In C#, the SOLID principles are a set of five design principles that help make software more...
In C#, the SOLID principles are a set of five design principles that help make software more understandable, flexible, and maintainable. Here they are with examples:
A class should have only one reason to change.
Example:
// Without SRP
public class Employee {
public void CalculateSalary() {
// Calculates salary
}
public void GenerateReport() {
// Generates employee report
}
}
Refactored using SRP:
public class Employee {
public void CalculateSalary() {
// Calculates salary
}
}
public class ReportGenerator {
public void GenerateReport(Employee employee) {
// Generates employee report
}
}
Software entities should be open for extension but closed for modification.
Example:
// Without OCP
public class Circle {
public double Radius { get; set; }
public double Area() {
return Math.PI * Radius * Radius;
}
}
// Adding a new shape requires modifying existing code.
public class Square {
public double Side { get; set; }
public double Area() {
return Side * Side;
}
}
Refactored using OCP:
public abstract class Shape {
public abstract double Area();
}
public class Circle : Shape {
public double Radius { get; set; }
public override double Area() {
return Math.PI * Radius * Radius;
}
}
public class Square : Shape {
public double Side { get; set; }
public override double Area() {
return Side * Side;
}
}
Objects of a superclass should be replaceable with objects of its subclasses without affecting the correctness of the program.
Example:
// Without LSP
public class Rectangle {
public virtual int Width { get; set; }
public virtual int Height { get; set; }
public int CalculateArea() {
return Width * Height;
}
}
public class Square : Rectangle {
public override int Width {
get => base.Width;
set {
base.Width = value;
base.Height = value;
}
}
public override int Height {
get => base.Height;
set {
base.Width = value;
base.Height = value;
}
}
}
Refactored using LSP:
public abstract class Shape {
public abstract int Area();
}
public class Rectangle : Shape {
public int Width { get; set; }
public int Height { get; set; }
public override int Area() {
return Width * Height;
}
}
public class Square : Shape {
public int Side { get; set; }
public override int Area() {
return Side * Side;
}
}
Clients should not be forced to depend on interfaces they do not use.
Example:
// Without ISP
public interface IWorker {
void Work();
void TakeBreak();
void ClockOut();
}
// For a Robot, some methods are irrelevant.
public class Robot : IWorker {
public void Work() {
// Perform work
}
public void TakeBreak() {
// Not applicable
}
public void ClockOut() {
// Not applicable
}
}
Refactored using ISP:
public interface IWorker {
void Work();
}
public interface IBreakable {
void TakeBreak();
}
public interface IClockable {
void ClockOut();
}
public class Robot : IWorker {
public void Work() {
// Perform work
}
}
High-level modules should not depend on low-level modules. Both should depend on abstractions.
Example:
// Without DIP
public class LightSwitch {
private readonly Bulb _bulb;
public LightSwitch() {
_bulb = new Bulb();
}
public void Toggle() {
_bulb.Toggle();
}
}
public class Bulb {
public void Toggle() {
// Toggle the bulb
}
}
Refactored using DIP:
public interface ISwitchable {
void Toggle();
}
public class LightSwitch {
private readonly ISwitchable _device;
public LightSwitch(ISwitchable device) {
_device = device;
}
public void Toggle() {
_device.Toggle();
}
}
public class Bulb : ISwitchable {
public void Toggle() {
// Toggle the bulb
}
}
These principles aim to create more maintainable, modular, and scalable code, promoting good design practices in object-oriented programming.