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Cloud Object Store at Yahoo

Yahoo stores more than 250 Billion objects and half an exabyte of perpetually durable user content such as photos, videos, email, and blog posts. Object storage at Yahoo is growing at 20-25% annually. The growth is primarily driven by mobile, images, video, and user growth. Yahoo is betting on software defined…

By Yahoo engineers · Yahoo · Added 2026-10-12

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What you are about to study

Yahoo explains a real system. You should know the basics: caching, queues and replication.

Ideas you will meet

Distributed Systems
Consensus, time, failure and the fundamentals of scale-out.

What we already know about this

Our own lessons on these ideas. Read them here before you start, so it makes sense.

  • Software Design Essentials · 9 minCreational patterns: Factory, Builder, SingletonWays to create objects without hard-wiring the exact class: factories, builders, prototypes and why Singleton is usually a last resort.Read here

    The goal

    Creational patterns manage how objects are created, so the rest of the code does not depend on exact classes or messy construction steps.

    Factory Method (and simple factories)

    Callers ask for what they need, and a factory decides which concrete class to create.

    interface Sender { send(to: string, text: string): Promise<void> }
    
    class EmailSender implements Sender { async send(to: string, text: string) { /* ... */ } }
    class SmsSender   implements Sender { async send(to: string, text: string) { /* ... */ } }
    
    function createSender(channel: "email" | "sms"): Sender {
      switch (channel) {
        case "email": return new EmailSender();
        case "sms":   return new SmsSender();
      }
    }
    
    await createSender(user.preferredChannel).send(user.contact, "Your code is 482913");
    

    Benefits: one place to change when classes change, callers depend only on the interface, and tests can supply fakes. A registry (a map from name to constructor) makes adding a type a one-line change.

    Factory Method as a picture

    Figure SDA-SDE-03-1 · Calling code, factory and products · © forcsguy.com

    Abstract Factory

    Create families of related objects that must be used together, such as a UI toolkit's button, checkbox and menu for one platform or theme.

    interface UiFactory { button(): Button; checkbox(): Checkbox }
    class DarkUi implements UiFactory { /* returns dark variants */ }
    class LightUi implements UiFactory { /* returns light variants */ }
    

    Use it when several products must stay consistent. Skip it when you only vary one object.

    Builder

    Construct a complex object step by step, especially with many optional parts. In languages with named parameters or option objects this is often just that.

    const request = new RequestBuilder("https://api.example.com/orders")
      .method("POST")
      .header("Authorization", token)
      .json({ items })
      .timeout(5000)
      .build();   // validates and returns an immutable Request
    

    Benefits: readable construction, validation in one place, and immutable results. The alternative, a constructor with ten positional parameters, is easy to misuse.

    Prototype

    Create new objects by copying an existing one, useful when creation is expensive or when you want variations of a configured template.

    const base = { retries: 3, timeout: 2000, headers: { accept: "json" } };
    const slow = { ...base, timeout: 10000 };            // shallow copy with a change
    const deep = structuredClone(base);                  // deep copy
    

    Beware shallow versus deep copies: sharing nested objects causes surprising bugs.

    Singleton

    Ensures only one instance exists and gives global access to it.

    class Config {
      private static instance?: Config;
      static get(): Config { return (Config.instance ??= new Config()); }
    }
    

    It looks convenient but has real costs: hidden dependencies, global mutable state, difficulty in testing (state leaks between tests), and trouble with concurrency. Often what you really need is one instance, not global access.

    Better: create the single instance once, in the application's start-up code (the composition root), and inject it into what needs it. You keep "only one" without making it global.

    Choosing

    SituationPattern
    Which class to create depends on input or configurationFactory Method or a registry
    Several related objects must matchAbstract Factory
    Many optional parts, validation neededBuilder or an options object
    Cloning a configured templatePrototype or a copy
    "There should be only one"Create one in the composition root and inject it

    Prefer the lightest form your language offers: a function that returns an object is often all the "factory" you need.

    Real-world reading

    Open this lesson with its quiz and exercise

  • Low-Level Design Practice · 11 minChess gameBoard, pieces and rules: polymorphic pieces that generate moves, validating turns and check, and keeping the board model separate from the UI.Read here

    The problem

    Two players take turns on an 8 by 8 board. The system validates moves, detects check, checkmate and stalemate, and records the game.

    Entities

    Figure SDA-LLD-12-1 · Chess classes · © forcsguy.com

    Inheritance is justified here: each piece type is a real kind of piece with its own movement rule.

    Pieces know their own movement

    abstract class Piece {
      constructor(readonly color: "W" | "B") {}
      abstract legalMoves(board: Board, from: Pos): Pos[];     // ignoring check
    }
    
    class Rook extends Piece {
      legalMoves(board: Board, from: Pos): Pos[] {
        return slide(board, from, [[1,0],[-1,0],[0,1],[0,-1]], this.color);   // along rank and file until blocked
      }
    }
    class Knight extends Piece {
      legalMoves(board: Board, from: Pos): Pos[] {
        return [[1,2],[2,1],[-1,2],[-2,1],[1,-2],[2,-1],[-1,-2],[-2,-1]]
          .map(([dx, dy]) => ({ x: from.x + dx, y: from.y + dy }))
          .filter((p) => board.inside(p) && board.pieceAt(p)?.color !== this.color);
      }
    }
    

    A helper slide is shared by rook, bishop and queen so the logic is not repeated.

    Validating a move

    Figure SDA-LLD-12-2 · Validating a move · © forcsguy.com

    Game status: check if the opponent's king is attacked; checkmate if in check with no legal move; stalemate if not in check but no legal move.

    Moves as objects

    class Move {
      constructor(readonly from: Pos, readonly to: Pos, readonly captured?: Piece, readonly kind: "normal" | "castle" | "enPassant" | "promotion" = "normal") {}
    }
    class History { done: Move[] = []; undone: Move[] = [];
      play(m: Move, b: Board) { b.apply(m); this.done.push(m); this.undone = []; }
      undo(b: Board) { const m = this.done.pop(); if (m) { b.revert(m); this.undone.push(m); } }
    }
    

    A move object makes undo, redo, history and notation straightforward: this is the Command pattern.

    Design notes

    • Special rules: castling (neither piece has moved, path clear and not attacked), en passant (needs the previous move), promotion (choose a piece). Each needs a little extra state: hasMoved on pieces, last move on the game.
    • Model and view stay separate; an AI or network player implements the same Player interface.
    • Clocks are a separate component observing the turn.
    • Extensions: a move-suggestion engine, saved games, variants with different boards, online play with a server validating every move (never trust the client).

    Real-world reading

    Open this lesson with its quiz and exercise

Go deeper on this

A path through videos, articles, other case studies and code on the same ideas as Cloud Object Store at Yahoo.

  1. Warm upGet the vocabulary first.

  2. WatchHow others solve the same problem, on video.

    Videos belong to their creators and play from YouTube. More on YouTube (opens in a new tab)

  3. ReadEngineers explain it in their own words.

  4. See it in another companyThe same ideas, a different system.

  5. Read the codeSee how it looks when it is real.

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