I'm always excited to take on new projects and collaborate with innovative minds.

Email

contact@niteshsynergy.com

Website

https://www.niteshsynergy.com/

SOLID Principles & LLD HLD

The SOLID principles LLD HLD

SOLID Principles & LLD HLD
image-211.png
  • SSingle Responsibility Principle (SRP)
  • O — Open/Closed Principle (OCP)
  • L — Liskov Substitution Principle (LSP)
  • I — Interface Segregation Principle (ISP)

✅ Final Expert Notes – SOLID Principles Summary (with Ideal Code Flow)

PrinciplePrinciple CoreClean Code Tip (As You Mentioned)
SEach class should do one thing only🔹 Make classes small and focused 
🔹 Don't mix responsibilities
OExtend behavior without modifying existing code🔹 Allow adding/removing logic without touching current logic
LSubclass must behave like superclass🔹 Superclass reference should safely hold any subclass
IDon't force unnecessary method implementation🔹 Create granular interfaces for exact behavior
DHigh-level should depend on abstraction, not concrete🔹 Inject interface (superclass), not implementation
💡 Your Thought✅ Matched Explanation
S: Make classes small and single-responsibility✔️ SRP section breaks logic, printing, and persistence into separate focused classes
O: Design in a way that new logic can be added without changing existing code✔️ OCP example lets you add new shapes without modifying AreaCalculator
L: Superclass should hold subclasses properly in inheritance✔️ LSP example uses Bird superclass and replaces safely with Sparrow, Crow
I: Don’t force classes to implement unnecessary interface methods✔️ ISP example breaks down Animal into Flyable, Swimmable, etc., used only as needed
DIP: Inject interfaces, not concrete classes. Let interface hold subclasses✔️ DIP uses MessageService as interface, injected into high-level NotificationSender class

 

 

Rule:

PrincipleDesign Pattern SynergyGaming Context
SRPMVC, Clean ArchitectureSeparate combat logic from rendering and persistence
OCPStrategy, DecoratorAdd power-ups or attack modes easily
LSPPolymorphismSwitch between NPC types safely
ISPRole Interfaces, AdapterBuild modular components: shooter, jumper, defender
DIPDependency Injection, Inversion of ControlEasily plug different services (DB, cache, APIs)

eg:→

PrincipleKey RuleGaming Analogy
SRPOne reason to changePlayerManager shouldn't handle UI and DB
OCPExtend, don’t modifyAdd new weapons without changing WeaponManager
LSPSubtypes should behave correctlyMage shouldn't break game when used as a Player
ISPPrefer small, specific interfacesDon't force a tank to fly
DIPDepend on abstractionsUse AudioService, not MP3Player directly

 

1)Single Responsibility Principle (SRP)

Meaning:

A class should have only one reason to change, meaning it should have only one responsibility.

Key Points:

  • A class should focus on a single task or functionality.
  • Reduces coupling and increases cohesion.
  • Simplifies debugging and testing.

Use Case:

A system that separates data access logic, business logic, and presentation logic.

Real-Time Complex Example:

A user management module where one class handles user data and another class handles email notifications.

Code Example (Without SRP):

class UserManager {
   public void createUser(String name, String email) {
       System.out.println("User created with name: " + name);
       sendEmail(email);
   }
   public void sendEmail(String email) {
       System.out.println("Email sent to: " + email);
   }
}

 

Refactored Code (With SRP):

class UserManager {
   private EmailService emailService;
   public UserManager(EmailService emailService) {
       this.emailService = emailService;
   }
   public void createUser(String name, String email) {
       System.out.println("User created with name: " + name);
       emailService.sendEmail(email);
   }
}
class EmailService {
   public void sendEmail(String email) {
       System.out.println("Email sent to: " + email);
   }
}

 

2. Open-Closed Principle (OCP)

Meaning:

Software entities (classes, modules, functions) should be open for extension but closed for modification.

Key Points:

  • You can add new functionality without altering existing code.
  • Achieved through abstraction and polymorphism.
  • Helps prevent regression errors.

Use Case:

A payment processing system that supports multiple payment methods (credit card, PayPal, etc.).

Real-Time Complex Example:

Adding a new payment type without modifying the existing code.

