Cinctive Capital Management LP Makes New $12.95 Million Investment in MongoDB, Inc …

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Cinctive Capital Management LP acquired a new stake in shares of MongoDB, Inc. (NASDAQ:MDBFree Report) during the 4th quarter, according to its most recent Form 13F filing with the Securities and Exchange Commission (SEC). The firm acquired 55,620 shares of the company’s stock, valued at approximately $12,949,000. Cinctive Capital Management LP owned 0.07% of MongoDB as of its most recent SEC filing.

Several other institutional investors also recently bought and sold shares of the business. Hilltop National Bank boosted its holdings in shares of MongoDB by 47.2% in the 4th quarter. Hilltop National Bank now owns 131 shares of the company’s stock valued at $30,000 after buying an additional 42 shares in the last quarter. NCP Inc. purchased a new stake in MongoDB during the fourth quarter valued at approximately $35,000. Continuum Advisory LLC boosted its stake in MongoDB by 621.1% in the third quarter. Continuum Advisory LLC now owns 137 shares of the company’s stock valued at $40,000 after acquiring an additional 118 shares in the last quarter. Versant Capital Management Inc boosted its stake in MongoDB by 1,100.0% in the fourth quarter. Versant Capital Management Inc now owns 180 shares of the company’s stock valued at $42,000 after acquiring an additional 165 shares in the last quarter. Finally, Wilmington Savings Fund Society FSB purchased a new position in MongoDB in the third quarter worth $44,000. 89.29% of the stock is owned by hedge funds and other institutional investors.

Analyst Upgrades and Downgrades

A number of research firms have recently weighed in on MDB. Barclays lowered their price objective on MongoDB from $330.00 to $280.00 and set an “overweight” rating for the company in a research report on Thursday, March 6th. China Renaissance began coverage on MongoDB in a report on Tuesday, January 21st. They issued a “buy” rating and a $351.00 price target for the company. The Goldman Sachs Group lowered their target price on shares of MongoDB from $390.00 to $335.00 and set a “buy” rating for the company in a research note on Thursday, March 6th. Scotiabank restated a “sector perform” rating and set a $240.00 price target (down previously from $275.00) on shares of MongoDB in a research note on Wednesday, March 5th. Finally, Morgan Stanley lowered their price objective on shares of MongoDB from $350.00 to $315.00 and set an “overweight” rating for the company in a research note on Thursday, March 6th. Seven investment analysts have rated the stock with a hold rating, twenty-four have assigned a buy rating and one has given a strong buy rating to the company. According to MarketBeat, MongoDB has a consensus rating of “Moderate Buy” and an average price target of $312.84.

Check Out Our Latest Analysis on MongoDB

MongoDB Price Performance

NASDAQ MDB traded down $8.95 during trading hours on Friday, reaching $154.39. The company’s stock had a trading volume of 3,888,420 shares, compared to its average volume of 1,758,640. The firm has a market capitalization of $12.53 billion, a price-to-earnings ratio of -56.35 and a beta of 1.49. MongoDB, Inc. has a 1-year low of $151.67 and a 1-year high of $387.19. The company’s 50-day moving average is $236.68 and its two-hundred day moving average is $262.08.

MongoDB (NASDAQ:MDBGet Free Report) last released its earnings results on Wednesday, March 5th. The company reported $0.19 EPS for the quarter, missing analysts’ consensus estimates of $0.64 by ($0.45). MongoDB had a negative return on equity of 12.22% and a negative net margin of 10.46%. The company had revenue of $548.40 million for the quarter, compared to analysts’ expectations of $519.65 million. During the same period in the prior year, the firm earned $0.86 EPS. Equities analysts forecast that MongoDB, Inc. will post -1.78 EPS for the current fiscal year.

Insider Buying and Selling at MongoDB

In related news, insider Cedric Pech sold 1,690 shares of the company’s stock in a transaction dated Wednesday, April 2nd. The shares were sold at an average price of $173.26, for a total value of $292,809.40. Following the completion of the sale, the insider now owns 57,634 shares of the company’s stock, valued at approximately $9,985,666.84. This represents a 2.85 % decrease in their ownership of the stock. The sale was disclosed in a document filed with the SEC, which can be accessed through this link. Also, CAO Thomas Bull sold 301 shares of MongoDB stock in a transaction dated Wednesday, April 2nd. The stock was sold at an average price of $173.25, for a total transaction of $52,148.25. Following the transaction, the chief accounting officer now directly owns 14,598 shares in the company, valued at $2,529,103.50. This trade represents a 2.02 % decrease in their ownership of the stock. The disclosure for this sale can be found here. In the last 90 days, insiders have sold 58,060 shares of company stock worth $13,461,875. Corporate insiders own 3.60% of the company’s stock.

About MongoDB

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MongoDB, Inc, together with its subsidiaries, provides general purpose database platform worldwide. The company provides MongoDB Atlas, a hosted multi-cloud database-as-a-service solution; MongoDB Enterprise Advanced, a commercial database server for enterprise customers to run in the cloud, on-premises, or in a hybrid environment; and Community Server, a free-to-download version of its database, which includes the functionality that developers need to get started with MongoDB.

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Institutional Ownership by Quarter for MongoDB (NASDAQ:MDB)

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Presentation: Building Inclusive Mini Golf: A Practical Guide to Accessible XR Development

MMS Founder
MMS Colby Morgan

Article originally posted on InfoQ. Visit InfoQ

Transcript

Morgan: Several years ago, I attended an XR conference. Similar to this is an event where every room’s buzzing with excitement, where you have developers and tech enthusiasts gathered to share the latest and greatest in the immersive space. I was there to network, meet with some colleagues, see some different presentations. As I navigated the halls, and I talked with people, specifically with my white cane, I could feel the glances, and almost like a quiet curiosity about me. It’s a feeling myself and many disabled people have grown accustomed to.

