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  3. The latest dull fad - SOLID

The latest dull fad - SOLID

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  • R Rob Philpott

    Well yes, you probably would. The change still needs to be made though. And if you do inject it, you'd probably inject according to some interface (which may also require change). That leads on to over-engineering as my simple object is now three things, the object an interface defining a way of persistence and the concrete object that does it. I'm of the school that if only one thing implements the interface, get rid of it, it's just clutter. Now that will annoy anyone who owns (and worse yet, has read) the GOF.

    Regards, Rob Philpott.

    T Offline
    T Offline
    TRK3
    wrote on last edited by
    #40

    Amen!

    1 Reply Last reply
    0
    • J JackDingler

      Sounds like they are taking the method's responsibility and applying it to the class level....

      Sander RosselS Offline
      Sander RosselS Offline
      Sander Rossel
      wrote on last edited by
      #41

      Exactly.

      It's an OO world.

      public class Naerling : Lazy<Person>{
      public void DoWork(){ throw new NotImplementedException(); }
      }

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      • S Steven Vanbinst

        Always 'old' programmers who complain about these sort of things. I prefer having everything separated which makes everything maintainable and testable. A domain class carries data, nothing more, nothing less. A repository takes care of the CRUD. If you prefer to put everything in one class that's your decision, good luck creating a PI repo or dont cry if you bump into serializing issues. You are probably more a procedural object oriented programmer anyway. :)

        J Offline
        J Offline
        JackDingler
        wrote on last edited by
        #42

        I'm, just now getting exposure to the Domain Model. From what I'm seeing in action at the moment, is that all hierarchies appear to be flat and relationships between objects are a mess to unravel and understand. It looks like spaghetti glue for OOD. I hope this isn't what the model is about... Gotta order that book today...

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        • P PIEBALDconsult

          Rob Philpott wrote:

          When I learned C++ in 1990

          When I learned OOP in the late 80s there were only three aspects: Inheritance, Polymorphism, Encapsulation . Where did Abstraction come from? Isn't it part of Encapsulation? Such concepts as SOLID and Design Patterns are training wheels for newbies; if you have real-world experience, you don't need them.

          T Offline
          T Offline
          TRK3
          wrote on last edited by
          #43

          When I learned OOP in the EARLY 80's, from Barbara Liskov herself, there was only one principle: Encapsulation.

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          • R Rob Philpott

            I’ve noticed the acronym SOLID rearing its ugly head more and more lately. I first heard of it about a year ago but I think it’s probably about ten years old, and this is despite the fact I’ve been writing OOD code daily for the last 22 years. I’m not sure whether it qualifies as a design pattern, but it’s got the attributes of one – someone else’s opinion on how things should be done, stupid sounding names ‘Liskov substitution’, ‘Dependency inversion’, some self-righteousness about it – that sort of thing. When I learned C++ in 1990 there were 4 OOD aspects – Inheritance, Polymorphism, Encapsulation and Abstraction, but now according to SOLID there are five. I actually think the original four sum it up quite nicely, even to this day. The ‘S’ in SOLID is for Single Responsibility or ‘a class should only have one reason to change’. Indeed, usually because it’s not correct. This is a good principle but is far too rigid. The worst abuse I’ve seen is a system I worked on where they’d put all the logic into dialog box code, so that if you wanted the logic it necessitated instantiating GUI objects. It did make me shiver, but what about a simple object that has a method to persist itself to disc? That breaks the ‘S’ because you might change the persistence mechanism. So one 'should' create a separate type that does this. In practice this means what was one object is now two, and if I change the first I have to change the second. My project size doubles. If the persistence does change I still have to modify the second object or create a third. The same amount of work, but more spread out. It becomes less clear when I change my object which other classes need to be changed to reflect this, and the amount of information I need to hold in my head to make the change increases. There are advantages I wouldn’t argue with that, but there are also advantages, great advantages, to keeping things simple. If an object wants to persist itself to disc then let it and SOLID can bugger off. That's the 'S', don't get me started on the 'OLID'.

            Regards, Rob Philpott.

            J Offline
            J Offline
            jschell
            wrote on last edited by
            #44

            Rob Philpott wrote:

            This is a good principle but is far too rigid.

            Of course. It must be applied appropriately.

            Rob Philpott wrote:

            If an object wants to persist itself to disc then let it and SOLID can bugger off.

            However if there are 200 objects then each of them should not be persisting themselves.

