God object
Of all the anti-patterns mentioned in this chapter (there are many more; I encourage you to delve into the Further reading section), perhaps the one called god object (or god class) is the one I most frequently come across. As the name suggests (I must say, in the world of refactoring and clean code, the level of naming is remarkable!), a god class is a negative coding practice characterized by a class that assumes an excessively considerable number of responsibilities. It manifests as a class that consolidates and oversees numerous objects, performing all tasks within the application. This anti-pattern violates the principle of keeping classes focused and modular, leading to poor maintainability and hindered code readability.
You may think that this may be a good pattern; also, the name can suggest something positive. Well, this is not the case, and we are about to see why.
God objects violate SOLID, especially the Single Responsibility Principle. God classes go completely...