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Software Architecture with C++

You're reading from   Software Architecture with C++ Design modern systems using effective architecture concepts, design patterns, and techniques with C++20

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Product type Paperback
Published in Apr 2021
Publisher Packt
ISBN-13 9781838554590
Length 540 pages
Edition 1st Edition
Languages
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Authors (2):
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Adrian Ostrowski Adrian Ostrowski
Author Profile Icon Adrian Ostrowski
Adrian Ostrowski
Piotr Gaczkowski Piotr Gaczkowski
Author Profile Icon Piotr Gaczkowski
Piotr Gaczkowski
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Toc

Table of Contents (24) Chapters Close

Preface 1. Section 1: Concepts and Components of Software Architecture
2. Importance of Software Architecture and Principles of Great Design FREE CHAPTER 3. Architectural Styles 4. Functional and Nonfunctional Requirements 5. Section 2: The Design and Development of C++ Software
6. Architectural and System Design 7. Leveraging C++ Language Features 8. Design Patterns and C++ 9. Building and Packaging 10. Section 3: Architectural Quality Attributes
11. Writing Testable Code 12. Continuous Integration and Continuous Deployment 13. Security in Code and Deployment 14. Performance 15. Section 4: Cloud-Native Design Principles
16. Service-Oriented Architecture 17. Designing Microservices 18. Containers 19. Cloud-Native Design 20. Assessments 21. About Packt 22. Other Books You May Enjoy Appendix A

Interface segregation principle

The interface segregation principle is just about what its name suggests. It is formulated as follows:

No client should be forced to depend on methods that it does not use.

That sounds pretty obvious, but it has some connotations that aren't that obvious. Firstly, you should prefer more but smaller interfaces to a single big one. Secondly, when you're adding a derived class or are extending the functionality of an existing one, you should think before you extend the interface the class implements.

Let's show this on an example that violates this principle, starting with the following interface:

class IFoodProcessor {
public:
virtual ~IFoodProcessor() = default;
virtual void blend() = 0;
};

We could have a simple class that implements it:

class Blender : public IFoodProcessor {
public:
void blend() override;
};

So far so good. Now say we want to model another, more advanced food processor and we recklessly tried to add more methods to our interface:

class IFoodProcessor {
public:
virtual ~IFoodProcessor() = default;
virtual void blend() = 0;
virtual void slice() = 0;
virtual void dice() = 0;
};

class AnotherFoodProcessor : public IFoodProcessor {
public:
void blend() override;
void slice() override;
void dice() override;
};

Now we have an issue with the Blender class as it doesn't support this new interface – there's no proper way to implement it. We could try to hack a workaround or throw std::logic_error, but a much better solution would be to just split the interface into two, each with a separate responsibility:

class IBlender {
public:
virtual ~IBlender() = default;
virtual void blend() = 0;
};

class ICutter {
public:
virtual ~ICutter() = default;
virtual void slice() = 0;
virtual void dice() = 0;
};

Now our AnotherFoodProcessor can just implement both interfaces, and we don't need to change the implementation of our existing food processor.

We have one last SOLID principle left, so let's learn about it now.

You have been reading a chapter from
Software Architecture with C++
Published in: Apr 2021
Publisher: Packt
ISBN-13: 9781838554590
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