Code Example (Without OCP):

class PaymentProcessor {
   public void processPayment(String type) {
       if (type.equals("CreditCard")) {
           System.out.println("Processing credit card payment...");
       } else if (type.equals("PayPal")) {
           System.out.println("Processing PayPal payment...");
       }
   }
}

 

Refactored Code (With OCP):

interface Payment {
   void pay();
}
class CreditCardPayment implements Payment {
   public void pay() {
       System.out.println("Processing credit card payment...");
   }
}
class PayPalPayment implements Payment {
   public void pay() {
       System.out.println("Processing PayPal payment...");
   }
}
class PaymentProcessor {
   public void processPayment(Payment payment) {
       payment.pay();
   }
}

3. Liskov Substitution Principle (LSP)

Meaning:

Derived classes should be substitutable for their base classes without affecting the correctness of the program.

Key Points:

  • Avoids using subclasses that break the functionality of a base class.
  • Helps ensure the "is-a" relationship is maintained.

Use Case:

A shape drawing application that works for both circles and squares.

Real-Time Complex Example:

A class hierarchy where a subclass doesn't override behavior that contradicts the base class.

Code Example (Violation of LSP):

class Rectangle {
   int width, height;
   public void setWidth(int width) {
       this.width = width;
   }
   public void setHeight(int height) {
       this.height = height;
   }
   public int getArea() {
       return width * height;
   }
}
class Square extends Rectangle {
   @Override
   public void setWidth(int width) {
       super.setWidth(width);
       super.setHeight(width);
   }
   @Override
   public void setHeight(int height) {
       super.setHeight(height);
       super.setWidth(height);
   }
}

Refactored Code (With LSP):

 

interface Shape {
   int getArea();
}
class Rectangle implements Shape {
   int width, height;
   public Rectangle(int width, int height) {
       this.width = width;
       this.height = height;
   }
   public int getArea() {
       return width * height;
   }
}
class Square implements Shape {
   int side;
   public Square(int side) {
       this.side = side;
   }
   public int getArea() {
       return side * side;
   }
}

 

4. Interface Segregation Principle (ISP)

Meaning:

A class should not be forced to implement interfaces it does not use.

Key Points:

  • Split large interfaces into smaller, specific ones.
  • Ensures only relevant methods are implemented.

Use Case:

A printer interface that segregates basic printing and advanced faxing/scanning functionalities.

Real-Time Complex Example:

A multifunctional printer (MFP) where some models don't support scanning or faxing.

Code Example (Without ISP):

 

interface Printer {
   void print();
   void scan();
   void fax();
}
class BasicPrinter implements Printer {
   public void print() {
       System.out.println("Printing...");
   }
   public void scan() {
       throw new UnsupportedOperationException("Scan not supported");
   }
   public void fax() {
       throw new UnsupportedOperationException("Fax not supported");
   }
}


 

Refactored Code (With ISP):

interface Print {
   void print();
}
interface Scan {
   void scan();
}
interface Fax {
   void fax();
}
class BasicPrinter implements Print {
   public void print() {
       System.out.println("Printing...");
   }
}
class MultiFunctionPrinter implements Print, Scan, Fax {
   public void print() {
       System.out.println("Printing...");
   }
   public void scan() {
       System.out.println("Scanning...");
   }
   public void fax() {
       System.out.println("Faxing...");
   }
}

 

5. Dependency Inversion Principle (DIP)

Meaning:

High-level modules should not depend on low-level modules. Both should depend on abstractions.

Key Points:

  • Increases modularity and flexibility.
  • Dependency injection is a common implementation.

Use Case:

A notification system where the high-level module doesn't depend on specific email or SMS classes.

Real-Time Complex Example:

Switching from email notifications to SMS notifications without changing the core business logic.

Code Example (Without DIP):

 

class EmailService {
   public void sendEmail(String message) {
       System.out.println("Sending email: " + message);
   }
}
class NotificationManager {
   private EmailService emailService;
   public NotificationManager() {
       this.emailService = new EmailService();
   }
   public void notify(String message) {
       emailService.sendEmail(message);
   }
}

 

Refactored Code (With DIP):

interface NotificationService {
   void notify(String message);
}
class EmailService implements NotificationService {
   public void notify(String message) {
       System.out.println("Sending email: " + message);
   }
}
class SMSService implements NotificationService {
   public void notify(String message) {
       System.out.println("Sending SMS: " + message);
   }
}
class NotificationManager {
   private NotificationService notificationService;
   public NotificationManager(NotificationService notificationService) {
       this.notificationService = notificationService;
   }
   public void notify(String message) {
       notificationService.notify(message);
   }
}

Why Are SOLID Principles Important?

  1. Maintainability: Easier to debug and modify code.
  2. Scalability: Supports new requirements without breaking existing code.
  3. Testability: Enhances unit testing by promoting loose coupling.
  4. Reusability: Encourages modular design.
  5. Readability: Clear structure simplifies understanding for new developers.

