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?

  • FizzyOrange@programming.dev
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    11 months ago

    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.

    Sounds like you’ve learned the answer!

    Virtual all programming principles like that should never be applied blindly in all situations. You basically need to develop taste through experience… and caring about code quality (lots of people have experience but don’t give a shit what they’re excreting).

    Stuff like DRY and SOLID are guidelines not rules.

      • FizzyOrange@programming.dev
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        11 months ago

        Even KISS. Sometimes things just have to be complex. Of course you should aim for simplicity where possible, but I’ve seen people fight against better and more capable options just because they weren’t as simple and thus violated the KISS “rule”.

  • ravachol@lemmy.world
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    11 months ago

    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.

  • Feyd@programming.dev
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    11 months ago

    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.

    • Valmond@lemmy.world
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      11 months ago

      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!

      • SilverShark@programming.dev
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        11 months ago

        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.

        • Valmond@lemmy.world
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          11 months ago

          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?

          • Consti@lemmy.world
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            11 months ago

            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 int can lead to really insidious bugs where a function may work on one platform and not on another due to overfloe

            • Valmond@lemmy.world
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              11 months ago

              Show 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.

              • Guttural@jlai.lu
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                11 months ago

                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.

                • Valmond@lemmy.world
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                  11 months ago

                  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.

              • Consti@lemmy.world
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                11 months ago

                Basically anything low level. When you need a byte, you also don’t use a int, you use a uint8_t (reminder that char is 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).

                • Valmond@lemmy.world
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                  11 months ago

                  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.

      • Hetare King@piefed.social
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        11 months ago

        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 long is the same size as int.

        There’s also clarity of meaning; unsigned long long is a noisy monstrosity, uint64_t conveys what it is much more cleanly. char is 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 int or a char, 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 extra #include <cstdint> you may need to add pays for itself pretty quickly.

        • Valmond@lemmy.world
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          11 months ago

          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.

          • xthexder@l.sw0.com
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            11 months ago

            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.

          • Hetare King@piefed.social
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            11 months ago

            The standard type aliases like uint64_t weren’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 #define to make type aliases never made sense to me. The earliest versions of C didn’t have typedef, I guess, but that’s like, the 1970s. Anyway, you wouldn’t do it that way in modern C/C++.

          • Feyd@programming.dev
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            11 months ago

            “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

            • Valmond@lemmy.world
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              11 months ago

              So show me two compatible systems where the int has different sizes.

              This is folklore IMO, or incompatible anyways.

              • Corbin@programming.dev
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                11 months ago

                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.

                • Valmond@lemmy.world
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                  11 months ago

                  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.

    • ugo@feddit.it
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      11 months ago

      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.

    • Mr. Satan@lemmy.zip
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      11 months ago

      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.

  • alexc@lemmy.world
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    11 months ago

    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.

    • aev_software@programming.dev
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      11 months ago

      In my experience, when applying functional programming to a language like java, one winds up creating more interfaces and their necessary boilerplate - not less.

  • termaxima@slrpnk.net
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    11 months ago

    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.

    • douglasg14b@lemmy.world
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      11 months ago

      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.

      • termaxima@slrpnk.net
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        11 months ago

        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”.

  • aev_software@programming.dev
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    11 months ago

    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.

    • justOnePersistentKbinPlease@fedia.io
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      11 months ago

      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.

      • Log in | Sign up@lemmy.world
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        11 months ago

        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.

        • Guttural@jlai.lu
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          11 months ago

          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.

          • Log in | Sign up@lemmy.world
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            11 months ago

            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.

            • Guttural@jlai.lu
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              11 months ago

              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…

      • aev_software@programming.dev
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        11 months ago

        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.

        • calliope@retrolemmy.com
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          11 months ago

          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.

  • melsaskca@lemmy.ca
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    11 months ago

    OOP is good in a vacuum. In real life, where deadlines apply, you’re going to get some ugly stuff under the hood, even though the app or system seems to work.

  • Log in | Sign up@lemmy.world
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    11 months ago

    The promise of oop is that if you thread your spaghetti through your meatballs and baste them in bolgnaise sauce before you cook them, it’s much simpler and nothing ever gets tangled up, so that when you come to reheat the frozen dish a month later it’s very easy to swap out a meatball for a different one.