The feeling of standing out in spaces that you don’t feel like you belong, standing out in spaces that don’t feel like they were designed for you. As a visually impaired person, I’ve navigated spaces and systems that feel like they’re pushing back against me, both physically and digitally. While at the event, I was waiting for a presentation to begin, and someone came up to me and asked, “Why are you here?” I responded, “I’m the technical director at Mighty Coconut”. He interrupted me, he’s like, “No, I mean, why are you here?” I was thrown off by the question, because I realized he wasn’t asking about why I was there, he was asking why someone like me was there. He didn’t mean the question maliciously, but as we started talking, it became clear he just didn’t understand why someone with a visual impairment would want to be part of a field so dominated by visuals. We started talking and walked him through that, for me, XR isn’t just about the visuals, the sight, it’s about experience, interaction, and presence.

The irony is, for me, I can see better in VR than I can in real life. Just in general, XR, with some of the tools we saw with AR, this technology augments my ability to interact with the world in ways that I normally couldn’t. Because VR lets me shape my experience to meet my needs, something the physical world rarely allows. That’s why I’m really passionate about just XR in general, and just this new wave of interfaces, because it’s going to unlock a lot for people.

Background

I want to share my journey, not just as a visually impaired user of XR technologies, but someone actively working in the space to make it more accessible and inclusive. I’m going to walk through some practical and technical examples we use at Mighty Coconut to make the products we make accessible and inclusive. I’m Colby Morgan. I’ve been working in the XR space for quite a bit. U.S. Army veteran, Accessibility Advocate, I’m really passionate about the space.

Walkabout Mini Golf, and Third Spaces

Are people familiar with, have heard about Walkabout before? Walkabout Mini Golf is a VR mini-golf game, got launched in September 2020, on the Quest platform. We’ve had a lot of success, and the platform’s grown a lot over the years. We’re now on pretty much every platform. We’re on the number one VR multiplayer experience. We really focused our core product on continual content releases by releasing a pair of new courses every six to seven weeks. Each of those courses takes about 10 months to develop from concept to launch. Then we have about 7 to 14 of those courses in active development at any given points. We’re very production pipeline focused, just keeping that as efficient as possible. We have a lot of that content continually coming out to users.

Over the years, we’ve started to focus more on the environments and the experience. Mini-golf has been a really great activity for people to get in, but we’re really starting to see the value that the experience is giving for users. We’re starting to see more users use Walkabout for connecting with family across the country, getting your grandparents in for weekly game nights, more folks using this for business meetings and connecting with folks, friends and family, different charity events, tournaments, really becoming a space. It’s this focus on this environment that we’ve had the opportunity to work with some really exciting partners. We got to work with Jim Henson to bring Labyrinth, Dark Crystal, and Fraggle Rock into the world of Walkabout. We’ve got to work with the artist over at Meow Wolf to bring one of their top attractions, Numina, their Denver facility into Walkabout. If you’ve never been to a Meow Wolf facility, I highly recommend. It is an amazing experience.

We got to work with Cyan as well to bring the mysteries and puzzles mechanics into Walkabout, that atmosphere. Then we had a blast working with Aardman to actually bring Wallace and Gromit to create two mini-golf courses inside of Wallace and Gromit’s house. We even got Feathers in there. Again, it’s this focus on the environments and the experience that’s really changed how we think about Walkabout and how we start designing more. The big part of that is really starting to think about this idea of virtual third spaces.

Are folks familiar with third spaces? The idea of third spaces got coined by this socialist, Ray Oldenburg. The idea of being a third space starts with the first place. First place is your home. It’s your community with your direct family. It’s those habits that you have at home. Your second place is your workplace. It’s where you physically go to work, but it’s also the connections that you have with your colleagues that you connect with every day. Third places are these magical, inclusive, informal environments that are not your home and they’re not your workplace, but where you go to connect with your community and relax and recharge. I think bars, cafes, coffee shops, libraries, parks, all that good stuff.

More and more, there’s emergence of virtual third spaces. We’ve had online communities, game communities for quite a while. The thing that XR brings is a whole new level of presence and connection with people that really takes this idea of a virtual third space to this next level. I think more inside the XR space, you see a big focus on the social aspect of connection and presence with people. This virtual third space just really highlights for us how important the inclusion and accessibility is just a cornerstone of what we’re designing in these environments. Because one of the key aspects of a virtual third space is it’s accommodating, accessible, and inclusive. Because you want it as easy as possible to get people to be able to participate in what they want and participate to the level that they want.

Design at the Core

These spaces obviously take a lot of work to create, and they just make themselves since they take a lot to design. It’s why design is really at the core of everything we’re doing at Mighty Coconut. For us, we’ve got a still relatively small team, but we have a lot of content we’re pushing out. It’s really important for us that these design core concepts for us is something that everyone on the team can embody and make sure that we’re keeping things moving in the right direction.

The first one for us is really the accessibility at the start. It’s really this mindset of, as you’re early in that pre-production phase, as you’re designing your products, whatever that is, really trying to think about how accessible this is going to be and how inclusive an environment you’re creating or a feature this is. It just becomes a really important bit. It’s part of that pre-production phase. It’s part of that thinking. Part of the benefit is there’s a lot of times you design around problems before they become problems. You don’t necessarily have to make features down the road. To make something more accessible, you solve problems again before they become problems.

The other big aspect for us that we see is, this mindset gives us what I always call invisible features. Invisible features are just features or design elements that add value or more access to users, but they’re seamlessly integrated in a way that the user doesn’t have to notice them. They can notice it, but the feature itself doesn’t require the user to notice it, to activate it, participate. It’s just there providing value for the users. For us, again, we’re mini-golf, so a handful of those examples that kind of really, I think, fit that model really well. We have our dynamic putter scaling. No matter how short or how tall you are, that putter is automatically, always dynamically changing height to fit whatever you need.

