<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Engineering Playbook — Low Level Design</title><description>Low Level Design workbook: OOP fundamentals, SOLID principles, design patterns, and worked OOD interview problems.</description><link>http://localhost:4321/</link><item><title>Airline Management System</title><link>http://localhost:4321/low-level-design/airline-management-system-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/airline-management-system-design/</guid><description>Aircraft, flights, schedules, crew, bookings, seats, itineraries. Multi-aggregate transactional design at scale.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>airline</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Architectural Design Patterns — Overview</title><link>http://localhost:4321/low-level-design/architectural-design-patterns-overview/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/architectural-design-patterns-overview/</guid><description>MVC, MVVM, layered, microservices, event-driven, hexagonal. The patterns that organise whole systems, not just classes.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>concept</category><category>Design Patterns</category><category>architecture</category><category>mvc</category><category>layered</category><category>microservices</category><category>hexagonal</category></item><item><title>Car Rental System</title><link>http://localhost:4321/low-level-design/car-rental-system-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/car-rental-system-design/</guid><description>Fleets, reservations, pickup/return, insurance, billing. State machine on the rental and a Strategy for tiered pricing.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>car-rental</category><category>state-pattern</category><category>strategy-pattern</category><category>decorator</category></item><item><title>ESPNcricinfo</title><link>http://localhost:4321/low-level-design/espncricinfo-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/espncricinfo-design/</guid><description>Tournaments, matches, innings, overs, balls, scorecards. Ball-by-ball event stream plus Observer for live-score subscribers.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>cricket</category><category>observer-pattern</category><category>strategy-pattern</category></item><item><title>Facebook</title><link>http://localhost:4321/low-level-design/facebook-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/facebook-design/</guid><description>Users, friendships, posts, reactions, comments, groups, pages. Friendship state machine plus Observer for notifications.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>facebook</category><category>observer-pattern</category><category>state-pattern</category></item><item><title>Jigsaw Puzzle</title><link>http://localhost:4321/low-level-design/jigsaw-puzzle-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/jigsaw-puzzle-design/</guid><description>Puzzle, piece, solver. The lightest case study — focus is the class model and a recursive backtracking solver.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>jigsaw</category><category>backtracking</category><category>composite</category></item><item><title>Online Stock Brokerage System</title><link>http://localhost:4321/low-level-design/online-stock-brokerage-system-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/online-stock-brokerage-system-design/</guid><description>Accounts, portfolios, market/limit/stop orders, matching, transactions. Order state plus price-time matching strategy.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>brokerage</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Online Blackjack Game</title><link>http://localhost:4321/low-level-design/online-blackjack-game-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/online-blackjack-game-design/</guid><description>Player, dealer, deck, hand, round. State machine on the round and a Strategy for dealer policy — the cleanest cards-game OOD.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>blackjack</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Restaurant Management System</title><link>http://localhost:4321/low-level-design/restaurant-management-system-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/restaurant-management-system-design/</guid><description>Tables, reservations, orders, menu, bill, waiter, chef. Order state machine plus table-assignment Strategy.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>restaurant</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Stack Overflow</title><link>http://localhost:4321/low-level-design/stack-overflow-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/stack-overflow-design/</guid><description>Questions, answers, votes, comments, badges, tags. Reputation as derived state; moderation as a workflow.</description><pubDate>Sat, 30 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>stack-overflow</category><category>strategy-pattern</category><category>command-pattern</category></item><item><title>Abstract Factory Pattern</title><link>http://localhost:4321/low-level-design/abstract-factory-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/abstract-factory-pattern/</guid><description>Families of related objects without specifying concrete classes. When one factory isn&apos;t enough.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>creational</category><category>abstract-factory</category><category>families</category></item><item><title>Abstraction</title><link>http://localhost:4321/low-level-design/abstraction/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/abstraction/</guid><description>Hide *how* behind *what*. Interfaces and abstract classes as the language-level expression of the idea.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>oop</category><category>abstraction</category><category>interfaces</category><category>abstract-classes</category><category>dip</category></item><item><title>Activity Diagrams</title><link>http://localhost:4321/low-level-design/activity-diagrams/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/activity-diagrams/</guid><description>Branching, merging, swim-lanes. When the state machine isn&apos;t a single object&apos;s lifecycle but a multi-actor workflow.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>uml</category><category>activity-diagram</category><category>workflow</category><category>state-machine</category><category>lld</category></item><item><title>Adapter Pattern</title><link>http://localhost:4321/low-level-design/adapter-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/adapter-pattern/</guid><description>Make incompatible interfaces work together. Object adapter vs class adapter, and the legacy-integration use case.