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.