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Interview Preparation Bootcamp

Course progress

0%
0 of 177 modules complete
Start Here0/1
  • How to Use This Course
Data Structures & Algorithms0/27
  • Arrays and Hashing
  • Two Pointers
  • Sliding Window
  • Sliding Window: Harder Problems
  • Binary Search
  • Stacks
  • Practice Test: Arrays, Pointers, Windows, Search and Stacks
  • Trees: Traversals and Core Patterns
  • Binary Search Trees and Rebuilding a Tree
  • Tries (Prefix Trees)
  • Heaps and Priority Queues
  • Graphs: BFS and DFS
  • Topological Sort and Cycle Detection
  • Union-Find (Disjoint Set Union)
  • Practice Test: Trees, Heaps and Graphs
  • Dynamic Programming Basics
  • Dynamic Programming: Two Dimensions
  • Dynamic Programming: Hard String Matching
  • Backtracking
  • Backtracking: Constraint Satisfaction
  • Greedy Algorithms
  • Interval Problems
  • Bit Manipulation
  • Math and Geometry
  • String Manipulation
  • Pattern Recall and Mock Coding Rounds
  • Practice Test: DP, Backtracking, Greedy and More

System Design

Foundations0/16
  • The System Design Interview Framework
  • Back-of-the-Envelope Estimation
  • Networking and Protocols for Design
  • API Design and Idempotency
  • Load Balancing, Proxies, and Scaling Out
  • Caching and CDNs
  • Choosing a Database: Storage, Indexes and Transactions
  • Replication, Partitioning, and Sharding
  • CAP, PACELC, and Levels of Consistency
  • Messaging, Queues, and Event-Driven Architecture
  • Distributed Transactions and Data Integrity
  • Coordination, Consensus, and Distributed Locks
  • Reliability, Resilience, and Rate Limiting
  • Observability, Security, and Cost
  • System Design Cheat Sheet
  • Practice Test: System Design Foundations
Case Studies0/23
  • Design a URL Shortener
  • Design a Rate Limiter
  • Design a Notification Service
  • Design a Job Queue System
  • Design a Chat App (WhatsApp)
  • Design an Analytics Pipeline
  • Design a Multi-tenant SaaS Architecture
  • Design a Social Media Feed (Twitter/X)
  • Design a Search Autocomplete System
  • Design a File Storage Service (Dropbox)
  • Design Google Docs
  • Design a Code Review System
  • Design Netflix
  • Design YouTube
  • Design Spotify
  • Design Uber/Lyft
  • Design Airbnb
  • Design Ticketmaster (Eventbrite)
  • Design an E-commerce Cart, Checkout, and Catalog
  • Design a Payment System
  • Design a Logging and Monitoring System
  • Mock Design Rounds
  • Practice Test: System Design Case Studies
Low-Level Design0/19
  • The LLD Interview Framework and UML
  • OOP Foundations for Design
  • SOLID Principles
  • Creational Patterns
  • Structural Patterns
  • Behavioral Patterns I — Strategy, Observer, Command, State, Template Method
  • Behavioral Patterns II and Anti-Patterns
  • Concurrency in Low-Level Design
  • Design a Parking Lot
  • Design an Elevator System
  • Design a Movie Ticket Booking System
  • Design an Expense-Sharing App (Splitwise)
  • Design a Vending Machine and an ATM
  • Design a Rate Limiter and a Logging Framework
  • Design a Notification Service and an In-Memory Cache
  • Design Games — Tic-Tac-Toe, Snake and Ladder, Chess
  • Database Design for LLD
  • LLD Cheat Sheet and Recall Drill
  • Practice Test: Low-Level Design