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>structural</category><category>adapter</category><category>wrapper</category><category>legacy-integration</category></item><item><title>Amazon Locker Service</title><link>http://localhost:4321/low-level-design/amazon-locker-service/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/amazon-locker-service/</guid><description>Lockers as a generalised parking lot for packages. Size matching, expiry, access codes, partner-delivery vs customer-pickup.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>amazon-locker</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Approaching the OOD Interview</title><link>http://localhost:4321/low-level-design/approaching-ood-interviews/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/approaching-ood-interviews/</guid><description>The 45-minute structure: clarify scope, identify entities, draw the class diagram, narrate a flow, defend trade-offs. The meta-script.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>exercise</category><category>Practice &amp; Interview</category><category>interview</category><category>ood</category><category>meta</category><category>time-management</category><category>decomposition</category></item><item><title>ATM System</title><link>http://localhost:4321/low-level-design/atm-system-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/atm-system-design/</guid><description>Cards, accounts, transactions, the State pattern on the session. The textbook OOD interview problem that&apos;s almost too clean.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>atm</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Builder Pattern</title><link>http://localhost:4321/low-level-design/builder-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/builder-pattern/</guid><description>Step-by-step construction of complex objects, fluent API, telescoping-constructor problem solved.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>creational</category><category>builder</category><category>fluent-api</category></item><item><title>Chess Game</title><link>http://localhost:4321/low-level-design/chess-game-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/chess-game-design/</guid><description>Pieces with movement rules, Board, Move, Game state. The cleanest polymorphism problem in the OOD canon.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>chess</category><category>command-pattern</category><category>state-pattern</category></item><item><title>Class Diagrams</title><link>http://localhost:4321/low-level-design/class-diagrams/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/class-diagrams/</guid><description>Boxes, lines, multiplicities. Association vs aggregation vs composition vs inheritance — what each arrow actually claims.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>uml</category><category>class-diagram</category><category>relationships</category><category>multiplicity</category><category>lld</category></item><item><title>Command Pattern</title><link>http://localhost:4321/low-level-design/command-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/command-pattern/</guid><description>Encapsulate a request as an object so you can parameterise, queue, log, and undo it. The basis for almost every editor&apos;s history.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>behavioral</category><category>command</category><category>undo</category><category>queue</category></item><item><title>Composite Pattern</title><link>http://localhost:4321/low-level-design/composite-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/composite-pattern/</guid><description>Treat individual objects and compositions uniformly. The recursive tree-of-things pattern that shows up everywhere.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>structural</category><category>composite</category><category>tree</category><category>recursion</category></item><item><title>Dependency Inversion Principle (DIP)</title><link>http://localhost:4321/low-level-design/dependency-inversion-principle/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/dependency-inversion-principle/</guid><description>Depend on abstractions, not concretions. Where DIP, IoC, and constructor injection are the same idea wearing three names.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>concept</category><category>SOLID Principles</category><category>solid</category><category>dip</category><category>abstraction</category><category>dependency-injection</category></item><item><title>Elevator System</title><link>http://localhost:4321/low-level-design/elevator-system-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/elevator-system-design/</guid><description>Multi-car bank, request scheduling, the State pattern on the car itself. The runner-up to Parking Lot in interview frequency.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>elevator</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Decorator Pattern</title><link>http://localhost:4321/low-level-design/decorator-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/decorator-pattern/</guid><description>Wrap an object to add behaviour without subclassing. The classic IO-stream example and how to avoid wrapper explosion.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>structural</category><category>decorator</category><category>wrapper</category><category>composition</category></item><item><title>Encapsulation</title><link>http://localhost:4321/low-level-design/encapsulation/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/encapsulation/</guid><description>Bundle state with behaviour; hide state behind methods. The basis for invariant enforcement and the SRP setup.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>oop</category><category>encapsulation</category><category>invariants</category><category>information-hiding</category><category>srp</category></item><item><title>Facade Pattern</title><link>http://localhost:4321/low-level-design/facade-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/facade-pattern/</guid><description>A single entry point hiding a complex subsystem. The architectural cost of skipping it.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>structural</category><category>facade</category><category>subsystem</category><category>api-design</category></item><item><title>Factory Method Pattern</title><link>http://localhost:4321/low-level-design/factory-method-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/factory-method-pattern/</guid><description>Defer instantiation to a method subclasses override. The seam between knowing what to make and knowing how to make it.