S.O.L.I.D. Principles Around You
In this article, I want to briefly go through SOLID principles (the acronym that stands for five basic principles of object-oriented programming and design) supplying each of them with real-world visual examples to make those principles more understandable, readable and memorizable.
You may also check the interactive SOLID Sketches
So let’s move on!
S — Single Responsibility Principle
A class should have only a single responsibility. Only one potential change in the software’s specification should be able to affect the specification of the class.
O — Open/Closed Principle
Software entities should be open for EXTENSION, but closed for MODIFICATION. Allow behavior to be extended without modifying the source code.
L — Liskov Substitution Principle
Objects in a program should be replaceable with instances of their subtypes without altering the correctness of that program.
I — Interface Segregation Principle
Many client-specific interfaces are better than one general-purpose interface. No client should be forced to depend on methods it does not use.
D — Dependency Inversion Principle
One should depend upon abstractions, not concretions.
- High-level modules should not depend on low-level modules. Both should depend on abstractions.
- Abstractions should not depend on details. Details should depend on abstractions.
The plug doesn’t care which type of wire it uses, it just needs wires that conduct electricity.
I hope these illustrations have been useful for you :)
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