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Azure elastic pool: Can I create as many databases as I want?

I am sitting here trying to figure out what the elastic pool in Auzre gives me. I have a customer that wants a guess on pricing if the move to Azure. They have 3 databases, on a server. The server has 96 GBs of RAM and a 3.4 Ghz processor. That is all i know. The three databases is sharing these specs, and each database has it own area of expertise:

  1. one database handles all the CMS data
  2. the second database handles all the commerce data
  3. the third database is a database that stores user info, etc – all data that doesnt fit the two others

I think the usage pattern is pretty diverse, so sometimes the commerce is using a lot of RAM and CPU, other times it is the CMS etc.

I dont think they fit well into a single database, because they are going to need three big databases then, and almost all of them is going to be under utilized all the time. So I thought about elastic pools.

The describtion of ealstic pools fits the above very well: all databases shares eDTUs. Perfect! But one thing the docs doesnt describe is: do i pay for the elastic pool AND pr database? Or do I just create databases on the fly, and all of them shares, that is: the databases is free, but you pay for the eDTU.

I have read this https://docs.microsoft.com/en-us/azure/sql-database/sql-database-elastic-pool – but they don’t describe it.

Hope someone can give me some more info.

Find the max partition of unique elements where each element corresponds to the set pool containing that element

Given a list of sets:

a b c -> _ c d   -> d b d   -> b a c   -> a a c   -> c 

The objective is to find the max partition of unique elements with each element corresponding to the set containing that element.

I was thinking about ordering the elements in n * log(n) based on occurrence in other groups and then iteratively start with the lowest, and reorder the list each time based on subtracting the occurrences of other elements within the lists containing the removed element. We are able to do so, as each unique element contains a set of pointers to the lists where the element is contained in.

I can store the unique elements with its occurrences in a Min-Heap, where each unique element has handler to the node within the Min-Heap, thus we can remove the min and also decrease the key one for others within the same list as the contained element in log(n) giving that we have it’s handler.

Is the approach feasible at all, if not, what approach I can make use of?

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Page error on first load after an app pool recycle

Any web part page throws an error the first time its loaded after the app pool recycles. Refreshing the page will then bring it up fine, and everything works until the next time the app pool is recycled. Pages that are not web part pages do not throw errors and load fine. For example, settings.aspx works fine, a newly created page with no web parts added will throw an error one time after an app pool recycle.

This also happens in central admin. Monitoring.aspx has web part zones, but no web parts, and throws an error. Pages like “manage servers in this farm”, _admin/farmservers, works fine.

The log has the generic error of “Unexpected System.ArgumentException: Value does not fall within the expected range.”, which I think is usually associated with custom solutions, but again, this occurs on pages with no customizations. Before this error in the log are many entries with “Config cache Name lookup failure in derived cache for…”. I’ve cleared the SP Config Cache, though that did not resolve the issue.

Any suggestions?

This is SharePoint 2019

How can I model this “Party Draft Pool” ability score generation method in AnyDice?

I’m looking to model an alternate to the “4d6, drop the lowest” mechanic for determining ability scores.

The proposed system works as follows:

  1. 4 players roll 4d6, drop the lowest x 6 [24 total].
  2. Combine these results into a stat pool.
  3. Players then roll initiative (1d20).
  4. Players select stats in “snake order” [1, 2, 3, 4, 4, 3, 2, 1, 1, 2…]
  5. Players assign stats to ability scores as desired.

(I am thinking this is a good way to have fun rolling dice without the inter-party balance issues of straight 4d6, drop 1.)

Obviously for modeling, this can be simplified:

  1. Roll 24 d [highest 3 of 4d6]
  2. Rank the dice
  3. Loop Player 1..4 and assign values per “snake order”, assuming highest available is always selected
  4. Output of 6 abilities per player (or of only player 1 vs player 4)

How do I model the probability distribution of the above in Anydice? I’m getting hung up on the syntax.

How can I model this “Party Draft Pool” ability score generation method in AnyDice?

I’m looking to model an alternate to the “4d6, drop the lowest” mechanic for determining ability scores.

The proposed system works as follows:

  1. 4 players roll 4d6, drop the lowest x 6 [24 total].
  2. Combine these results into a stat pool.
  3. Players then roll initiative (1d20).
  4. Players select stats in “snake order” [1, 2, 3, 4, 4, 3, 2, 1, 1, 2…]
  5. Players assign stats to ability scores as desired.

(I am thinking this is a good way to have fun rolling dice without the inter-party balance issues of straight 4d6, drop 1.)

Obviously for modeling, this can be simplified:

  1. Roll 24 d [highest 3 of 4d6]
  2. Rank the dice
  3. Loop Player 1..4 and assign values per “snake order”, assuming highest available is always selected
  4. Output of 6 abilities per player (or of only player 1 vs player 4)

How do I model the probability distribution of the above in Anydice? I’m getting hung up on the syntax.

How can I model this “Party Draft Pool” ability score generation method in AnyDice?

I’m looking to model an alternate to the “4d6, drop the lowest” mechanic for determining ability scores.

The proposed system works as follows:

  1. 4 players roll 4d6, drop the lowest x 6 [24 total].
  2. Combine these results into a stat pool.
  3. Players then roll initiative (1d20).
  4. Players select stats in “snake order” [1, 2, 3, 4, 4, 3, 2, 1, 1, 2…]
  5. Players assign stats to ability scores as desired.

(I am thinking this is a good way to have fun rolling dice without the inter-party balance issues of straight 4d6, drop 1.)

Obviously for modeling, this can be simplified:

  1. Roll 24 d [highest 3 of 4d6]
  2. Rank the dice
  3. Loop Player 1..4 and assign values per “snake order”, assuming highest available is always selected
  4. Output of 6 abilities per player (or of only player 1 vs player 4)

How do I model the probability distribution of the above in Anydice? I’m getting hung up on the syntax.