(ARTICLE): Wrote the OCP section.
Furthermore, also used Grammarly on the entire article!
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src/journal/SOLID Principles: Does They Matter.md
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src/journal/SOLID Principles: Does They Matter.md
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Date: 2025-11-??
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Desc: SOLID principles are very well known, but are they really that important?
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# SOLID Principles: Do They Matter
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<img src="/journal/SOLID.png" alt="Solid principles guide" style="background-color: white; border-radius: 15px; margin-inline: 10px; margin-top: 2.5%; margin-bottom: 1.5%; width: 95%; max-width: 500px;">
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###### Image source: [Geeks for Geeks](https://www.geeksforgeeks.org/system-design/solid-principle-in-programming-understand-with-real-life-examples/)
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<br>
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###### Author: Hayden Hargreaves
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###### Published: 11/??/2025
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## Background
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If you have not heard of the SOLID principles, you are in the right place! SOLID is an acronym for
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the first five **object-oriented design** (OOD) principles, invented by Robert C. Martin, commonly
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known as [Uncle Bob](https://en.wikipedia.org/wiki/Robert_C._Martin). The goal of the SOLID principles is to establish best practices for developing
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maintainable and extensible software. Adapting these principles into your own code can help you avoid
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[code smells](https://en.wikipedia.org/wiki/Code_smell), refactor code and develop Agile software.
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>
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> "If you think good architecture is expensive, try bad architecture." ~Uncle Bob
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>
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The five principles are as follows:
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- **S** - Single-responsibility Principle
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- **O** - Open-closed Principle
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- **L** - Liskov Substitution Principle
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- **I** - Interface Segregation Principle
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- **D** - Dependency Inversion Principle
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This article serves as an *introduction*, not a comprehensive guide. However, a simple understanding
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of the principles can help you level up as a developer!
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## Object-Oriented Programming Refresher
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A basic understanding of object-oriented programming (OOP) is expected for optimal success when reading
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this article. Regardless, a simple refresher can't hurt! Object-oriented programming is precisely
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what it sounds like, **object-based programming**. Code written in OOP languages is organized into
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"objects", which are self-contained units that combine data (attributes) and functions that operate
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on the data (methods). The OOP approach can simplify complex systems, promote code reusability and
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modularity, which makes OOP code easier to maintain and scale. There are four main principles of
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object-oriented programming: **encapsulation**, **inheritance**, **abstraction** and **polymorphism**. I will write
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a dedicated article about these four principles soon, which will also be found here in my journal.
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To understand the SOLID principles, it is essential to remember **what a class is**: a class is a blueprint
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or template for creating objects. An object is a unique instance of a class.
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There are many object-oriented languages, and the concepts taught in this article are not unique to
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a specific language; they can be applied to any language that implements OOP structure (even Python!).
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Some languages include: **[C++](https://en.wikipedia.org/wiki/C%2B%2B)**, **[C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language))**, **[Java](https://en.wikipedia.org/wiki/Java_(programming_language))**, **[Ruby](https://en.wikipedia.org/wiki/Ruby_(programming_language))**, and others. The examples provided in this article
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will be in C++, but as mentioned previously, they apply to any OOP language!
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## Single-Responsibility Principle
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The **[Single-Responsibility Principle](https://en.wikipedia.org/wiki/Single-responsibility_principle)** states:
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>
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> "A class should have one and only one reason to change, meaning that a class should have only one
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> job." ~Robert "Uncle Bob" Martin
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>
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### The Misunderstood Principle
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The SRP is the simplest, yet most commonly misunderstood principle. The goal of the SRP is to **prevent
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unexpected side effects* by keeping each unit (class) simple and with only a single purpose. A class
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with many responsibilities will often need to be modified as requirements change, which can lead to
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more bugs. When a class is changed, it can impact classes that depend on it, which can result in
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unexpected bugs in code that did not seem to change. However, a class with a **single responsibility**
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will be changed much less, reducing the number of sneaky bugs that result from code refactors.
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### Easier to Understand
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Another benefit of implementing the single-responsibility principle is that the resulting code becomes
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much easier to understand. A class with a single purpose is much easier to explain to a coworker or
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intern. However, this is another area of shared misunderstanding. Some developers take the SRP a bit
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too far and **oversimplify** their code, for example, by writing a new class for each function. When they
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later want to write some real code, they need to inject dozens of dependencies to achieve a single task!
