System design
System design at Apple skews toward embedded and client-side architectures for OS/hardware teams. Services teams run standard scalable-system loops.
TL;DR
Apple's loop is team-dependent and secretive. Most roles run 4–6 rounds with heavy emphasis on fundamentals: data structures, pointers, memory layout. Hardware-adjacent teams go deep on C/C++ systems questions.
These patterns show up most often in publicly-reported Apple loops. Master the first three before you move on.
Two cursors moving independently over a sorted or monotone structure.
Break an overlapping-subproblem problem into a recurrence and cache results.
Breadth-first for shortest unweighted paths; depth-first for exhaustive traversal.
Maintain a contiguous range and slide its boundaries to avoid recomputation.
A stack whose elements stay in non-increasing or non-decreasing order.
System design at Apple skews toward embedded and client-side architectures for OS/hardware teams. Services teams run standard scalable-system loops.
Apple values craft. Interviewers ask about projects you're proud of and probe the quality bar you held. Surface-level answers get follow-ups aimed at depth.
Apple often uses whiteboard coding with no compiler. Practicing without a runtime — including dry-running your own code — is the highest-ROI prep move.
Start with the diagnostic. We'll weight your loop toward the 5 patterns above.