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rippling·Software Engineer·Onsite - System Design / Architecture·Senior

SeniorPrefer not to say
Jun 2026

Summary

Rippling SWE interview that was basically a full OOP design session. They gave me a poker hand comparison problem and expected a real extensible design, not just brute-force if-else. Took me a while to see where they were going with the pluggable type registry angle.

Questions Asked (7)

Q1

Design an object-oriented system to compare two poker hands, determine a winner or a tie, and keep the design extensible for new hand types and ranking rules.

System DesignTechnical Trade-offsAlgorithms & Data Structures
Author's notes

My first instinct was to write a big switch statement mapping hand type to an integer rank and call it a day.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and constraints, then model the domain with classes like Card, Hand, and HandRanker. Use the Strategy pattern to encapsulate hand evaluation and comparison rules, ensuring extensibility for new hand types and ranking rules.

Pro tip: Emphasize separation of concerns: keep hand evaluation separate from comparison logic, and use composition over inheritance to avoid a rigid class hierarchy. This demonstrates maturity in designing extensible systems.

1. Clarify Requirements and Constraints

Ask about the scope: standard poker hands? How many players? Are new hand types expected? This shows you think before coding.

2. Identify Core Domain Objects

Define classes like Card, Deck, Hand, and Player. Consider value objects for immutable data and avoid anemic models.

3. Design Hand Evaluation with Strategy Pattern

Create a HandEvaluator interface with implementations for each hand type (e.g., FlushEvaluator). Use a registry or chain of responsibility to apply evaluators in order of strength.

4. Implement Comparison and Ranking

Use a Comparator or a HandRanker that compares evaluated hands. Ensure ties are handled by comparing high cards or kickers.

5. Ensure Extensibility and Testability

Allow new hand types by adding new evaluators without modifying existing code (Open/Closed Principle). Write unit tests for each evaluator and comparison scenario.

Key Points to Mention

  • Use of design patterns: Strategy for evaluation, Chain of Responsibility for applying rules, Factory for creating evaluators.
  • Separation of concerns: evaluation vs. comparison, and keeping domain objects focused.
  • Extensibility: Open/Closed Principle, dependency injection, and configuration-driven rule sets.
  • Handling ties and edge cases: kickers, multiple decks, wild cards.
  • Performance considerations: caching evaluations, early exit in comparisons.
  • Testing strategy: unit tests for each hand type and integration tests for comparisons.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q2

How would you implement a generic tie-breaking rule for same-type hands (like two three-of-a-kinds) without writing bespoke logic for every hand type?

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

This is where I fumbled.

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AI HintsAI Generated

Suggested Approach

Start by defining a canonical representation for each hand type that captures its tie-breaking attributes in priority order, such as a sorted list of card ranks. Then implement a generic comparator that compares these representations lexicographically, avoiding hand-specific logic. This approach leverages the fact that most poker hand tie-breakers reduce to comparing ordered sequences of ranks.

Pro tip: Mention that this design also makes it easy to add new hand types or variants by simply defining their canonical representation, and that you can unit test the comparator independently of hand evaluation.

1. Identify tie-breaking attributes

For each hand type, determine the ordered list of attributes that determine the winner when two hands of that type are compared. For example, for three-of-a-kind, it's the rank of the triplet, then the kickers in descending order.

2. Define a canonical representation

Create a uniform data structure, such as a tuple or list of integers, that encodes these attributes in priority order. Ensure that comparing these representations lexicographically yields the correct tie-breaking result.

3. Implement a generic comparator

Write a function that takes two hands and compares their canonical representations element by element. This function should work for any hand type without modification.

4. Integrate with hand evaluation

Modify the hand evaluation logic to produce the canonical representation along with the hand type. Then use the generic comparator to resolve ties between hands of the same type.

5. Test and validate

Write unit tests covering all hand types and edge cases, such as ties that go to the kicker or exact ties. Verify that the generic comparator produces the correct results.

Key Points to Mention

  • Canonical representation: encode tie-breaking attributes as an ordered list of ranks.
  • Lexicographic comparison: compare lists element by element to determine the winner.
  • Separation of concerns: keep hand evaluation and tie-breaking logic separate.
  • Extensibility: adding new hand types only requires defining their canonical representation.
  • Performance: comparing lists is O(n) where n is the number of attributes, which is small and constant.
  • Testing: unit tests for each hand type and tie scenario ensure correctness.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q3

Implement an `add_type` function that registers a new hand type with a detection function, and an `evaluate` function that accepts an ordered list of type names representing the ruleset's precedence.