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A healthy balance of responsibility and simplicity exists, which can be challenging to understand at
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first. The best thing you can do is keep the SRP in mind, but do not follow it **too strictly**. Do not
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use it as your "programming bible." Use common sense; there is no point in classes that only contain
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a single function!
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### Code Example
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To display this concept, we will examine a `Shape` class that needs to be drawn to an output. Below is
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an implementation that does not adhere to the single-responsibility principle.
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```cpp
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class Shape {
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public:
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Shape(double w, double h) : width(w), height(h) {};
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// Responsibility 1: Core Business Logic (Math)
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double calculateArea() const {
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return this->width * this->height;
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}
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// Responsibility 2: Presentation/Output (Drawing)
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void draw() const {
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// Imagine complex rendering code here...
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std::cout << "Drawing a rectangle of size " << this->width << "x"
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<< this->height << "\n";
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}
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private:
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double width;
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double height;
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};
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```
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However, as the comments note, this class has more than one responsibility. The class is responsible
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for storing shape data, computing the area, and rendering it to the output. Imagine we have hundreds
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of shapes, we don't want to write hundreds of different ways to render each shape! This example is a
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tad simple, but it helps us understand why we need to split responsibilities as code scales.
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To fix this, we can create a `ShapeRenderer` class and simplify our `Shape` class.
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```cpp
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// 1. ShapeSRP: Responsibility = Core Business Logic ONLY (Data and Math)
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class ShapeSRP {
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public:
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ShapeSRP(double w, double h) : width(w), height(h) {}
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// Methods for data access and core calculation
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double getWidth() const { return width; }
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double getHeight() const { return height; }
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// Stays here as it's the core purpose of the data
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double calculateArea() const {
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return width * height;
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}
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private:
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double width;
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double height;
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};
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// 2. ShapeRenderer: Responsibility = Presentation/Output ONLY
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class ShapeRenderer {
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public:
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// This class's sole job is to handle how the Shape is visualized.
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void draw(const ShapeSRP& shape) const {
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// The rendering logic is isolated here.
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std::cout << "--- Graphics Renderer Output ---\n";
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std::cout << "Drawing a shape with area: " << shape.calculateArea() << "\n";
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std::cout << "Using dimensions: " << shape.getWidth() << "x" << shape.getHeight() << "\n";
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}
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};
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```
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We have successfully implemented a scalable and modular class that can be used with various shapes.
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Using polymorphism, we can achieve an even better solution, which is not the focus of this article,
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but further encourages the idea.
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```cpp
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#include <cmath>
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#include <iostream>
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// 1. Abstract Base Class: Defines the contract for all shapes
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class Shape {
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public:
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// Core Business Logic: Must be implemented by derived classes
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virtual double calculateArea() const = 0;
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// Virtual destructor is crucial for proper cleanup with polymorphism
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virtual ~Shape() = default;
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};
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// Concrete Shape 1: Rectangle
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class Rectangle : public Shape {
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public:
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Rectangle(double w, double h) : width(w), height(h) {}
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// Implements the specific area calculation for a rectangle
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double calculateArea() const override { return width * height; }
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// Getters needed for the renderer
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double getWidth() const { return width; }
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double getHeight() const { return height; }
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private:
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double width;
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double height;
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};
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// Concrete Shape 2: Circle
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class Circle : public Shape {
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public:
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Circle(double r) : radius(r) {}
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// Implements the specific area calculation for a circle
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double calculateArea() const override { return M_PI * radius * radius; }
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// Getters needed for the renderer
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double getRadius() const { return radius; }
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private:
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double radius;
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};
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// Renderer Interface (Contract for drawing)
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class Renderer {
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public:
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// The renderer must be able to handle any kind of Shape
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virtual void render(const Shape &shape) const = 0;
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virtual ~Renderer() = default;
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};
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// Console Renderer Implementation
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class ConsoleRenderer : public Renderer {
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public:
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void render(const Shape &shape) const override {
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std::cout << "\n--- Console Output (Simple) ---\n";
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// This dynamic_cast is often necessary when a Renderer needs specific data,
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// but it's important to keep the logic here, separate from the Shape class!
