OOP Principles
We have learned the basics of OOP in either Javascript
or Typescript
, that was just the beginning, our next level is to learn the principles of OOP.
What is meant by OOP Principles?
We already now know what OOP is, how to construct a class, how to define its members, static members and so on, but we want now to know how to use these classes properly.
Think of classes as Legos
, we can build a house with them, but we need to know how to use them properly, we need to know how to build a house with them, so we need to know the principles of building a house with Legos
.
I'll try not to write too much information and keep it simple as much as i could so you don't get lost with the information, also you may find weird words, just focus with the main idea and i'll make it easier for you to understand.
What are the OOP Principles?
Here are some of OOP Principles:
- Encapsulation
- Polymorphism
- SOLID
- DRY
- KISS
- YAGNI
- Law of Demeter
- Composition over Inheritance
- Separation of Concerns
And there are more, but we will focus on these principles, why? because these are the ones that i remember sofar π
Let's get started with the very famous principle, the SOLID
principle.
SOLID
SOLID is an acronym for the first five object-oriented design (OOD) principles
by Robert C. Martin, popularized by Michael Feathers, and expanded by Martin Fowler, and they are:
- Single responsibility principle
- Open/closed principle
- Liskov substitution principle
- Interface segregation principle
- Dependency inversion principle
So what are these weird words that i wrote above? let's break them down.
So SOLID
is a combination of first letter of each of the above five
principles, and each of these principles has a meaning, let's see what they mean.
Single Responsibility Principle
The Single Responsibility Principle
states that a class should have one and only one job
.
We can also say that a single file should have a single class as well, this will make it easier to maintain and test.
So the principle states that the class should have one job to do, don't overload it with too many responsibilities, this will make it hard to maintain and test.
Think of it as you're in a company, an employee should do one job, this will make him/her more productive and efficient.
Open/Closed Principle
The Open/Closed Principle
states that a class should be open for extension, but closed for modification
.
What does this mean? basically this principle is about to have a class to be extended Inherited from
but not modified, so if you want to add a new feature to the class, you should extend it and not modify it.
For example, if we have a Car
class that does it job is to drive, but if we want to make a TurboCar
that has a turbo engine that allows you to drive faster, we should extend the Car
class and not modify it, or even better, a FlyingCar
, this class will extend the Car
class which will make you drive and adds a new feature which is flying.
Liskov Substitution Principle
The Liskov Substitution Principle
states that subclasses should be substitutable for their base classes
.
Barbara Liskov is an American computer scientist and professor emerita of computer science at the Massachusetts Institute of Technology (MIT). She is known for her work on the design of programming languages and for her contributions to the field of computer science education.
So this principle states that if we have a class A
that extends another class B
, then A
should be substitutable for B
.
For example, if we have a Car
class that extends a Vehicle
class, then Car
should be substitutable for Vehicle
, so if we have a function that takes a Vehicle
as a parameter, then we can pass a Car
to it.
Interface Segregation Principle
The Interface Segregation Principle
states that many client-specific interfaces are better than one general-purpose interface
.
What is on earth is this? π, let's see
So this principle states that if we have a class that implements an interface, then this class should implement only the methods that it needs, not all of them.
So don't make a BIG interface
that has a lot of methods, instead make small interfaces that can be used separately.
Remember the single responsibility principle? this principle is related to it, so if we have a class that implements an interface, then this class should implement only the methods that it needs, not all of them (The BIG interface we talked about is a violation of the single responsibility principle).
Dependency Inversion Principle
The Dependency Inversion Principle
states that one should depend upon abstractions, not concretions
.
Remember the abstract
and concrete
keywords? this principle is related to them.
So what could be called an abstract
? well, basically two things: interfaces
and abstract classes
, any of these two can be called an abstract
and the ones that implement them are called concrete
.
Now regarding our principle, this principle states that we should depend on an abstract class
or an interface
not the concrete class
that implements them.
For example, if we have a Car
class that extends a Vehicle
class, then we should depend on the Vehicle
class, not the Car
class.
Or even better, we can depend on Driveable
interface, which is an interface that has a drive()
method, so we can depend on this interface instead of the Vehicle
class, this could be a Vehicle
class or a Plane
class or a Ship
class and so on.
This principle is the heart of Dependency Injection, which is a design pattern that allows us to decouple our classes from their dependencies that we'll talk about later in the Design Patterns section.
π¨ Conclusion
That was an introduction to the OOP principles, we also talked about the SOLID
principle, which is the most famous one.
We're going to go through over each one of the listed principles list in our next articles.
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