            L 1 Reply Last reply
            0
            • R Rob Philpott

              I’ve noticed the acronym SOLID rearing its ugly head more and more lately. I first heard of it about a year ago but I think it’s probably about ten years old, and this is despite the fact I’ve been writing OOD code daily for the last 22 years. I’m not sure whether it qualifies as a design pattern, but it’s got the attributes of one – someone else’s opinion on how things should be done, stupid sounding names ‘Liskov substitution’, ‘Dependency inversion’, some self-righteousness about it – that sort of thing. When I learned C++ in 1990 there were 4 OOD aspects – Inheritance, Polymorphism, Encapsulation and Abstraction, but now according to SOLID there are five. I actually think the original four sum it up quite nicely, even to this day. The ‘S’ in SOLID is for Single Responsibility or ‘a class should only have one reason to change’. Indeed, usually because it’s not correct. This is a good principle but is far too rigid. The worst abuse I’ve seen is a system I worked on where they’d put all the logic into dialog box code, so that if you wanted the logic it necessitated instantiating GUI objects. It did make me shiver, but what about a simple object that has a method to persist itself to disc? That breaks the ‘S’ because you might change the persistence mechanism. So one 'should' create a separate type that does this. In practice this means what was one object is now two, and if I change the first I have to change the second. My project size doubles. If the persistence does change I still have to modify the second object or create a third. The same amount of work, but more spread out. It becomes less clear when I change my object which other classes need to be changed to reflect this, and the amount of information I need to hold in my head to make the change increases. There are advantages I wouldn’t argue with that, but there are also advantages, great advantages, to keeping things simple. If an object wants to persist itself to disc then let it and SOLID can bugger off. That's the 'S', don't get me started on the 'OLID'.

              Regards, Rob Philpott.

              K Offline
              K Offline
              Kirk Wood
              wrote on last edited by
              #45

              First, you are right in that many people over use this (and other things) and sometimes push things to extreme. But why not admit that you don't believe others can help you and move on? SOLID is not a design pattern. It is a set of principals which when combined with design patterns can make code easier to maintain. It doesn't say that you can't have an object that appears to persist itself. But simply that said object would in fact have a division which the persistance is separate from the "business" logic. And yes, it can make more work. But as a project gets larger, it can reduce the amount of code. It can reduce searching for functionality (because persistance code isn't mixed with other logic). If you change the persistence, only a couple classes need to be changed, not every class that gets persisted. You have clearly not understood SOLID. It does not replace the 4 OOD aspects. It expands on how to use them and extends from the Gang of Four patterns.

              R 1 Reply Last reply
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              • K Kirk Wood

                First, you are right in that many people over use this (and other things) and sometimes push things to extreme. But why not admit that you don't believe others can help you and move on? SOLID is not a design pattern. It is a set of principals which when combined with design patterns can make code easier to maintain. It doesn't say that you can't have an object that appears to persist itself. But simply that said object would in fact have a division which the persistance is separate from the "business" logic. And yes, it can make more work. But as a project gets larger, it can reduce the amount of code. It can reduce searching for functionality (because persistance code isn't mixed with other logic). If you change the persistence, only a couple classes need to be changed, not every class that gets persisted. You have clearly not understood SOLID. It does not replace the 4 OOD aspects. It expands on how to use them and extends from the Gang of Four patterns.

                R Offline
                R Offline
                Rob Philpott
                wrote on last edited by
                #46

                Kirk Wood wrote:

                You have clearly not understood SOLID

                You see, you spoil what might have been a fair argument there when your resort to condescending and arrogant remarks like that.

                Regards, Rob Philpott.

                1 Reply Last reply
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                • R Rob Philpott

                  I’ve noticed the acronym SOLID rearing its ugly head more and more lately. I first heard of it about a year ago but I think it’s probably about ten years old, and this is despite the fact I’ve been writing OOD code daily for the last 22 years. I’m not sure whether it qualifies as a design pattern, but it’s got the attributes of one – someone else’s opinion on how things should be done, stupid sounding names ‘Liskov substitution’, ‘Dependency inversion’, some self-righteousness about it – that sort of thing. When I learned C++ in 1990 there were 4 OOD aspects – Inheritance, Polymorphism, Encapsulation and Abstraction, but now according to SOLID there are five. I actually think the original four sum it up quite nicely, even to this day. The ‘S’ in SOLID is for Single Responsibility or ‘a class should only have one reason to change’. Indeed, usually because it’s not correct. This is a good principle but is far too rigid. The worst abuse I’ve seen is a system I worked on where they’d put all the logic into dialog box code, so that if you wanted the logic it necessitated instantiating GUI objects. It did make me shiver, but what about a simple object that has a method to persist itself to disc? That breaks the ‘S’ because you might change the persistence mechanism. So one 'should' create a separate type that does this. In practice this means what was one object is now two, and if I change the first I have to change the second. My project size doubles. If the persistence does change I still have to modify the second object or create a third. The same amount of work, but more spread out. It becomes less clear when I change my object which other classes need to be changed to reflect this, and the amount of information I need to hold in my head to make the change increases. There are advantages I wouldn’t argue with that, but there are also advantages, great advantages, to keeping things simple. If an object wants to persist itself to disc then let it and SOLID can bugger off. That's the 'S', don't get me started on the 'OLID'.

