Interface segregation principle

Last updated

In the field of software engineering, the interface segregation principle (ISP) states that no code should be forced to depend on methods it does not use. [1] ISP splits interfaces that are very large into smaller and more specific ones so that clients will only have to know about the methods that are of interest to them. Such shrunken interfaces are also called role interfaces. [2] ISP is intended to keep a system decoupled and thus easier to refactor, change, and redeploy. ISP is one of the five SOLID principles of object-oriented design, similar to the High Cohesion Principle of GRASP. [3] Beyond object-oriented design, ISP is also a key principle in the design of distributed systems in general and one of the six IDEALS principles for microservice design. [4]

Contents

Importance in object-oriented design

Within object-oriented design, interfaces provide layers of abstraction that simplify code and create a barrier preventing coupling to dependencies. A system may become so coupled at multiple levels that it is no longer possible to make a change in one place without necessitating many additional changes. [1] Using an interface or an abstract class can prevent this side effect.

Origin

The ISP was first used and formulated by Robert C. Martin [5] while consulting for Xerox. Xerox had created a new printer system that could perform a variety of tasks such as stapling and faxing. The software for this system was created from the ground up. As the software grew, making modifications became more and more difficult so that even the smallest change would take a redeployment cycle of an hour, which made development nearly impossible.

The design problem was that a single Job class was used by almost all of the tasks. Whenever a print job or a stapling job needed to be performed, a call was made to the Job class. This resulted in a 'fat' class with multitudes of methods specific to a variety of different clients. Because of this design, a staple job would know about all the methods of the print job, even though there was no use for them.

The solution suggested by Martin utilized what is today called the Interface Segregation Principle. Applied to the Xerox software, an interface layer between the Job class and its clients was added using the Dependency Inversion Principle. Instead of having one large Job class, a Staple Job interface or a Print Job interface was created that would be used by the Staple or Print classes, respectively, calling methods of the Job class. Therefore, one interface was created for each job type, which was all implemented by the Job class.

Typical violation

A typical violation of the Interface Segregation Principle is given in Agile Software Development: Principles, Patterns, and Practices [1] in 'ATM Transaction example' and in an article also written by Robert C. Martin specifically about the ISP. [6] This example discusses the User Interface for an ATM, which handles all requests such as a deposit request, or a withdrawal request, and how this interface needs to be segregated into individual and more specific interfaces.

See also

Related Research Articles

A visitor pattern is a software design pattern that separates the algorithm from the object structure. Because of this separation, new operations can be added to existing object structures without modifying the structures. It is one way to follow the open/closed principle in object-oriented programming and software engineering.

In object oriented programming, the factory method pattern is a design pattern that uses factory methods to deal with the problem of creating objects without having to specify their exact class. Rather than by calling a constructor, this is done by calling a factory method to create an object. Factory methods can either be specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes. It is one of the 23 classic design patterns described in the book Design Patterns and is sub-categorized as a creational pattern.

In computer programming, the proxy pattern is a software design pattern. A proxy, in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. In short, a proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy, extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. For the client, usage of a proxy object is similar to using the real object, because both implement the same interface.

The Law of Demeter (LoD) or principle of least knowledge is a design guideline for developing software, particularly object-oriented programs. In its general form, the LoD is a specific case of loose coupling. The guideline was proposed by Ian Holland at Northeastern University towards the end of 1987, and the following three recommendations serve as a succinct summary:

  1. Each unit should have only limited knowledge about other units: only units "closely" related to the current unit.
  2. Each unit should only talk to its friends; don't talk to strangers.
  3. Only talk to your immediate friends.
<span class="mw-page-title-main">Liskov substitution principle</span> Object-oriented programming principle

The Liskov substitution principle (LSP) is a particular definition of a subtyping relation, called strong behavioral subtyping, that was initially introduced by Barbara Liskov in a 1987 conference keynote address titled Data abstraction and hierarchy. It is based on the concept of "substitutability" – a principle in object-oriented programming stating that an object may be replaced by a sub-object without breaking the program. It is a semantic rather than merely syntactic relation, because it intends to guarantee semantic interoperability of types in a hierarchy, object types in particular. Barbara Liskov and Jeannette Wing described the principle succinctly in a 1994 paper as follows:

Subtype Requirement: Let be a property provable about objects of type T. Then should be true for objects of type S where S is a subtype of T.

In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. Some computer hardware devices, such as a touchscreen, can both send and receive data through the interface, while others such as a mouse or microphone may only provide an interface to send data to a given system.

