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Grokking the Low Level Design Interview Using OOD Principles*
1.
Introduction
0.0 (about ood)
0.1 (why)
0.2 (how course helps)
0.3 (what you will learn
0.4 (Who This Course Is For?)
0.5 (prereq
2.
The LLD Interview Mindset
1.1 (about lld interview)
1.2 (what is it really testing)
1.3 (highlight)
1.4
1.5
1.6 (the quiz card)
1.70 (highlight) (DEL)
1.7 (recap)
3.
Common LLD Terms and Basics
2.1 (highlight)
2.2222 (img again)
2.3 (requirement)
2.4 (req types)
2.5 (Scope)
2.6 (actors and entities)
2.9 (state and behavior)
2.8 (module/component)
2.7 (use case)
2.71 (api - can have image)
2.10 (Flow)
2.100 (t2)
2.12 (quiz card)
2.13 (recap)
4.
Pillars of OOP
3.1 (Revision of oop)
3.2 (highlight)
3.3 (class vs. object)
3.4 (data and behaviour inside class)
3.5 (highlight)
3.6 (list of pillars of OOP)
3.7 (encapsulation)
3.8 (abstraction2)
3.9 (enc. vs. abs.)
3.110 (generalization)
3.10 (is-a and has-a)
3.11 (inheritence)
3.12 (comp)
3.13 (highlight)
3.14 (poly)
3.15 (recap)
5.
UML for LLD
4.0 (highlight)
4.112 (ooa vs ood)
4.1 (about uml)
4.2 (uml types)
4.3 (use case with image)
4.4 (uc example)
4.41 (class diagram)
4.5 (relations2)
4.6 (association)
4.7 (code)
4.8 (dependency)
4.9 (code)
4.10 (agg)
4.11 (code)
4.12 (comp)
4.13 (code)
4.14 (inheritence)
4.15 (code)
4.16 (realization)
4.17 (code)
6.
Design Principles (SOLID)
5.1
5.2 (designn principle)
5.3 (SOLID)
5.4 (S)
5.5 (S: bad)
5.6 (S: good)
5.7 (code)
5.8 (O)
5.9 (O:bad)
5.10 (O:good)
5.11 (code)
5.12 (L)
5.13 (L:bad)
5.14 (L:good)
5.15 (code)
5.16 (I)
5.17 (l:bad)
5.18 (I:good)
5.19 (code)
5.20 (D)
5.21 (D:bad)
5.22 (D:good)
5.23 (code)
5.24 (fitb)
5.25 (t/f)
5.26 (mcq)
5.27 (recap)
7.
Design Patterns
6.0 (What Are Design Patterns?)
6.1 (Why Use Design Patterns?)
6.2 (Three Main Types of Design Patterns)
6.3 (What Are Creational Design Patterns?)
6.4 (Types Of Creational Design Patterns)
6.5 (When to use each creational patterns)
6.6 (What Are Structural Design Patterns?)
6.7 (Types Of Structural Design Patterns)
6.8 (When to use each str pattern)
6.9 (What Are Behavioral Design Patterns?)
6.10 (Types Of Behavioral Design Patterns)
6.11 (When to use each beh patt)
6.12 (mapping)
6.13 (recap)
8.
Designing a Library Management System
7.1 (about)
7.2 (req)
7.3 (non func highlight)
7.4 (entities)
7.5 (inheritance)
7.51(code)
7.6 (comp)
7.61 (code)
7.000 (MCQ)
7.7 (aggregation)
7.71 (code)
7.8 (aggregation)
7.1 (code)
7.8 (association)
7.91 (code)
7.10 (mult)
7.11 (complete CD)
7.13 (checkout)
7.001 (MCQ)
7.14 (return)
7.002 (MCQ)
7.15 (principle)
7.16 (fill in the blank)
7.17 (design pattern highlight)
7.18 (food for thought)
7.119 (true false)
7.19 (recap)
9.
Designing a Parking Lot
8.0 (about)
8.1 (func req)
8.2 (non func highlight)
8.3 (main entities)
8.4 (inheritance)
8.5 (code)
8.50 (code test )
8.6 (think)
8.7 (quiz)
8.8 (comp)
8.9 (code)
8.10 (agg)
8.11 (code)
8.12 (asso)
8.13. (code)
8.14 (asso2)
8.15 (code)
8.16 (mult)
8. (complete class diagram)
8. (entry 2)
8. (quiz)
8. (exit)
8. (principle)
8. (fitb)
8. (food for thought)
8. recap
10.
Conclusion
9.1 (highlight)
9.11
9.4
9.5
9.2
9.3
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Grokking the Low Level Design Interview Using OOD Principles*
2.5 (Scope)
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