                  Regards, Rob Philpott.

                  L Offline
                  L Offline
                  Lost User
                  wrote on last edited by
                  #47

                  There are those that SHIP code; and then there are those that are SOLID. "We haven't shipped a release in over 2 years ... but we now have over 500 unit tests!". I kid you not.

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                  • J jschell

                    Rob Philpott wrote:

                    This is a good principle but is far too rigid.

                    Of course. It must be applied appropriately.

                    Rob Philpott wrote:

                    If an object wants to persist itself to disc then let it and SOLID can bugger off.

                    However if there are 200 objects then each of them should not be persisting themselves.

                    L Offline
                    L Offline
                    Lost User
                    wrote on last edited by
                    #48

                    jschell wrote:

                    However if there are 200 objects then each of them should not be persisting themselves.

                    That may only hold true if all those objects had to be persisted at the same time. Even then, depending on how long it took to persist each object, it might still be more efficient to persist them one at a time (from a queue, for instance). Something pops the queue, but the object still saves "itself". The notion that 200 objects cannot save themselves implies that they are components of something "bigger"; I didn't read that.

                    J 1 Reply Last reply
                    0
                    • L Lost User

                      jschell wrote:

                      However if there are 200 objects then each of them should not be persisting themselves.

                      That may only hold true if all those objects had to be persisted at the same time. Even then, depending on how long it took to persist each object, it might still be more efficient to persist them one at a time (from a queue, for instance). Something pops the queue, but the object still saves "itself". The notion that 200 objects cannot save themselves implies that they are components of something "bigger"; I didn't read that.

                      J Offline
                      J Offline
                      jschell
                      wrote on last edited by
                      #49

                      Gerry Schmitz wrote:

                      That may only hold true if all those objects had to be persisted at the same time.

                      No that has nothing to do with it.

                      Gerry Schmitz wrote:

                      Even then, depending on how long it took to persist each object, it might still be more efficient to persist them one at a time (from a queue, for instance). Something pops the queue, but the object still saves "itself".

                      Presuming that is a valid case then it would demonstrate my point that it is inappropriate for the objects to persist themselves. Certainly each would not be a queue.

                      Gerry Schmitz wrote:

                      The notion that 200 objects cannot save themselves implies that they are components of something "bigger

                      Not sure what that means but of course 200 objects which require persistence are part of a larger business entity.

                      1 Reply Last reply
                      0
                      • R Rob Philpott

                        I’ve noticed the acronym SOLID rearing its ugly head more and more lately. I first heard of it about a year ago but I think it’s probably about ten years old, and this is despite the fact I’ve been writing OOD code daily for the last 22 years. I’m not sure whether it qualifies as a design pattern, but it’s got the attributes of one – someone else’s opinion on how things should be done, stupid sounding names ‘Liskov substitution’, ‘Dependency inversion’, some self-righteousness about it – that sort of thing. When I learned C++ in 1990 there were 4 OOD aspects – Inheritance, Polymorphism, Encapsulation and Abstraction, but now according to SOLID there are five. I actually think the original four sum it up quite nicely, even to this day. The ‘S’ in SOLID is for Single Responsibility or ‘a class should only have one reason to change’. Indeed, usually because it’s not correct. This is a good principle but is far too rigid. The worst abuse I’ve seen is a system I worked on where they’d put all the logic into dialog box code, so that if you wanted the logic it necessitated instantiating GUI objects. It did make me shiver, but what about a simple object that has a method to persist itself to disc? That breaks the ‘S’ because you might change the persistence mechanism. So one 'should' create a separate type that does this. In practice this means what was one object is now two, and if I change the first I have to change the second. My project size doubles. If the persistence does change I still have to modify the second object or create a third. The same amount of work, but more spread out. It becomes less clear when I change my object which other classes need to be changed to reflect this, and the amount of information I need to hold in my head to make the change increases. There are advantages I wouldn’t argue with that, but there are also advantages, great advantages, to keeping things simple. If an object wants to persist itself to disc then let it and SOLID can bugger off. That's the 'S', don't get me started on the 'OLID'.

