As a Java engineer in the web development industry for several years now, having heard multiple times that X is good because of SOLID principles or Y is bad because it breaks SOLID principles, and having to memorize the “good” ways to do everything before an interview etc, I find it harder and harder to do when I really start to dive into the real reason I’m doing something in a particular way.
One example is creating an interface for every goddamn class I make because of “loose coupling” when in reality none of these classes are ever going to have an alternative implementation.
Also the more I get into languages like Rust, the more these doubts are increasing and leading me to believe that most of it is just dogma that has gone far beyond its initial motivations and goals and is now just a mindless OOP circlejerk.
There are definitely occasions when these principles do make sense, especially in an OOP environment, and they can also make some design patterns really satisfying and easy.
What are your opinions on this?
Whoever is demanding every class be an implementation of an interface started thier career in C#, guaranteed.
Java started that shit before C# existed.
I’m my professional experience working with both, Java shops don’t blindly enforce this, but c# shops tend to.
Striving for loosely coupled classes is objectively a good thing. Using dogmatic enforcement of interfaces even for single implementors is a sledgehammer to pound a finishing nail.
The main lie about these principles is that they would lead to less maintenance work.
But go ahead and change your database model. Add a field. Then add support for it to your program’s code base. Let’s see how many parts you need to change of your well-architected enterprise-grade software solution.
Sure, it might be a lot of places, it might not(well designed microservice arch says hi.)
What proper OOP design does is to make the changes required to be predictable and easily documented. Which in turn can make a many step process faster.
I have a hard time believing that microservices can possibly be a well designed architecture.
We take a hard problem like architecture and communication and add to it networking, latency, potential calling protocol inconsistency, encoding and decoding (with more potential inconsistency), race conditions, nondeterminacy and more.
And what do I get in return? json everywhere? Subteams that don’t feel the need to talk to each other? No one ever thinks about architecture ever again?
I don’t see the appeal.
It works in huge teams where teams aren’t closely integrated, for development velocity.
Defining a contract that a service upholds, and that dependents can write code against, with teams moving at will as long as the contract is fulfilled is valuable.
I’ll grant you it is true that troubleshooting those systems is harder as a result. In the huge organization I was in, it was the job of a non-coder specialist even.
But given the scope, it made a ton of sense.
But if the contract were an interface, for example, the compiler would enforce it on both sides, and you would get synchronous communication and common data format for free, and team A would know that they’d broken team B’s code because it wouldn’t pass CI and nothing drastic would happen in production.
At that scale, contracts are multiple interfaces, not just one. And C#/Java /whathaveyou interfaces are largely irrelevant, we’re talking way broader than this. Think protocol, like REST, RPC…
I guess it’s possible I’ve been doing OOP wrong for the past 30 years, knowing someone like you has experienced code bases that uphold that promise.
Right, knowing when to apply the principles is the thing that comes with experience.
If you’ve literally never seen the benefits of abstraction doing OOP for thirty years, I’m not sure what to tell you. Maybe you’ve just been implementing boilerplate on short-term projects.
I’ve definitely seen lots of benefits from some of the SOLID principles over the same time period, but I was using what I needed when I needed it, not implementing enterprise boilerplate blindly.
I admit this is harder with Java because the “EE” comes with it but no one is forcing you to make sure your DataAccessObject inherits from a class that follows a defined interface.
We all have or own experiences.
Mine is that it helps in organization, which makes changes easier.
My opinion is that you are right. I switched to C from an OOP and C# background, and it has made me a happier person.
java is garbage
If it makes the code easier to maintain it’s good. If it doesn’t make the code easier to maintain it is bad.
Making interfaces for everything, or making getters and setters for everything, just in case you change something in the future makes the code harder to maintain.
This might make sense for a library, but it doesn’t make sense for application code that you can refractor at will. Even if you do have to change something and it means a refractor that touches a lot, it’ll still be a lot less work than bloating the entire codebase with needless indirections every day.
I remember the recommendation to use a typedef (or #define 😱) for integers, like INT32.
If you like recompile it on a weird CPU or something I guess. What a stupid idea. At least where I worked it was dumb, if someone knows any benefits I’d gladly hear it!