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if (const auto *rect = dynamic_cast<const Rectangle *>(&shape)) {
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std::cout << "Type: Rectangle\n";
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std::cout << "Dimensions: " << rect->getWidth() << "x"
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<< rect->getHeight() << "\n";
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} else if (const auto *circ = dynamic_cast<const Circle *>(&shape)) {
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std::cout << "Type: Circle\n";
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std::cout << "Radius: " << circ->getRadius() << "\n";
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} else {
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std::cout << "Type: Unknown Shape\n";
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}
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// **Polymorphic call:** This works for all shapes!
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std::cout << "Calculated Area: " << shape.calculateArea() << "\n";
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}
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};
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```
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This has taken our shape renderer example to new heights! But by now, you should be able to understand
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the pros and cons of the **S**ingle-responsibility principle.
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## Open/Closed Principle
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The **[Open/Closed Principle](https://en.wikipedia.org/wiki/Open%E2%80%93closed_principle)** states:
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>
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> "Objects or entities should be open for extension but closed for modification." ~Bertrand Meyer
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>
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This means a class should be extensible without requiring modifications to the class itself.
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The general idea of the Open/Closed Principle (OCP) is excellent! It requires a developer to write
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code that can be upgraded or extended without requiring modifications to existing code. This effect
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prevents extensions from requiring the developer to adapt all classes that depend on the target
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class. But Bertrand Meyer suggests that [inheritance](https://en.wikipedia.org/wiki/Inheritance_(object-oriented_programming)) is used to achieve this:
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>
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> “A class is closed, since it may be compiled, stored in a library, baselined, and used by client
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> classes. But it is also open, since any new class may use it as parent, adding new features. When
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> a descendant class is defined, there is no need to change the original or to disturb its clients.”
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> ~Bertrand Meyer
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>
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This is problem because it frequently introduces tight coupling if subclasses depend on the
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implementation of a parent class. For that reason, "Uncle Bob" revised the principle to the **[Polymorphic](https://en.wikipedia.org/wiki/Polymorphism_(computer_science))
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Open/Closed Principle**. Using interfaces instead of **superclasses** (a class which has subclasses) allows
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different implementations which can be swapped and changed with relative ease. Furthermore, the calling
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(using) code does not need to be changed, as long as the interface's requirements are met.
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This is a problem because it frequently introduces tight coupling if subclasses depend on the
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implementation of a parent class. For that reason, "Uncle Bob" revised the principle to the **[Polymorphic](https://en.wikipedia.org/wiki/Polymorphism_(computer_science))
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Open/Closed Principle**. Using interfaces instead of **superclasses** (a class that has subclasses) allows
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different implementations, which can be swapped and changed with relative ease. Furthermore, the
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calling (using) code does not need to be changed, as long as the interface's requirements are met.
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Another significant benefit of using this polymorphic guideline is that it introduces an additional
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level of **[abstraction](https://en.wikipedia.org/wiki/Abstraction_(computer_science))**, which enables loose coupling. Interface implementations are distinct and have
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no relation to one another, and share no code. But if the interfaces should share some code, then
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**composition** and **inheritance** can be used.
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### Code Example
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To reinforce this point, a simple employer bonus calculation program will be written in two different
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ways: one that violates the OCP, and one that does not. It will be up to you to judge the effectiveness
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of each solution, and therefore the effectiveness of the rule!
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In the example below, we violate the Open/Closed principle because any time a new employee type is
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added, the `BonusCalculator` class must be updated to match.
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```cpp
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enum EmployeeType { MANAGER, DEVELOPER, SALES };
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class Employee {
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public:
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Employee(EmployeeType type, double salary) : type(type), salary(salary) {}
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EmployeeType getType() const { return type; }
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double getSalary() const { return salary; }
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private:
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EmployeeType type;
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double salary;
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};
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// VIOLATION: This class must be MODIFIED every time a new EmployeeType is added.
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class BonusCalculator {
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public:
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double calculateBonus(const Employee &emp) const {
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double salary = emp.getSalary();
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if (emp.getType() == MANAGER) {
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// Manager gets 10% bonus
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return salary * 0.10;
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} else if (emp.getType() == DEVELOPER) {
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// Developer gets 5% bonus
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return salary * 0.05;
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} else if (emp.getType() == SALES) {
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// Sales gets a fixed bonus
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return 500.0;
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}
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// If we add 'HR', we MUST modify and recompile this function.
