类的SOLID原则 SOLID
1. S: 单一职责原则 Single Responsibility Principle (SRP)
2. O: 开闭原则 Open/Closed Principle (OCP)
3. L: 里氏替换原则 Liskov Substitution Principle (LSP)
4. I: 接口隔离原则 Interface Segregation Principle (ISP)
5. D: 依赖倒置原则 Dependency Inversion Principle (DIP)
SOLID
SOLID 是Michael Feathers推荐的便于记忆的首字母简写,它代表了Robert Martin命名的最重要的五个面对对象编码设计原则
S: 单一职责原则 (SRP)
O: 开闭原则 (OCP)
L: 里氏替换原则 (LSP)
I: 接口隔离原则 (ISP)
D: 依赖倒置原则 (DIP)
1. 单一职责原则
Single Responsibility Principle (SRP)
正如在Clean Code所述,"修改一个类应该只为一个理由"。 人们总是易于用一堆方法塞满一个类,如同我们只能在飞机上 只能携带一个行李箱(把所有的东西都塞到箱子里)。这样做 的问题是:从概念上这样的类不是高内聚的,并且留下了很多 理由去修改它。将你需要修改类的次数降低到最小很重要。 这是因为,当有很多方法在类中时,修改其中一处,你很难知 晓在代码库中哪些依赖的模块会被影响到。
坏:
class UserSettings
{
private $user;
public function __construct(User $user)
{
$this->user = $user;
}
public function changeSettings(array $settings): void
{
if ($this->verifyCredentials()) {
// ...
}
}
private function verifyCredentials(): bool
{
// ...
}
}好:
class UserAuth
{
private $user;
public function __construct(User $user)
{
$this->user = $user;
}
public function verifyCredentials(): bool
{
// ...
}
}
class UserSettings
{
private $user;
private $auth;
public function __construct(User $user)
{
$this->user = $user;
$this->auth = new UserAuth($user);
}
public function changeSettings(array $settings): void
{
if ($this->auth->verifyCredentials()) {
// ...
}
}
}2. 开闭原则
Open/Closed Principle (OCP)
正如Bertrand Meyer所述,"软件的工件( classes, modules, functions 等) 应该对扩展开放,对修改关闭。" 然而这句话意味着什么呢?这个原则大体上表示你 应该允许在不改变已有代码的情况下增加新的功能
坏:
abstract class Adapter
{
protected $name;
public function getName(): string
{
return $this->name;
}
}
class AjaxAdapter extends Adapter
{
public function __construct()
{
parent::__construct();
$this->name = 'ajaxAdapter';
}
}
class NodeAdapter extends Adapter
{
public function __construct()
{
parent::__construct();
$this->name = 'nodeAdapter';
}
}
class HttpRequester
{
private $adapter;
public function __construct(Adapter $adapter)
{
$this->adapter = $adapter;
}
public function fetch(string $url): Promise
{
$adapterName = $this->adapter->getName();
if ($adapterName === 'ajaxAdapter') {
return $this->makeAjaxCall($url);
} elseif ($adapterName === 'httpNodeAdapter') {
return $this->makeHttpCall($url);
}
}
private function makeAjaxCall(string $url): Promise
{
// request and return promise
}
private function makeHttpCall(string $url): Promise
{
// request and return promise
}
}好:
interface Adapter
{
public function request(string $url): Promise;
}
class AjaxAdapter implements Adapter
{
public function request(string $url): Promise
{
// request and return promise
}
}
class NodeAdapter implements Adapter
{
public function request(string $url): Promise
{
// request and return promise
}
}
class HttpRequester
{
private $adapter;
public function __construct(Adapter $adapter)
{
$this->adapter = $adapter;
}
public function fetch(string $url): Promise
{
return $this->adapter->request($url);
}
}
3. 里氏替换原则
Liskov Substitution Principle (LSP)
这是一个简单的原则,却用了一个不好理解的术语。它的正式定义是 "如果S是T的子类型,那么在不改变程序原有既定属性(检查、执行 任务等)的前提下,任何T类型的对象都可以使用S类型的对象替代 (例如,使用S的对象可以替代T的对象)" 这个定义更难理解:-)。
对这个概念最好的解释是:如果你有一个父类和一个子类,在不改变 原有结果正确性的前提下父类和子类可以互换。这个听起来依旧让人 有些迷惑,所以让我们来看一个经典的正方形-长方形的例子。从数学 上讲,正方形是一种长方形,但是当你的模型通过继承使用了"is-a" 的关系时,就不对了。
坏:
class Rectangle
{
protected $width = 0;
protected $height = 0;
public function setWidth(int $width): void
{
$this->width = $width;
}
public function setHeight(int $height): void
{
$this->height = $height;
}
public function getArea(): int
{
return $this->width * $this->height;
}
}
class Square extends Rectangle
{
public function setWidth(int $width): void
{
$this->width = $this->height = $width;
}
public function setHeight(int $height): void
{
$this->width = $this->height = $height;
}
}
function printArea(Rectangle $rectangle): void
{
$rectangle->setWidth(4);
$rectangle->setHeight(5);
// BAD: Will return 25 for Square. Should be 20.