If you’re directly interacting with any sort of binary protocol, i.e. file formats, network protocols etc., you definitely want your variable types to be unambiguous. For future-proofing, yes, but also because because I don’t want to go confirm whether I remember correctly that
longis the same size asint.There’s also clarity of meaning;
unsigned long longis a noisy monstrosity,uint64_tconveys what it is much more cleanly.charis great if it’s representing text characters, but if you have a byte array of binary data, using a type alias helps convey that.And then there are type aliases that are useful because they have different sizes on different platforms like
size_t.I’d say that generally speaking, if it’s not an
intor achar, that probably means the exact size of the type is important, in which case it makes sense to convey that using a type alias. It conveys your intentions more clearly and tersely (in a good way), it makes your code more robust when compiled for different platforms, and it’s not actually more work; that extrayou may need to add pays for itself pretty quickly.So we should not have #defines in the way, right?
Like INT32, instead of “int”. I mean if you don’t know the size you probably won’t do network protocols or reading binary stuff anyways.
uint64_t is good IMO, a bit long (why the _t?) maybe, but it’s not one of the atrocities I’m talking about where every project had its own defines.
The standard type aliases like
uint64_tweren’t in the C standard library until C99 and in C++ until C++11, so there are plenty of older code bases that would have had to define their own.The use of
to make type aliases never made sense to me. The earliest versions of C didn’t havetypedef, I guess, but that’s like, the 1970s. Anyway, you wouldn’t do it that way in modern C/C++.Iirc, _t is to denote a reserved standard type names.
“int” can be different widths on different platforms. If all the compilers you must compile with have standard definitions for specific widths then great use em. That hasn’t always been the case, in which case you must roll your own. I’m sure some projects did it where it was unneeded, but when you have to do it you have to do it
So show me two compatible systems where the int has different sizes.
This is folklore IMO, or incompatible anyways.
Incompatible? It is for cross platform code. Wtf are you even talking about
Okay, then give me an example where this matters. If an int hasn’t the same size, like on a Nintendo DS and Windows (wildly incompatible), I struggle to find a use case where it would help you out.
RPython, the toolchain which is used to build JIT compilers like PyPy, supports Windows and non-Windows interpretations of standard Python
int. This leads to an entire module’s worth of specialized arithmetic. In RPython, the usual approach to handling the size of ints is to immediately stop worrying about it and let the compiler tell you if you got it wrong; an int will have at least seven-ish bits but anything more is platform-specific. This is one of the few systems I’ve used where I have to cast from an int to an int because the compiler can’t prove that the ints are the same size and might need a runtime cast, but it can’t tell me whether it does need the runtime cast.Of course, I don’t expect you to accept this example, given what a whiner you’ve been down-thread, but at least you can’t claim that nobody showed you anything.
I’ve seen several codebases that have a typedef or using keyword to map uint64_t to uint64 along with the others, but _t seems to be the convention for built-in std type names.
We had it because we needed to compile for Windows and Linux on both 32 and 64 bit processors. So we defined all our Int32, Int64, uint32, uint64 and so on. There were a bunch of these definitions within the core header file with #ifndef and such.
But you can use 64 bits int on a 32 bits linux, and vice versa. I never understood the benefits from tagging the stuff. You gotta go so far back in time where an int isn’t compiled to a 32 bit signed int too. There were also already long long and size_t… why make new ones?
Readability maybe?
Very often you need to choose a type based on the data it needs to hold. If you know you’ll need to store numbers of a certain size, use an integer type that can actually hold it, don’t make it dependent on a platform definition. Always using
intcan lead to really insidious bugs where a function may work on one platform and not on another due to overfloeShow me one.
I mean I have worked on 16bits platforms, but nobody would use that code straight out of the box on some other incompatible platform, it doesn’t even make sense.
Basically anything low level. When you need a byte, you also don’t use a
int, you use auint8_t(reminder thatcharis actually not defined to be signed or unsigned, “Plain char may be signed or unsigned; this depends on the compiler, the machine in use, and its operating system”). Any time you need to interact with another system, like hardware or networking, it is incredibly important to know how many bits the other side uses to avoid mismatching.For purely the size of an
int, the most famous example is the Ariane 5 Spaceship Launch, there an integer overflow crashed the space ship. OWASP (the Open Worldwide Application Security Project) lists integer overflows as a security concern, though not ranked very highly, since it only causes problems when combined with buffer accesses (using user input with some arithmetic operation that may overflow into unexpected ranges).And the byte wasn’t obliged to have 8 bits.
