Chaturmind
LearnDSASystem DesignDevOpsEngineering GrowthBlog
Start learning
Chaturmind

Structured learning paths for engineers who want to go deep. Written by practitioners.

Learn

  • Java
  • DSA
  • System Design
  • Spring Boot
  • AI / ML
  • DevOps
  • Engineering Growth

Company

  • Blog
  • Contact

Legal

  • Privacy Policy
  • Terms of Service

© 2026 Chaturmind. All rights reserved.

Built for engineers who want to go deep.


← Low-Level Design & Design Patterns

OOP Fundamentals & SOLID Principles

  • Object-Oriented Design Refresher
  • Single Responsibility & Open/Closed
  • Liskov Substitution & Interface Segregation
  • Dependency Inversion

Creational Design Patterns

  • Singleton Pattern
  • Factory & Abstract Factory
  • Builder Pattern
  • Prototype Pattern

Structural Design Patterns

  • Adapter & Facade
  • Decorator Pattern
  • Composite & Proxy
  • Bridge & Flyweight

Behavioral Design Patterns

  • Strategy Pattern
  • Observer Pattern
  • Command Pattern
  • Template Method
  • State Pattern
  • Chain of Responsibility
  • Iterator & Mediator
  • Visitor Pattern

Machine Coding Exercises

  • Parking Lot — Requirements & Class Design
  • Parking Lot — Implementation
  • Elevator System — Requirements & Class Design
  • Elevator System — Implementation & Scheduling
  • Library Management System
  • Tic-Tac-Toe / Board Game Design
  • Chess Engine Design
  • Vending Machine Design
  • ATM System Design
  • In-Memory Rate Limiter
  • Thread-Safe LRU Cache
  • Connection Pool Design
  • Producer-Consumer Class Design
  • Movie Ticket Booking System
  • Hotel Reservation System
  • Airline Booking / Seat Selection System
  • Splitwise / Expense Sharing System
  • Design a Logging Framework
  • Design a Notification/Observer-Based Pub-Sub
  • Design a Cache with Pluggable Eviction Policy
  • Design Snake and Ladder
  • Design a Card Game Framework
  • Design an Inventory Management System
  • Restaurant Management System
  • Food Delivery Order Matching
  • Design a Shopping Cart & Checkout Flow
  • Design a Recommendation Engine
  • Design a Job Scheduler
  • Design a Circuit Breaker
  • Design a Distributed ID Generator
  • Design a Pub-Sub Message Broker
  • Design Twitter/X
  • Multi-Pattern Problem: Design a Ride Booking Class Model
  • Multi-Pattern Problem: Design a Food Ordering Class Model
  • Design an Authentication/Authorization Module
  • Design a Form/Survey Builder
  • Design a Meeting Room / Calendar Booking System
  • Design a Search/Filter Engine for an E-Commerce Catalog
  • Design a Voting/Polling System
  • Design a Retry Mechanism with Backoff
  • Design a Health Check Aggregator
  • Design a Feature Flag System
  • Design a Config Management Client
  • Design a Leader Election Algorithm
  • Design a Distributed Counter
  • Design a Bloom Filter
  • Design a Consistent Hashing Ring
  • Design a Distributed Tracing Library
  • Design a Metrics Collection Library
  • Design an Audit Logging Framework
  • Design a Plugin/Extension System
  • Design a Workflow Engine
  • Multi-Pattern Capstone: Design a Food Delivery App
Chaturmind
← Low-Level Design & Design Patterns

OOP Fundamentals & SOLID Principles

  • Object-Oriented Design Refresher
  • Single Responsibility & Open/Closed
  • Liskov Substitution & Interface Segregation
  • Dependency Inversion

Creational Design Patterns

  • Singleton Pattern
  • Factory & Abstract Factory
  • Builder Pattern
  • Prototype Pattern

Structural Design Patterns

  • Adapter & Facade
  • Decorator Pattern
  • Composite & Proxy
  • Bridge & Flyweight

Behavioral Design Patterns

  • Strategy Pattern
  • Observer Pattern
  • Command Pattern
  • Template Method
  • State Pattern
  • Chain of Responsibility
  • Iterator & Mediator
  • Visitor Pattern

