low-level-design

    Low-Level Design Course

    Master Low-Level Design — OOP, SOLID, UML, design patterns, and real interview problems using Java 21.

    42
    Lessons
    8
    Modules
    0/42
    Completed
    Curriculum

    Enterprise learning path

    8 modules · 42 lessons

    Module 1 · LLD Fundamentals

    0/4 complete
    1. 1
      Introduction to Low-Level Design
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      Welcome to Low-Level Design (LLD) on TechLearningPRO — a hands-on course for engineers preparing for object-oriented design interviews and building maintainable Java systems.

    2. 2
      HLD vs LLD

      High-Level Design (HLD) answers what the system is made of at scale: services, databases, caches, queues, and how they talk across a network.

    3. 3
      Software Design Process

      A repeatable design process prevents panic in timed interviews and reduces rework in production.

    4. 4
      Functional vs Non-Functional Requirements

      Functional requirements describe what the system must do: park a car, issue a ticket, transfer money.

    Module 2 · Object-Oriented Design

    0/6 complete
    1. 5
      Classes and Objects

      Object-oriented design organizes software around classes (templates) and objects (runtime instances).

    2. 6
      Encapsulation

      Encapsulation hides internal representation and exposes a controlled interface.

    3. 7
      Abstraction

      Abstraction focuses on essential behavior while hiding irrelevant detail.

    4. 8
      Inheritance

      Inheritance models is-a relationships: SavingsAccount is an Account, Truck is a Vehicle.

    5. 9
      Polymorphism

      Polymorphism lets one interface invoke different behaviors depending on runtime type.

    6. 10
      Composition vs Inheritance

      Composition builds objects by combining other objects (has-a).

    Module 3 · SOLID Principles

    0/5 complete
    1. 11
      Single Responsibility Principle

      The Single Responsibility Principle (SRP) states a class should have one reason to change — one axis of responsibility.

    2. 12
      Open Closed Principle

      The Open/Closed Principle (OCP) says software entities should be open for extension but closed for modification.

    3. 13
      Liskov Substitution Principle

      The Liskov Substitution Principle (LSP) requires subtypes to behave as expected wherever the base type appears.

    4. 14
      Interface Segregation Principle

      The Interface Segregation Principle (ISP) says clients should not depend on methods they do not use.

    5. 15
      Dependency Inversion Principle

      The Dependency Inversion Principle (DIP) says high-level modules should not depend on low-level modules; both depend on abstractions.

    Module 4 · UML Basics

    0/5 complete
    1. 16
      Introduction to UML

      Unified Modeling Language (UML) is the standard notation for sketching object-oriented designs.

    2. 17
      Class Diagrams

      A class diagram shows types, fields, methods, and relationships — the static blueprint of your LLD.

    3. 18
      Sequence Diagrams

      Sequence diagrams show object interactions over time — the perfect follow-up after a class diagram when the interviewer says 'walk me through parking a car.' Vertical lifelines…

    4. 19
      Activity Diagrams

      Activity diagrams model workflows with decisions, forks, and parallel steps — useful when business logic branches heavily: ATM menu, order fulfillment, game turn sequence.

    5. 20
      State Diagrams

      State diagrams (state machines) model object lifecycle: ticket valid → paid → used; elevator idle → moving → door open.

    Module 5 · Design Patterns Essentials

    0/6 complete
    1. 21
      Singleton Pattern

      The Singleton pattern ensures a class has one instance and provides global access — common for configuration registries, in-memory id generators, or connection pool facades in s…

    2. 22
      Factory Pattern

      Factory patterns encapsulate object creation — hiding whether you construct Car, Truck, or future Scooter.

    3. 23
      Builder Pattern

      The Builder pattern constructs complex objects step by step — ideal when many optional fields, validation rules, or immutable products make telescoping constructors unreadable.

    4. 24
      Strategy Pattern

      The Strategy pattern defines a family of algorithms, encapsulates each, and makes them interchangeable.

    5. 25
      Observer Pattern

      The Observer pattern defines one-to-many dependency: when subject state changes, observers update automatically.

    6. 26
      Adapter Pattern

      The Adapter pattern converts one interface into another clients expect — integrating legacy payment SDK, third-party map API, or old printer driver without rewriting your domain…

    Module 6 · Clean Code & Best Practices

    0/4 complete
    1. 27
      DRY Principle

      Don't Repeat Yourself (DRY) means every piece of knowledge should have a single authoritative representation.

    2. 28
      KISS Principle

      Keep It Simple, Stupid (KISS) urges the simplest design that satisfies requirements.

    3. 29
      YAGNI Principle

      You Aren't Gonna Need It (YAGNI) says implement only what requirements demand today — not speculative features 'we might need multi-currency someday' without evidence.

    4. 30
      Coupling and Cohesion

      Cohesion measures how closely class elements relate; coupling measures dependency between classes.

    Module 7 · Real-world LLD Problems

    0/8 complete
    1. 31
      Parking Lot System

      The parking lot is the most common LLD interview question.

    2. 32
      Library Management System

      Library management LLD covers books, members, loans, reservations, and fines — classic entity-relationship modeling with behavior.

    3. 33
      ATM Machine Design

      ATM LLD models card authentication, PIN validation, cash dispensing, balance inquiry, and transaction logging — often coordinated with a remote BankHost abstraction.

    4. 34
      Elevator System

      Elevator LLD challenges scheduling, state management, and request queues — internal requests (inside cabin) vs external (floor up/down).

    5. 35
      Movie Ticket Booking

      Movie ticket booking LLD involves shows, seats, concurrent locking, payments, and confirmations — similar to BookMyShow.

    6. 36
      Cab Booking System

      Cab booking (Uber/Ola style) LLD covers riders, drivers, trips, location matching, fare calculation, and trip state — usually scoped to one city and in-process matching for inte…

    7. 37
      Splitwise Design

      Splitwise LLD models groups, expenses, split strategies (equal, exact, percentage), and simplified balances between members — who owes whom.

    8. 38
      Snake and Ladder Game

      Snake and Ladder is a compact LLD problem testing game board modeling, player movement, jump rules, win detection, and turn management — common as a lighter interview or warm-up.

    Module 8 · Interview Preparation

    0/4 complete
    1. 39
      LLD Interview Strategy

      A structured LLD interview strategy maximizes signal in forty-five to sixty minutes.

    2. 40
      Common Interview Questions

      Searchable LLD interview question bank — OOP, SOLID, UML, design patterns, parking lot, ATM, elevator, and interview strategy.

    3. 41
      LLD Design Exercise

      This design exercise walks through a timed LLD session for an online auction system — bidders, items, bids, timers, and winner notification.

    4. 42
      Final Project & Course Summary

      Congratulations on completing Low-Level Design on TechLearningPRO.