This also opens the door for people playing seated or playing from a wheelchair. Even we’ve talked with users who haven’t been able to get out of bed, but they’ve still been able to leverage this feature that adapts to them. That’s just really highlighting to, I think, a really core aspect of next-generation interfaces in general inside a lot of these new tech is just making things, designs and features that adapt to users.

Again, just that seamless adaption just adds so much value to users and to the overall experience. The other one of our invisible features is we always consider our one controller design. There are more things we could add if we had a second controller, but the ability of focusing on a single controller opens the door for a lot of things. It simplifies the learning curve for getting into the experience. Again, we have one controller, so only have half the amount of buttons that you have to teach or get folks familiar with. Then it’s also going to open the door for letting people play if they can’t use a second controller for whatever reason. Our users also discovered that one benefit of playing only needing one controller is you can also hold a drink while you play. A perfect example how inclusive design is better for everyone.

The next big piece for us is hopefully obvious, but it’s really about keeping it simple. Focusing your product, focusing your designs, so it’s really as simple as it can be. Especially XR in general, it’d be really hard to keep things simple just because there’s a lot of different features you can add. There’s a lot of effects, mechanics, but again, the power of being able to focus your product, focus your design down to something that’s really simple and really digestible for users, especially for the mindset of trying to get more people participating in your products.

Especially, as an entertainment company, we also understand that depth adds value. Simplicity can bring more users in, but depth can help keep users engaged longer. It’s really important you think about how you expose that depth and that complexity. That’s a big part we think about. For us, we use an approach of trying to think about each of these features and more complex interactions as layers that we allow players to discover. Just like Trek says, immersive features are like onions, they have layers. Again, really focused on this layered approach. One gives you the ability to either create a clear path of how users discover this depth as they get deeper into the experience and they spend more time getting in.

The other aspect of this for us is really trying to keep our core experience really simple and intuitive, but we have these depths when players are ready. For us, it’s also letting players self-select when they’re ready for those depths. Again, we want our core experience to be as easy as possible to get in and participate. Again, we have these layers that users more or less self-select when they’re ready, it’s like, now I’m familiar how to use the joystick, I can do this type of interaction, but giving that. The other benefit of this approach is just the sense of discovery you give your users with your products. For not just games, but any type of product, the sense of discovering is such a fulfilling experience, that feeling of you’ve figured something out in a product, and it’s like, this is really cool, I finally figured out how to do this.

With these layers, you give more opportunities for that sense of discovery as users start living in your product more. The other benefit too we’ll cover is a lot more opportunities for community engagement. This one’s a big one for us as well. It creates more opportunities where players can teach other players. We always love seeing in our different user groups, we don’t explicitly tell anyone in the game, but there’s a way you can fly. We let that percolate just through our community. There are these magical moments of like, “I just got in and my friend just showed me how to do this, and it was this really cool experience”. You create this different layer of community engagement that really helps to expose those depths to the player. Again, if you can get your players or your users to teach themselves about the features, it’s going to be a lot better of an experience rather than just a text tutorial screen you could put in somewhere.

One of the good examples for us that really embodies that idea is our one button game. From the beginning, this was another really important element for us. We wanted Walkabout to be a one button game. You can play a whole game of golf and you can really participate with all the base feature sets with just one button, that’s the trigger. Early with Mighty Coconut when Walkabout was being developed, we saw how much that opened the door of getting people into the experience. Again, for people that are new to any new technology, you’re always going to have that barrier of getting people familiar with controllers, or joysticks, and different sequence of buttons. Simplifying that down to a single button gave us a lot, especially for just helping to grow that community. Especially from a family element, we love seeing is just people being able to just put the headset on a grandma and just pass her the controller and they can start playing.

Again, we use layers for depth. We still use the other buttons, but again, we keep our core experience simple just with that one button, but we leverage those other buttons for different more complex interactions like undoing your shot, you can pick up your ball. Again, like I said, you could fly as well. Again, we use layers. Some of them we intentionally tell the player about and some of those we don’t tell them. We let either through organic discovery themselves or through community discovery.

Features

Sometimes you need more accessibility tools that sometimes they can’t be necessarily super simple and sometimes you can’t get them in quite as integrated or seamless into the project as you’d want. It’s still really important to identify those areas where you need additional tools to expand access to the products you’re working on. Just walking through a handful of the ones that we’ve had a lot of success with our community with. Scaling UI. As a visually impaired user, I will encourage everyone for whatever product you’re on, if you can do scaling UI, you’ll make a lot of people happy. We definitely understand that depending on the product or the technology stack, the format, the libraries you’re working with, scaling can be difficult. It’s really about identifying what’s that critical core information that unlocks people being able to participate in them when you have.

For us, we really identified that we have our wristwatch UI. We always call it quick glance information. Think, especially from like the game world, a lot of times it’s your health bar. It’s the score. It’s all that little piece of UI that you just want to be able to quickly glance at just to get some context and then focus back. Again, when you make that UI super small for someone that’s visually impaired like me, it’s usually I’m having to spend a handful of times just focusing, putting my face in to see what that is. Being able to leverage that scale, specifically quick glance information like that unlocks a lot for users. Again, this is our wristwatch where we have, again, that quick glance information, your score, stroke, multiplayer information. We also have like a fox hunt where that text will scale bigger as well.