By adhering to these principles, developers create robust, flexible, and efficient software systems.

 

 

 

 LLD (Low-Level Design) Syllabus – From Basics to Expert

 Stage 1: Fundamentals of LLD

Learn core principles, design basics, and OOP application.

TopicFocus
✅ OOP PrinciplesEncapsulation, Abstraction, Inheritance, Polymorphism
✅ SOLID PrinciplesSRP, OCP, LSP, ISP, DIP (already covered)
✅ UML Class DiagramsAssociation, Aggregation, Composition, Inheritance
✅ Design ProcessRequirements → Class/Interface Design → Sequence Diagrams
✅ Composition vs InheritancePrefer Composition (with real examples)
✅ Object ModelingModel real-world entities using classes and relationships

 

Stage 2: Core Design Patterns

Must-know patterns for modular, extensible, and testable code.

CategoryPatterns
CreationalSingleton, Factory, Abstract Factory, Builder, Prototype
StructuralAdapter, Decorator, Composite, Proxy, Bridge, Facade
BehavioralStrategy, Observer, Command, Chain of Responsibility, State, Template Method, Mediator, Visitor

 Focus on:

  • When to use each pattern
  • UML + Code
  • Pros, cons, trade-offs

 

 Stage 3: Object Modeling Problems

Practice converting product ideas to class designs.

ProblemConcepts Tested
Design a Pen / Elevator / Vending MachineBasic abstraction, state, hierarchy
Design a Parking LotComposition, OOP modeling, capacity rules
Design a BookMyShow / SplitwiseReal-world flows, service modeling
Design a Cab Booking SystemLocation tracking, driver-rider matching, status
Design a Chess / Tic-Tac-Toe / Snake gameBoard logic, players, turn, game engine
Design a Notification SystemObserver, Strategy, Queueing, async logic
Design a Rate LimiterToken bucket, sliding window, multithreading
Design Amazon LockerLocking, location, delivery flow

 

Stage 4: Advanced Design Concepts

Go beyond class diagrams. Introduce concurrency, scalability, and extensibility.

TopicConcepts
Thread-safe DesignLocks, synchronization, atomic operations
Caching StrategiesLRU, LFU, Time-based, Write-through, In-memory vs distributed
Rate LimitingFixed window, sliding window, token bucket
Pub-Sub ArchitectureDecouple producer/consumer using observer/event model
Feature ToggleInterface-based injection, strategy patterns
Extensible Framework DesignPlugin architecture, interface registries

 

Stage 5: Refactoring & Code Review

Demonstrate ability to fix and evolve existing systems.

TopicSkills
Refactor Monolith to Modular DesignExtract classes, split responsibilities
Decouple via InterfacesUse DIP to remove tight coupling
Improve TestabilityUse mocks, stubs, dependency injection
Handle Legacy CodeAdd wrappers, refactor in steps, use Facade

 

 Stage 6: Tooling & UML Support

ToolsPurpose
Draw.io / LucidchartUML diagrams
PlantUMLText-based UML
VS Code + Java/PythonPractice LLD patterns
GitHub + JUnit/TestNGCodebase organization + testing

 

 Stage 7: Expert-Level Case Studies (LLD + HLD Hybrid)

Full product-level design breakdowns.

SystemWhy It’s Asked
Design Netflix/YouTube PlayerStreaming, caching, state machines
Design WhatsApp/Slack BackendMessage queueing, delivery status, group chats
Design InstagramFeed, user stories, media service
Design Zomato/UberEatsMenu, delivery flow, search
Design Logging/Monitoring SystemObserver, Buffering, File I/O, rotation
Design GitHubBranching, merging, repository modeling
Design Google Docs (collaboration)CRDT, shared document edits

 

Master LLD Interview Thinking

TechniqueDescription
Start with Use-CasesWhat should the system do? (e.g., booking, canceling)
Identify Core ObjectsNouns → classes, Verbs → methods
Think ExtensibilityAsk: "How to add new feature without rewriting old code?"
Apply Patterns SparinglyDon’t force all 23 patterns—apply based on need
Show Trade-offsMemory vs speed, extensibility vs simplicity

 

 

 

Thank You for Your Support! 🙏

Your encouragement keeps us going!

If you find value in our content, please consider supporting us.

💡 Even a small contribution can make a big difference in helping us build better educational resources.

Donate Now

 

9 min read
ноя 23, 2024
By Nitesh Synergy
Share