This is the ‘eye’ of SOLID software design principles.
Definition:
Clients should not be forced to depend on methods that they do not use.
Alternate Definition (s):
The dependency of one class to another one should depend on the smallest possible interface
The idea
Consider two components- which interact with each other. The interaction between the two is defined by the [...]
This is one of the most powerful principle of OOP.
The Principle
Simply stated- what this means is- once you are done coding an entity - e.g Class,function etc- you should have no reason to modify it again (…hence closed), but that entity should be available for modification via extensions e.g inheritance or any other smart mechanism [...]
If S is a subtype of T, then objects of type T in a program may be replaced with objects of type S without altering any of the desirable properties of that
Sounds confusing? It sure does to me at least.
Here is an easier version
If you have sub-classed a given class- in that case any program that [...]
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