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>creational</category><category>factory-method</category><category>polymorphism</category></item><item><title>Design a Food Delivery System</title><link>http://localhost:4321/low-level-design/food-delivery-design-exercise/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/food-delivery-design-exercise/</guid><description>Open-ended practice prompt: restaurants, orders, delivery agents, the three-sided state machine in a different shell.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>exercise</category><category>Practice &amp; Interview</category><category>exercise</category><category>ood</category><category>food-delivery</category><category>state-machine</category></item><item><title>Interface Segregation Principle (ISP)</title><link>http://localhost:4321/low-level-design/interface-segregation-principle/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/interface-segregation-principle/</guid><description>No client should be forced to depend on methods it doesn&apos;t use. The case for many small interfaces over one fat one.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>SOLID Principles</category><category>solid</category><category>isp</category><category>interfaces</category><category>cohesion</category></item><item><title>Hotel Management System</title><link>http://localhost:4321/low-level-design/hotel-management-system/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/hotel-management-system/</guid><description>Rooms, bookings, services, billing. Multi-aggregate transactional design; the closest OOD prompt to a real product.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>hotel</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Inheritance and Generalization</title><link>http://localhost:4321/low-level-design/inheritance-and-generalization/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/inheritance-and-generalization/</guid><description>IS-A relationships, when to reach for them, and the cost of getting it wrong. Composition as the more common right answer.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>oop</category><category>inheritance</category><category>generalization</category><category>composition</category><category>lsp</category></item><item><title>Library Management System</title><link>http://localhost:4321/low-level-design/library-management-system/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/library-management-system/</guid><description>Members, books, copies, borrowing, fines. The bread-and-butter OOD problem; the prompt that filters on basic discipline.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>library</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>LinkedIn</title><link>http://localhost:4321/low-level-design/linkedin-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/linkedin-design/</guid><description>Members, connections, feeds, messaging. Where OOD touches the system-design boundary and you must hold the line.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>social-network</category><category>observer-pattern</category><category>composite-pattern</category></item><item><title>Liskov Substitution Principle (LSP)</title><link>http://localhost:4321/low-level-design/liskov-substitution-principle/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/liskov-substitution-principle/</guid><description>Subtypes must honour their parent&apos;s contract. The Square-Rectangle problem and why it isn&apos;t pedantry.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>SOLID Principles</category><category>solid</category><category>lsp</category><category>inheritance</category><category>contracts</category></item><item><title>Meeting Scheduler</title><link>http://localhost:4321/low-level-design/meeting-scheduler-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/meeting-scheduler-design/</guid><description>Calendars, rooms, attendees, time-zone arithmetic. The interval-management problem with first-class side-effects.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>meeting-scheduler</category><category>strategy-pattern</category><category>observer-pattern</category></item><item><title>Observer Pattern</title><link>http://localhost:4321/low-level-design/observer-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/observer-pattern/</guid><description>Publish-subscribe for objects. Push vs pull, the leaky-listener problem, and modern event-bus alternatives.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>behavioral</category><category>observer</category><category>pub-sub</category><category>events</category></item><item><title>Amazon Online Shopping System</title><link>http://localhost:4321/low-level-design/online-shopping-system/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/online-shopping-system/</guid><description>Catalog, cart, orders, payments, shipping. The biggest single OOD prompt; the discipline is *what you cut*.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Advanced</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>e-commerce</category><category>state-pattern</category><category>command-pattern</category></item><item><title>Movie Ticket Booking System</title><link>http://localhost:4321/low-level-design/movie-ticket-booking-system/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/movie-ticket-booking-system/</guid><description>Cinemas, screens, shows, seat-holds, payments. The concurrency-with-holds problem in a recognisable shell.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>ticket-booking</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>OOP Fundamentals — The Four Pillars</title><link>http://localhost:4321/low-level-design/oop-fundamentals/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/oop-fundamentals/</guid><description>Encapsulation, abstraction, inheritance, polymorphism. The vocabulary every LLD interview assumes you have internalised.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>oop</category><category>encapsulation</category><category>abstraction</category><category>inheritance</category><category>polymorphism</category></item><item><title>OOAD and UML — Overview</title><link>http://localhost:4321/low-level-design/ooad-and-uml-overview/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/ooad-and-uml-overview/</guid><description>Object-oriented analysis and design as the discipline; UML as the notation. The four diagrams the LLD round actually expects.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>ooad</category><category>uml</category><category>modelling</category><category>lld</category><category>interviews</category></item><item><title>Open Closed Principle (OCP)</title><link>http://localhost:4321/low-level-design/open-closed-principle/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/open-closed-principle/</guid><description>Open to extension, closed to modification. The strategy-pattern motivation, said as a rule.