    It absolutely does not even remotely live up to it’s promise, and if it did, no one in their right mind would be recommending an abstract singleton factory, and there wouldn’t be quite so many shelves of books about how to do oop well.

  • iii@mander.xyz
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    11 months ago

    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.

        • iii@mander.xyz
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          11 months ago

          Can I bring my own AbstractSingletonBeanFactoryManager? Perhaps through some at runtime dependency injection? Is there a RuntimePluginDiscoveryAndInjectorInterface I can implement for my AbstractSingletonBeanFactoryManager?

    • SinTan1729@programming.dev
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      11 months ago

      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.

      • Matty Roses@lemmygrad.ml
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        11 months ago

        It’s not supposed to make it more local, it’s supposed to conform to a single responsibility, and allow encapsulation of that.

      • iii@mander.xyz
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        11 months ago

        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.

        • SinTan1729@programming.dev
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          11 months ago

          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.

  • Dejected Warp Core@lemmy.world
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    11 months ago

    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.

    Congratulations. This is where you wind up, long after learning the basics and start interacting with lots of code in the wild. You are not alone.

    Implementing things with pragmatism, when it comes to conventions and design patterns, is how it’s really done.

  • HaraldvonBlauzahn@feddit.org
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    11 months ago

    I think that OOP is most useful in two domains: Device drivers and graphical user interfaces. The Linux kernel is object-oriented.

    OOP might also be useful in data structures. But you can as well think about them as “data structures with operations that keep invariants” (which is an older concept than OOP).

  • Azzu@lemmy.dbzer0.com
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    11 months ago

    The main thing you are missing is that “loose coupling” does not mean “create an interface”. You can have all concrete classes and loose coupling or all classes with interfaces and strong coupling. Coupling is not about your choice of implementation, but about which part does what.

    If an interface simplifies your code, then use interfaces, if it doesn’t, don’t. The dogma of “use an interface everywhere” comes from people who saw good developers use interfaces to reduce coupling, while not understanding the context in which it was used, and then just thought “hey so interfaces reduce coupling I guess? Let’s mandate using it everywhere!”, which results in using interfaces where they aren’t needed, while not actually reducing coupling necessarily.

    • HereIAm@lemmy.world
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      11 months ago

      I think a large part of interfaces everywhere comes from unit testing and class composition. I had to create an interface for a Time class because I needed to test for cases around midnight. It would be nice if testing frameworks allowed you to mock concrete classes (maybe you can? I haven’t looked into it honestly) it could reduce the number of unnecessary interfaces.

      • JackbyDev@programming.dev
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        11 months ago

        You’ve been able to mock concrete classes in Java for like a decade or so, probably longer. As long as I can remember at least. Using Mockito it’s super easy.

      • Guttural@jlai.lu
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        11 months ago

        I’ve had to do that too, for tests specifically as well, and making clocks an interface on the spot was trivial. I did it when I needed it though, and not ahead of time.

        A Time interface is waaaay too broad. Turns out, I only needed something something to give me programmable ticks for my tests, which is much narrower in scope than abstracting something as general as time.

        I’d say abstractions designed to support tests need to be very narrow in scope, and focused on solving the problem at hand.

        • HereIAm@lemmy.world
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          11 months ago

          Yeah Moq is what I used when I worked with .NET.

          On an unrelated note; god I miss .NET so much. Fuck Microsoft and all that, but man C# and .NET feels so good for enterprise stuff compared to everything else I’ve worked with.

    • FunkFactory@lemmy.world
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      11 months ago

      As a dev working on a large project using gradle, a lot of the time interfaces are useful as a means to avoid circular dependencies while breaking things up into modules. It can also really boost build times if modules don’t have to depend on concrete impls, which can kill the parallelization of the build. But I don’t create interfaces for literally everything, only if a type is likely going to be used across module boundaries. Which is a roundabout way of saying they reduce coupling, but just noting it as a practical example of the utility you gain.

  • Corbin@programming.dev
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    11 months ago

    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 SOLID yet! S and O say 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. L is literally a theorem of any non-shitty type system; the fact that it fails in Java should be seen as a fault of Java. I is 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, D is merely a consequence of objects not being functions; when we want to apply a functionf to a value x but both are actually objects, both f.call(x) and x.getCalled(f) open a new stack frame with f and x local, and all of the details are encapsulation details.

    So, 40%, maybe? S really 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. O makes 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.