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🌸SOLID Principles: Making Your Code Clean and Easy to Understand🌸

When writing code, it's important to make sure it's easy to read and understand. This is especially true when working on big projects with lots of different parts. One way to make sure your code is easy to understand is by following the SOLID principles.

SOLID stands for five different principles:

  1. Single Responsibility Principle (SRP)
  2. Open-Closed Principle (OCP)
  3. Liskov Substitution Principle (LSP)
  4. Interface Segregation Principle (ISP)
  5. Dependency Inversion Principle (DIP)

Let's take a look at each of these principles one by one and see how they can help make your code better.

Explain

Single Responsibility Principle (SRP)

The Single Responsibility Principle (SRP) says that each part of your code should only have one job. This means that if you have a piece of code that does more than one thing, you should break it up into smaller pieces, each with their own job.

For example, imagine you have a piece of code that keeps track of how many times a button is clicked and also displays the number of clicks on the screen. According to the SRP, this code should be split into two separate parts: one that keeps track of the clicks, and another that displays the number of clicks on the screen.

// Incorrect way of doing it
let clickCount = 0;

function handleButtonClick() {
    clickCount += 1;
    document.getElementById("click-count").innerHTML = clickCount;
}
// Correct way of doing it
let clickCount = 0;

function handleButtonClick() {
    clickCount += 1;
}

function updateClickCount() {
    document.getElementById("click-count").innerHTML = clickCount;
}

Open-Closed Principle (OCP)

The Open-Closed Principle (OCP) says that your code should be open for extension but closed for modification. This means that you should be able to add new features to your code without changing the existing code.

For example, imagine you have a program that can add two numbers together. According to the OCP, you should be able to add a new feature (such as subtracting numbers) without changing the existing code that adds numbers.

// Incorrect way of doing it
function add(a, b) {
    return a + b;
}

// It is not a good idea to change the `add` function to a `subtract` function.
function subtract(a, b) {
    return a - b;
}
// Correct way of doing it
class Calculator {
    static add(a, b) {
        return a + b;
    }

    static subtract(a, b) {
        return a - b;
    }
}

Liskov Substitution Principle (LSP)

The Liskov Substitution Principle (LSP) says that you should be able to use a subclass wherever you would use the parent class. This means that the subclass should be a "better" version of the parent class and should not break any of the code that uses the parent class.

For example, imagine you have a parent class called "Animal" and a subclass called "Dogs". According to the LSP, you should be able to use a "Dog" object wherever you would use an "Animal" object and your code should still work correctly.

class Animals {
    constructor(name) {
        this.name = name;
    }

    speak() {
        return "Animals make noise";
    }
}

class Dogs extends Animals {
    speak() {
        return "Woof";
    }
}

const animal = new Animals("Animals");
console.log(animal.speak()); // prints "Animals make noise"

const dog = new Dogs("Dog");
console.log(dog.speak()); // prints "Woof"
console.log(dog instanceof Animals); // prints "true"

Interface Segregation Principle (ISP)

The Interface Segregation Principle (ISP) says that you should not force clients to implement interfaces they don't use. This means that you should create smaller interfaces for specific groups of related functions.

For example, imagine you have an interface called "Automobile" that has functions for both driving and flying. According to the ISP, if you have a class for a car that can only drive, it should not be forced to implement the flying functions from the "Automobile" interface.

// Incorrect way of doing it
interface Automobile {
    drive(): void;
    fly(): void;
}

class Car implements Automobile {
    drive(): void {
        // code for driving
    }

    fly(): void {
        // code for flying (not applicable for cars)
    }
}
// Correct way of doing it
interface Drivable {
    drive(): void;
}

interface Flyable {
    fly(): void;
}

class Car implements Drivable {
    drive(): void {
        // code for driving
    }
}

Dependency Inversion Principle (DIP)

The Dependency Inversion Principle (DIP) says that high-level modules should not depend on low-level modules, but both should depend on abstractions. This means that your code should not depend on specific classes or functions, but rather on abstract concepts.

For example, imagine you have a class called "Car" that depends on a class called "Engine". According to the DIP, the "Car" class should not depend on the specific "Engine" class, but rather on an abstraction of what an engine is.

