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LtRandolph
searching PlanetScale…
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4 ms
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by
LtRandolph
8y ago
We certainly can't know for certain. But we've had a significant, measurable reduction in CPU cost due to "hidden" memory allocations from things like passing a char* into a function that takes a std::string and stuff li
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LtRandolph
8y ago
I'm not surprised at all to hear that I have blind spots outside of "dev". I've been working on shipping games for a decade, so I'm very fixated on the types of stuff I run into day-to-day in that dev process.
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LtRandolph
8y ago
Agreed; this is a really interesting perspective. It points to how different applications yield different optimizations. Base 60 is fucking cool. I really like musing on how we arrived at the duration of a second. I stand by the assertion t
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LtRandolph
8y ago
Oooh, I like that a lot. Thanks!
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LtRandolph
8y ago
While we're not perfect, I'm happy to defend this decision. ;-) We did a ton of tracing and perf/memory captures to identify that string allocations were a significant drain in many locations in the code. We don't see th
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LtRandolph
8y ago
Point taken. I maintain that the blind spot is still local debt. ;-)
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LtRandolph
8y ago
I definitely agree that keeping data migration in mind at a foundational level can be very helpful. The ability to run scripts/regexes easily against the data can make it easier to reason about the consequences of your data, too.
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by
LtRandolph
8y ago
Yeah, trusting developers to use their time wisely given a high-level alignment on the big goals can be very powerful. One of our struggles on the individual level is the uncertainty of "is this the little feature that will take the ch