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return 0.0;
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}
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};
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```
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To fix this example, we can take three steps:
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First, we can use abstraction via an **Abstract Base Class** (a class that cannot be instantiated, ABC)
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and polymorphism. This allows us to extend the base Employee class and let the final `BonusProcessor `
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class grow via polymorphism.
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The `EmployeeBase` class is open for extension since many more types can implement it without
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modifying the class itself.
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```cpp
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// 1. Base Class: Defines the contract
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class EmployeeBase {
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public:
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EmployeeBase(double salary) : salary(salary) {}
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// Virtual function (the key to polymorphism)
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virtual double calculateBonus() const = 0;
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virtual ~EmployeeBase() = default;
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protected:
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double getSalary() const { return salary; }
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private:
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double salary;
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};
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```
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Now, we can create some different types of employees that inherit (implement) the `EmployeeBase` ABC.
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```cpp
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// 2. Concrete Implementations
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class Manager : public EmployeeBase {
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public:
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Manager(double salary) : EmployeeBase(salary) {}
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// Implements its unique bonus logic
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double calculateBonus() const override { return getSalary() * 0.10; }
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};
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class Developer : public EmployeeBase {
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public:
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Developer(double salary) : EmployeeBase(salary) {}
|
||||||
|
// Implements its unique bonus logic
|
||||||
|
double calculateBonus() const override { return getSalary() * 0.05; }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Adding a brand new type (e.g., HR) requires NO modification to existing code!
|
||||||
|
class HRSpecialist : public EmployeeBase {
|
||||||
|
public:
|
||||||
|
HRSpecialist(double salary) : EmployeeBase(salary) {}
|
||||||
|
double calculateBonus() const override { return getSalary() * 0.03; }
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
Finally, we can create the `BonusProcessor` class, which interacts only with the `EmployeeBase` ABC,
|
||||||
|
making it **closed for modification**.
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// 3. ADHERENCE: This class is CLOSED for modification.
|
||||||
|
class BonusProcessor {
|
||||||
|
public:
|
||||||
|
// This function doesn't need to know the specific type (Manager, Developer,
|
||||||
|
// etc.) It relies only on the contract (virtual function) defined in
|
||||||
|
// EmployeeBase.
|
||||||
|
double processBonus(const EmployeeBase &emp) const {
|
||||||
|
return emp.calculateBonus();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
Hopefully, you can see how powerful this principle can be when implemented correctly. Code that
|
||||||
|
adheres to the open/closed principle is easy to scale, expand and upgrade.
|
||||||
|
|
||||||
|
|
||||||
|
## Liskov Substitution Principle
|
||||||
|
define the rule
|
||||||
|
why it exists
|
||||||
|
what is attempts to achieve
|
||||||
|
|
||||||
|
|
||||||
|
## Interface Segregation Principle
|
||||||
|
define the rule
|
||||||
|
why it exists
|
||||||
|
what is attempts to achieve
|
||||||
|
|
||||||
|
|
||||||
|
## Dependency Inversion Principle
|
||||||
|
define the rule
|
||||||
|
why it exists
|
||||||
|
what is attempts to achieve
|
||||||
|
|
||||||
|
## SOLID Only For OOP?
|
||||||
|
|
||||||
|
|
||||||
|
## "Don't Repeat Yourself" From Uncle Bob
|
||||||
@ -1,270 +0,0 @@
|
|||||||
Date: 2025-11-??
|
|
||||||
Desc: SOLID principles are very well known, but are they really that important?
|
|
||||||
# SOLID: Do They Matter
|
|
||||||
|
|
||||||
<img src="/journal/SOLID.png" alt="Solid principles guide" style="background-color: white; border-radius: 15px; margin-inline: 10px; margin-top: 2.5%; margin-bottom: 1.5%; width: 95%; max-width: 500px;">
|
|
||||||
|
|
||||||
###### Image source: [Geeks for Geeks](https://www.geeksforgeeks.org/system-design/solid-principle-in-programming-understand-with-real-life-examples/)
|
|
||||||
<br>
|
|
||||||
|
|
||||||
###### Author: Hayden Hargreaves
|
|
||||||
|
|
||||||
###### Published: 11/??/2025
|
|
||||||
|
|
||||||
## Background
|
|
||||||
|
|
||||||
If you have not heard of the SOLID principles, you are in the right place! SOLID is an acronym for
|
|
||||||
the first five **object-oriented design** (OOD) principles, invented by Robert C. Martin who is commonly
|
|
||||||
known as [Uncle Bob](https://en.wikipedia.org/wiki/Robert_C._Martin). The goal of the SOLID principles is to establish best practices for developing
|
|
||||||
maintainable and extensible software. Adapting these principles into your own code can help you avoid
|
|
||||||
[code smells](https://en.wikipedia.org/wiki/Code_smell), refactor code and develop Agile software.