System DesignAPI & IntegrationsTechnical Trade-offs
Author's notes

Separating the registry (what types exist, how to detect them) from the ordering (which beats which in this specific game) is the whole point of this part.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements: the function signatures, error handling, and whether the ruleset can be updated dynamically. Then design a registry-based system where add_type stores detection functions in a map, and evaluate iterates through the ordered list, applying each detection function until a match is found. Discuss trade-offs like performance, extensibility, and testability.

Pro tip: Mention that the order of evaluation matters and that you should validate the ruleset to ensure all referenced types are registered, preventing runtime errors. Also, consider allowing the detection function to return additional metadata (e.g., confidence score) for future flexibility.

1. Clarify requirements and constraints

Ask about expected inputs, error handling, performance needs, and whether the ruleset can change at runtime. Confirm the function signatures and return types.

2. Design the registry and API

Propose a registry (e.g., a map) to store type names to detection functions. Define add_type to validate and register, and evaluate to accept an ordered list of type names.

3. Implement evaluation logic

Iterate through the ordered list, call each detection function with the input, and return the first match. Handle cases where no type matches or a type is not registered.

4. Discuss trade-offs and extensibility

Talk about performance (O(n) per evaluation), memory, and how to support dynamic updates. Mention potential for caching or pre-compilation of rulesets.

5. Test and validate

Outline unit tests for registration, evaluation order, error cases, and edge cases like empty ruleset or duplicate registrations.

Key Points to Mention

  • Registry pattern for storing detection functions
  • Ordered evaluation based on precedence list
  • Error handling for unregistered types or invalid inputs
  • Performance considerations (e.g., O(n) evaluation, caching)
  • Extensibility for adding new types without modifying core logic
  • Testability and separation of concerns

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q4

If multiple registered type predicates match the same hand (e.g. a full house also satisfies a 'contains a triple' predicate), how does your design guarantee a deterministic classification?

System DesignAdaptability & Ambiguity
Author's notes

Short answer: you iterate through `evaluation_orders` from strongest to weakest and return the first match.

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AI HintsAI Generated

Suggested Approach

Start by acknowledging the ambiguity and the need for deterministic classification. Then, describe a design that uses a priority ordering or specificity ranking among predicates, ensuring that the most specific match wins. Finally, discuss how to handle ties or overlapping matches, possibly with a fallback rule or explicit precedence list.

Pro tip: Mention that determinism can be enforced by assigning each predicate a priority based on its specificity (e.g., full house > three of a kind) and resolving conflicts by always selecting the highest-priority match. This shows you think about edge cases and maintainability.

1. Acknowledge the ambiguity

Recognize that multiple predicates can match the same hand and that without a rule, classification would be non-deterministic.

2. Define a priority or specificity order

Establish a clear ordering of predicates, such as from most specific to least specific, or based on hand rankings in poker.

3. Implement conflict resolution

When multiple predicates match, select the one with the highest priority. This could be done by iterating through predicates in order and returning the first match.

4. Handle ties and edge cases

If two predicates have the same priority, define a tie-breaker (e.g., alphabetical order, or a secondary rule) to ensure determinism.

5. Document and test

Clearly document the precedence rules and write tests to verify that overlapping cases resolve consistently.

Key Points to Mention

  • Priority ordering based on specificity (e.g., full house > three of a kind)
  • First-match-wins strategy when iterating through predicates in order
  • Use of a registry or list that maintains predicate order
  • Tie-breaking rules for equal priority predicates
  • Determinism ensures consistent behavior and testability
  • Consideration of extensibility: adding new predicates without breaking existing behavior

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q5

How would your design change to support Texas Hold'em, where each player picks the best 5-card hand out of 7 available cards?

System DesignAdaptability & Ambiguity
Author's notes

I said you'd add a hand-selection layer that generates all C(7,5) combinations, evaluates each, and returns the strongest.

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AI HintsAI Generated

Suggested Approach

First, clarify the existing design for a simpler poker variant (e.g., 5-card draw) to establish a baseline. Then, systematically identify the changes needed for Texas Hold'em: 7 cards per player, best 5-card hand evaluation, and community cards. Finally, discuss the impact on hand evaluation algorithms, data structures, and performance, and propose a scalable solution.

Pro tip: Emphasize that the core challenge is combinatorial hand evaluation, not just adding more cards. Mention that precomputing lookup tables or using bitwise operations can efficiently handle the 21 possible 5-card combinations from 7 cards.

1. Clarify the baseline design

Ask or state assumptions about the existing design for a simpler poker game, such as 5-card draw, to understand the starting point and scope of changes.

2. Identify key differences

List the differences: 7 cards per player (2 hole + 5 community), need to evaluate best 5 out of 7, and multiple players sharing community cards.

3. Adapt hand evaluation

Explain how to modify hand evaluation to consider all 21 combinations of 5 cards from 7, and how to efficiently determine the best hand using ranking algorithms or lookup tables.

