Presented at GOTO Nights (20th September 2016)
The SOLID principles are often presented as being core to good code design practice. Each of S, O, L, I and D do not, however, necessarily mean what programmers expect they mean or are taught. By understanding this range of beliefs we can learn more about practices for objects, components and interfaces than just S, O, L, I and D.
This talk reviews the SOLID principles and reveals contradictions and different interpretations. It is through paradoxes and surprises we often gain insights. We will leave SOLID somewhat more fluid, but having learnt from them more than expected.
7. In object-oriented programming, the single responsibility
principle states that every object should have a single
responsibility, and that responsibility should be entirely
encapsulated by the class. All its services should be narrowly
aligned with that responsibility.
http://en.wikipedia.org/wiki/Single_responsibility_principle
8. The term was introduced by Robert C. Martin [...]. Martin
described it as being based on the principle of cohesion, as
described by Tom DeMarco in his book Structured Analysis and
Systems Specification.
http://en.wikipedia.org/wiki/Single_responsibility_principle
9.
10.
11.
12.
13. We refer to a sound line of reasoning,
for example, as coherent. The thoughts
fit, they go together, they relate to each
other. This is exactly the characteristic
of a class that makes it coherent: the
pieces all seem to be related, they seem
to belong together, and it would feel
somewhat unnatural to pull them apart.
Such a class exhibits cohesion.
14. utility
the state of being useful, profitable or beneficial
useful, especially through having several functions
functional rather than attractive
Concise Oxford English Dictionary
18. One of the most foundational
principles of good design is:
Gather together those things
that change for the same
reason, and separate those
things that change for
different reasons.
This principle is often known
as the single responsibility
principle, or SRP. In short, it
says that a subsystem, module,
class, or even a function,
should not have more than one
reason to change.
20. Interface inheritance (subtyping) is used
whenever one can imagine that client code
should depend on less functionality than the full
interface. Services are often partitioned into
several unrelated interfaces when it is possible to
partition the clients into different roles. For
example, an administrative interface is often
unrelated and distinct in the type system from
the interface used by “normal” clients.
"General Design Principles"
CORBAservices
23. We refer to a sound line of reasoning,
for example, as coherent. The thoughts
fit, they go together, they relate to each
other. This is exactly the characteristic
of a class that makes it coherent: the
pieces all seem to be related, they seem
to belong together, and it would feel
somewhat unnatural to pull them apart.
Such a class exhibits cohesion.
24. We refer to a sound line of reasoning,
for example, as coherent. The thoughts
fit, they go together, they relate to each
other. This is exactly the characteristic of
an interface that makes it coherent: the
pieces all seem to be related, they seem
to belong together, and it would feel
somewhat unnatural to pull them apart.
Such an interface exhibits cohesion.
30. In a purist view of object-oriented methodology,
dynamic dispatch is the only mechanism for
taking advantage of attributes that have been
forgotten by subsumption.
This position is often taken on abstraction
grounds: no knowledge should be obtainable
about objects except by invoking their methods.
In the purist approach, subsumption provides a
simple and effective mechanism for hiding
private attributes.
31. A type hierarchy is composed of subtypes and
supertypes. The intuitive idea of a subtype is one
whose objects provide all the behavior of objects
of another type (the supertype) plus something
extra. What is wanted here is something like the
following substitution property: If for each
object o1 of type S there is an object o2 of type T
such that for all programs P defined in terms of T,
the behavior of P is unchanged when o1 is
substituted for o2, then S is a subtype of T.
Barbara Liskov
"Data Abstraction and Hierarchy"
37. public class RecentlyUsedList
{
private IList<string> items = new List<string>();
public int Count
{
get
{
return items.Count;
}
}
public string this[int index]
{
get
{
return items[index];
}
}
public void Add(string newItem)
{
if(newItem == null)
throw new ArgumentNullException();
items.Remove(newItem);
items.Insert(0, newItem);
}
...
}
38. public class RecentlyUsedList : List<string>
{
public override void Add(string newItem)
{
if(newItem == null)
throw new ArgumentNullException();
items.Remove(newItem);
items.Insert(0, newItem);
}
...
}
39. namespace List_spec
{
...
[TestFixture]
public class Addition
{
private List<string> list;
[Setup]
public void List_is_initially_empty()
{
list = ...
}
...
[Test]
public void Addition_of_non_null_item_is_appended() ...
[Test]
public void Addition_of_null_is_permitted() ...
[Test]
public void Addition_of_duplicate_item_is_appended() ...
...
}
...
}
40. namespace List_spec
{
...
[TestFixture]
public class Addition
{
private List<string> list;
[Setup]
public void List_is_initially_empty()
{
list = new List<string>();
}
...
