S.O.L.I.D The First 5 Principle Of Object Oriented Design
Introduction
SOLID is an acronym for the first five object-oriented design (OOD) principles by Robert C. Martin (also known as Uncle Bob).
Note: While these principles can apply to various programming languages, the sample code contained in this article will use PHP.
These principles establish practices for developing software with considerations for maintaining and extending it as the project grows. Adopting these practices can also help avoid code smells, refactor code, and develop Agile or Adaptive software.
SOLID stands for:
- S - Single-responsibility Principle
- O - Open-closed Principle
- L - Liskov Substitution Principle
- I - Interface Segregation Principle
- D - Dependency Inversion Principle
In this article, you will be introduced to each principle individually to understand how SOLID can help make you a better developer.
Single-Responsibility Principle
Single-responsibility Principle (SRP) states:
A class should have one and only one reason to change, meaning that a class should have only one job.
For example, consider an application that takes a collection of shapes—circles and squares—and calculates the sum of the area of all the shapes in the collection.
First, create the shape classes and have the constructors set up the required parameters.
For squares, you will need to know the length
of a side:
For circles, you will need to know the radius
:
Next, create the AreaCalculator
class and write the logic to sum up the areas of all provided shapes. The area of a square is calculated by length squared, and the area of a circle is calculated by pi times radius squared.
To use the AreaCalculator
class, you will need to instantiate it, pass in an array of shapes, and display the output at the bottom of the page.
Here is an example with a collection of three shapes:
- a circle with a radius of 2
- a square with a length of 5
- a second square with a length of 6
The problem with the output method is that the AreaCalculator
handles the logic to output the data.
Consider a scenario where the output should be converted to another format like JSON.
The AreaCalculator
class would handle all of the logic, violating the single responsibility principle. The AreaCalculator
class should only be concerned with the sum of the areas of provided shapes. It should not care whether the user wants JSON or HTML.
To address this, you can create a separate SumCalculatorOutputter
class and use that new class to handle the logic you need to output the data to the user:
The SumCalculatorOutputter
class would work like this:
The SumCalculatorOutputter
class handles the logic needed to output the data to the user.
That satisfies the single-responsibility principle.
Open-Closed Principle
Open-closed Principle (OCP) states:
Objects or entities should be open for extension but closed for modification.
This means that a class should be extendable without modifying the class itself.
Let’s revisit the AreaCalculator
class and focus on the sum
method:
Consider a scenario where the user would like the sum
of additional shapes like triangles, pentagons, hexagons, etc. You would have to constantly edit this file and add more if
/else
blocks. That would violate the open-closed principle.
A way you can make this sum
method better is to remove the logic to calculate the area of each shape out of the AreaCalculator
class method and attach it to each shape’s class.
Here is the area
method defined in Square
:
And here is the area
method defined in Circle
:
The sum
method for AreaCalculator
can then be rewritten as:
Now, you can create another shape class and pass it in when calculating the sum without breaking the code.
However, another problem arises. How do you know that the object passed into the AreaCalculator
is actually a shape or if the shape has a method named area
?
Coding to an interface is an integral part of SOLID.
Create a ShapeInterface
that supports area
:
Modify your shape classes to implement
the ShapeInterface
.
Here is the update to Square
:
And here is the update to Circle
:
In the sum
method for AreaCalculator
, you can check if the shapes provided are actually instances of the ShapeInterface
; otherwise, throw an exception:
That satisfies the open-closed principle.
Liskov Substitution Principle
Liskov Substitution Principle states:
Let q(x) be a property provable about objects of x of type T. Then q(y) should be provable for objects y of type S where S is a subtype of T.
This means that every subclass or derived class should be substitutable for their base or parent class.
Building off the example AreaCalculator
class, consider a new VolumeCalculator
class that extends the AreaCalculator
class:
Recall that the SumCalculatorOutputter
class resembles this:
If you tried to run an example like this:
When you call the HTML
method on the $output2
object, you will get an E_NOTICE
error, informing you of an array-to-string conversion.
To fix this, instead of returning an array from the VolumeCalculator
class sum method, return $summedData
:
The $summedData
can be a float, double or integer.
That satisfies the Liskov substitution principle.
Interface Segregation Principle
The interface segregation principle states:
A client should never be forced to implement an interface that it doesn’t use, or clients shouldn’t be forced to depend on methods they do not use.
Still building from the previous ShapeInterface
example, you will need to support the new three-dimensional shapes of Cuboid
and Spheroid
, and these shapes will need to also calculate volume
.
Let’s consider what would happen if you were to modify the ShapeInterface
to add another contract:
Now, any shape you create must implement the volume
method, but you know that squares are flat shapes and that they do not have volumes, so this interface would force the Square
class to implement a method that it has no use of.
This would violate the interface segregation principle. Instead, you could create another interface called ThreeDimensionalShapeInterface
that has the volume
contract, and three-dimensional shapes can implement this interface:
This is a much better approach, but a pitfall to watch out for is when type-hinting these interfaces. Instead of using a ShapeInterface
or a ThreeDimensionalShapeInterface
, you can create another interface, maybe ManageShapeInterface
, and implement it on both the flat and three-dimensional shapes.
This way, you can have a single API for managing the shapes:
Now in AreaCalculator
class, you can replace the call to the area
method with calculate
and also check if the object is an instance of the ManageShapeInterface
and not the ShapeInterface
.
That satisfies the interface segregation principle.
Dependency Inversion Principle
Dependency inversion principle states:
Entities must depend on abstractions, not on concretions. It states that the high-level module must not depend on the low-level module, but they should depend on abstractions.
This principle allows for decoupling.
Here is an example of a PasswordReminder
that connects to a MySQL database:
First, the MySQLConnection
is the low-level module while the PasswordReminder
is high level, but according to the definition of D in SOLID, which states to Depend on abstraction, not on concretions. This snippet above violates this principle as the PasswordReminder
class is being forced to depend on the MySQLConnection
class.
Later, if you were to change the database engine, you would also have to edit the PasswordReminder
class, which would violate the open-close principle
.
The PasswordReminder
class should not care what database your application uses. To address these issues, you can code to an interface since high-level and low-level modules should depend on abstraction:
The interface has a connect method, and the MySQLConnection
class implements this interface. Also, instead of directly type-hinting the MySQLConnection
class in the constructor of the PasswordReminder
, you type-hint the DBConnectionInterface
. No matter the type of database your application uses, the PasswordReminder
class can connect to the database without any problems, and the open-close principle is not violated.
This code establishes that both the high-level and low-level modules depend on abstraction.
Conclusion
This article introduced the five principles of the SOLID Code. Projects that adhere to these principles can be shared with collaborators, extended, modified, tested, and refactored with fewer complications.
Continue your learning by reading about other practices for Agile and Adaptive software development.
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