Machine Coding Exercises

  • Parking Lot — Requirements & Class Design
  • Parking Lot — Implementation
  • Elevator System — Requirements & Class Design
  • Elevator System — Implementation & Scheduling
  • Library Management System
  • Tic-Tac-Toe / Board Game Design
  • Chess Engine Design
  • Vending Machine Design
  • ATM System Design
  • In-Memory Rate Limiter
  • Thread-Safe LRU Cache
  • Connection Pool Design
  • Producer-Consumer Class Design
  • Movie Ticket Booking System
  • Hotel Reservation System
  • Airline Booking / Seat Selection System
  • Splitwise / Expense Sharing System
  • Design a Logging Framework
  • Design a Notification/Observer-Based Pub-Sub
  • Design a Cache with Pluggable Eviction Policy
  • Design Snake and Ladder
  • Design a Card Game Framework
  • Design an Inventory Management System
  • Restaurant Management System
  • Food Delivery Order Matching
  • Design a Shopping Cart & Checkout Flow
  • Design a Recommendation Engine
  • Design a Job Scheduler
  • Design a Circuit Breaker
  • Design a Distributed ID Generator
  • Design a Pub-Sub Message Broker
  • Design Twitter/X
  • Multi-Pattern Problem: Design a Ride Booking Class Model
  • Multi-Pattern Problem: Design a Food Ordering Class Model
  • Design an Authentication/Authorization Module
  • Design a Form/Survey Builder
  • Design a Meeting Room / Calendar Booking System
  • Design a Search/Filter Engine for an E-Commerce Catalog
  • Design a Voting/Polling System
  • Design a Retry Mechanism with Backoff
  • Design a Health Check Aggregator
  • Design a Feature Flag System
  • Design a Config Management Client
  • Design a Leader Election Algorithm
  • Design a Distributed Counter
  • Design a Bloom Filter
  • Design a Consistent Hashing Ring
  • Design a Distributed Tracing Library
  • Design a Metrics Collection Library
  • Design an Audit Logging Framework
  • Design a Plugin/Extension System
  • Design a Workflow Engine
  • Multi-Pattern Capstone: Design a Food Delivery App
HomeLearnSystem DesignLow-Level Design & Design PatternsMachine Coding Exercises
✓ FreeAdvanced· 10 min read

Multi-Pattern Capstone: Design a Food Delivery App

A full four-pattern capstone — State (order lifecycle) + Strategy (pricing/matching) + Observer (notifications) + Factory (notification channel creation) — building the complete class diagram in one sitting and justifying every pattern choice.

Published September 23, 2026


Multi-Pattern Capstone: Design a Food Delivery App

Multi-Pattern Problem: Design a Food Ordering Class Model (earlier in this chapter) deliberately scoped down to TWO patterns (State + Observer) to practice their interaction in isolation. This capstone is the full version — FOUR patterns combined — matching the real complexity of Design a Food Delivery Platform's system-level design at the CLASS level.

State: the order lifecycle

interface OrderState {
    OrderState next(FoodOrder order);
    String name();
}
class PlacedState implements OrderState {
    public OrderState next(FoodOrder order) { return new ConfirmedState(); }
    public String name() { return "PLACED"; }
}
// ... ConfirmedState, PreparingState, OutForDeliveryState, DeliveredState, similarly

This reuses OMS — State Machine Design's exact discipline (explicit transition modeling, each state knowing its own valid next states) — an order moves through PLACED → CONFIRMED → PREPARING → OUT_FOR_DELIVERY → DELIVERED, each transition triggering the notification and pricing concerns below.

Strategy: pricing and delivery-partner matching

interface PricingStrategy { BigDecimal calculatePrice(FoodOrder order); }
class SurgePricingStrategy implements PricingStrategy {
    public BigDecimal calculatePrice(FoodOrder order) { return order.basePrice().multiply(currentSurgeMultiplier()); }
}

interface MatchingStrategy { DeliveryPartner findPartner(FoodOrder order); }
class NearestAvailableMatchingStrategy implements MatchingStrategy {
    public DeliveryPartner findPartner(FoodOrder order) { /* geospatial lookup, per Uber/Food Delivery Platform */ }
}

Both pricing and partner-matching are genuinely SEPARATE, independently-varying concerns — pricing might switch between flat-rate and surge-pricing strategies based on demand; matching might switch algorithms as covered in Food Delivery Platform's joint prep-time/travel-time optimization. Keeping each as its own Strategy interface means the order-processing flow calls pricingStrategy.calculatePrice(order) and matchingStrategy.findPartner(order) without ever branching on WHICH specific strategy is active — new pricing or matching logic is purely additive.