[Test]
public void Addition_of_non_null_item_is_appended() ...
[Test]
public void Addition_of_null_is_permitted() ...
[Test]
public void Addition_of_duplicate_item_is_appended() ...
...
}
...
}
41. namespace List_spec
{
...
[TestFixture]
public class Addition
{
private List<string> list;
[Setup]
public void List_is_initially_empty()
{
list = new RecentlyUsedList();
}
...
[Test]
public void Addition_of_non_null_item_is_appended() ...
[Test]
public void Addition_of_null_is_permitted() ...
[Test]
public void Addition_of_duplicate_item_is_appended() ...
...
}
...
}
42. A type hierarchy is composed of subtypes and
supertypes. The intuitive idea of a subtype is one
whose objects provide all the behavior of objects
of another type (the supertype) plus something
extra. What is wanted here is something like the
following substitution property: If for each
object o1 of type S there is an object o2 of type T
such that for all programs P defined in terms of T,
the behavior of P is unchanged when o1 is
substituted for o2, then S is a subtype of T.
Barbara Liskov
"Data Abstraction and Hierarchy"
43. A type hierarchy is composed of subtypes and
supertypes. The intuitive idea of a subtype is one
whose objects provide all the behavior of objects
of another type (the supertype) plus something
extra. What is wanted here is something like the
following substitution property: If for each
object o1 of type S there is an object o2 of type T
such that for all programs P defined in terms of T,
the behavior of P is unchanged when o1 is
substituted for o2, then S is a subtype of T.
Barbara Liskov
"Data Abstraction and Hierarchy"
44. A type hierarchy is composed of subtypes and
supertypes. The intuitive idea of a subtype is one
whose objects provide all the behavior of objects
of another type (the supertype) plus something
extra. What is wanted here is something like the
following substitution property: If for each
object o1 of type S there is an object o2 of type T
such that for all programs P defined in terms of T,
the behavior of P is unchanged when o1 is
substituted for o2, then S is a subtype of T.
Barbara Liskov
"Data Abstraction and Hierarchy"
45. A type hierarchy is composed of subtypes and
supertypes. The intuitive idea of a subtype is one
whose objects provide all the behavior of objects
of another type (the supertype) plus something
extra. What is wanted here is something like the
following substitution property: If for each
object o1 of type S there is an object o2 of type T
such that for all programs P defined in terms of T,
the behavior of P is unchanged when o1 is
substituted for o2, then S is a subtype of T.
Barbara Liskov
"Data Abstraction and Hierarchy"
47. Bertrand Meyer gave us guidance as long ago
as 1988 when he coined the now famous
open-closed principle. To paraphrase him:
Software entites (classes, modules,
functions, etc.) should be open for
extension, but closed for modification.
Robert C Martin
"The Open-Closed Principle"
C++ Report, January 1996
48. Open for
extension
Closed for
extension
Closed for
modification
Open for
modification
Extend existing code
without changing it,
e.g., using a framework
Extend or change existing
code, e.g., open-source
and unpublished code
Non-extensible and
unchangeable code,
e.g., composable code
or legacy code
Non-extensible code that
can be maintained, e.g.,
composable code in a
maintained library
49.
50. The principle stated that a good module
structure should be both open and closed:
Closed, because clients need the
module's services to proceed with their
own development, and once they have
settled on a version of the module should
not be affected by the introduction of new
services they do not need.
Open, because there is no guarantee that
we will include right from the start every
service potentially useful to some client.
51. [...] A good module structure
should be [...] closed [...] because
clients need the module's
services to proceed with their
own development, and once
they have settled on a version of
the module should not be
affected by the introduction of
new services they do not need.
52. Published Interface is a term I used (first in
Refactoring) to refer to a class interface that's used
outside the code base that it's defined in.
Martin Fowler
http://martinfowler.com/bliki/PublishedInterface.html
53.
54. There is no problem changing a
method name if you have access to
all the code that calls that method.
Even if the method is public, as long
as you can reach and change all the
callers, you can rename the method.
55. There is a problem only if the
interface is being used by code that
you cannot find and change. When
this happens, I say that the interface
becomes a published interface (a
step beyond a public interface).
56. Published Interface is a term I used (first in
Refactoring) to refer to a class interface that's used
outside the code base that it's defined in.
The distinction between published and public is
actually more important than that between public and
private.
The reason is that with a non-published interface you
can change it and update the calling code since it is all
within a single code base. [...] But anything published
so you can't reach the calling code needs more
complicated treatment.
