Solid Principles with Usage Scenario

 The SOLID principles are a set of design principles intended to make software designs more understandable, flexible, and maintainable. Let's break down each principle and provide a scenario where it would be particularly useful:

1. Single Responsibility Principle (SRP)

Definition: A class should have only one reason to change, meaning it should only have one job or responsibility.

Scenario: Imagine you have a class ReportGenerator that generates reports and also handles the logic for saving the report to a database. If you need to change the database saving logic, you'll have to modify ReportGenerator, even though the report generation logic hasn't changed. To adhere to SRP, you can split this into two classes: ReportGenerator (responsible for generating reports) and ReportSaver (responsible for saving reports).

2. Open/Closed Principle (OCP)

Definition: Software entities (classes, modules, functions, etc.) should be open for extension but closed for modification.

Scenario: Suppose you have a payment processing system that initially supports only credit card payments. Over time, you want to add support for PayPal without modifying the existing credit card payment processing code. By using interfaces or abstract classes, you can extend the system with new payment methods (e.g., PayPalPaymentProcessor), adhering to OCP.

3. Liskov Substitution Principle (LSP)

Definition: Subtypes must be substitutable for their base types without altering the correctness of the program.

Scenario: You have a base class Bird with a method Fly(). A derived class Penguin inherits from Bird but cannot fly. If client code assumes all Bird objects can fly, substituting a Penguin will break the functionality. To adhere to LSP, you might need to redesign the class hierarchy, perhaps by creating a FlyingBird subclass for birds that can fly.

4. Interface Segregation Principle (ISP)

Definition: Clients should not be forced to depend on interfaces they do not use.

Scenario: You have an interface IWorker with methods Work() and Eat(). A class RobotWorker implements IWorker but does not need the Eat() method. Instead, you can split IWorker into two interfaces: IWorkable (with Work()) and IEatable (with Eat()), and have RobotWorker implement only IWorkable.

5. Dependency Inversion Principle (DIP)

Definition: High-level modules should not depend on low-level modules. Both should depend on abstractions (e.g., interfaces). Abstractions should not depend on details. Details should depend on abstractions.

Scenario: In a notification system, a high-level NotificationService class sends notifications using a EmailSender class. If NotificationService directly depends on EmailSender, changes to EmailSender will require changes to NotificationService. To adhere to DIP, you can define an INotificationSender interface, which EmailSender implements. NotificationService then depends on INotificationSender, allowing you to easily swap in other implementations like SmsSender without modifying NotificationService.

Summary of Usage Scenarios:

  • SRP: When a class is handling multiple responsibilities and you want to separate them for better maintainability.
  • OCP: When you need to add new functionality without modifying existing code.
  • LSP: When you want to ensure derived classes can replace base classes without affecting the correctness of the program.
  • ISP: When a class is forced to implement methods it does not use, indicating that the interface is too broad.
  • DIP: When high-level modules are directly dependent on low-level modules, creating tight coupling.

Applying these principles helps create a codebase that is easier to understand, maintain, and extend.

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