The other big feature we were excited to get in is magnifier. This was a tool that I had used for my own development. Just even designing, developing features, giving feedback. I was really excited to get this out to the users actually in the game itself. The powerful thing about a magnifier, not just in VR, really in any type of digital product is again, for any type of UI or anything that can’t necessarily be scaled, magnifier just unlocks that ability to zoom in or magnify whatever you need to look at. We have other gameplay elements that are scavenger hunts. We have lost balls and fox hunts. They’re just very much you search the environment. It was great hearing feedback about users of, this unlocked that experience for them, because they were able to use the environment, not just for reading UI, but they’re able to explore the environment at a deeper level as well.

One of the other interesting aspects when we were developing this too is I really wanted this to be as simple as possible to pull up because I didn’t want to have a complex interaction, because I didn’t want to disrupt that one button experience, especially for that core experience. We were looking at just leveraging how people normally hold a magnifier, and when you hold a magnifier, you’re just going to hold it like this. By having that enabled, just every time you hold it like this, your magnifier pops up. Again, it was an opportunity to simplify the experience. We didn’t have to add too much interaction and just rely on behaviors and patterns that people are already intuitively used to doing for this type of technology.

A little bit in the weeds, just some more interesting tidbits about this. Anyone developing these types of products, especially for a magnifier, smoothing is a really core element of that, especially anything that you’re focusing on. It doesn’t matter if it’s XR or flat screen, anything like that. Anything that has the type of wobble like your hand is going to have, it’s going to be pretty uncomfortable. It’s basically rotational. Smoothing added a lot to this to make this much more accessible and comfortable.

Again, just more of an example of when you’re building these more integrated toolsets, it adds a lot of value to put the time and polish into it and just making sure it’s a comfortable experience. I was using it for development, and I feel like over the last 10 years, I’ve got pretty strong VR legs. I wasn’t getting nauseous or I wasn’t getting uncomfortable, but we started playtesting with people and they were just like, this is unusable. It was this mindset of like, we could have released this and it could have been powerful, but no one would have been able to use it, or people would not actually be able to get value out of it. Really being able to identify those polish points that you need to make sure users are getting the value out of the accessibility tools that you’re building.

The other element that I was excited to get in, working with some friends and some users, is controller smoothing. Again, working with a handful of users and friends that had various disabilities, either tremors or just anyone that had a harder time keeping their hands steady. We were able to smooth out the input from the controllers, so we could average out over several frames and average out that motion both positionally and rotationally. Any erratic movements would get smoothed out. There’s a handful of benefits. Hopefully most people are familiar with in VR that like laser pointer UI systems are everywhere. They’re probably going to be around for quite a while. That laser pointer UI can be really challenging for some users, especially if you’re having a hard time keeping that controller steady, especially depending on the size of the UI or anything like that.

Adding this, and working with our users, we were able to unlock the ability for some users to actually even get into the experience that weren’t able to or had to rely on other people to boot up the game and select some of those settings for them as well. Then also getting the benefit of just having a smoother stroke. Trying to level the playing field a little bit and creating more of a better experience for people when they’re playing. Again, just getting a little bit in the weeds on that, similar to motion smoothing with the magnifier as well, just to know anytime you’re adding a type of smoothing accessibility, you’re going to be introducing latency to that movement. In XR in general, latency is bad. You don’t want latency.

For us, we found that there was a sweet spot of leveraging different predictive algorithms to try to dial that in. If you go too much with the prediction, you’ll get some rubber banding effects where your controller is snapping way past where you’re needing it. Again, just another example of, if you’re going to put the time and effort to making some of these tools or some of these deeper, more integrated tools, just making sure that you’re playtesting, you’re working with your users and they’re actually providing the value that you think it’s going to provide.

Culture of Inclusivity

Accessibility and inclusive design doesn’t start with a tech stack or a feature list, a concept art, or anything like that. It really starts with a team behind it. That’s why for us, the culture of the team behind making this is such a huge part of that. Just some of the big core themes for us internally at Mighty Coconut is the idea that everyone has a voice. If you’re on a QA team, marketing, community management, tech, art, management, anything like that, everyone has a voice to give feedback about anything in the company and anything on the product. We found that it’s helped us catch a lot of different friction points that again, you normally wouldn’t catch. We’re able to leverage our diverse team and diverse set of backgrounds and experiences by, again, just getting more of that feedback.

This also helps your team get more engaged with the product, more familiar with those things, and be able to catch more of those friction points as they happen. It’s not only just giving people a voice on your team, but it’s also giving them the opportunity to see the product experience and play with it, and really just getting visibility on it. Playtesting is a really big part for us. Several internal and external playtests we’re doing this, again, even outside of VR for just getting your team using your product, using your tools or whatever you’re making. Just making sure your team always has a lot of hands-on time with that, because you always catch a lot of things that you normally wouldn’t. Again, this creates more opportunities for people to have a voice and to see what’s going on.

The other big part for us in our culture is our user-centered development. It’s really easy to go into a deep code silo when you’re making something and you think it’s going to do this or you think it’s going to give someone some value in this direction, but then you get on the other side like, this doesn’t do what I think it does, or this is not actually helpful to people. Again, find ways to keep your development really centered around the user. The other big part of that for us is working directly with our users as well. Having the ability to co-create features, tools, systems with your users really just keeps that feedback loop really tight. You’re hearing directly from the people using your products, their pain points, what they need to make it more inclusive and helpful. You just get your community much more engaged in your product when they feel like they have a voice and they feel like they have an active part in development.

Key Takeaways

I’ve talked a lot about our internal process at Mighty Coconut and some of my experience. I’m assuming not everyone here is making a VR mini-golf game. Maybe so, and maybe we have some competition. I just really want to stress that all of these concepts really apply beyond just mini-golf, they apply even beyond XR. It’s a mindset of product development for us and how you keep accessibility and inclusion part of that. I just want to briefly talk through some key takeaways for building next-generation inclusive UI. Like we talked about, keeping accessibility at the core of your design and the core of your product. Having that mindset early in the process to solve issues before they become issues. Yes, spaces that foster presence and connection.