4. Address performance and scalability

Discuss optimizations like precomputed hand rankings, bitwise representation, and caching to handle real-time evaluation for multiple players.

5. Consider system integration

Mention how changes affect game flow, betting rounds, and data models (e.g., storing community cards, player hands, and game state).

Key Points to Mention

  • Combinatorial explosion: 21 possible 5-card hands per player from 7 cards.
  • Efficient hand evaluation using lookup tables or bitwise operations (e.g., prime product hashing).
  • Community cards shared among players, requiring separate evaluation per player.
  • Game state management: dealing hole cards, community cards, and betting rounds.
  • Performance considerations: real-time evaluation for multiple players, caching, and parallelization.
  • Extensibility: design should accommodate other variants (e.g., Omaha) with minimal changes.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q6

How would you add suit-based tie-breaking to rulesets that need it, without affecting rulesets that don't?

System DesignTechnical Trade-offs
Author's notes

Passed this one to the scoring function registered with each type.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements: suit-based tie-breaking is an optional rule that should be configurable per ruleset. Then propose a design that isolates this behavior, such as a strategy pattern or a decorator, so that only rulesets that opt in are affected. Finally, discuss trade-offs like complexity, performance, and extensibility.

Pro tip: Emphasize that the solution should be open for extension but closed for modification, and mention that you would use feature flags or configuration to enable the tie-breaking only where needed, ensuring backward compatibility.

1. Clarify requirements and constraints

Ask questions to understand what 'suit-based tie-breaking' means in the context of the game or system, and confirm that it should be optional per ruleset. Identify any performance or compatibility constraints.

2. Identify the extension point

Determine where tie-breaking logic fits in the existing ruleset evaluation flow. This could be a hook, a strategy interface, or a decorator that wraps the base ruleset.

3. Design a pluggable mechanism

Propose a design that allows rulesets to opt-in to suit-based tie-breaking without modifying existing code. For example, use the Strategy pattern to encapsulate tie-breaking algorithms and inject them only into rulesets that require it.

4. Ensure isolation and backward compatibility

Explain how the design prevents side effects on rulesets that don't use tie-breaking. This might involve default no-op strategies, configuration flags, or separate rule classes.

5. Discuss trade-offs and testing

Acknowledge trade-offs such as increased complexity versus flexibility, and outline a testing strategy to verify that only intended rulesets are affected.

Key Points to Mention

  • Strategy pattern or decorator pattern to encapsulate tie-breaking logic
  • Configuration-driven opt-in (e.g., feature flags, ruleset metadata)
  • Open/Closed Principle: extend behavior without modifying existing rulesets
  • Backward compatibility and isolation of changes
  • Performance considerations: avoid overhead for rulesets that don't use tie-breaking
  • Testing: unit tests for tie-breaking logic and integration tests to ensure no regressions

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q7

How would you handle wild cards or jokers that can substitute for any rank?

System DesignAdaptability & Ambiguity
Author's notes

Didn't have a great answer here.

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AI HintsAI Generated

Suggested Approach

First, clarify the problem context and constraints, such as the game rules and performance requirements. Then, propose a generalizable solution that treats wild cards as flexible entities, using abstraction and dynamic evaluation. Finally, discuss trade-offs and potential optimizations to demonstrate depth.

Pro tip: Mention that wild cards are a form of ambiguity that can be handled with the Strategy pattern or by introducing a WildCard class that implements the same interface as regular cards, allowing the system to treat them uniformly.

1. Clarify Requirements

Ask questions to understand the specific rules: can wild cards substitute for any rank in any context? Are there restrictions? What are the performance expectations?

2. Model the Domain

Represent cards with a common interface or base class, and create a WildCard subclass that can dynamically take on the role of any rank when needed.

3. Implement Evaluation Logic

When evaluating a hand, iterate through possible substitutions for wild cards, using backtracking or constraint satisfaction to find valid combinations.

4. Optimize and Scale

Consider performance implications and propose optimizations like memoization, pruning, or precomputed lookup tables for common scenarios.

5. Discuss Trade-offs

Compare different approaches (e.g., dynamic substitution vs. precomputed wild card values) and explain why you chose one based on the constraints.

Key Points to Mention

  • Use of polymorphism or the Strategy pattern to handle wild cards uniformly.
  • Backtracking or constraint satisfaction algorithms to evaluate all possible substitutions.
  • Performance considerations: time complexity, memoization, and pruning techniques.
  • Extensibility: how the solution can adapt to new rules or card types.
  • Testing strategies: unit tests for edge cases with multiple wild cards.
  • Real-world examples: how similar problems are solved in poker or other card games.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.