Nice example, but I’d say it’skind of niche 😁 makes me remember the underflow in a video game, making the most peaceful npc becoming a warmongering lunatic. But that would not have been helped because of defines.
Emulation code where you expect unsigned integers to wrap around instead of being UB is a good example, because it was guaranteed for programmers working on the emulated systems.
That’s just how it works and have always worked. You can use an unsigned char on a 64 bit system and it’ll behave like on the Commodore 64. I don’t understand what you are trying to show.
I call it mario driven development, because oh no! The princess is in a different castle.
You end up with seemingly no code doing any actual work.
You think you found the function that does the thing you want to debug? Nope, it defers to a different function, which calls a a method of an injected interface, which creates a different process calling into a virtual function, which loads a dll whose code lives in a different repo, which runs an async operation deferring the result to some unspecified later point.
And some of these layers silently catch exceptions eating the useful errors and replacing them with vague and useless ones.
Yeah, this. Code for the problem you’re solving now, think about the problems of the future.
Knowing OOP principles and patterns is just a tool. If you’re driving nails you’re fine with a hammer, if you’re cooking an egg I doubt a hammer is necessary.
Yes OOP and all the patterns are more than often bullshit. Java is especially well known for that. “Enterprise Java” is a well known meme.
The patterns and principles aren’t useless. It’s just that in practice most of the time they’re used as hammers even when there’s no nail in sight.
As an amateur with some experience in the functional style of programming, anything that does SOLID seems so unreadable to me. Everything is scattered, and it just doesn’t feel natural. I feel like you need to know how things are named, and what the whole thing looks like before anything makes any sense. I thought SOLID is supposed to make code more local. But at least to my eyes, it makes everything a tangled mess.
It’s not supposed to make it more local, it’s supposed to conform to a single responsibility, and allow encapsulation of that.
Especially in Java, it relies extremely heavy on the IDE, to make sense to me.
If you’re minimalist, like me, and prefer text editor to be seperate from linter, compiler, linker, it’s not pheasable. Because everything is so verbose, spread out, coupled based on convention.
So when I do work in Java, I reluctantly bring out Eclipse. It just doesn’t make any sense without.
Yeah, same. I like to code in Neovim, and OOP just doesn’t make any sense in there. Fortunately, I don’t have to code in Java often. I had to install Android Studio just because I needed to make a small bugfix in an app, it was so annoying. The fix itself was easy, but I had to spend around an hour trying to figure out where the relevant code exactly is.
What, you don’t like
AbstractSingletonBeanFactorys?I prefer AbstractSingletonBeanFactoryManagerInterface
Can I bring my own AbstractSingletonBeanFactoryManager? Perhaps through some at runtime dependency injection? Is there a RuntimePluginDiscoveryAndInjectorInterface I can implement for my AbstractSingletonBeanFactoryManager?
I see your
AbstractSingletonBeanFactoryManagerand raise youAbstractSingletonBeanFactoryManagerDynamicImpl
SOLID is generally speaking a good idea. In practice, you have to know when to apply it.
it sounds like your main beef in Java is the need to create interfaces for every class. This is almost certainly over-engineering it, especially if you are not using dependency inversion. IMHO, that is the main point of SOLID. For the most part your inversions need interfaces, and that allows you create simple, performant unit tests.
You also mention OOP - It has it’s place, but I would also suggest you look at functional programming, too. IMHO, OOP should be used sparingly as it creates it’s own form of coupling - especially if you use “Base” classes to share functionality. Such classes should usually be approached using Composition. Put this another way, in a mature project, if you have to add a feature and cannot do this without reusing a large portion of the existing code without modifications you have a code-smell.
To give you an example, I joined a company about a year ago that coded they way you are describing. Since I joined, we’ve been able to move towards a more functional approach. Our code is now significantly smaller, has gone from about 2% to 60% unit testable and our velocity is way faster. I’d also suggest that for most companies, this is what they want not what they currently have. There are far too many legacy projects out there.
So, yes - I very much agree with SOLID but like anything it’s a guideline. My suggestion is learn how to refactor towards more functional patterns.