echo sprintf('%s has area %d.', get_class($rectangle), $rectangle->getArea()).PHP_EOL;
}
$rectangles = [new Rectangle(), new Square()];
foreach ($rectangles as $rectangle) {
printArea($rectangle);
}好:
最好是将这两种四边形分别对待,用一个适合两种类型的更通用子类型来代替。
尽管正方形和长方形看起来很相似,但他们是不同的。 正方形更接近菱形,而长方形更接近平行四边形。但他们不是子类型。 尽管相似,正方形、长方形、菱形、平行四边形都是有自己属性的不同形状。
interface Shape
{
public function getArea(): int;
}
class Rectangle implements Shape
{
private $width = 0;
private $height = 0;
public function __construct(int $width, int $height)
{
$this->width = $width;
$this->height = $height;
}
public function getArea(): int
{
return $this->width * $this->height;
}
}
class Square implements Shape
{
private $length = 0;
public function __construct(int $length)
{
$this->length = $length;
}
public function getArea(): int
{
return $this->length ** 2;
}
}
function printArea(Shape $shape): void
{
echo sprintf('%s has area %d.', get_class($shape), $shape->getArea()).PHP_EOL;
}
$shapes = [new Rectangle(4, 5), new Square(5)];
foreach ($shapes as $shape) {
printArea($shape);
}4. 接口隔离原则
Interface Segregation Principle (ISP)
接口隔离原则表示:"调用方不应该被强制依赖于他不需要的接口"
有一个清晰的例子来说明示范这条原则。当一个类需要一个大量的设置项, 为了方便不会要求调用方去设置大量的选项,因为在通常他们不需要所有的 设置项。使设置项可选有助于我们避免产生"胖接口"
坏:
interface Employee
{
public function work(): void;
public function eat(): void;
}
class HumanEmployee implements Employee
{
public function work(): void
{
// ....working
}
public function eat(): void
{
// ...... eating in lunch break
}
}
class RobotEmployee implements Employee
{
public function work(): void
{
//.... working much more
}
public function eat(): void
{
//.... robot can't eat, but it must implement this method
}
}好:
不是每一个工人都是雇员,但是每一个雇员都是一个工人
interface Workable
{
public function work(): void;
}
interface Feedable
{
public function eat(): void;
}
interface Employee extends Feedable, Workable
{
}
class HumanEmployee implements Employee
{
public function work(): void
{
// ....working
}
public function eat(): void
{
//.... eating in lunch break
}
}
// robot can only work
class RobotEmployee implements Workable
{
public function work(): void
{
// ....working
}
}5. 依赖倒置原则
Dependency Inversion Principle (DIP)
这条原则说明两个基本的要点:
高阶的模块不应该依赖低阶的模块,它们都应该依赖于抽象
抽象不应该依赖于实现,实现应该依赖于抽象
这条起初看起来有点晦涩难懂,但是如果你使用过 PHP 框架(例如 Symfony),你应该见过 依赖注入(DI),它是对这个概念的实现。虽然它们不是完全相等的概念,依赖倒置原则使高阶模块 与低阶模块的实现细节和创建分离。可以使用依赖注入(DI)这种方式来实现它。最大的好处 是它使模块之间解耦。耦合会导致你难于重构,它是一种非常糟糕的的开发模式。
坏:
class Employee
{
public function work(): void
{
// ....working
}
}
class Robot extends Employee
{
public function work(): void
{
//.... working much more
}
}
class Manager
{
private $employee;
public function __construct(Employee $employee)
{
$this->employee = $employee;
}
public function manage(): void
{
$this->employee->work();
}
}好:
interface Employee
{
public function work(): void;
}
class Human implements Employee
{
public function work(): void
{
// ....working
}
}
class Robot implements Employee
{
public function work(): void
{
//.... working much more
}
}
class Manager
{
private $employee;
public function __construct(Employee $employee)
{
$this->employee = $employee;
}
public function manage(): void
{
$this->employee->work();
}
}