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When I tested it with a lot of log files I got this error:Code: [Select]Parsing logs to get kills......<br /><b>Fatal error</b>: Allowed memory size of 134217728 bytes exhausted (tried to allocate 549 bytes) in <b>/var/www/web0/html/files/update.php</b> on line <b>84</b><br />
Parsing logs to get kills......<br /><b>Fatal error</b>: Allowed memory size of 134217728 bytes exhausted (tried to allocate 549 bytes) in <b>/var/www/web0/html/files/update.php</b> on line <b>84</b><br />
Quote from: bja888 on September 14, 2007, 10:40:38 amThere where so many inner joins in the code I had to maintain for my last job. It drove me crazy. The whole app was so poorly put together and they would join 3 tables for 3 sql query's on one page.f***ing hated it. Not using joins is cleaner code in my opinion.I'm sorry about your poor experience. Sounds like your business was using joins incorrectly. If used correctly, joins can increase performance. They also make it very easy to spot table relationships.
There where so many inner joins in the code I had to maintain for my last job. It drove me crazy. The whole app was so poorly put together and they would join 3 tables for 3 sql query's on one page.f***ing hated it. Not using joins is cleaner code in my opinion.
No player will ever reach 10^7 kills, let alone 10^100 kills. With that in mind, you might consider UNSIGNED MEDIUMINT(10) to speed up your statistics. This data type will store any number up to 16,777,214. Remember, the number between the parentheses doesn't change how much can stored, just how the number is displayed in the admin. See more information in the official MySQL Numeric Types documentation.
@Yeah, unsigned might be better. The INT(100) allows for a 100 digit number. I suppose someone killing a hell of a lot might require this, but maybe not.
@BlueDog:Yes, the next release will check the file modification time so it runs faster by skipping untouched files.Go ahead, modify it in whatever way you want for your needs, just make sure I am credited for making it somewhere.
--- 07-10-02 23:53:30[MAsAR] PerroAZULGrenade
As a 3 byte integer, from a CPU standpoint, will have problems, first and foremost being allignment stalls, due to a 3 byte number not being supported natively. So code to access it will always run slower. Even if it is in actuality stored as a 4 byte integer to prevent allignment stalls, it will still have the overhead of checking for overflows in software, whereas a 4 byte integer could be checked efficiently in hardware. So a 3 byte integer will always be slower than a 4 byte integer. Unless memory bandwidth holds you back.
I've got some interesting errors. http://elitectf.com/zombiestatsI've got gun names switched with player profiles and when I run the update script every so often it's saying that no new entries are found but there's always people in the server (including myself I checked to make sure) registering kills. No updates though Maybe because of the layout switch and the removal of top 10 ranks?
I appreciate you putting some time in to help resolve this.
(PS: Did you like the dedicated signature image I made for the server? )
One thing though, why do the weapon images not appear anywhere on the site?