Martin Fowler
http://martinfowler.com/bliki/PublishedInterface.html
57. [...] A good module structure
should be [...] open [...] because
there is no guarantee that we will
include right from the start every
service potentially useful to some
client.
58.
59. Speculative Generality
Brian Foote suggested this name for a
smell to which we are very sensitive.
You get it when people say, "Oh, I
think we need the ability to do this
kind of thing someday" and thus want
all sorts of hooks and special cases to
handle things that aren't required.
61. A myth in the object-oriented design
community goes something like this:
If you use object-oriented technology,
you can take any class someone else
wrote, and, by using it as a base class,
refine it to do a similar task.
Robert B Murray
C++ Strategies and Tactics
62.
63. Design and implement for
inheritance or else prohibit it
By now, it should be apparent that
designing a class for inheritance places
substantial limitations on the class.
66. http://blog.8thlight.com/uncle-bob/2014/05/12/TheOpenClosedPrinciple.html
I've heard it said that the OCP is wrong,
unworkable, impractical, and not for real
programmers with real work to do. The
rise of plugin architectures makes it plain
that these views are utter nonsense. On
the contrary, a strong plugin architecture
is likely to be the most important aspect
of future software systems.
69. public abstract class Shape
{
...
}
public class Square : Shape
{
...
public void DrawSquare() ...
}
public class Circle : Shape
{
...
public void DrawCircle() ...
}
70. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
if (s is Square)
(s as Square).DrawSquare();
else if (s is Circle)
(s as Circle).DrawCircle();
}
71. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
if (s is Square)
(s as Square).DrawSquare();
else if (s is Circle)
(s as Circle).DrawCircle();
}
72. public abstract class Shape
{
...
public abstract void Draw();
}
public class Square : Shape
{
...
public override void Draw() ...
}
public class Circle : Shape
{
...
public override void Draw() ...
}
73. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
74. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
75. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
76. Bertrand Meyer gave us guidance as long ago
as 1988 when he coined the now famous
open-closed principle. To paraphrase him:
Software entites (classes, modules,
functions, etc.) should be open for
extension, but closed for modification.
Robert C Martin
"The Open-Closed Principle"
C++ Report, January 1996
77. Bertrand Meyer gave us guidance as long ago
as 1988 when he coined the now famous
open-closed principle. To paraphrase him:
Software entites (classes, modules,
functions, etc.) should be open for
extension, but closed for modification.
Robert C Martin
"The Open-Closed Principle"
C++ Report, January 1996
78. This double requirement looks like a
dilemma, and classical module
structures offer no clue.
This double requirement looks like a
dilemma, and classical module
structures offer no clue. But
inheritance solves it.
This double requirement looks like a
dilemma, and classical module
structures offer no clue. But
inheritance solves it. A class is
closed, since it may be compiled,
stored in a library, baselined, and
used by client classes. But it is also
open, since any new class may use
it as parent, adding new features.
79. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
if (s is Square)
(s as Square).DrawSquare();
else if (s is Circle)
(s as Circle).DrawCircle();
}
80. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
if (s is Square)
(s as Square).DrawSquare();
else if (s is Circle)
(s as Circle).DrawCircle();
}
81. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
82. public abstract class Shape ...
public class Square : Shape ...
public class Circle : Shape ...
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
83. public sealed class Shape
{
public enum Type { Square, Circle }
...
public void Draw() ...
}
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
84. public sealed class Shape
{
public enum Type { Square, Circle }
...
public void Draw() ...
}
static void DrawAllShapes(Shape[] list)
{
foreach (Shape s in list)
s.Draw();
}
87. In object-oriented programming, the dependency inversion
principle refers to a specific form of decoupling where
conventional dependency relationships established from high-
level, policy-setting modules to low-level, dependency
modules are inverted (i.e. reversed) for the purpose of
rendering high-level modules independent of the low-level
module implementation details.
http://en.wikipedia.org/wiki/Dependency_inversion_principle
88. The principle states:
A. High-level modules should not depend on low-level
modules. Both should depend on abstractions.
B. Abstractions should not depend upon details. Details should
depend upon abstractions.
http://en.wikipedia.org/wiki/Dependency_inversion_principle
89. inversion, noun
the action of inverting or the state of being
inverted
reversal of the normal order of words,
normally for rhetorical effect
an inverted interval, chord, or phrase
a reversal of the normal decrease of air
temperature with altitude, or of water
temperature with depth
Concise Oxford English Dictionary
98. One of the most foundational
principles of good design is:
Gather together those things
that change for the same
reason, and separate those
things that change for
different reasons.
This principle is often known
as the single responsibility
principle, or SRP. In short, it
says that a subsystem, module,
class, or even a function,
should not have more than one
reason to change.