Re: New Game Numbering System [Pending]
Posted: Wed Jun 25, 2008 11:48 pm
copy and paste works on all numbers even a mil.... 
Conquer Club, a free online multiplayer variation of a popular world domination board game.
http://www.tools.conquerclub.com/forum2/
http://www.tools.conquerclub.com/forum2/viewtopic.php?t=23734
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
cicero wrote:* so that he could do "BOOB" is a word you can make in hex jokes ...
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