How many row max have you imported in csv? (survey)

stefdelecstefdelec Member, PRO Posts: 146
edited April 2015 in Working with GS (Mac)

Hi,

I am having big trouble importing very large csv file (360 000)=> crash. I contacted GS support and they suggested me to try to import the file with 30 000 rows then 40 000 rows...untill 360 000! In a nutshell: do it yourself!
I don't know if GS crashes because of my file (illegal character) or too many rows.

Therefore I am asking you: (it will give me a hint)!

How many rows/col/cells max did you import? (I just want numbers)

Thanks

Stéphane.

Comments

  • SummationSummation Member, PRO Posts: 476

    @stefdelec Try making a test file where you import some of those characters you use but in a very small file to see if it works, first. Then, if it does, it stands to reason that the size is the limitation, not the characters.

  • stefdelecstefdelec Member, PRO Posts: 146
    edited April 2015

    with 40 000rows, sometimes it works... sometimes it doesn't... What to conclude?

    There is no any logic. So I am trying to gather information by myself because GS support is pretty useless.

  • SummationSummation Member, PRO Posts: 476

    @stefdelec Why not break up your large file into many smaller files with 30k rows each? You would only need to account for 12 tables that way.

    Or, how about moving the rows to a new column after a certain number of rows?
    So you could have a file with 3600 rows and 100 columns and this would be the equivalent of a csv with 360k rows and 1 column.

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    What version of GS are you using? I had trouble importing a big CSV file with the stable release, but with the 0.13.9 RC it works fine. Takes a while, but it works.

    Mental Donkey Games
    Website - Facebook - Twitter

  • stefdelecstefdelec Member, PRO Posts: 146

    It is a dictionnary. I will split into 26 column... ;-).
    Thanks all for your answer.

    GS support answered me with a better answer. They tried with my csv and succeed to manage 100 000 rows but it took 25min.

  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803

    If you want to take a shortcut, there is this spell checker dictionary on marketplace.

    http://marketplace.gamesalad.com/#query=gameteamone&product=31539
    243k words, logic to figure out how to quickly search the tables, and smaller segments of tables broken down into word length.

    244 rows and 999 columns still takes a while to import, but you don't really need to do that if there is a template that already works with it and has it. :)

  • LovejoyLovejoy Member Posts: 2,078

    Going hardcore today. That mortgage coming up.

    Fortuna Infortuna Forti Una

  • MantoManto Member Posts: 796
    edited April 2015

    @stefdelec
    I just made a python script that does the conversion. Creating a table from a file with over 580 000 words (to rows) took about 0.5 seconds. It only creates 1D tables, but if you want to give it a try let me know.

  • SummationSummation Member, PRO Posts: 476

    @CodeMonkey

    Just had an idea for an updated word template... why not incorporate some network behaviors that check for the validity of a word by querying an online database?

    I imagine this would drastically reduce the game's footprint and loading time.

    You could sell this version alongside your existing version as an online-only complement to the original.

  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803

    @Summation maybe. Depending on the game type. If you have a game like HexWords that we have out for iPad, speed at determining word validity is need. Hitting a server every time a letter is added or removed would make game play terrible, especially if you don't have network connectivity. If you had a game like Scrabble where it only checks the word only when you submit, it wouldn't be as bad.
    Once a table is in the project, it shouldn't affect the load time much.

  • SummationSummation Member, PRO Posts: 476

    @CodeMonkey said:
    Summation maybe. Depending on the game type. If you have a game like HexWords that we have out for iPad, speed at determining word validity is need. Hitting a server every time a letter is added or removed would make game play terrible, especially if you don't have network connectivity. If you had a game like Scrabble where it only checks the word only when you submit, it wouldn't be as bad.
    Once a table is in the project, it shouldn't affect the load time much.

    I was thinking about a multiplayer game where, using the HexWords example, both players would see the exact same game screen. The game would then give both players a word to find, and the server connectivity would be used to figure out who found the word first. You could do something like a best of 3, etc.

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