In my experience, when applying functional programming to a language like java, one winds up creating more interfaces and their necessary boilerplate - not less.
True… I personally dislike Java and work mostly in Kotlin these days.
99% of code is too complicated for what it does because of principles like SOLID, and because of OOP.
Algorithms can be complex, but the way a system is put together should never be complicated. Computers are incredibly stupid, and will always perform better on linear code that batches similar operations together, which is not so coincidentally also what we understand best.
Our main issue in this industry is not premature optimisation anymore, but premature and excessive abstraction.
This is crazy misattribution.
99% of code is too complicated because of inexperienced programmers making it too complicated. Not because of the principles that they mislabel and misunderstood.
Just because I forcefully and incorrectly apply a particular pattern to a problem it is not suited to solve for doesn’t mean the pattern is the problem. In this case, I, the developer, am the problem.
Everything has nuance and you should only use in your project the things that make sense for the problems you face.
Crowbaring a solution to a problem a project isn’t dealing with into that project is going to lead to pain
why this isn’t a predictable outcome baffles me. And why attribution for the problem goes to the pattern that was misapplied baffles me even further.
No. These principles are supposedly designed to help those inexperienced programmers, but in my experience, they tend to do the opposite.
The rules are too complicated, and of dubious usefulness at best. Inexperienced programmers really need to be taught to keep things radically simple, and I don’t mean “single responsibility” or “short functions”.
I mean “stop trying to be clever”.
If you are creating interfaces for classes that will not have second implementation, that sounds suspicious, what kind of classes are you abstracting? Are those classes representing data? I think I would be against creating interfaces for data classes, I would use records and interfaces only in rare circumstances. Are you complaining about abstracting classes with logic, as in services/controllers? Are you creating tests for those? Are you mocking external dependencies for your tests? Because mocks could also be considered different implementations for your abstractions. Some projects I saw definitely had taken SOLID principles and made them SOLID laws… Sometimes it’s an overzealous architect, sometimes it’s a long-lasting project with no original devs left… The fact that you are thinking about it already puts you in front of many others…
SOLID principles are principles for Object Oriented programming so as others pointed out, more functional programming might give you a way out.
The SOLID principles are just that principles, not rules.
As someone else said, you should always write your code to be maintainable first and foremost, and extra code is extra maintenance work, so should only really be done when necessary. Don’t write an abstract interface unless multiple things actually need to implement it, and don’t refactor common logic until you’ve repeated it ~3 times.
The DRY principle is probably the most overused one because engineers default to thinking that less code = less work and it’s a fun logic puzzle to figure out common logic and abstract it, but the reality is that many of these abstractions in reality create more coupling and make your code less readable. Dan Abramov (creator of React) has a really good presentation on it that’s worth watching in its entirety.
But I will say that sometimes these irritations are truly just language issues at the end of the day. Java was written in an era where the object oriented paradigm was king, whereas these days functional programming is often described as what OO programming looks like if you actually follow all the SOLID principles and Java still isn’t a first class functional language and probably never will be because it has to maintain backwards compatibility. This is partly why more modern Java compatible languages like Kotlin were created.
A language like C# on the other hand is more flexible since it’s designed to be cross paradigm and support first class functions and objects, and a language like JavaScript is so flexible that it has evolved and changed to suit whatever is needed of it.
Flexibility comes with a bit of a cost, but I think a lot of corporate engineers are over fearful of new things and change and don’t properly value the hidden costs of rigidity. To give it a structural engineering analogy: a rigid tree will snap in the wind, whereas a flexible tree will bend.
Like anything else, it can be useful in the right context if not followed too dogmatically, and instead is used when there is a tangible benefit.
For example, I nearly always dependency inject dependencies with I/O because I can then inject test doubles with no I/O for fast and stable integration tests. Sometimes, this also improves re-usability, and for example, a client for one vendor’s API can be substituted with another, but this benefit doesn’t materialize that often. I rarely dependency inject dependencies with no side-effects because it’s rare that any tangible benefit materializes, and everyone deals with the additional complexity for years with no reason. With just I/O dependencies, I’ve generally found no need for a DI container in most codebases, but codebases that dependency inject everything make a DI container basically mandatory, and its usually extra overhead for nothing, IMO. There may be codebases where dependency injecting everything makes perfect sense, but I haven’t found one yet.