|
|
||||||
|
|
||||||
>
|
|
||||||
> "If you think good architecture is expensive, try bad architecture." ~Uncle Bob
|
|
||||||
>
|
|
||||||
|
|
||||||
The five principles are as follows:
|
|
||||||
- **S** - Single-responsibility Principle
|
|
||||||
- **O** - Open-closed Principle
|
|
||||||
- **L** - Liskov Substitution Principle
|
|
||||||
- **I** - Interface Segregation Principle
|
|
||||||
- **D** - Dependency Inversion Principle
|
|
||||||
|
|
||||||
This article will serve as an *introduction*, not a complete guide. However, a simple understanding
|
|
||||||
of the principles can help you level up as a developer!
|
|
||||||
|
|
||||||
|
|
||||||
## Object-Oriented Programming Refresher
|
|
||||||
|
|
||||||
Some basic knowledge of object-oriented programming (OOP) is expected for best success when reading this
|
|
||||||
article. Regardless, a simple refresher can't hurt! Object-oriented programming is exactly as it sounds,
|
|
||||||
**object based programming.** Code written in OOP languages is organized into "objects", which are self-contained
|
|
||||||
units that combine data (attributes) and functions that operate on the data (methods). The OOP approach
|
|
||||||
*can* simplify complex systems, promote code reusability and modularity which makes OOP code easier to
|
|
||||||
maintain and scale. There are four main principles of object-oriented principles: **encapsulation**,
|
|
||||||
**inheritance**, **abstraction** and **polymorphism**. I will write a dedicated article about these four
|
|
||||||
principles soon, which will also be found here in my journal.
|
|
||||||
|
|
||||||
To understand the SOLID principles, the most important thing to remember is **what a class is;** a
|
|
||||||
class is a blueprint or template for creating objects. An object is a unique instance of a class.
|
|
||||||
|
|
||||||
|
|
||||||
There are many object-oriented languages and the concepts taught in this article are not unique to a
|
|
||||||
specific language, they can be applied to any language which implements OOP structure (even Python!).
|
|
||||||
Some languages include: **[C++](https://en.wikipedia.org/wiki/C%2B%2B)**, **[C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language))**, **[Java](https://en.wikipedia.org/wiki/Java_(programming_language))**, **[Ruby](https://en.wikipedia.org/wiki/Ruby_(programming_language))**, and more. The examples provided in this article
|
|
||||||
will be in C++, but as mentioned previously, they apply to any OOP language!
|
|
||||||
|
|
||||||
## Single-Responsibility Principle
|
|
||||||
|
|
||||||
The **[Single-Responsibility Principle](https://en.wikipedia.org/wiki/Single-responsibility_principle)** states:
|
|
||||||
|
|
||||||
>
|
|
||||||
> "A class should have one and only one reason to change, meaning that a class should have only one
|
|
||||||
> job." ~Robert "Uncle Bob" Martin
|
|
||||||
>
|
|
||||||
|
|
||||||
### The Misunderstood Principle
|
|
||||||
|
|
||||||
The SRP is the simplest, yet most commonly misunderstood principle. The goal of the SRP is to **prevent
|
|
||||||
unexpected side effects** by keeping each *unit* (class) simple and with only a single purpose. A class
|
|
||||||
that has many responsibilities will frequently need to be changed as requirements change, which can
|
|
||||||
lead to more bugs. When a class is changed, it can impact classes that depend on it, which can result
|
|
||||||
in unexpected bugs in code that did not *seem* to change. However, a class with a **single responsibility**
|
|
||||||
will be changed much less, reducing the number of sneaky bugs that result from code refactors.
|
|
||||||
|
|
||||||
|
|
||||||
### Easier to Understand
|
|
||||||
|
|
||||||
Another benefit of implementing the single-responsibility principle is that resulting code becomes much
|
|
||||||
easier to understand. A class that has a single purpose is much easier to explain to a co-worker or intern.
