After shifting your thinking toward objects and responsibilities, the next step is to understand the most basic building block of object-oriented design:
Classes and objects are not just syntax — they are a way to model real-world systems.
Many people learn them early in programming, but never truly understand their design meaning in LLD.
What is a Class Really?
A class is not just a template for code.
A class is a blueprint for behavior and state of a real-world entity.
It defines:
- what data an entity holds (state)
- what it can do (behavior)
Example
class BankAccount:
def __init__(self, balance):
self.balance = balance
def deposit(self, amount):
self.balance += amount
Here:
-
balance→ state -
deposit()→ behavior
What is an Object?
An object is a real instance created from a class.
It represents a specific entity in the system with actual data.
Example
account1 = BankAccount(5000)
account2 = BankAccount(12000)
Now:
-
account1→ has its own state (5000) -
account2→ has its own state (12000)
Same class, different reality.
Key Insight: Class vs Object
| Concept | Meaning |
|---|---|
| Class | Blueprint / definition |
| Object | Real instance / live entity |
A class defines structure.
An object carries actual data.
Why This Matters in LLD
In low-level design, systems are built using objects that represent real entities.
Example:
Food Delivery System
- User → object
- Order → object
- Restaurant → object
- DeliveryPartner → object
Each object:
- holds state
- performs behavior
- interacts with other objects
State vs Behavior (Critical Distinction)
State
Represents data held by an object.
Examples:
- balance in bank account
- order status
- user details
Behavior
Represents actions an object can perform.
Examples:
- deposit money
- place order
- assign delivery
Rule of Thumb
State tells “what it is”, behavior tells “what it does”.
Common Mistake: Passive Data Classes
Beginners often design classes like this:
class Order:
def __init__(self, id, status):
self.id = id
self.status = status
And then put all logic outside.
This leads to:
- anemic models
- scattered business logic
- hard-to-maintain systems
Better Approach: Active Objects
class Order:
def mark_paid(self):
if self.status != "CREATED":
raise Exception("Invalid state")
self.status = "PAID"
Now:
- object controls its state
- rules are enforced locally
- invalid transitions are prevented
Core Design Principle
Objects should manage their own state and behavior.
Not:
- external services manipulating internal state freely
Why Objects Make Systems Scalable
When systems grow:
- functions become unmanageable
- shared state becomes dangerous
- logic becomes scattered
Objects solve this by:
- encapsulating state
- bundling behavior
- reducing global complexity
Real-World Mapping
Think of objects as real entities:
| System | Object |
|---|---|
| Bank System | Account |
| E-commerce | Order |
| Delivery | Rider |
| Booking | Ticket |
Each object has:
- identity
- state
- behavior
Design Intuition
When designing a system, always ask:
“What does this entity know, and what can it do?”
If the answer is unclear, the design is incomplete.
One-Line Takeaway
Classes define structure, objects represent real instances, and together they model real-world systems through state and behavior.
Top comments (2)
Very nicely written, but too basic