This content originally appeared on DEV Community and was authored by Chibueze Geoffrey
The SOLID principles are a set of design guidelines in object-oriented programming that help create systems that are more maintainable, flexible, and scalable. Here's a breakdown of each principle letter by letter:
S - Single Responsibility Principle (SRP): A class should have only one reason to change, meaning it should have only one job or responsibility.
This means that each class or module should focus on a single part of the functionality provided by the software and encapsulate it. This makes the system easier to understand and modify since each component does only one thing.
Suppose you have a "User" class that handles user data and also manages user login. According to SRP, you should separate these responsibilities into two classes: "UserData" and "UserLogin".
O - Open/Closed Principle (OCP): Software entities (classes, modules, functions, etc.) should be open for extension but closed for modification.
This means that you should be able to add new functionality to a module without changing its existing code. This is typically achieved through polymorphism and inheritance, ensuring that new functionality can be introduced without altering existing, tested, and working code.
If you have a "Shape" class, and you want to add a new shape type, you should be able to add a new subclass (like "Circle" or "Square") without modifying the "Shape" class.
L - Liskov Substitution Principle (LSP): Subtypes must be substitutable for their base types without altering the correctness of the program.
This means that objects of a superclass should be replaceable with objects of a subclass without affecting the functionality of the program. This ensures that a derived class enhances or extends the base class behavior without changing its expected behavior.
If you have a base class "Bird" with a method "fly()", and a subclass "Penguin", the "Penguin" class should not inherit the "fly()" method since penguins cannot fly. This violates LSP as the "Penguin" cannot substitute "Bird" in all scenarios.
I - Interface Segregation Principle (ISP): No client should be forced to depend on methods it does not use.
This means that It's better to have multiple small, specific interfaces rather than a single large, general-purpose interface. This keeps the interfaces lean and focused on specific client needs, avoiding the implementation of unnecessary methods.
Instead of having a large "Animal" interface with methods like "walk()", "fly()", "swim()", create smaller, more specific interfaces like "Walkable", "Flyable", "Swimmable".
D - Dependency Inversion Principle (DIP): High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions.
This simply states that depend on abstractions (interfaces or abstract classes), not on concrete implementations. This allows for flexibility and easier maintenance because high-level and low-level modules can be developed and modified independently.
Instead of a class "LightSwitch" directly controlling a "LightBulb", it should depend on an interface "Switchable" that "LightBulb" implements. This way, "LightSwitch" can control any "Switchable" device, promoting loose coupling.
General Consequences of Ignoring SOLID Principles
Increased Technical Debt: The codebase becomes harder to maintain and extend, accruing technical debt that slows down future development.
Reduced Agility: The system is less adaptable to changing requirements, making it hard to evolve and meet new business needs.
Poor Code Quality: The overall quality of the code suffers, leading to more bugs, difficult debugging, and a higher likelihood of introducing regressions.
Team Productivity Issues: Developers spend more time understanding and fixing issues in complex, tightly coupled code, reducing productivity and increasing frustration.
By adhering to these principles, developers can create systems that are more understandable, flexible, and easier to maintain, leading to higher quality software.
This content originally appeared on DEV Community and was authored by Chibueze Geoffrey
Chibueze Geoffrey | Sciencx (2024-06-22T18:34:41+00:00) SOLID PRIINCIPLES. Retrieved from https://www.scien.cx/2024/06/22/solid-priinciples/
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