|
|
||||||
However, this is another common place of misunderstanding. Some developers take the SRP a bit too far
|
|
||||||
and **over-simplify** their code, for example: writing a new class for each function!? When they later
|
|
||||||
want to write some real code, they need to inject dozens of dependencies just to achieve a single task!
|
|
||||||
|
|
||||||
There exists a healthy balance of responsibility and simplicity, which can be hard to understand at first.
|
|
||||||
The best thing you can do is keep the SRP in mind, but not follow it **too strictly**. Do not use it as
|
|
||||||
your "programming bible." Use common sense, there is no point in classes that only contain a single function!
|
|
||||||
|
|
||||||
### Code Example
|
|
||||||
|
|
||||||
To display this concept we will look at a **Shape** class which needs to be draw to an output. Below
|
|
||||||
is an implementation which does not adhere to the single-responsibility principle.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
class Shape {
|
|
||||||
public:
|
|
||||||
Shape(double w, double h) : width(w), height(h) {};
|
|
||||||
|
|
||||||
// Responsibility 1: Core Business Logic (Math)
|
|
||||||
double calculateArea() const {
|
|
||||||
return this->width * this->height;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Responsibility 2: Presentation/Output (Drawing)
|
|
||||||
void draw() const {
|
|
||||||
// Imagine complex rendering code here...
|
|
||||||
std::cout << "Drawing a rectangle of size " << this->width << "x"
|
|
||||||
<< this->height << "\n";
|
|
||||||
}
|
|
||||||
|
|
||||||
private:
|
|
||||||
double width;
|
|
||||||
double height;
|
|
||||||
};
|
|
||||||
```
|
|
||||||
|
|
||||||
However, as the comments note, this class has more than one responsibility. The class is responsible
|
|
||||||
for storing shape data and computing the area as well as rendering it to the output. Imagine we have
|
|
||||||
hundreds of shapes, we don't want to write hundreds of different ways to render each shape! This
|
|
||||||
example is a tad simple, but it helps us understand why we need to split responsibilities as code scales.
|
|
||||||
|
|
||||||
To fix this, we can create a **ShapeRenderer** class and simplify our **Shape** class.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
// 1. ShapeSRP: Responsibility = Core Business Logic ONLY (Data and Math)
|
|
||||||
class ShapeSRP {
|
|
||||||
public:
|
|
||||||
ShapeSRP(double w, double h) : width(w), height(h) {}
|
|
||||||
|
|
||||||
// Methods for data access and core calculation
|
|
||||||
double getWidth() const { return width; }
|
|
||||||
double getHeight() const { return height; }
|
|
||||||
|
|
||||||
// Stays here as it's the core purpose of the data
|
|
||||||
double calculateArea() const {
|
|
||||||
return width * height;
|
|
||||||
}
|
|
||||||
|
|
||||||
private:
|
|
||||||
double width;
|
|
||||||
double height;
|
|
||||||
};
|
|
||||||
|
|
||||||
// 2. ShapeRenderer: Responsibility = Presentation/Output ONLY
|
|
||||||
class ShapeRenderer {
|
|
||||||
public:
|
|
||||||
// This class's sole job is to handle how the Shape is visualized.
|
|
||||||
void draw(const ShapeSRP& shape) const {
|
|
||||||
// The rendering logic is isolated here.
|
|
||||||
std::cout << "--- Graphics Renderer Output ---\n";
|
|
||||||
std::cout << "Drawing a shape with area: " << shape.calculateArea() << "\n";
|
|
||||||
std::cout << "Using dimensions: " << shape.getWidth() << "x" << shape.getHeight() << "\n";
|
|
||||||
}
|
|
||||||
};
|
|
||||||
```
|
|
||||||
|
|
||||||
Now we have successfully implemented a scalable and modular class which can be used by many shapes!
