blog/_posts/2024-04-03-solid-principles.md

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---
title: SOLID Principles
description: Solid Principles
date: 2024-04-03T16:10:57.476Z
tags:
- code quality
- oops
categories:
- Programming
- Principles
image:
path: /assets/img/posts/solid-principles.jpg
slug: solid-principles
---
The SOLID principles are a set of **five design principles** that are intended to guide software development to create more **understandable**, **maintainable**, **extendable** and **scalable** code. These principles were introduced by **Robert C. Martin** (also known as Uncle Bob) in the early 2000s and have since become fundamental concepts in object-oriented design and programming. Here's a brief overview of each principle:
## 1. Single Responsibility Principle (SRP):
This principle states that a class should have **only one reason to change**. In other words, a class should have **only one responsibility or job**. By adhering to SRP, you ensure that classes are focused and have clear, understandable purposes, which makes them **easier to maintain and test**.
**Example**: *Think of a chef in a restaurant. Instead of having a chef who both cooks meals and serves customers, you'd want separate roles. The chef should focus on cooking delicious dishes, while a waiter takes care of serving customers.*
```c#
// Before
public class Chef
{
public void CookMeals() { /*...*/ }
public void ServeMeals() { /*...*/ }
}
// After
public class Chef
{
public void CookMeals() { /*...*/ }
}
public class Waiter
{
public void ServeMeals() { /*...*/ }
}
```
## 2. Open/Closed Principle (OCP):
This Principle suggests that software entities `(classes, modules, functions, etc.)` should be **open for extension** but **closed for modification**. This means that you should be able to **extend the behavior of a module without modifying its source code**. This is typically achieved through the use of **inheritance**, **polymorphism** and **parameters**.
**Example**: *Consider a shape drawing application. Instead of modifying the existing shape classes every time you need to add a new shape, you'd create a abstact class called **Shape** and implement it in different shape classes like **Circle**, **Square**, etc. Then, when you want to add a new shape, you create a new class that implements the Shape without modifying the existing code.*
```c#
// Before
public class Shape
{
public double CircleArea(double radius) { /*...*/ }
public double SquareArea(double sideLength) { /*...*/ }
}
// After
public abstract class Shape
{
public abstract double Area();
}
public class Circle : Shape
{
public override double Area() { /*...*/ }
}
public class Square : Shape
{
public override double Area() { /*...*/ }
}
```
## 3. Liskov Substitution Principle (LSP):
This Principle states that objects of a superclass should be substitutable with objects of its subclasses without affecting the correctness of the program. In simpler terms, **a subclass should behave in such a way that it does not break the functionality that the superclass expects**.
**Example**: *Consider a program that expects objects of type Bird. According to LSP, if you have a class Swan that inherits from Bird, you should be able to substitute an instance of Swan wherever you expect an Bird without breaking the program's functionality.*
```c#
// Before
public abstract class Bird
{
public abstract void Fly() { /* I can fly */}
}
public abstract class Penguin : Bird
{
// Violating LSP principle (Penguin class breaks Fly functionality)
public override void Fly()
{
throw new NotImplementedException("Penguins can't fly!");
}
}
// After
public abstract class Bird
{
public abstract void Fly() { /* I can fly */}
}
public abstract class Swan : Bird
{
public override void Fly() { /* I can fly */ }
}
```
## 4. Interface Segregation Principle (ISP)
This Principle suggests that clients should not be forced to depend on interfaces they do not use. In other words, **interfaces should be fine-grained and specific to the client's needs**. This involves breaking large interfaces into smaller, more focused interfaces.
**Example**: *Lets consider **IPerson** interface which has methods to work and eat. **Robot** class cannot implement IPerson interface as it cannot eat. IPerson should be splitted in to smaller interfaces like **IEater** and **IWorker** so Robot can implement IWorker.*
```c#
// Before
public interface IPerson
{
void Work();
void Eat();
}
public class Robot : IPerson
{
public void Work() { /*...*/ }
public void Eat() { /*...*/ } // Doesn't make sense for a robot
}
// After
public interface IWorker
{
void Work();
}
public interface IEater
{
void Eat();
}
public class Robot : IWorker
{
public void Work() { /*...*/ }
}
public class Human : IEater, IWorker
{
public void Work() { /*...*/ }
public void Eat() { /*...*/ }
}
```
## 5. Dependency Inversion Principle (DIP)
This Principle states that high-level modules should not depend on low-level modules. Instead, **both should depend on abstractions**. This principle encourages the use of interfaces or abstract classes to decouple classes from their concrete implementations. Abstractions should not depend on details. Details should depend on abstractions.
**Example**: *If UserService directly depends on the concrete implementation of MySQLDatabase. This violates DIP since the high-level class UserService is directly dependent on a low-level class.
**If we want to switch to a different database system (e.g., PostgreSQL), we need to modify the UserService class**.
Instead of depending on concrete implementations, the high-level class UserService should depend on abstractions. Let's create a Database interface as an abstraction:*
```c#
// Before
/* Low-level module */
class MySQLDatabase {
getUserData(id: number): string {
// Logic to fetch user data from MySQL database
}
}
/* High-level module */
class UserService {
private database: MySQLDatabase;
constructor() {
this.database = new MySQLDatabase();
}
getUser(id: number): string {
return this.database.getUserData(id);
}
}
// After
/* Abstract interface (abstraction) for the low-level module */
interface Database {
getUserData(id: number): string;
}
/* low-level module implementing the Database interface */
class MySQLDatabase implements Database {
getUserData(id: number): string {}
}
/* low-level module implementing the Database interface */
class PostgreSQLDatabase implements Database {
getUserData(id: number): string {}
}
/* High-level module */
class UserService {
private database: Database;
constructor(database: Database) {
this.database = database;
}
getUser(id: number): string {
return this.database.getUserData(id);
}
}
```
This way, the UserService class depends on the Database abstraction, not on concrete implementations, fulfilling the Dependency Inversion Principle.
**Note:** I'm excited to share this post that's like a treasure chest filled with nuggets of wisdom from different articles I've come across. Some of the examples taken from these articles [1](https://dev.to/galwaycoder/the-solid-principles-in-software-design-explained-53n) [2](https://dev.to/lukeskw/solid-principles-theyre-rock-solid-for-good-reason-31hn).