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Write Code Like A Pro: Mastering The Solid Principles

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If you're a developer, you've probably heard whispers of this ancient wisdom in code reviews, design docs, or the hushed conversations between two senior devs in the corner of your office:

"You should follow SOLID principles."

But what exactly are these? Some kind of secret cult? A new JavaScript framework? Fear not — SOLID is simply an acronym, and one of the best blueprints for writing maintainable, scalable, and... non-disaster-prone code.

Let’s break it down, with some real-world humor sprinkled in.

???? S — Single Responsibility Principle (SRP)

"One class, one reason to change."

Real-world analogy:
Imagine you hired a plumber to fix your sink, and halfway through the job, he starts giving you a lecture on tax planning. That’s what violating SRP feels like in code.

Code example:

Bad:

class UserManager {  
    public void createUser() { /* ... */ }  
    public void deleteUser() { /* ... */ }  
    public void generateUserReport() { /* ... */ } // ???? Mixing concerns!  
}  

Good:

class UserManager {  
    public void createUser() { /* ... */ }  
    public void deleteUser() { /* ... */ }  
}  
class UserReportGenerator {  
    public void generateUserReport() { /* ... */ }  
}  

Each class now does one job. Fewer surprise side effects, fewer headaches.

???? O — Open/Closed Principle (OCP)

"Software entities should be open for extension, but closed for modification."

Real-world analogy:
When your phone gets a new feature, you install an app. You don’t break out a screwdriver and start rewiring the motherboard. Your code should work the same way.

Code example:

Bad:

class NotificationService {  
    public void send(String message, String type) {  
        if (type.equals("Email")) { /* send email */ }  
        else if (type.equals("SMS")) { /* send SMS */ }  
    }  
}  

Good:

interface NotificationSender {  
    void send(String message);  
}  
  
class EmailSender implements NotificationSender {  
    public void send(String message) { /* send email */ }  
}  
  
class SMSSender implements NotificationSender {  
    public void send(String message) { /* send SMS */ }  
}  
  
class NotificationService {  
    private NotificationSender sender;  
  
    public NotificationService(NotificationSender sender) {  
        this.sender = sender;  
    }  
  
    public void notify(String message) {  
        sender.send(message);  
    }  
}  

New types? Just add a new class. Your core logic stays untouched, stress levels stay low.

???? L — Liskov Substitution Principle (LSP)

"Objects of a superclass should be replaceable with objects of its subclasses without affecting correctness."

Real-world analogy:
If you rent a car, you expect to drive it — whether it’s a sedan, SUV, or convertible. If the rental company handed you a boat with wheels, you'd be furious.

Code example:

Bad:

class Bird {  
    public void fly() { /* flying logic */ }  
}  
  
class Penguin extends Bird {  
    public void fly() {   
        throw new UnsupportedOperationException("Penguins can't fly!");  
    }  
}  

Better:

interface Bird {  
    void eat();  
}  
  
interface FlyingBird extends Bird {  
    void fly();  
}  
  
class Sparrow implements FlyingBird {  
    public void eat() { /* eat */ }  
    public void fly() { /* fly */ }  
}  
  
class Penguin implements Bird {  
    public void eat() { /* eat */ }  
}  

Now penguins aren’t pretending to be something they’re not. Less deception, fewer exceptions.

???? I — Interface Segregation Principle (ISP)

"No client should be forced to depend on methods it does not use."

Real-world analogy:
Ordering a coffee and getting a full 10-course meal, whether you asked for it or not.

Code example:

Bad:

interface Worker {  
    void work();  
    void eat();  
}  
  
class Robot implements Worker {  
    public void work() { /* working... */ }  
    public void eat() { /* ??? Robots don't eat! */ }  
}  

Better:

interface Workable {  
    void work();  
}  
  
interface Eatable {  
    void eat();  
}  
  
class Human implements Workable, Eatable {  
    public void work() { /* work */ }  
    public void eat() { /* eat */ }  
}  
  
class Robot implements Workable {  
    public void work() { /* work */ }  
}  

Now each class only implements what it actually needs. Simple. Clean. Logical.

???? D — Dependency Inversion Principle (DIP)

"Depend on abstractions, not on concretions."

Real-world analogy:
If your smartphone was hard-wired to only work with one charger brand, you’d riot. Thankfully, it uses USB or wireless — an abstraction.

Code example:

Bad:

class MySQLDatabase {  
    public void connect() { /* ... */ }  
}  
  
class UserRepository {  
    private MySQLDatabase db = new MySQLDatabase();  
  
    public void saveUser() { db.connect(); /* save logic */ }  
}  

Good:

interface Database {  
    void connect();  
}  
  
class MySQLDatabase implements Database {  
    public void connect() { /* ... */ }  
}  
  
class UserRepository {  
    private Database db;  
  
    public UserRepository(Database db) {  
        this.db = db;  
    }  
  
    public void saveUser() { db.connect(); /* save logic */ }  
}  

Now you can swap databases like changing socks. Dependency injection = freedom.

???? Wrapping Up

SOLID principles are like traffic rules for your code. They won’t stop you from writing spaghetti, but they’ll give you the map to a much safer, maintainable, and scalable design.

If you start noticing that:

  • your classes are doing too many things,

  • adding a new feature breaks four others,

  • or your code makes you want to fake your own death and start a new identity...

...chances are, you're breaking one (or more) SOLID principles.

Stick to them and your future self — and your teammates — will silently thank you.


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