// Incorrect way of doing it
class Engine {
    start(): void {
        // code for starting the engine
    }
}

class Car {
    private engine: Engine;

    constructor() {
        this.engine = new Engine();
    }

    start(): void {
        this.engine.start();
    }
}
// Correct way of doing it
interface Engine {
    start(): void;
}

class RealEngine implements Engine {
    start(): void {
        // code for starting the engine
    }
}

class Car {
    private engine: Engine;

    constructor(engine: Engine) {
        this.engine = engine;
    }

    start(): void {
        this.engine.start();
    }
}

const car = new Car(new RealEngine());

Use cases

1. E-commerce website checkout process

Let's say we have an e-commerce website where customers can add items to their cart and then proceed to the checkout page. The checkout process includes calculating the total cost of the items, applying any discounts or promotions, and then processing the payment.

According to the Single Responsibility Principle (SRP), we should separate the checkout process into different classes, each with their own specific responsibility. For example, we could have a Cart class that keeps track of the items in the cart, a Discounts class that applies any discounts or promotions, and a Payment class that handles the payment processing.

class Cart {
    items = [];
    addItem(item) {
        this.items.push(item);
    }
    getTotal() {
        return this.items.reduce((total, item) => total + item.price, 0);
    }
}

class Discounts {
    applyDiscount(total) {
        return total * 0.9; // 10% off
    }
}

class Payment {
    processPayment(total) {
        // code for processing the payment
    }
}

class Checkout {
    cart;
    discounts;
    payment;

    constructor(cart, discounts, payment) {
        this.cart = cart;
        this.discounts = discounts;
        this.payment = payment;
    }

    processCheckout() {
        const total = this.discounts.applyDiscount(this.cart.getTotal());
        this.payment.processPayment(total);
    }
}

const cart = new Cart();
cart.addItem({ name: "item1", price: 20 });
cart.addItem({ name: "item2", price: 30 });

const checkout = new Checkout(cart, new Discounts(), new Payment());
checkout.processCheckout();

In this example, each class has a single responsibility: the Cart class keeps track of the items in the cart, the Discounts class applies discounts, the Payment class processes the payment, and the Checkout class coordinates the process. This makes the code more maintainable and easy to understand.

2. Weather app

Let's say we have a weather app that displays the current temperature, humidity, and pressure for a given location. We want to add a new feature that displays the wind speed and direction.

According to the Open-Closed Principle (OCP), we should be able to add this new feature without modifying the existing code that displays the temperature, humidity, and pressure.

class WeatherData {
  constructor(temperature, humidity, pressure) {
    this.temperature = temperature;
    this.humidity = humidity;
    this.pressure = pressure;
  }
}

class WeatherDisplay {
  display(weatherData) {
    console.log(`Temperature: ${weatherData.temperature}`);
    console.log(`Humidity: ${weatherData.humidity}`);
    console.log(`Pressure: ${weatherData.pressure}`);
  }
}

class WindDisplay {
  display(weatherData) {
    console.log(`Wind speed: ${weatherData.windSpeed}`);

    console.log(`Wind direction: ${(weatherData, windDirection)}`);
  }
}

class WeatherApp {
  weatherData;
  weatherDisplay;
  windDisplay;
  constructor(weatherData) {
    this.weatherData = weatherData;
    this.weatherDisplay = new WeatherDisplay();
    this.windDisplay = new WindDisplay();
  }

  displayWeather() {
    this.weatherDisplay.display(this.weatherData);
    this.windDisplay.display(this.weatherData);
  }
}

const weatherData = new WeatherData(72, 50, 1013);
weatherData.windSpeed = 5;
weatherData.windDirection = "NW";
const weatherApp = new WeatherApp(weatherData);
weatherApp.displayWeather();

In this example, the WeatherApp class is open for extension by adding the new WindDisplay class without modifying the existing WeatherDisplay class. This allows us to add new features to the app without affecting the existing code.

3. Game characters

Let's say we have a game that has different types of characters, each with their own unique abilities. We want to add a new type of character without breaking the existing game mechanics.

