Walmart SDE-3 Interview Experience (1.10 YOE | DSA + LLD + HLD)
Summary
I recently attended the Walmart SDE-3 interview process with 1 year 10 months of experience. The process included rounds on DSA, LLD, and HLD, but I was ultimately rejected due to over-engineering in the HLD round.
Full Experience
Walmart SDE-3 Interview Experience (1.10 YOE | DSA + LLD + HLD)
Hi everyone,
I recently attended the Walmart SDE-3 interview process. I currently have 1 year 10 months of experience at a fintech startup.
Here’s a detailed breakdown of the rounds:
🔹 Round 1 – DSA (Graphs)
Question 1: Number of Islands
Follow-up: Modify the solution to count unique island shapes
Focus Areas:
- DFS / BFS traversal
- Grid traversal patterns
- Connected components
- Encoding island shapes (relative positioning technique)
- Time & space complexity discussion
Difficulty: Medium → Medium-Hard (because of the follow-up)
🔹 Round 2 – LLD (Java)
Design a ThreadPoolExecutor (similar to Java’s internal implementation)
Asked to cover:
- Class diagram
- Relationships between classes
- Important variables and methods
- Internal data structures
- Thread lifecycle management
- Task submission and execution flow
- Concurrency handling and synchronization
- Rejection policies
Key Components Discussed:
- Worker class
- BlockingQueue for task storage
- Runnable tasks
- Core pool size vs Maximum pool size
- Keep-alive time
- Thread reuse
- Graceful shutdown
Concepts Tested:
- Java concurrency
- Object-oriented design
- SOLID principles & Design patterns explanation with examples
- Race conditions & synchronization strategies
This round was deep and required strong understanding of internal working, not just surface-level usage.
🔹 Round 3 – HLD
Design an Online Chess Game System
Functional Requirements:
- Users can create and join matches
- Real-time gameplay
- Ranking system for each user
- Leaderboard updates in near real-time
- Two types of ranking:
- Global Rank
- Local Rank
High-Level Design Discussion:
- WebSockets for real-time move updates
- Matchmaking service
- Game service to maintain board state
- Persistent storage for matches and user stats
- Ranking calculation (ELO-based approach)
- Leaderboard service (Redis Sorted Sets for fast rank computation)
- Scalability considerations
- Handling concurrent games
- Low-latency updates
Concepts Tested:
- Distributed systems
- Real-time architecture
- Caching strategies
- Horizontal scalability
- Consistency vs availability trade-offs
3rd went pretty well until last 10 mins, in last 10 mins I over engineered and made design complex for scaling - so as expected I got negative feedback for this round and got rejected.
Overall Experience
The process was very well-rounded and tested:
- ✅ Strong DSA fundamentals
- ✅ Deep concurrency & LLD knowledge
- ✅ Real-time system design and scalability thinking
It was a great learning experience.
Interview Questions (3)
Number of Islands with Unique Shapes Follow-up
Question 1: Number of Islands
Follow-up: Modify the solution to count unique island shapes
Focus Areas:
- DFS / BFS traversal
- Grid traversal patterns
- Connected components
- Encoding island shapes (relative positioning technique)
- Time & space complexity discussion
Design a ThreadPoolExecutor
Design a ThreadPoolExecutor (similar to Java’s internal implementation)
Asked to cover:
- Class diagram
- Relationships between classes
- Important variables and methods
- Internal data structures
- Thread lifecycle management
- Task submission and execution flow
- Concurrency handling and synchronization
- Rejection policies
Key Components Discussed:
- Worker class
- BlockingQueue for task storage
- Runnable tasks
- Core pool size vs Maximum pool size
- Keep-alive time
- Thread reuse
- Graceful shutdown
Concepts Tested:
- Java concurrency
- Object-oriented design
- SOLID principles & Design patterns explanation with examples
- Race conditions & synchronization strategies
This round was deep and required strong understanding of internal working, not just surface-level usage.
Design an Online Chess Game System
Design an Online Chess Game System
Functional Requirements:
- Users can create and join matches
- Real-time gameplay
- Ranking system for each user
- Leaderboard updates in near real-time
- Two types of ranking:
- Global Rank
- Local Rank
High-Level Design Discussion:
- WebSockets for real-time move updates
- Matchmaking service
- Game service to maintain board state
- Persistent storage for matches and user stats
- Ranking calculation (ELO-based approach)
- Leaderboard service (Redis Sorted Sets for fast rank computation)
- Scalability considerations
- Handling concurrent games
- Low-latency updates
Concepts Tested:
- Distributed systems
- Real-time architecture
- Caching strategies
- Horizontal scalability
- Consistency vs availability trade-offs