A short cheat-sheet with Playground (OOD-Principles-In-Swift.playground.zip).
👷 Project maintained by: @nsmeme (Oktawian Chojnacki)
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See my most popular project to date: Design-Patterns-In-Swift
- The Single Responsibility Principle
- The Open Closed Principle
- The Liskov Substitution Principle
- The Interface Segregation Principle
- The Dependency Inversion Principle
A class should have one, and only one, reason to change. (read more)
Example:
protocol Openable {
mutating func open()
}
protocol Closeable {
mutating func close()
}
// I'm the door. I have an encapsulated state and you can change it using methods.
struct PodBayDoor: Openable, Closeable {
private enum State {
case open
case closed
}
private var state: State = .closed
mutating func open() {
state = .open
}
mutating func close() {
state = .closed
}
}
// I'm only responsible for opening, no idea what's inside or how to close.
final class DoorOpener {
private var door: Openable
init(door: Openable) {
self.door = door
}
func execute() {
door.open()
}
}
// I'm only responsible for closing, no idea what's inside or how to open.
final class DoorCloser {
private var door: Closeable
init(door: Closeable) {
self.door = door
}
func execute() {
door.close()
}
}
let door = PodBayDoor()
⚠ Only the
DoorOpener
is responsible for opening the door.
let doorOpener = DoorOpener(door: door)
doorOpener.execute()
⚠ If another operation should be made upon closing the door, like switching on the alarm, you don't have to change the
DoorOpener
class.
let doorCloser = DoorCloser(door: door)
doorCloser.execute()
You should be able to extend a classes behavior, without modifying it. (read more)
Example:
protocol Shooting {
func shoot() -> String
}
// I'm a laser beam. I can shoot.
final class LaserBeam: Shooting {
func shoot() -> String {
return "Ziiiiiip!"
}
}
// I have weapons and trust me I can fire them all at once. Boom! Boom! Boom!
final class WeaponsComposite {
let weapons: [Shooting]
init(weapons: [Shooting]) {
self.weapons = weapons
}
func shoot() -> [String] {
return weapons.map { $0.shoot() }
}
}
let laser = LaserBeam()
var weapons = WeaponsComposite(weapons: [laser])
weapons.shoot()
I'm a rocket launcher. I can shoot a rocket.
⚠️ To add rocket launcher support I don't need to change anything in existing classes.
final class RocketLauncher: Shooting {
func shoot() -> String {
return "Whoosh!"
}
}
let rocket = RocketLauncher()
weapons = WeaponsComposite(weapons: [laser, rocket])
weapons.shoot()
Derived classes must be substitutable for their base classes. (read more)
Example:
let requestKey: String = "NSURLRequestKey"
// I'm a NSError subclass. I provide additional functionality but don't mess with original ones.
class RequestError: NSError {
var request: NSURLRequest? {
return self.userInfo[requestKey] as? NSURLRequest
}
}
// I fail to fetch data and will return RequestError.
func fetchData(request: NSURLRequest) -> (data: NSData?, error: RequestError?) {
let userInfo: [String:Any] = [requestKey : request]
return (nil, RequestError(domain:"DOMAIN", code:0, userInfo: userInfo))
}
// I don't know what RequestError is and will fail and return a NSError.
func willReturnObjectOrError() -> (object: AnyObject?, error: NSError?) {
let request = NSURLRequest()
let result = fetchData(request: request)
return (result.data, result.error)
}
let result = willReturnObjectOrError()
// Ok. This is a perfect NSError instance from my perspective.
let error: Int? = result.error?.code
// But hey! What's that? It's also a RequestError! Nice!
if let requestError = result.error as? RequestError {
requestError.request
}
Make fine grained interfaces that are client specific. (read more)
Example:
// I have a landing site.
protocol LandingSiteHaving {
var landingSite: String { get }
}
// I can land on LandingSiteHaving objects.
protocol Landing {
func land(on: LandingSiteHaving) -> String
}
// I have payload.
protocol PayloadHaving {
var payload: String { get }
}
// I can fetch payload from vehicle (ex. via Canadarm).
protocol PayloadFetching {
func fetchPayload(vehicle: PayloadHaving) -> String
}
final class InternationalSpaceStation: PayloadFetching {
⚠ Space station has no idea about landing capabilities of SpaceXCRS8.
func fetchPayload(vehicle: PayloadHaving) -> String {
return "Deployed \(vehicle.payload) at April 10, 2016, 11:23 UTC"
}
}
// I'm a barge - I have landing site (well, you get the idea).
final class OfCourseIStillLoveYouBarge: LandingSiteHaving {
let landingSite = "a barge on the Atlantic Ocean"
}
// I have payload and can land on things having landing site.
// I'm a very limited Space Vehicle, I know.
final class SpaceXCRS8: Landing, PayloadHaving {
let payload = "BEAM and some Cube Sats"
⚠ CRS8 knows only about the landing site information.
func land(on: LandingSiteHaving) -> String {
return "Landed on \(on.landingSite) at April 8, 2016 20:52 UTC"
}
}
let crs8 = SpaceXCRS8()
let barge = OfCourseIStillLoveYouBarge()
let spaceStation = InternationalSpaceStation()
spaceStation.fetchPayload(vehicle: crs8)
crs8.land(on: barge)
Depend on abstractions, not on concretions. (read more)
Example:
protocol TimeTraveling {
func travelInTime(time: TimeInterval) -> String
}
final class DeLorean: TimeTraveling {
func travelInTime(time: TimeInterval) -> String {
return "Used Flux Capacitor and travelled in time by: \(time)s"
}
}
final class EmmettBrown {
private let timeMachine: TimeTraveling
⚠ Emmet Brown is given the
DeLorean
as aTimeTraveling
device, not the concrete classDeLorean
.
init(timeMachine: TimeTraveling) {
self.timeMachine = timeMachine
}
func travelInTime(time: TimeInterval) -> String {
return timeMachine.travelInTime(time: time)
}
}
let timeMachine = DeLorean()
let mastermind = EmmettBrown(timeMachine: timeMachine)
mastermind.travelInTime(time: -3600 * 8760)
📖 Descriptions from: The Principles of OOD by Uncle Bob