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You can create items but fail to pay for them. Then they will not show up for anyone else.
I think that's a bug. Should probably be fixed asap.
It's not a bug, it always worked like that.
The ids are sequential, and you can always still pay for an item.
Once an id was assigned, it's gone.
It's more complicated than just unpaid items or deletions. Rollbacks after inserts also leave "holes" in sequences.
Because smallserial, serial and bigserial are implemented using sequences, there may be "holes" or gaps in the sequence of values which appears in the column, even if no rows are ever deleted. A value allocated from the sequence is still "used up" even if a row containing that value is never successfully inserted into the table column. This may happen, for example, if the inserting transaction rolls back.
Afaik the best we can say about sequences is that they're monotonically increasing (if NO CYCLE is used (which is the default)).
The id is not the item count. It's a rough overestimate of the item count.
You could just make a temporary buffer (new table) until the item paid.
I bet that's a pain in the ass. Any way to know the real number of paid items right now?
What about a sudden spike in total daily items?
Is SN going parabolic all of a sudden?
THE RETAIL IS COMING!
lol, cope
If you give a look at recent/all, there's certainly a new wave of stackers who are creating items. And the old ones have also been more activated. Certainly it looks like the rough patch has been mended all of a sudden.
Copium and hopium
Yes, I also think so. The way daily item numbers have increased in last two days, it's more likely a bug.
Even then I think @ek has suggested how we can manipulate that market and make profit.
Should we try it?
I have no insider information - I tired to bribe @ek but he refused to divulge any intel 😈.
After we found out that unpaid items are getting queued up, there's gotta be a way to figure out the exact numbers. Otherwise, the whole market's screwed. This is trickier than it looks, because you just assumed there were "X" items when you opened the market, but turns out it was "X minus Y." I figure the right way to fix the market is to do: items at the start of the market + new items - unpaid items from the start of the market.
Ahh! Didn't know that.
Is there any chance of improving this to 'no item creation' for 'failing to pay'?
I can't say who's putting his finger where but the item count has definitely increased in the last two days. And I know that some items are missing..
For example: #1033158
#1033159