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BytePatterns

Low-Level Design

Objects, interfaces and patterns that survive the follow-up question.

Low-Level Design progress0 / 15
  1. What Is Low-Level DesignBelow the boxes and arrows sit the classes that do the work.4m
  2. Encapsulation and InvariantsHide the state so the object can never be caught in a bad one.5m
  3. Composition vs InheritanceAssemble behaviour from parts instead of freezing it in a family tree.5m
  4. Interfaces and PolymorphismCall one method name and let each type answer in its own way.5m
  5. SOLID in One PassFive habits that stop tomorrow's change from touching twenty files.5m
  6. Strategy PatternPut the part that varies in its own object and swap it at runtime.5m
  7. Observer PatternOne event, many reactions, and the source knows none of them.5m
  8. Factory PatternAsk for what you want; one place decides which class to build.4m
  9. State PatternSame method call, different answer, because the object moved on.5m
  10. Designing a Parking LotThe classic interview warm-up, answered in objects rather than adjectives.6m
  11. Designing a File SystemOne contract answered by both a leaf and a whole subtree.6m
  12. Elevator ControllerThe car has a direction, and the direction answers the buttons.6m
  13. LRU CacheA map that can find, a list that can reorder, one object.6m
  14. Vending MachineFour small objects, each one only answering for its own moment.6m
  15. Chess Board ModelThe piece owns its shape; the board owns who is standing where.7m

Quiz yourself: 3 questions from this module

1 / 3

Low-level design is mainly about: