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Cake day: July 17th, 2023

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  • Basically scripts you can run on the fly to pull calculated data. You can (mostly) treat them like tables themselves if you create them on the server.

    So if you have repeat requests, you can save the view with maybe some broader parameters and then just SELECT * FROM [View_Schema].[My_View] WHERE [Year] = 2023 or whatever.

    It can really slow things down if your views start calling other views in since they’re not actually tables. If you’ve got a view that you find you want to be calling in a lot of other views, you can try to extract as much of it as you can that isn’t updated live into a calculated table that’s updated by a stored procedure. Then set the stored procedure to run at a frequency that best captures the changes (usually daily). It can make a huge difference in runtime at the cost of storage space.



  • doctordevice@lemm.eetoProgrammer Humor@lemmy.mlCheckmate
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    9 months ago

    Yeah, I’m very confused by this. Why do the users notifying IT have to do the training?

    I’ve worked a help desk before, while after dozens of people sending it in we don’t really need it forwarded anymore, people don’t know that until we get the I’d still rather people forward it than click it. Ignore and delete is best since I guarantee someone will forward it to IT, but forwarding (even forwarding and asking) is never bad and demonstrates good awareness.


  • doctordevice@lemm.eetoGaming@lemmy.mlANTI-UNITY STRATEGY
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    10 months ago

    This strategy can backfire if your game gets popular enough. If both versions are counted separately and they each pass 1mil downloads and the 12 month revenue threshold then you’re paying the higher per-install fee brackets twice.

    To demonstrate, let’s imagine a game like this has 4 million installs in the first year and uses the Enterprise plan for the best pricing structure.

    Scenario A: single version

    • First 1,000,000 @ $0.00: $0
    • 1,000,001-1,100,000 @ $0.125 : $12,500
    • 1,100,001-1,500,000 @ $0.06 : $24,000
    • 1,500,001-2,000,000 @ $0.02 : $10,000
    • 2,000,001-4,000,000 @ $0.01 : $20,000
    • Total cost: $66,500

    Scenario B: two versions priced separately, 2 mil installs each

    Each one is the first four lines above, so the total cost is $46,500*2 = $93,000

    In either scenario, additional installs beyond these 4 million cost $0.01 each (regardless of which game it’s installed on). There’s a fine line of staying below the annual revenue thresholds (or not too far above) where this strategy does save you money.