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>SOLID Principles</category><category>solid</category><category>ocp</category><category>extension</category><category>polymorphism</category></item><item><title>Polymorphism</title><link>http://localhost:4321/low-level-design/polymorphism/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/polymorphism/</guid><description>Subtype, parametric, and ad-hoc. The procedural form of the Open-Closed Principle. The instanceof smell.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>oop</category><category>polymorphism</category><category>dispatch</category><category>generics</category><category>ocp</category></item><item><title>Parking Lot</title><link>http://localhost:4321/low-level-design/parking-lot-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/parking-lot-design/</guid><description>The canonical OOD interview problem. Multi-floor lot, spot types, tickets, payment. The first hour of every LLD prep.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>parking-lot</category><category>state-pattern</category><category>strategy-pattern</category></item><item><title>Prototype Pattern</title><link>http://localhost:4321/low-level-design/prototype-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/prototype-pattern/</guid><description>Clone an existing object instead of constructing from scratch. Shallow vs deep copy and when each is correct.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>creational</category><category>prototype</category><category>cloning</category><category>deep-copy</category></item><item><title>Design a Ride-Sharing System</title><link>http://localhost:4321/low-level-design/ride-sharing-design-exercise/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/ride-sharing-design-exercise/</guid><description>Open-ended practice prompt: matching, surge pricing, the three-sided state machine. Work it under 45 minutes.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>exercise</category><category>Practice &amp; Interview</category><category>exercise</category><category>ood</category><category>ride-sharing</category><category>state-machine</category></item><item><title>Sequence Diagrams</title><link>http://localhost:4321/low-level-design/sequence-diagrams/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/sequence-diagrams/</guid><description>Lifelines, messages, activations. The narration the interviewer is reading along with as you talk through a flow.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>uml</category><category>sequence-diagram</category><category>lifeline</category><category>message</category><category>lld</category></item><item><title>Singleton Pattern</title><link>http://localhost:4321/low-level-design/singleton-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/singleton-pattern/</guid><description>One instance, global access point. The threading caveats, the why-everyone-says-don&apos;t, and when it&apos;s still right.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>creational</category><category>singleton</category><category>threading</category></item><item><title>Single Responsibility Principle (SRP)</title><link>http://localhost:4321/low-level-design/single-responsibility-principle/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/single-responsibility-principle/</guid><description>A class should have one and only one reason to change. The smell, the refactor, the cost of misapplying it.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>SOLID Principles</category><category>solid</category><category>srp</category><category>cohesion</category><category>refactoring</category></item><item><title>State Pattern</title><link>http://localhost:4321/low-level-design/state-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/state-pattern/</guid><description>An object&apos;s behaviour changes with its internal state — represented as a class hierarchy. The state-machine pattern in disguise.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Intermediate</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>behavioral</category><category>state</category><category>state-machine</category><category>polymorphism</category></item><item><title>Use Case Diagrams</title><link>http://localhost:4321/low-level-design/use-case-diagrams/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/use-case-diagrams/</guid><description>Actors, use cases, includes, extends. The two-minute artefact that proves you scoped the problem before drawing classes.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>concept</category><category>Foundations</category><category>uml</category><category>use-case</category><category>actors</category><category>scoping</category><category>lld</category></item><item><title>Strategy Pattern</title><link>http://localhost:4321/low-level-design/strategy-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/strategy-pattern/</guid><description>Encapsulate interchangeable algorithms behind a common interface. The dual of the Open-Closed Principle in practice.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>behavioral</category><category>strategy</category><category>algorithms</category><category>composition</category></item><item><title>Template Method Pattern</title><link>http://localhost:4321/low-level-design/template-method-pattern/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/template-method-pattern/</guid><description>The skeleton of an algorithm in the base class; specifics in the subclass hooks. When inheritance is the right answer.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>pattern</category><category>Design Patterns</category><category>pattern</category><category>behavioral</category><category>template-method</category><category>inheritance</category><category>hooks</category></item><item><title>Vending Machine</title><link>http://localhost:4321/low-level-design/vending-machine-design/</link><guid isPermaLink="true">http://localhost:4321/low-level-design/vending-machine-design/</guid><description>Inventory, coin handling, the State pattern on the machine. The smallest realistic state-machine LLD problem.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate><category>Foundational</category><category>system</category><category>Case Studies</category><category>ood</category><category>case-study</category><category>vending-machine</category><category>state-pattern</category><category>strategy-pattern</category></item></channel></rss>