Again, XR is really starting to become into that virtual third space, so leveraging how people connect in those third places, and making those spaces as inclusive as possible, so it’s really easy for people to get in and participate. Simplify your interactions and layer on depth. Like we talked about, simplicity brings users in and depth is going to keep them engaged. Using a strategy of layers to be able to peel back that complexity of users, and letting users self-select when they’re ready for that depth, or if they just want to stay at the top level. Design features that adapt to users. I’ll just pause and I’d say that this is probably one of the really important ones. I think this is something we always see people getting a ton of value out of the things they’re designing. The power of making features and designs that dynamically adapt to your users just creates such a powerful experience. Again, for any product you’re making, giving users that seamless experience for things that dynamically adapt to them creates a very engaging product.

Then, again, focusing on your culture. The team behind the product is really going to help drive and shape how those tools end up, how well they’re developed, and just making sure that everyone has that same mindset that you’re approaching that, and nothing’s really falling through the cracks.

Circling back too, I think a lot back to that event where I was asked, why are you here? At the time, the question felt isolating. It felt like a reminder of just being in a space I didn’t belong or having to struggle with things that weren’t designed for me. I’m able to see that question differently now. Now for me, it’s a challenge. More importantly, it’s an opportunity to redefine who belongs and what inclusion is. I know that’s why we’re all here, everyone at QCon. I think we all see the potential of next-generation technology, and we’re all really excited about that. We’re excited about the interfaces that have the ability to dissolve barriers, adapt to users, and create spaces for users of all abilities to connect, thrive, and explore. As we design the future with intention and inclusivity, we have the opportunity to shape the future to reflect the best of us: spaces where we all belong.

Questions and Answers

Participant 1: How did you go about teaching to users that wanted to use those accessibility features that they were available, and how to use them? For example, the magnification to hold it in that certain way?

Morgan: I think that’s something we’re still looking a lot of. For us, a lot of it is leveraging the layers. Some of those deeper interactions require a little bit deeper setup to turn on. For us, one of it is just trying to rely more on the community, or also partly rely on the community to help share that information. We have some dates around helping just make it clear that there are those options there, and there are those behaviors. Right now, we have some different audio and UI props to explain that behavior. I know that’s something we’re still really excited looking at how to make sure that users know the tools are there and how to use those.

Participant 2: I’d love to hear a little bit more about this technique of layering in complexity and like what things people can figure out as they get deeper in and how they are prompted that there’s more here for you to learn. There’s things like Super Mario Odyssey on the Switch where, yes, the basic, you can run, jump off your cap, you’re done, but you watch the experts, the speed runners go, and they’re doing complete aerial acrobatics. How do you surface the idea that there is more to learn? Also, how do you fly?

Morgan: I think there’s a few different aspects. Like we said, one of the big parts for us, again, is just the community. We have a lot of the community and a lot of those different events that pop up where people just naturally connect and see each other. It’s like, you’re flying, how do I fly? We do try to work within a lot of our environments to add more environmental clues to that depth. Again, I think for us, we want to make sure that we’re not creating too much cognitive overload by having a ton of text screens everywhere that might be overwhelming to people.

There’s some of those environmental clues that cue in like, you’re in practice mode, you can undo your shot, type of thing, or you can pick up your ball and some different environmental clues. I think that’s probably more specific to game development with some of those, like you said, Super Mario Odyssey of like, as you start playing it more, you realize like in Mario, it’s like if I tap the jump at a certain cadence and I had an even higher jump. Trying to create naturally those moments to just organically happen for users. For us, the power of organic discovery is really powerful. It’s really about how we can guide users to get there without, again, having that giant wall of text or anything that’s going to feel too overloading. How you fly is you point your controller up and you hold up on the thumbstick for I think like 2 or 3 seconds and then you’ll start flying.

Participant 3: For the example of the magnifier, where before you added the smoothing, you already have a feature that is very accessibility focused, but the experience is still not good. It could be seen from a company standpoint that’s less accessibility and inclusive focused, they could see that as a feature not worth spending time on, not worth prioritizing. They could say, we gave you the accessibility functionality. Yes, the experience may not be great, but it’s good enough. Did you already have that inclusivity tenant at your company or did you have to do anything to advocate or build that?

Morgan: I very much like Mighty Coconut and I love the people there. I think there’s a lot of those conversations that came pretty easily. I think a lot of it was just helping for the wider management team of really just trying to drive focus to the value that those things provide users. For me specifically, just being visually impaired, I had a lot of direct examples I was able to show the whole team with different examples of like, this is life-changing for me, of like these tools make me have access to things I normally wouldn’t. I think, one, the importance of just hiring disabled people at your company and hiring people of different backgrounds and experiences, it’s easier internal optics to make those connections for people of seeing like, that makes sense why you would need those types of tools on that.

The other piece, like you said, with giving the magnifier that extra polish to really give it value for users, I think fortunately being so design focused as a company, it’s something we see a lot internally as we’re making things. Because when you’re making gameplay features or designs or anything like that, you’re going to end up in this boat where you work on it a while and it’s not getting quite in there. A lot of times it’s just one simple change that unlocks the whole design or makes something feel really fun. We talk about finding the fun or finding the design.

Again, I think it’s just being able to apply that same concept to accessibility tools as well. A lot of times you just have to find, sometimes they’re big changes you have to do, but a lot of times, once you have the tool, it’s about really dialing that in and giving a lot of value. Versus, like you said, it can be easy of like, we did the development time, we have the base tool, it’s good enough, type of thing. We check the box, it’s there. Just again, spending the time dialing that in is really powerful.

