My first instinct was a queue and I said so out loud, which was fine for the basic case.
Use a deque to store hits as (timestamp, count) pairs, merging hits with the same timestamp. On query, evict all entries older than the window from the front, then return the sum of counts in the deque. This ensures both operations are amortized O(1) and queries don't scale with total hits.
Pro tip: Mention that this design is essentially a sliding window counter and can be extended to distributed settings using sharding and aggregation, which is relevant for large-scale systems like Roblox.
Confirm that timestamps are strictly increasing, multiple hits can share the same timestamp, and the window is fixed at 300 seconds. Ask about expected scale and whether concurrency is a concern.
Select a deque (double-ended queue) to store hits in chronological order, allowing efficient removal of expired hits from the front and addition of new hits to the back.
Merge hits with the same timestamp into a single entry with a count to reduce memory usage and speed up queries.
For record(timestamp), append or update the last entry if timestamps match. For query(timestamp), evict entries older than timestamp - 300, then return the sum of counts in the deque.
Explain that both operations are amortized O(1) because each hit is added and removed at most once. Discuss edge cases like empty deque, hits exactly at the boundary, and large bursts.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.