|
|
||||||
Using polymorphism we can achieve an even better solution, which is not the focus of this article, but
|
|
||||||
further encourages the idea.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
#include <cmath>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
// 1. Abstract Base Class: Defines the contract for all shapes
|
|
||||||
class Shape {
|
|
||||||
public:
|
|
||||||
// Core Business Logic: Must be implemented by derived classes
|
|
||||||
virtual double calculateArea() const = 0;
|
|
||||||
|
|
||||||
// Virtual destructor is crucial for proper cleanup with polymorphism
|
|
||||||
virtual ~Shape() = default;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Concrete Shape 1: Rectangle
|
|
||||||
class Rectangle : public Shape {
|
|
||||||
public:
|
|
||||||
Rectangle(double w, double h) : width(w), height(h) {}
|
|
||||||
|
|
||||||
// Implements the specific area calculation for a rectangle
|
|
||||||
double calculateArea() const override { return width * height; }
|
|
||||||
|
|
||||||
// Getters needed for the renderer
|
|
||||||
double getWidth() const { return width; }
|
|
||||||
double getHeight() const { return height; }
|
|
||||||
|
|
||||||
private:
|
|
||||||
double width;
|
|
||||||
double height;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Concrete Shape 2: Circle
|
|
||||||
class Circle : public Shape {
|
|
||||||
public:
|
|
||||||
Circle(double r) : radius(r) {}
|
|
||||||
|
|
||||||
// Implements the specific area calculation for a circle
|
|
||||||
double calculateArea() const override { return M_PI * radius * radius; }
|
|
||||||
|
|
||||||
// Getters needed for the renderer
|
|
||||||
double getRadius() const { return radius; }
|
|
||||||
|
|
||||||
private:
|
|
||||||
double radius;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Renderer Interface (Contract for drawing)
|
|
||||||
class Renderer {
|
|
||||||
public:
|
|
||||||
// The renderer must be able to handle any kind of Shape
|
|
||||||
virtual void render(const Shape &shape) const = 0;
|
|
||||||
virtual ~Renderer() = default;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Console Renderer Implementation
|
|
||||||
class ConsoleRenderer : public Renderer {
|
|
||||||
public:
|
|
||||||
void render(const Shape &shape) const override {
|
|
||||||
std::cout << "\n--- Console Output (Simple) ---\n";
|
|
||||||
|
|
||||||
// This dynamic_cast is often necessary when a Renderer needs specific data,
|
|
||||||
// but it's important to keep the logic here, separate from the Shape class!
|
|
||||||
if (const auto *rect = dynamic_cast<const Rectangle *>(&shape)) {
|
|
||||||
std::cout << "Type: Rectangle\n";
|
|
||||||
std::cout << "Dimensions: " << rect->getWidth() << "x"
|
|
||||||
<< rect->getHeight() << "\n";
|
|
||||||
} else if (const auto *circ = dynamic_cast<const Circle *>(&shape)) {
|
|
||||||
std::cout << "Type: Circle\n";
|
|
||||||
std::cout << "Radius: " << circ->getRadius() << "\n";
|
|
||||||
} else {
|
|
||||||
std::cout << "Type: Unknown Shape\n";
|
|
||||||
}
|
|
||||||
|
|
||||||
// **Polymorphic call:** This works for all shapes!
|
|
||||||
std::cout << "Calculated Area: " << shape.calculateArea() << "\n";
|
|
||||||
}
|
|
||||||
};
|
|
||||||
```
|
|
||||||
|
|
||||||
This has taken our shape renderer example to new heights! But by now, you should be able to understand
|
|
||||||
the pros and cons of the **S**ingle-responsibility principle.
|
|
||||||
|
|
||||||
|
|
||||||
## Open/Closed Principle
|
|
||||||
|
|
||||||
define the rule
|
|
||||||
why it exists
|
|
||||||
what is attempts to achieve
|
|
||||||
|
|
||||||
|
|
||||||
## Liskov Substitution Principle
|
|
||||||
define the rule
|
|
||||||
why it exists
|
|
||||||
what is attempts to achieve
|
|
||||||
|
|
||||||
|
|
||||||
## Interface Segregation Principle
|
|
||||||
define the rule
|
|
||||||
why it exists
|
|
||||||
what is attempts to achieve
|
|
||||||
|
|
||||||
|
|
||||||
## Dependency Inversion Principle
|
|
||||||
define the rule
|
|
||||||
why it exists
|
|
||||||
what is attempts to achieve
|
|
||||||
|
|
||||||
## SOLID Only For OOP?
|
|
||||||
|
|
||||||
|
|
||||||
## "Don't Repeat Yourself" From Uncle Bob
|
|
||||||
Loading…
x
Reference in New Issue
Block a user