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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
✓ FreeIntermediate· 6 min read

Restaurant Management System

Restaurant/Menu/Order/Table/Kitchen classes, order status flow as State pattern, and separating dine-in from takeout/delivery without duplicating logic.

Published September 23, 2026


Restaurant Management System

Core classes

class Menu { List<MenuItem> items; }
class MenuItem { String name; double price; boolean available; }
class Table { int number; int capacity; TableStatus status; } // dine-in only
class Order {
    List<OrderLine> lines;
    OrderType type; // DINE_IN, TAKEOUT, DELIVERY
    Table table; // null for takeout/delivery
    OrderStatus status;
}

Order status flow as State pattern

interface OrderState {
    OrderState advance(Order order); // returns the NEXT state — the transition logic lives per-state
}

class PlacedState implements OrderState {
    public OrderState advance(Order order) { notifyKitchen(order); return new PreparingState(); }
}
class PreparingState implements OrderState {
    public OrderState advance(Order order) { return new ReadyState(); }
}
class ReadyState implements OrderState {
    public OrderState advance(Order order) {
        return order.type == OrderType.DINE_IN ? new ServedState() : new AwaitingPickupOrDeliveryState();
    }
}

The placed → preparing → ready → served flow is a direct State pattern application (see State Pattern) — each state knows only its own valid next transition, and ReadyState's branch on order.type is the one place order-type-specific flow divergence needs to be expressed, not scattered across the whole class.

Separating dine-in from takeout/delivery without duplicating logic

Rather than two entirely separate class hierarchies (DineInOrder vs TakeoutOrder), a single Order class with an OrderType field and one branch point (in ReadyState, shown above) keeps the shared 90% of order-handling logic (placement, kitchen notification, line items, pricing) unified, while only the genuinely divergent final step (served to a table vs handed off for pickup/delivery) differs. This is a judgment call worth naming explicitly: full separation into distinct class hierarchies would be over-engineering for a difference this localized — the State pattern's per-state branch is a proportionate amount of structure for one point of real divergence, not the whole flow.

Follow-up questions this topic invites — and their answers

Q: Why does Table exist as a separate class rather than just a table number field on Order? A: Table has its own independent state (capacity, current occupancy status) that needs tracking regardless of any specific order — a restaurant needs to know which tables are free for seating NEW parties, which is a Table-level concern that exists before, during, and after any single order's lifecycle, not something that belongs embedded in Order.

Q: How would delivery add a DeliveryPartner assignment step to this flow, connecting to Food Delivery Order Matching? A: AwaitingPickupOrDeliveryState's advance() for a DELIVERY-type order would trigger a matching call (see Food Delivery Order Matching's MatchingEngine) before transitioning further — this is exactly the LLD-to-HLD connection point that class design worth naming: the class model provides the hook, the actual matching algorithm is a separate concern layered on top.

Q: What happens if the kitchen marks an order ready but a dine-in customer has already left (a real edge case)? A: Worth naming as a scenario requiring an explicit state or handling path (e.g. a 'CancelledAfterReady' resolution, or holding the prepared order for a return), rather than assuming the happy-path transition sequence always completes — a strong interview answer names edge cases like this explicitly even without fully designing the resolution.

Q: Should MenuItem availability (available: boolean) be checked at order-placement time or continuously? A: At minimum, checked at placement time (rejecting an order line for an unavailable item) — a more robust design would also handle an item becoming unavailable mid-preparation (the kitchen discovers it's out of an ingredient), which argues for treating availability changes as another event PlacedState/PreparingState might need to react to, not just a static field checked once.

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