                        Regards, Rob Philpott.

                        F Offline
                        F Offline
                        Fabio Franco
                        wrote on last edited by
                        #50

                        I think the S can actually help a lot, but I do not like the O (Open/Closed principle) because that one can become too restrictive. Imagine that you can never change a class and you end up creating new classes just because you should not change the faulty one...

                        To alcohol! The cause of, and solution to, all of life's problems - Homer Simpson ---- Our heads are round so our thoughts can change direction - Francis Picabia

                        R 1 Reply Last reply
                        0
                        • F Fabio Franco

                          I think the S can actually help a lot, but I do not like the O (Open/Closed principle) because that one can become too restrictive. Imagine that you can never change a class and you end up creating new classes just because you should not change the faulty one...

                          To alcohol! The cause of, and solution to, all of life's problems - Homer Simpson ---- Our heads are round so our thoughts can change direction - Francis Picabia

                          R Offline
                          R Offline
                          Rob Philpott
                          wrote on last edited by
                          #51

                          Did you see Adam Tibi's response above about that?

                          Regards, Rob Philpott.

                          F 1 Reply Last reply
                          0
                          • A Adam Tibi

                            I dropped the O few days ago A Call To Drop "The Open Closed Principle" From The SOLID Design Principles[^]. So, you are dropping the S and I'm dropping the O, what is left? The LID principles? :) I think the S is an advice to try to give a class the least responsibities rather than a single responsibility, take a good design pattern like MVC, the controller has two responsibilities.

                            Make it simple, as simple as possible, but not simpler.

                            F Offline
                            F Offline
                            Fabio Franco
                            wrote on last edited by
                            #52

                            Couldn't agree more. I've shared the feeling since I first read about SOLID principles.

                            To alcohol! The cause of, and solution to, all of life's problems - Homer Simpson ---- Our heads are round so our thoughts can change direction - Francis Picabia

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                            • R Rob Philpott

                              Did you see Adam Tibi's response above about that?

                              Regards, Rob Philpott.

                              F Offline
                              F Offline
                              Fabio Franco
                              wrote on last edited by
                              #53

                              Cool, thanks for pointing it out :). It's exactly how I think

                              To alcohol! The cause of, and solution to, all of life's problems - Homer Simpson ---- Our heads are round so our thoughts can change direction - Francis Picabia

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                              • R Rob Philpott

                                I’ve noticed the acronym SOLID rearing its ugly head more and more lately. I first heard of it about a year ago but I think it’s probably about ten years old, and this is despite the fact I’ve been writing OOD code daily for the last 22 years. I’m not sure whether it qualifies as a design pattern, but it’s got the attributes of one – someone else’s opinion on how things should be done, stupid sounding names ‘Liskov substitution’, ‘Dependency inversion’, some self-righteousness about it – that sort of thing. When I learned C++ in 1990 there were 4 OOD aspects – Inheritance, Polymorphism, Encapsulation and Abstraction, but now according to SOLID there are five. I actually think the original four sum it up quite nicely, even to this day. The ‘S’ in SOLID is for Single Responsibility or ‘a class should only have one reason to change’. Indeed, usually because it’s not correct. This is a good principle but is far too rigid. The worst abuse I’ve seen is a system I worked on where they’d put all the logic into dialog box code, so that if you wanted the logic it necessitated instantiating GUI objects. It did make me shiver, but what about a simple object that has a method to persist itself to disc? That breaks the ‘S’ because you might change the persistence mechanism. So one 'should' create a separate type that does this. In practice this means what was one object is now two, and if I change the first I have to change the second. My project size doubles. If the persistence does change I still have to modify the second object or create a third. The same amount of work, but more spread out. It becomes less clear when I change my object which other classes need to be changed to reflect this, and the amount of information I need to hold in my head to make the change increases. There are advantages I wouldn’t argue with that, but there are also advantages, great advantages, to keeping things simple. If an object wants to persist itself to disc then let it and SOLID can bugger off. That's the 'S', don't get me started on the 'OLID'.

                                Regards, Rob Philpott.

                                E Offline
                                E Offline
                                ExcellentOrg
                                wrote on last edited by
                                #54

                                Once upon a time, Jargons and acronyms were created by people "who knew computers" to impress those "who didn't". Guess what, Now its a payback time for those "who didn't"!!!! OLID

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