Backend

Python0/5
  • How Python Runs Your Code
  • Functions Deep Dive: Closures, Generators, Context Managers, Scope
  • Classes Deep Dive: Method Types, MRO, Metaclasses
  • Standard Library and Serialization
  • Practice Test: Python
Django0/6
  • Django Request Lifecycle
  • Lab: Django Middleware — Request ID & Response Time
  • Django ORM and Querysets
  • Django's Cache Framework
  • Practice Test: Django
  • Django in Production: Debugging Labs
FastAPI0/5
  • FastAPI, ASGI, and Async
  • FastAPI Dependency Injection
  • FastAPI Background Tasks
  • Lab: FastAPI Async — Concurrent Aggregation
  • Practice Test: FastAPI
Databases (PostgreSQL)0/6
  • Indexing
  • Query Optimization
  • Transactions and Isolation
  • Migrations and Schema Changes
  • Hierarchical Data and Safe Concurrent Updates
  • Practice Test: Databases
Caching, Queues & Distributed Systems0/8
  • Redis Caching
  • Redis Advanced Patterns
  • Celery and Background Workers
  • Kafka and Message Queues
  • Async Pipelines
  • Distributed Systems Basics
  • Distributed Locks
  • Practice Test: Caching, Queues and Distributed Systems
APIs, Security & Deployment0/9
  • REST API Design
  • API Versioning and Error Handling
  • API Security and Authentication
  • WebSockets and Real-Time Systems
  • Docker and Containers
  • File Storage with S3
  • Testing Strategies
  • Mock Backend Round
  • Practice Test: APIs, Security and Deployment
Frontend0/38
  • HTML Document Structure and Semantics
  • CSS Box Model, Flexbox and Grid
  • CSS Architecture and Theming
  • CSS and Rendering Performance
  • Variables, Scope, Hoisting, and Truthiness
  • Functions, this, and Binding
  • Objects and Prototypal Inheritance
  • JavaScript Utility Patterns: Cloning, Caching, and Memory
  • Promises From Scratch
  • The Event Loop and Browser Rendering Pipeline
  • The DOM: Nodes, Events, and Traversal
  • Practice Test: HTML, CSS and JavaScript
  • React Rendering Fundamentals
  • React Hooks Internals
  • React Performance
  • Lab: React — Stateful Counter Component
  • State Management
  • State Machines in React
  • React Custom Hooks and Composition Patterns
  • TypeScript for React
  • React Testing
  • Practice Test: React
  • HTTP and Caching
  • Network Performance and Web Vitals
  • Code Splitting and Bundles
  • Virtualization
  • GraphQL and Data Fetching
  • Web Security
  • WebSockets and Real-time
  • SSR and Next.js
  • Micro-frontends
  • Build Tools and Bundling
  • Accessibility
  • Error Handling
  • Internationalization
  • Animation
  • Rapid Recall and Mock Frontend Rounds
  • Practice Test: Performance, Architecture and Production
Behavioral & Interview Day0/14
  • Resume and Project Walkthroughs
  • The STAR Method and Refining Your Stories
  • Conflict and Difficult Coworkers
  • Failures, Incidents, and Obstacles
  • Leadership, Mentorship, and Ownership
  • Teamwork, Communication, and Feedback
  • Growth and Handling Ambiguity
  • Career Goals, Why This Company, and Negotiation
  • Situational Questions
  • Company Research
  • Mock Behavioral Rounds
  • Interview Day
  • After the Interview
  • Practice Test: Behavioral and Interview Day
Design Ticketmaster (Eventbrite)
Course contents