According to the Liskov Substitution Principle (LSP), we should be able to use the new character class wherever we would use the parent character class, and the game should still work correctly.

class Character {
    move() {
        console.log("Character moved");
    }
}

class Warrior extends Character {
    attack() {
        console.log("Warrior attacked");
    }
}

class Mage extends Character {
    castSpell() {
        console.log("Mage cast a spell");
    }
}

class Paladin extends Warrior {
    heal() {
        console.log("Paladin healed");
    }
}

const characters = [new Warrior(), new Mage(), new Paladin()];
for (let character of characters) {
    character.move();
    if (character instanceof Warrior) {
        character.attack();
    }
    if (character instanceof Mage) {
        character.castSpell();
    }
    if (character instanceof Paladin) {
        character.heal();
    }
}

In this example, the Paladin class is a subclass of the Warrior class and it has its own unique ability to heal, but it still correctly implements the move method from the parent class, so it can be used wherever a Character object is used. This allows us to add new character types without breaking the existing game mechanics.

4. Chat application

Let's say we have a chat application that allows users to send messages and files. We want to separate the functionality of sending messages and sending files so that clients that only need one of the two features don't have to implement the other one.

According to the Interface Segregation Principle (ISP), we should create two separate interfaces, one for sending messages and another for sending files.

interface MessageSender {
  sendMessage(message: string): void;
}

interface FileSender {
  sendFile(file: File): void;
}

class ChatClient implements MessageSender {
  sendMessage(message: string): void {
    // code for sending a message
  }
}

class FileTransferClient implements FileSender {
  sendFile(file: File): void {
    // code for sending a file
  }
}

class AdvancedChatClient implements MessageSender, FileSender {
  sendMessage(message: string): void {
    // code for sending a message
  }
  sendFile(file: File): void {
    // code for sending a file
  }
}

const chatClient = new ChatClient();
chatClient.sendMessage("Hello!");

const fileTransferClient = new FileTransferClient();
fileTransferClient.sendFile(new File("file.txt"));

const advancedChatClient = new AdvancedChatClient();
advancedChatClient.sendMessage("Hello!");
advancedChatClient.sendFile(new File("file.txt"));

In this example, the ChatClient class only implements the MessageSender interface and doesn't have to implement the FileSender interface, and the FileTransferClient class only implements the FileSender interface and doesn't have to implement the MessageSender interface. This allows clients to only implement the functionality they need, while keeping the code clear and easy to understand.

5. Social media platform

Let's say we have a social media platform that allows users to post text and image updates. We want to add a new feature that allows users to post video updates without changing the existing code for handling text and image updates.

According to the Dependency Inversion Principle (DIP), we should make sure that the code for handling updates doesn't depend on specific classes or functions, but rather on abstract concepts.

interface Update {
  display(): void;
}

class TextUpdate implements Update {
  text: string;
  constructor(text: string) {
    this.text = text;
  }
  display(): void {
    console.log(`Text Update: ${this.text}`);
  }
}

class ImageUpdate implements Update {
  imageUrl: string;
  constructor(imageUrl: string) {
    this.imageUrl = imageUrl;
  }

  display(): void {
    console.log(Image Update: ${ this.imageUrl });
  }
}

class VideoUpdate implements Update {
  videoUrl: string;
  constructor(videoUrl: string) {
    this.videoUrl = videoUrl;
  }
  display(): void {
    console.log(Video Update: ${ this.videoUrl });
  }
}

class SocialMediaApp {
  updates: Update[];
  constructor() {
    this.updates = [];
  }
  addUpdate(update: Update) {
    this.updates.push(update);
  }

  displayUpdates() {
    this.updates.forEach(update => update.display());
  }
}

const socialMediaApp = new SocialMediaApp();
socialMediaApp.addUpdate(new TextUpdate("Hello, world!"));
socialMediaApp.addUpdate(new ImageUpdate("image.jpg"));
socialMediaApp.addUpdate(new VideoUpdate("video.mp4"));
socialMediaApp.displayUpdates();

In this example, the SocialMediaApp class doesn't depend on specific classes for handling text, image, or video updates, but rather on the abstract concept of an Update interface. This allows us to add new types of updates (such as video updates) without changing the existing code for handling text and image updates.

Conclusion

SOLID principles are a set of guidelines that help developers to write clean, maintainable, and easy-to-understand code. By following these principles, developers can ensure that their code is easy to work with and can be easily extended or modified in the future. The SOLID principles are: Single Responsibility Principle (SRP), Open-Closed Principle (OCP), Liskov Substitution Principle (LSP), Interface Segregation Principle (ISP), and Dependency Inversion Principle (DIP). Each principle has its own explanation, advantages, and real-world usage example with code snippets. It's important to note that SOLID principles are not hard and fast rules, but rather general guidelines that can be applied in different ways, depending on the specific project or application.

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