SOLID
In software engineering, SOLID is a mnemonic acronym for five design principles intended to make software designs more understandable, flexible, and maintainable.

Table of Contents

SRP (Single Reponsibility Principle)

A module should only have one, and only one reason to change.

Not to be mistaken by the principle usually applied to functions: A function should only do one thing, and one thing only.

A class should not handle operations that goes out of the objective of the class.

class AreaCalculator {
    constructor (shapes: number[]) {
        this.shapes = shapes;
    }

    sum (): number {
        // logic to sum the area
    }
}

We'd simply instantiate the class and pass an array of shapes, then display the output:

areas = AreaCalculator.new([2, 5, 6])

console.log(areas.sum());

But what if we wanted to return the result as JSON, or another format?

SRP frowns upon letting the Area class handle this logic. The Area class should only sum the areas, it should not care whether the user wants JSON or HTML.

Instead, we create a new class, AreaCalculatorOutputter to handle the conversion:

areas  = AreaCalculator.new([2, 5, 6])
output = SumCalculatorOutputter(areas);

console.log(output.json());
console.log(output.html());
console.log(output.haml());

When this principle is broken, the following issues arise:

  • Class loses its cohesion: it has more than one responsibility.
  • High coupling: due to the many entangled dependencies, the class will depend on a lot of low-level modules.

OCP (Open Closed Principle)

A module should be open to extension, but closed for modification.

Open to extension means that a class should be easy to add new functionality without changing already existing code (and breaking it).

A class should be easily extensible without modifying the class itself.

Looking at the AreaCalculator class, the sum method:

sum (): number {
    let area: number;

    for (let shape of shapes) {
        if (shape == 'Square')
            area = pow(shape.length, 2);
        else if (shape == 'Circle')
            area = Math.PI * pow(Math.radius(shape), 2);
    }

    return Math.sum(shape);
}

If we wanted the sum to be able to handle more shapes, we would add more if/else blocks, and that goes against the Open-closed Principle.

One way to handle this is to remove the logic of the sum in the AreaCalculator class and assign it to each shape class:

class Square {
    constructor (length: number) {
        this.length = length;
    }

    area (): number {
        return pow(this.length, 2);
    }
}

The same thing should be done for the Circle, or any other shape class.

A problem arises: how do we know that the object passed into the AreaCalculator is actually a shape and it has a method named area?

We create interfaces for it, that every shape implements:

interface ShapeInterface {
    area (): void;
}

class Circle implements ShapeInterface {
    // ...
}

LSP (Liskov Substitution Principle)

A superclass module should be replaceable by its subclass modules

In other words, every derived class can be used as if it were the base class.

ISP (Interface Segregation Principle)

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

If we wanted to calculate the volume of the shape, we'd simply modify the ShapeInterface:

interface ShapeInterface {
    area(): number;
    volume(): number;
}

Now any shape must implement the volume method.

However, we know that squares are flat and do not have volumes, so we are forcing the Square class to implement a method that it has no use of.

ISP says no to this, instead we could create another interface called SolidShapeInterface that has the volume contract, and solid shapes like cubes etc. can implement this interface:

interface ShapeInterface {
    area(): number;
}

interface SolidShapeInterface {
    volume(): number;
}

class Cuboid implements ShapeInterface, SolidShapeInterface {
    area (): number {
        // calculate the area of the cuboid
    }

    volume (): number {
        // calculate the volume of the cuboid
    }
}

DIP (Dependency Inversion Principle)

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.

Assuming we have a class PasswordReminder that connects to the database:

class PasswordReminder {
    constructor (dbConnection: MySQLConnection) {
        this.dbConnection = dbConnection;
    }
}

The MySQLConnection is the low level module while the PasswordReminder class is high level, this violates the dependency principle because the PasswordReminder class is being forced to depend on the MySQLConnection class.

If we were to change the database engine, we'd have to edit the PasswordReminder class, thus violating the OCP.

The PasswordReminder class should not care what database my application uses. To fix this, we create yet another interface.

interface DBConnectionInterface {
    connect (): void;
}

The interface has a connect method and the MySQLConnection implements this interface.

class MySQLConnection implements DBConnectionInterface {
    connect (): void {
        // connects to a database
    }
}

class PasswordReminder {
    constructor (dbConnection: DBConnectionInterface) {
        this.dbConnection = dbConnection;
    }
}

Date: 2021-09-13 seg 00:00

Author: Bruno Coimbra (b-coimbra)

Created: 2021-10-13 qua 13:37

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