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