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lackattack wrote:I have concluded that the underlying key should remain a plain old number. For one thing, that makes it easy for the database to auto-increment. Any change to underlying key would require too much re-coding of many parts of the website and may affect performance.
... <snip> ... I also realized that since the underlying number ain't gonna change, this can remain on my to-do list until we are way past game 1M. And so it probably will as I work on other stuff which I think we need more urgently
lackattack wrote:Now that game 1M is around the corner I finally took some time to ponder these suggestions for our game numbering system.
I have concluded that the underlying key should remain a plain old number. For one thing, that makes it easy for the database to auto-increment. Any change to underlying key would require too much re-coding of many parts of the website and may affect performance.
Having said that, we can "hide" the underlying game# and show a shorter key as long as it can be translated back and forth to the real number.
So hexadecimal and A999999 and AAZ would work. TCLA-xxxxxx and MMYYxxxxxx would not.
I also realized that since the underlying number ain't gonna change, this can remain on my to-do list until we are way past game 1M. And so it probably will as I work on other stuff which I think we need more urgently
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