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(); } }