Interview Preparation Bootcamp

Course progress

0%
0 of 177 modules complete
Start Here0/1
  • How to Use This Course
Data Structures & Algorithms0/27
  • Arrays and Hashing
  • Two Pointers
  • Sliding Window
  • Sliding Window: Harder Problems
  • Binary Search
  • Stacks
  • Practice Test: Arrays, Pointers, Windows, Search and Stacks
  • Trees: Traversals and Core Patterns
  • Binary Search Trees and Rebuilding a Tree
  • Tries (Prefix Trees)
  • Heaps and Priority Queues
  • Graphs: BFS and DFS
  • Topological Sort and Cycle Detection
  • Union-Find (Disjoint Set Union)
  • Practice Test: Trees, Heaps and Graphs
  • Dynamic Programming Basics
  • Dynamic Programming: Two Dimensions
  • Dynamic Programming: Hard String Matching
  • Backtracking
  • Backtracking: Constraint Satisfaction
  • Greedy Algorithms
  • Interval Problems
  • Bit Manipulation
  • Math and Geometry
  • String Manipulation
  • Pattern Recall and Mock Coding Rounds
  • Practice Test: DP, Backtracking, Greedy and More

System Design

Foundations0/16
  • The System Design Interview Framework
  • Back-of-the-Envelope Estimation
  • Networking and Protocols for Design
  • API Design and Idempotency
  • Load Balancing, Proxies, and Scaling Out
  • Caching and CDNs
  • Choosing a Database: Storage, Indexes and Transactions
  • Replication, Partitioning, and Sharding
  • CAP, PACELC, and Levels of Consistency
  • Messaging, Queues, and Event-Driven Architecture
  • Distributed Transactions and Data Integrity
  • Coordination, Consensus, and Distributed Locks
  • Reliability, Resilience, and Rate Limiting
  • Observability, Security, and Cost
  • System Design Cheat Sheet
  • Practice Test: System Design Foundations
Case Studies0/23
  • Design a URL Shortener
  • Design a Rate Limiter
  • Design a Notification Service
  • Design a Job Queue System
  • Design a Chat App (WhatsApp)
  • Design an Analytics Pipeline
  • Design a Multi-tenant SaaS Architecture
  • Design a Social Media Feed (Twitter/X)
  • Design a Search Autocomplete System
  • Design a File Storage Service (Dropbox)
  • Design Google Docs
  • Design a Code Review System
  • Design Netflix
  • Design YouTube
  • Design Spotify
  • Design Uber/Lyft
  • Design Airbnb
  • Design Ticketmaster (Eventbrite)
  • Design an E-commerce Cart, Checkout, and Catalog
  • Design a Payment System
  • Design a Logging and Monitoring System
  • Mock Design Rounds
  • Practice Test: System Design Case Studies
Low-Level Design0/19
  • The LLD Interview Framework and UML
  • OOP Foundations for Design
  • SOLID Principles
  • Creational Patterns
  • Structural Patterns
  • Behavioral Patterns I — Strategy, Observer, Command, State, Template Method
  • Behavioral Patterns II and Anti-Patterns
  • Concurrency in Low-Level Design
  • Design a Parking Lot
  • Design an Elevator System
  • Design a Movie Ticket Booking System
  • Design an Expense-Sharing App (Splitwise)
  • Design a Vending Machine and an ATM
  • Design a Rate Limiter and a Logging Framework
  • Design a Notification Service and an In-Memory Cache
  • Design Games — Tic-Tac-Toe, Snake and Ladder, Chess
  • Database Design for LLD
  • LLD Cheat Sheet and Recall Drill
  • Practice Test: Low-Level Design