Participant 4: You did mention the importance of beta testing and how you have a pretty robust team of beta testers. Could you go into a little bit more detail about how you built that community up and how you manage it?

Morgan: We’re very community driven because it’s really the essence of our product and the connection, the spaces that we’re designing and creating. Just over the years, we primarily use Discord, but we have a few other, Facebook, Reddit, different groups. We’ve just had a lot of power users or super users that are really passionate about it that all help gather and create that space with us. Yes, beta, alpha, all those external testing cycles are really important for us. We have two different alpha teams and two different beta teams, and then we have a few other playtest groups we use.

One, because it’s really powerful of getting people’s first reaction to a tool, and especially when you’re designing a new accessibility tool and you want to just see how easy it is for someone to get in and turn it on and what their experience is that very first time without any context. Being able to leverage different layers of groups that you can use and get that direct first-time feedback as well. We’ve been lucky. I know some other studios, especially larger companies typically have more restrictions around working directly with users and community groups or just more layers you have to work with. Again, we’ve been pretty lucky about being able to directly work with a lot of our users in these spaces.

Even with those, we’ve been able to find a lot of users that self-identify with different disabilities that we’ve been able to work with directly and get their direct feedback on. Again, I think for us and for everyone, it’s just as much as you can, be involved with your users, as much as possible, really opens up a lot of those doors. Then I will add too, specifically in the XR space, there are more groups popping up that provide testing services for different types of users. I think VR Oxygen, testing cycles, and I know there’s a few other companies. There are other resources available too. If you’re making different accessibility products or just more inclusive features and you want some more of those feedbacks, there are those specific companies you can search out. Find some of those communities and get those, if you don’t have an easier way to directly access some of those users.

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B. Metzler seel. Sohn & Co. AG Sells 9,806 Shares of MongoDB, Inc. (NASDAQ:MDB)

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B. Metzler seel. Sohn & Co. AG lowered its position in MongoDB, Inc. (NASDAQ:MDBFree Report) by 60.7% in the fourth quarter, according to its most recent Form 13F filing with the Securities and Exchange Commission. The fund owned 6,344 shares of the company’s stock after selling 9,806 shares during the period. B. Metzler seel. Sohn & Co. AG’s holdings in MongoDB were worth $1,477,000 at the end of the most recent reporting period.

Other institutional investors and hedge funds have also modified their holdings of the company. Vanguard Group Inc. raised its position in MongoDB by 0.3% in the 4th quarter. Vanguard Group Inc. now owns 7,328,745 shares of the company’s stock valued at $1,706,205,000 after purchasing an additional 23,942 shares during the last quarter. Geode Capital Management LLC raised its holdings in shares of MongoDB by 2.9% in the third quarter. Geode Capital Management LLC now owns 1,230,036 shares of the company’s stock valued at $331,776,000 after buying an additional 34,814 shares during the last quarter. Norges Bank acquired a new position in MongoDB during the 4th quarter worth about $189,584,000. Amundi grew its holdings in MongoDB by 86.2% during the 4th quarter. Amundi now owns 693,740 shares of the company’s stock worth $172,519,000 after acquiring an additional 321,186 shares during the last quarter. Finally, Raymond James Financial Inc. acquired a new stake in MongoDB in the 4th quarter valued at about $90,478,000. 89.29% of the stock is owned by institutional investors and hedge funds.

Wall Street Analysts Forecast Growth

Several analysts have recently commented on the stock. Oppenheimer decreased their price target on shares of MongoDB from $400.00 to $330.00 and set an “outperform” rating on the stock in a research note on Thursday, March 6th. Monness Crespi & Hardt raised MongoDB from a “sell” rating to a “neutral” rating in a research note on Monday, March 3rd. Tigress Financial upped their price target on MongoDB from $400.00 to $430.00 and gave the company a “buy” rating in a research note on Wednesday, December 18th. Citigroup lowered their price objective on MongoDB from $430.00 to $330.00 and set a “buy” rating for the company in a research report on Tuesday. Finally, Canaccord Genuity Group cut their target price on shares of MongoDB from $385.00 to $320.00 and set a “buy” rating on the stock in a research report on Thursday, March 6th. Seven analysts have rated the stock with a hold rating and twenty-four have issued a buy rating to the company’s stock. According to MarketBeat.com, MongoDB currently has a consensus rating of “Moderate Buy” and a consensus price target of $312.84.

Get Our Latest Stock Analysis on MDB

MongoDB Stock Performance

NASDAQ:MDB opened at $180.19 on Thursday. The company has a market cap of $14.63 billion, a PE ratio of -65.76 and a beta of 1.30. The stock has a 50-day simple moving average of $240.77 and a 200 day simple moving average of $263.72. MongoDB, Inc. has a 52-week low of $170.66 and a 52-week high of $387.19.

MongoDB (NASDAQ:MDBGet Free Report) last posted its quarterly earnings data on Wednesday, March 5th. The company reported $0.19 earnings per share (EPS) for the quarter, missing analysts’ consensus estimates of $0.64 by ($0.45). MongoDB had a negative net margin of 10.46% and a negative return on equity of 12.22%. The business had revenue of $548.40 million during the quarter, compared to analyst estimates of $519.65 million. During the same quarter last year, the business earned $0.86 earnings per share. On average, research analysts predict that MongoDB, Inc. will post -1.78 earnings per share for the current fiscal year.

