complexity and potential performance gains.
Pro tip: Emphasize that the Flyweight pattern is ideal when many objects share common state, but also mention that you'd measure memory usage before and after to validate the optimization, showing a data-driven approach.
Ask about the expected number of enemies, memory limits, and whether enemies of the same color share behavior/stats. Confirm if enemies are mutable and if color is the only varying attribute.
Propose an Enemy interface or abstract class with concrete subclasses like RedEnemy, BlueEnemy, etc. Implement a simple factory that returns a new instance based on color.
Explain that creating thousands of separate instances duplicates common data (e.g., color, sprite, stats), leading to high memory usage and GC pressure.
Introduce a Flyweight factory that caches and reuses shared enemy objects (intrinsic state). Separate extrinsic state (position, health) into a context object or store it externally.
Compare Flyweight with other patterns like Object Pool or Prototype. Mention trade-offs: memory savings vs. complexity, potential concurrency issues, and the need to manage extrinsic state carefully.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.