Backend

Python0/5
  • How Python Runs Your Code
  • Functions Deep Dive: Closures, Generators, Context Managers, Scope
  • Classes Deep Dive: Method Types, MRO, Metaclasses
  • Standard Library and Serialization
  • Practice Test: Python
Django0/6
  • Django Request Lifecycle
  • Lab: Django Middleware — Request ID & Response Time
  • Django ORM and Querysets
  • Django's Cache Framework
  • Practice Test: Django
  • Django in Production: Debugging Labs
FastAPI0/5
  • FastAPI, ASGI, and Async
  • FastAPI Dependency Injection
  • FastAPI Background Tasks
  • Lab: FastAPI Async — Concurrent Aggregation
  • Practice Test: FastAPI
Databases (PostgreSQL)0/6
  • Indexing
  • Query Optimization
  • Transactions and Isolation
  • Migrations and Schema Changes
  • Hierarchical Data and Safe Concurrent Updates
  • Practice Test: Databases
Caching, Queues & Distributed Systems0/8
  • Redis Caching
  • Redis Advanced Patterns
  • Celery and Background Workers
  • Kafka and Message Queues
  • Async Pipelines
  • Distributed Systems Basics
  • Distributed Locks
  • Practice Test: Caching, Queues and Distributed Systems
APIs, Security & Deployment0/9
  • REST API Design
  • API Versioning and Error Handling
  • API Security and Authentication
  • WebSockets and Real-Time Systems
  • Docker and Containers
  • File Storage with S3
  • Testing Strategies
  • Mock Backend Round
  • Practice Test: APIs, Security and Deployment
Frontend0/38
  • HTML Document Structure and Semantics
  • CSS Box Model, Flexbox and Grid
  • CSS Architecture and Theming
  • CSS and Rendering Performance
  • Variables, Scope, Hoisting, and Truthiness
  • Functions, this, and Binding
  • Objects and Prototypal Inheritance
  • JavaScript Utility Patterns: Cloning, Caching, and Memory
  • Promises From Scratch
  • The Event Loop and Browser Rendering Pipeline
  • The DOM: Nodes, Events, and Traversal
  • Practice Test: HTML, CSS and JavaScript
  • React Rendering Fundamentals
  • React Hooks Internals
  • React Performance
  • Lab: React — Stateful Counter Component
  • State Management
  • State Machines in React
  • React Custom Hooks and Composition Patterns
  • TypeScript for React
  • React Testing
  • Practice Test: React
  • HTTP and Caching
  • Network Performance and Web Vitals
  • Code Splitting and Bundles
  • Virtualization
  • GraphQL and Data Fetching
  • Web Security
  • WebSockets and Real-time
  • SSR and Next.js
  • Micro-frontends
  • Build Tools and Bundling
  • Accessibility
  • Error Handling
  • Internationalization
  • Animation
  • Rapid Recall and Mock Frontend Rounds
  • Practice Test: Performance, Architecture and Production
Behavioral & Interview Day0/14
  • Resume and Project Walkthroughs
  • The STAR Method and Refining Your Stories
  • Conflict and Difficult Coworkers
  • Failures, Incidents, and Obstacles
  • Leadership, Mentorship, and Ownership
  • Teamwork, Communication, and Feedback
  • Growth and Handling Ambiguity
  • Career Goals, Why This Company, and Negotiation
  • Situational Questions
  • Company Research
  • Mock Behavioral Rounds
  • Interview Day
  • After the Interview
  • Practice Test: Behavioral and Interview Day
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Design Ticketmaster (Eventbrite)

System Design65 min
Sign in to open the interactive design canvas for this exercise.

Ticketmaster is a concurrency problem wearing a CRUD costume: thousands of people trying to buy the same 20 seats in the same second. This question tests whether you know how to actually prevent double-booking under real contention, not just say "use a transaction," and whether you can build fairness into a system without collapsing its throughput.

Requirements

Functional requirements

  • Browse events, view seat maps and availability.
  • Select seats and complete a purchase within a time-limited hold.
  • Handle a high-demand on-sale event with thousands of concurrent buyers for one show.
  • Support a waiting room or virtual queue for extreme-demand events.

Non-functional requirements

  • Zero double-booking. This is the one correctness property that can never be relaxed.
  • High concurrency: tens of thousands of simultaneous requests for a few thousand seats at the exact moment tickets go on sale.
  • Fairness: no one should be able to skip the queue with bots or aggressive refreshing.
  • Reasonable latency even under peak load. A slow but correct queue beats a fast but broken one.

Remember: most requests in this system are supposed to fail. The job isn't to serve everyone, it's to fail the losing requests fast and fairly instead of letting them thrash the database.