Insider Transactions at MongoDB

In other news, Director Dwight A. Merriman sold 1,045 shares of the stock in a transaction that occurred on Monday, January 13th. The stock was sold at an average price of $242.67, for a total value of $253,590.15. Following the completion of the sale, the director now owns 85,652 shares of the company’s stock, valued at approximately $20,785,170.84. This represents a 1.21 % decrease in their position. The transaction was disclosed in a filing with the SEC, which can be accessed through the SEC website. Also, CEO Dev Ittycheria sold 8,335 shares of the business’s stock in a transaction on Wednesday, February 26th. The stock was sold at an average price of $267.48, for a total transaction of $2,229,445.80. Following the transaction, the chief executive officer now owns 217,294 shares in the company, valued at approximately $58,121,799.12. The trade was a 3.69 % decrease in their ownership of the stock. The disclosure for this sale can be found here. Insiders sold a total of 35,857 shares of company stock worth $9,613,306 in the last three months. Insiders own 3.60% of the company’s stock.

MongoDB Company Profile

(Free Report)

MongoDB, Inc, together with its subsidiaries, provides general purpose database platform worldwide. The company provides MongoDB Atlas, a hosted multi-cloud database-as-a-service solution; MongoDB Enterprise Advanced, a commercial database server for enterprise customers to run in the cloud, on-premises, or in a hybrid environment; and Community Server, a free-to-download version of its database, which includes the functionality that developers need to get started with MongoDB.

Read More

Institutional Ownership by Quarter for MongoDB (NASDAQ:MDB)

This instant news alert was generated by narrative science technology and financial data from MarketBeat in order to provide readers with the fastest and most accurate reporting. This story was reviewed by MarketBeat’s editorial team prior to publication. Please send any questions or comments about this story to contact@marketbeat.com.

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MongoDB (NASDAQ:MDB) Upgraded at Daiwa America – Defense World

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Daiwa America upgraded shares of MongoDB (NASDAQ:MDBFree Report) to a strong-buy rating in a report released on Tuesday morning,Zacks.com reports.

MDB has been the topic of a number of other reports. UBS Group set a $350.00 price target on shares of MongoDB in a research note on Tuesday, March 4th. Barclays lowered their price target on MongoDB from $330.00 to $280.00 and set an “overweight” rating on the stock in a research note on Thursday, March 6th. Morgan Stanley reduced their price objective on MongoDB from $350.00 to $315.00 and set an “overweight” rating for the company in a research note on Thursday, March 6th. Wedbush reduced their target price on shares of MongoDB from $360.00 to $300.00 and set an “outperform” rating for the company in a research report on Thursday, March 6th. Finally, Guggenheim raised shares of MongoDB from a “neutral” rating to a “buy” rating and set a $300.00 price objective for the company in a research note on Monday, January 6th. Seven equities research analysts have rated the stock with a hold rating, twenty-four have assigned a buy rating and one has given a strong buy rating to the stock. According to MarketBeat.com, the company presently has a consensus rating of “Moderate Buy” and an average price target of $312.84.

View Our Latest Stock Report on MDB

MongoDB Stock Performance

<!—->

MDB opened at $163.34 on Tuesday. The company has a fifty day moving average of $238.83 and a two-hundred day moving average of $263.02. MongoDB has a fifty-two week low of $160.29 and a fifty-two week high of $387.19. The stock has a market capitalization of $13.26 billion, a price-to-earnings ratio of -59.61 and a beta of 1.49.

MongoDB (NASDAQ:MDBGet Free Report) last issued its quarterly earnings results on Wednesday, March 5th. The company reported $0.19 earnings per share (EPS) for the quarter, missing analysts’ consensus estimates of $0.64 by ($0.45). The business had revenue of $548.40 million for the quarter, compared to analysts’ expectations of $519.65 million. MongoDB had a negative return on equity of 12.22% and a negative net margin of 10.46%. During the same quarter in the prior year, the company posted $0.86 EPS. On average, equities research analysts forecast that MongoDB will post -1.78 earnings per share for the current year.

Insider Buying and Selling

In other MongoDB news, Director Dwight A. Merriman sold 885 shares of the business’s stock in a transaction on Tuesday, February 18th. The shares were sold at an average price of $292.05, for a total value of $258,464.25. Following the completion of the transaction, the director now owns 83,845 shares in the company, valued at $24,486,932.25. The trade was a 1.04 % decrease in their ownership of the stock. The transaction was disclosed in a legal filing with the SEC, which is available at the SEC website. Also, CEO Dev Ittycheria sold 8,335 shares of the company’s stock in a transaction on Friday, January 17th. The stock was sold at an average price of $254.86, for a total value of $2,124,258.10. Following the sale, the chief executive officer now directly owns 217,294 shares in the company, valued at $55,379,548.84. This represents a 3.69 % decrease in their position. The disclosure for this sale can be found here. In the last 90 days, insiders have sold 37,032 shares of company stock valued at $9,818,567. Corporate insiders own 3.60% of the company’s stock.

Institutional Trading of MongoDB

Several hedge funds have recently added to or reduced their stakes in the company. OneDigital Investment Advisors LLC raised its holdings in shares of MongoDB by 3.9% in the 4th quarter. OneDigital Investment Advisors LLC now owns 1,044 shares of the company’s stock valued at $243,000 after purchasing an additional 39 shares in the last quarter. Hilltop National Bank lifted its holdings in MongoDB by 47.2% during the 4th quarter. Hilltop National Bank now owns 131 shares of the company’s stock worth $30,000 after buying an additional 42 shares during the last quarter. Avestar Capital LLC boosted its position in shares of MongoDB by 2.0% during the 4th quarter. Avestar Capital LLC now owns 2,165 shares of the company’s stock worth $504,000 after acquiring an additional 42 shares in the last quarter. Aigen Investment Management LP increased its holdings in shares of MongoDB by 1.4% in the 4th quarter. Aigen Investment Management LP now owns 3,921 shares of the company’s stock valued at $913,000 after acquiring an additional 55 shares during the last quarter. Finally, Perigon Wealth Management LLC raised its position in shares of MongoDB by 2.7% during the 4th quarter. Perigon Wealth Management LLC now owns 2,528 shares of the company’s stock worth $627,000 after acquiring an additional 66 shares in the last quarter. Institutional investors and hedge funds own 89.29% of the company’s stock.

