SOLID Principles

#solid #designprinciples #designpatterns #systemdesign
𝐒 – 𝐒𝐢𝐧𝐠𝐥𝐞 𝐑𝐞𝐬𝐩𝐨𝐧𝐬𝐢𝐛𝐢𝐥𝐢𝐭𝐲 𝐏𝐫𝐢𝐧𝐜𝐢𝐩𝐥𝐞 A class should have only one reason to change. - Example: Instead of one giant User class that handles authentication, profile updates, and sending emails, split it into UserAuth, UserProfile, and EmailService.
𝐎 – 𝐎𝐩𝐞𝐧/𝐂𝐥𝐨𝐬𝐞𝐝 𝐏𝐫𝐢𝐧𝐜𝐢𝐩𝐥𝐞 Classes should be open for extension but closed for modification. - Example: Define a Shape interface with an area() method. When you need a new shape, just add a Circle or Triangle class that implements it.
𝐋 – 𝐋𝐢𝐬𝐤𝐨𝐯 𝐒𝐮𝐛𝐬𝐭𝐢𝐭𝐮𝐭𝐢𝐨𝐧 𝐏𝐫𝐢𝐧𝐜𝐢𝐩𝐥𝐞 Subtypes must be substitutable for their base types without breaking behavior. - Example: If Bird has a fly() method, then Eagle and Sparrow should both work anywhere a Bird is expected.
𝐈 – 𝐈𝐧𝐭𝐞𝐫𝐟𝐚𝐜𝐞 𝐒𝐞𝐠𝐫𝐞𝐠𝐚𝐭𝐢𝐨𝐧 𝐏𝐫𝐢𝐧𝐜𝐢𝐩𝐥𝐞 Don't force classes to implement interfaces they don't use. - Example: Instead of one fat Machine interface with print(), scan(), and fax(), break it into Printable, Scannable, and Faxable. A SimplePrinter only implements Printable.
𝐃 – 𝐃𝐞𝐩𝐞𝐧𝐝𝐞𝐧𝐜𝐲 𝐈𝐧𝐯𝐞𝐫𝐬𝐢𝐨𝐧 𝐏𝐫𝐢𝐧𝐜𝐢𝐩𝐥𝐞 High-level modules should not depend on low-level modules. Both should depend on abstractions. - Example: Your OrderService should depend on a PaymentGateway interface, not directly on Stripe or PayPal.
The real power of SOLID is not in following each principle in isolation. It's in how they work together to make your code easier to change, test, and extend.