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Estimates

Assume a major on-sale event: 5,000 seats, with 500,000 people trying to buy in the first 10 minutes, a realistic arena-tour scenario.

  • Peak request rate: 500,000 users hitting refresh or joining the queue over 10 minutes is about 830 requests/sec sustained, with a much sharper burst right at the on-sale second.
  • Contention ratio: 500,000 buyers for 5,000 seats is 100:1. That ratio is exactly why a naive "select, then update" approach collapses: the vast majority of requests are guaranteed to fail and need to fail fast, not thrash the database trying.
  • Seat hold duration: typically 5-10 minutes to complete checkout before a hold expires and the seat returns to the pool.
  • Waiting room throughput: if 5,000 seats sell out in about 2 minutes, checkout needs to sustain roughly 40+ completed purchases/sec at peak to drain the queue into that small inventory before it looks stalled.

API

POST /queue/join           { event_id }                    -> { queue_token, position_estimate }
GET  /queue/status?token=                                    -> { status: "waiting"|"admitted", position }

GET  /events/{id}/seats                                       -> { seat_map, availability }
POST /seats/hold            { event_id, seat_ids[] }          -> { hold_id, expires_at }   -- requires admitted queue_token
POST /checkout               { hold_id, payment_info }        -> { order_id, status }
POST /seats/release          { hold_id }                       -- explicit release or auto on expiry

Data model

events            id, venue_id, name, starts_at
seats             id, event_id, section, row, seat_number, status (available|held|sold)
seat_holds        id, seat_id, user_id, expires_at, status (active|completed|expired)
orders            id, user_id, event_id, seat_ids[], total, status, created_at
seats
  id            UUID PK
  event_id      UUID
  status        TEXT       -- available | held | sold
  held_by       UUID NULL
  hold_expires  TIMESTAMPTZ NULL
  version       INT        -- optimistic concurrency token

UNIQUE constraint on (event_id, section, row, seat_number)

Concurrency control lives in seats.status plus a version column, not in application logic alone. That's the detail the rest of this lesson builds on.

High-level design

Client --> Waiting Room service (admits users at a controlled rate) --> issues queue_token
                                                                              |
                                                    Admitted client --> Seat Selection service
                                                                              |
                                                          POST /seats/hold --> atomic seat lock
                                                          (DB row-level lock / Redis SETNX with TTL)
                                                                              |
                                                          Checkout service --> payment --> on success:
                                                          seat.status = sold; on failure/timeout:
                                                          seat auto-released back to available
                                                                              |
                                              Hold-expiry reaper (background) sweeps expired holds
                                              back to available, independent of client behavior

Deep dives

How do you actually prevent double-booking, not just "use a transaction"?

The mechanism is an atomic conditional update, never a read-then-write from application code:

UPDATE seats SET status='held', held_by=$user, hold_expires=now()+interval '10 min', version=version+1
WHERE id=$seat_id AND status='available' AND version=$expected_version

If zero rows are affected, someone else already got there first, and the client is told immediately to pick a different seat. This is optimistic concurrency control: no long-held lock, just a compare-and-swap at the row level, which scales far better than a pessimistic lock under heavy contention on a small set of hot rows. An often faster-under-load alternative is Redis SET seat:{id} {user_id} NX EX 600, set-if-not-exists with a TTL, as the actual hold mechanism, with the database as the durable record synced asynchronously behind it. That trades a small window of eventual consistency for much higher throughput on the hottest path.

Remember: a single-row atomic compare-and-swap is enough here because the entire contested resource, one seat, lives on one row. No distributed lock, no two-phase commit needed.

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Why does a hold-then-checkout flow matter, and who cleans up an abandoned hold?

Never sell in one atomic step straight from browsing to sold. Always route through an explicit, time-boxed hold. This gives a buyer a fair window to complete payment without another buyer racing them for the same seat, while guaranteeing the hold expires, via the hold_expires field plus a background reaper, or the Redis TTL doing it automatically, so a seat never gets permanently stuck when someone abandons checkout.

