SOLID principles for software development

SOLID principles are five design guidelines for writing clean, maintainable, and scalable object-oriented software. The acronym stands for:


  1. S - Single Responsibility Principle (SRP):
    A class should have one and only one reason to change.

  2. O - Open/Closed Principle (OCP):
    Software entities should be open for extension but closed for modification.

  3. L - Liskov Substitution Principle (LSP):
    Subtypes must be substitutable for their base types.

  4. I - Interface Segregation Principle (ISP):
    No client should be forced to depend on methods it does not use.

  5. D - Dependency Inversion Principle (DIP):
    Depend on abstractions, not on concrete implementations.



1. Single Responsibility Principle (SRP)

  • Definition: A class should only have one responsibility or reason to change.
  • Why? Simplifies maintenance and avoids unintended side effects when modifying code.
  • Example:
    • Bad: A class managing both user authentication and database operations.
    • Good: Separate classes for authentication and database operations.


2. Open/Closed Principle (OCP)

  • Definition: Classes should be open for extension but closed for modification.
  • Why? Avoids altering existing code, reducing the risk of bugs.
  • Example:
    • Bad: Adding features by editing existing class methods.
    • Good: Add new features by extending the class or implementing new functionality.


3. Liskov Substitution Principle (LSP)

  • Definition: Subclasses should be replaceable by their base class without breaking functionality.
  • Why? Ensures robust polymorphism and predictable behavior.
  • Example:
    • Bad: A subclass that overrides a method with completely different logic.
    • Good: Subclasses that enhance or maintain behavior of the parent class.


4. Interface Segregation Principle (ISP)

  • Definition: Interfaces should be specific to client needs; no client should depend on irrelevant methods.
  • Why? Prevents bloated interfaces and unused functionality.
  • Example:
    • Bad: One large interface with methods unrelated to some clients.
    • Good: Multiple smaller, specific interfaces for different client requirements.


5. Dependency Inversion Principle (DIP)

  • Definition: High-level modules should depend on abstractions, not on concrete implementations.
  • Why? Promotes flexibility and decouples systems for easier testing and scaling.
  • Example:
    • Bad: A class directly instantiating and depending on a specific implementation.
    • Good: Use interfaces or abstractions so dependencies can be swapped easily.





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