Observer: notifications on every state transition

interface OrderEventListener { void onStateChange(FoodOrder order, OrderState oldState, OrderState newState); }

class CustomerNotifier implements OrderEventListener {
    public void onStateChange(FoodOrder order, OrderState oldState, OrderState newState) {
        notificationService.send(order.customerId(), buildMessage(newState));
    }
}
class RestaurantNotifier implements OrderEventListener { /* similarly, notifies the restaurant */ }

Every state transition potentially needs to notify MULTIPLE independent parties (the customer, the restaurant, possibly the delivery partner) — the same Observer shape as Design an Audit Logging Framework's multi-sink dispatch, applied here to order-state notifications instead of audit records. FoodOrder's transition logic stays unaware of how many listeners exist or what they each do — it just fires the event.

Factory: creating the right notification channel

interface NotificationChannel { void send(String recipientId, String message); }

class NotificationChannelFactory {
    NotificationChannel createChannel(ChannelType type) {
        return switch (type) {
            case PUSH -> new PushNotificationChannel();
            case SMS -> new SmsNotificationChannel();
            case EMAIL -> new EmailNotificationChannel();
        };
    }
}

This directly reuses Notification Service's own Strategy-per-channel design (NotificationDispatcher/NotificationChannel), adding a Factory specifically for the CREATION step — CustomerNotifier doesn't need to know HOW to construct a PushNotificationChannel vs an SmsNotificationChannel; it asks the factory for "whatever channel type this customer prefers," keeping channel-CONSTRUCTION logic centralized and separate from channel-USAGE logic.

Building the complete class diagram, justifying every pattern choice

The actual exercise here isn't just implementing each pattern in isolation — it's producing ONE coherent class diagram where all four interact correctly: an OrderState transition fires OrderEventListener notifications (Observer), which use channels built by NotificationChannelFactory (Factory), while PricingStrategy and MatchingStrategy (Strategy) are invoked at specific points in that same state-transition flow (typically PLACED→CONFIRMED triggering matching, and price calculation happening at PLACED). Justifying EACH pattern choice explicitly — why State here and not a plain enum, why Strategy here and not an if/else — is the actual interview-relevant skill; a correct diagram with no justification reads as pattern-matching from memory, not genuine design reasoning.

Follow-up questions this topic invites — and their answers

Q: Why use the State pattern here instead of a simple enum with a switch statement for transitions? A: The State pattern puts transition LOGIC inside each state class itself (PlacedState.next() knows it goes to ConfirmedState), keeping the rules co-located with the state they apply to; a plain enum with a giant switch statement centralizes ALL transition logic in one place, which becomes harder to extend safely as more states are added — this is the same OCP argument made for State pattern throughout the Behavioral Design Patterns chapter.

Q: Could Strategy and Factory be considered redundant here, given both involve 'choosing an implementation'? A: They solve genuinely different problems — Strategy is about choosing BEHAVIOR (which algorithm to run, e.g. which pricing calculation), while Factory is about choosing CONSTRUCTION (which concrete object to instantiate) — a Factory could very reasonably be used to CREATE a chosen Strategy implementation, and the two patterns compose naturally rather than compete for the same job.

Q: How does this class-level design relate to Design a Food Delivery Platform's system-level design? A: They operate at different levels of the same problem — this capstone's classes would live INSIDE one service (likely the Order Service) in that system-level design; the class-level State/Strategy/Observer/Factory patterns here don't replace or conflict with the system-level geospatial matching, ETA estimation, or three-sided coordination concerns covered there — they're the internal implementation detail of how one piece of that larger system is actually built.

Q: What's a realistic time budget for building this full four-pattern diagram in one sitting, per the exercise's own framing? A: Meaningfully longer than any single-pattern exercise in this chapter — given the genuine interaction complexity across four patterns, budgeting significantly more time than the 25-45 minutes typical of a single-topic Machine Coding exercise is realistic, and treating this as a genuine capstone (drawing on everything else in this chapter) rather than a timed drill is the more productive framing.

Previous

Design a Workflow Engine

AI Tutor

Lesson: Multi-Pattern Capstone: Design a Food Delivery App

Quick actions

AI responses can be inaccurate. Verify critical information.