That reaper existing independently of any client action is critical. Never rely on a client calling /seats/release to free inventory, since clients disappear constantly: a closed tab, a crashed app, a lost connection. If payment fails or times out after a hold was granted, the seat has to return to available promptly, either because checkout explicitly releases it on failure, or, more safely, because the expiry reaper reclaims it regardless of whether checkout cleaned up after itself.

How does the waiting room actually help, and how big should it be?

For an extreme-demand on-sale, admitting all 500,000 simultaneous requests straight into seat selection would overwhelm the seat-locking path with near-total contention and wasted work, since most requests are guaranteed to lose anyway. Instead, a waiting room admits users into seat selection at a controlled rate matched to actual checkout throughput, a few thousand at a time, admitting more as holds expire or orders complete. This is implemented as a queue, either FIFO by join order or randomized to avoid rewarding the fastest-clicking bots. Its real contribution is moving contention out of the database and into a much cheaper "am I admitted yet" polling loop.

Size the admission rate against observed checkout completion throughput, not raw incoming demand. If checkout reliably completes in an average of T seconds and you want, say, 10,000 users actively in the funnel at once, admit new users at roughly 10,000/T per second, adjusting dynamically based on real-time completion and hold-expiry rates so the admitted pool neither starves nor overwhelms the seat-locking layer.

How do you stop bots from scalping past the queue?

Layer several imperfect measures together, since no single one solves it alone: rate-limit queue-join per IP or account, require authentication before entering the queue to raise the cost of running many bot accounts, add a CAPTCHA or proof-of-work at the join step, and cap tickets per account per event. Naming the layered approach, rather than claiming any single measure "solves" scalping, is the strong interview answer.

Trade-offs and follow-up questions

Decision Benefit Cost
Optimistic concurrency (compare-and-swap on the seat row) No long-held locks, scales under contention The client must handle "someone else got it" and retry seat selection
Redis-based holds with a TTL Very high throughput, automatic expiry A second system that must stay consistent with the database's source of truth
Waiting room before seat selection Keeps database contention bounded regardless of demand spike size Adds latency and complexity for the common case where a queue isn't even needed
Explicit hold-then-checkout Fair, prevents an accidental double-sell during payment processing Seats sit "held but unsold" during the hold window, temporarily reducing visible availability

Q: Two users click "buy" on the same seat within milliseconds of each other. Walk through exactly what happens. A: Both requests race to the same atomic conditional update, or the same Redis SETNX. The underlying store guarantees only one succeeds. The losing request gets zero rows affected, or a false, and is immediately told the seat is unavailable, prompting reselection. No distributed lock or two-phase coordination is needed, since the entire contested resource lives on a single row.

Q: How do you decide the waiting room's admission rate? A: Match it to observed checkout completion throughput, not to raw incoming demand, adjusting dynamically based on real-time completion and hold-expiry rates so the admitted pool neither starves nor overwhelms seat locking.

Q: What happens if the waiting room service itself goes down during a major on-sale? A: The waiting room should be a thin, horizontally scalable, mostly stateless layer, with queue state in a distributed store rather than in process memory, so it's the easiest component to scale out and recover. It should fail toward "hold everyone in queue" rather than "let everyone through," since the seat-locking layer's correctness matters more than the waiting room's availability. An outage should degrade to slower admission, never bypass the queue into the contested path.

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Course progress

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On this page

  • Requirements
  • Estimates
  • API
  • Data model
  • High-level design
  • Deep dives
  • How do you actually prevent double-booking, not just "use a transaction"?
  • Why does a hold-then-checkout flow matter, and who cleans up an abandoned hold?
  • How does the waiting room actually help, and how big should it be?
  • How do you stop bots from scalping past the queue?
  • Trade-offs and follow-up questions