In software engineering, service-oriented architecture (SOA) is an architectural style that focuses on discrete services instead of a monolithic design. SOA is a good choice for system integration. By consequence, it is also applied in the field of software design where services are provided to the other components by application components, through a communication protocol over a network. A service is a discrete unit of functionality that can be accessed remotely and acted upon and updated independently, such as retrieving a credit card statement online. SOA is also intended to be independent of vendors, products and technologies.

In software engineering, inversion of control (IoC) is a design principle in which custom-written portions of a computer program receive the flow of control from external source. The term "inversion" is historical: a software architecture with this design "inverts" control as compared to procedural programming. In procedural programming, a program's custom code calls reusable libraries to take care of generic tasks, but with inversion of control, it is the framework that calls the custom code. In essence, this means delegating the execution of tasks to generic code over specific code allowing for more versatility.

Various software package metrics are used in modular programming. They have been mentioned by Robert Cecil Martin in his 2002 book Agile software development: principles, patterns, and practices.

The single-responsibility principle (SRP) is a computer programming principle that states that "A module should be responsible to one, and only one, actor." The term actor refers to a group that requires a change in the module.

Object-oriented analysis and design (OOAD) is a technical approach for analyzing and designing an application, system, or business by applying object-oriented programming, as well as using visual modeling throughout the software development process to guide stakeholder communication and product quality.

In object-oriented design, the dependency inversion principle is a specific methodology for loosely coupled software modules. When following this principle, the conventional dependency relationships established from high-level, policy-setting modules to low-level, dependency modules are reversed, thus rendering high-level modules independent of the low-level module implementation details. The principle states:

General Responsibility Assignment Software Patterns, abbreviated GRASP, is a set of "nine fundamental principles in object design and responsibility assignment" first published by Craig Larman in his 1997 book Applying UML and Patterns.

<span class="mw-page-title-main">Open–closed principle</span> Concept in object-oriented programming

In object-oriented programming, the open–closed principle (OCP) states "software entities should be open for extension, but closed for modification"; that is, such an entity can allow its behaviour to be extended without modifying its source code.

Naked objects is an architectural pattern used in software engineering. It is defined by three principles:

In software programming, SOLID is a mnemonic acronym for five design principles intended to make object-oriented designs more understandable, flexible, and maintainable. Although the SOLID principles apply to any object-oriented design, they can also form a core philosophy for methodologies such as agile development or adaptive software development.

<span class="mw-page-title-main">Object-oriented programming</span> Programming paradigm based on the concept of objects

Object-oriented programming (OOP) is a programming paradigm based on the concept of objects, which can contain data and code: data in the form of fields, and code in the form of procedures. In OOP, computer programs are designed by making them out of objects that interact with one another.

In software engineering, a microservice architecture is an architectural pattern that arranges an application as a collection of loosely coupled, fine-grained services, communicating through lightweight protocols. One of its goals is to enable teams to develop and deploy their services independently. This is achieved by reducing several dependencies in the codebase, allowing developers to evolve their services with limited restrictions, and hiding additional complexity from users. Consequently, organizations can develop software with rapid growth and scalability, as well as use off-the-shelf services more easily. Communication requirements are reduced. These benefits come with the cost of maintaining decoupling, so a microservice architecture may be suitable only if the application is too complex to manage as a monolith. Interfaces need to be designed carefully and treated as public API. One technique used is having multiple interfaces on the same service or multiple versions of the same service to avoid disrupting existing users of the code.

<span class="mw-page-title-main">Robert C. Martin</span> American software consultant

Robert Cecil Martin, colloquially called "Uncle Bob", is an American software engineer, instructor, and author. He is most recognized for promoting many software design principles and for being an author and signatory of the influential Agile Manifesto.

The hexagonal architecture, or ports and adapters architecture, is an architectural pattern used in software design. It aims at creating loosely coupled application components that can be easily connected to their software environment by means of ports and adapters. This makes components exchangeable at any level and facilitates test automation.

References

  1. 1 2 3 Martin, Robert (2002). Agile Software Development: Principles, Patterns, and Practices. Pearson Education.
  2. Role Interface
  3. "David Hayden, Interface-Segregation Principle (ISP) - Principles of Object-Oriented Class Design". Archived from the original on 2010-08-20. Retrieved 2009-11-07.
  4. Paulo Merson,Principles for Microservice Design: Think IDEALS, Rather than SOLID, The InfoQ eMag Issue #91, February 2021
  5. "This principle was first defined by Robert C. Martin".
  6. Robert C. Martin,The Interface Segregation Principle, C++ Report, June 1996