I’m a firm believer in “Bruce Lee programming”. Your approach needs to be flexible and adaptable. Sometimes SOLID is right, and sometimes it’s not.
“Adapt what is useful, reject what is useless, and add what is specifically your own.”
“Notice that the stiffest tree is most easily cracked, while the bamboo or willow survives by bending with the wind.”
And some languages, like Rust, don’t fully conform to a strict OO heritage like Java does.
"Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way around or through it. If nothing within you stays rigid, outward things will disclose themselves.
“Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot, it becomes the teapot. Now, water can flow or it can crash. Be water, my friend.”
It’s been interesting to watch how the industry treats OOP over time. In the 90s, JavaScript was heavily criticized for not being “real” OOP. There were endless flamewars about it. If you didn’t have the sorts of explicit support that C++ provided, like a
classkeyword, you weren’t OOP, and that was bad.Now we get languages like Rust, which seems completely uninterested in providing explicit OOP support at all. You can piece together support on your own if you want, and that’s all anyone cares about.
JavaScript eventually did get its
classkeyword, but now we have much better reasons to bitch about the language.The funny thing is I really liked the old JS prototypal inheritance. :)
It’s funny cause in C++, inheritance is almost frowned upon now cause of the performance and complexity hits.
It’s been frowned upon for decades.
That leads us to our second principle of object-oriented design: Favor object composition over class inheritance
- Design Patterns - Elements of Reusable Object-Oriented Software (1994)
Java is bad but object-based message-passing environments are good. Classes are bad, prototypes are also bad, and mixins are unsound. That all said, you’ve not understood
SOLIDyet!SandOsay that just because one class is Turing-complete (with general recursion, calling itself) does not mean that one class is the optimal design; they can be seen as opinions rather than hard rules.Lis literally a theorem of any non-shitty type system; the fact that it fails in Java should be seen as a fault of Java.Iis merely the idea that a class doesn’t have to implement every interface or be coercible to any type; that is, there can be non-printable non-callable non-serializable objects. Finally,Dis merely a consequence of objects not being functions; when we want to apply a functionfto a valuexbut both are actually objects, bothf.call(x)andx.getCalled(f)open a new stack frame withfandxlocal, and all of the details are encapsulation details.So, 40%, maybe?
Sreally is not that unreasonable on its own; it reminds me of a classic movie moment from “Meet the Parents” about how a suitcase manufacturer may have produced more than one suitcase. We do intend to allocate more than one object in the course of operating the system! But also it perhaps goes too far in encouraging folks to break up objects that are fine as-is.Omakes a lot of sense from the perspective that code is sometimes write-once immutable such that a new version of a package can add new classes to a system but cannot change existing classes. Outside of that perspective, it’s not at all helpful, because sometimes it really does make sense to refactor a codebase in order to more efficiently use some improved interface.most things should have an alternate implementation, just in the unit tests. imo that’s the main justification for most of SOLID.
but also I’ve noticed that being explicit about your interfaces does produce better thought out code. if you program to an interface and limit your assumptions about implementation, you’ll end up with easier to reason about code.
the other chunk is consistency is the most important thing in a large codebase. some of these rules are followed too closely in areas, but if I’m working my way through an unfamiliar area of the code, I can assume that it is structured based on the corporate conventions.
I’m not really an oop guy, but in an oop language I write pretty standard SOLID style code. in rust a lot of idiomatic code does follow SOLID, but the patterns are different. writing traits for everything instead of interfaces isn’t any different but is pretty common
Yup. Embracing TDD is what made me embrace SOLID.
One example is creating an interface for every goddamn class I make because of “loose coupling” when in reality none of these classes are ever going to have an alternative implementation.
Not only loose coupling but also performance reasons. When you initialise a class as it’s interface, the size of the method references you load on the method area of the memory (which doesn’t get garbage collected BTW) is reduced.
Also the more I get into languages like Rust, the more these doubts are increasing and leading me to believe that most of it is just dogma that has gone far beyond its initial motivations and goals and is now just a mindless OOP circlejerk.
In my experience, not following SOLID principles makes your application an unmaintainable mess in roughly one year. Though SOLID needs to be coupled with better modularity to be effective.