MongoDB Company Profile

(Get Free Report)

MongoDB, Inc, together with its subsidiaries, provides general purpose database platform worldwide. The company provides MongoDB Atlas, a hosted multi-cloud database-as-a-service solution; MongoDB Enterprise Advanced, a commercial database server for enterprise customers to run in the cloud, on-premises, or in a hybrid environment; and Community Server, a free-to-download version of its database, which includes the functionality that developers need to get started with MongoDB.

See Also

Analyst Recommendations for MongoDB (NASDAQ:MDB)



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Podcast: Building Your Personal Brand and Making an Impact: Insights from Principal Engineer Pablo Fredrikson

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Article originally posted on InfoQ. Visit InfoQ

Transcript

Shane Hastie: Good day, folks. This is Shane Hastie for the InfoQ Engineering Culture Podcast. Today, I’m sitting down with Pablo Fredrikson. Pablo, welcome. Thank you very much for taking the time to talk with us.

Pablo Fredrikson: Thank you for an invitation.

Shane Hastie: Now, we came across each other because you spoke at the recent QCon San Francisco talk or conference. But before we get into that, who’s Pablo?

Introductions [01:35]

Pablo Fredrikson: Okay, thank you for asking. So, my name is Pablo Fredrikson. I’m a principal engineer at Bitso. I’ve been working in the field for about 18 years now. Feels like a lot of time. And it’s been a long time. I started working for a cyber cafe here in Argentina, where I live. I started moving forward in my career. Started, as I said, in a cyber cafe. Then I moved to a few software companies. And I learned, I understood also that I wanted to help engineers to do their job. So, basically, that is what an SRE does. He tries to allow developers to move forward and to put their code in production faster.

I remember in my previous company, when I had the interviews, I was asking the developer team, “Hey, what is your biggest problem or your biggest gripe that you have with the infrastructure team where I wanted to join?” And they all said something along the lines of, “Yes, it’s taking a lot of time for me to put my code into production. It takes a few days”. And I remember joining the company and saying, okay, our goal now is to make it possible to start writing code and put it in production in less than one day.

So, that’s basically what an SRE does. He enables developers to put that code in production quickly, of course, in a safe way and efficient way, to making sure that both the code is quickly in production, and also it’s stable, and the infrastructure is stable and everything works fine. So, that’s what I do. And I also have a YouTube channel, where I make videos about what I do everywhere at work, good practices about engineering in general, and technologies like Docker, Kubernetes, and all of that. Try to share my knowledge there.

Shane Hastie: Now, that YouTube channel is in Spanish?

Pablo Fredrikson: Yes, my YouTube channel is in Spanish.

Shane Hastie: And I know that there’s a story to why you chose to do it in Spanish. So, tell us that story.

Making technical content available in Spanish [03:41]

Pablo Fredrikson: So, when I started, I noticed that there were a lot of channels talking about what I do, like SRE technologies and good practices, but there were no channels in Spanish. And in Argentina, where I live, even though the English level is pretty good, I mean most people can understand English, not all of them can speak it. But we do have English classes mandatory at school since you are a kid, so most people can kind of understand English, but it’s not 100% of them. And there are some people that need more help. And as you know, also in technology, most of the content is in English. Documentation, guides, tutorials and all that.

So, I wanted to help those people. I wanted to help the people that maybe are not too familiar with the English language, they are not too comfortable speaking or understanding it, and they maybe need someone closer to them to explain some of the subjects. So, I started this channel in Spanish and I only make videos in Spanish. I do have some interviews with some English-speaking people. I do have subtitles for them. So, I make sure that always share my content in Spanish, so people that maybe don’t have the knowledge or maybe don’t have the means to get the English classes, they can understand and get at maybe the same or at least closer to the level of English-speaking people. So, that’s my area.

Shane Hastie: So, giving back to the community in a way that they can consume it and use it in their local language?

Pablo Fredrikson: Yes.

Shane Hastie: You talk at QCon five steps to building a personal brand for elevating your influence. Tell us why does a personal brand matter.

The importance of a personal brand [05:39]

Pablo Fredrikson: Oh, it’s really important. And actually, of course, as I mentioned, I started working in this field 18 years ago, but my YouTube channel is pretty much like it’s new. It has a few years. But actually, my previous job, I got it because of my YouTube channel. I had some people that watched my channel and they liked, I don’t know, my personality maybe. And also, they thought that I have knowledge, so they reached out to me and invited me to have an interview. So, that by itself is a good example. Just for having a public brand, it definitely gives you more opportunities. And this is not only for public things. You don’t need to be only sharing your knowledge publicly. You can do it locally in your company. So, it’s really important to not only help other people outside your company, but you can also help people inside your company. And that definitely gives you more visibility.

I have some examples of things that happened during my experience in previous jobs, and all of them are because I made something that got noticed. So, for example, I remember having an issue with some load balancers, a technical thing that happened in one of the companies. And I remember fixing the problem, but also then talking about it in an engineering all hands. And I’m exposing the problem that we had, and obviously, talking about the mistake I made. It was a human error, but what we learned and all of that. And people like that and they remember that. And I remember after a few years, after that, I wasn’t an offsite. And the company was 100% remote, so we never met each other before that.

And the CEO of the company just was walking by, and he saw me and said, “Hey, Paolo, I remember you. I remember that you gave that talk about the error that you made and what you learned about it. That was really cool. Thank you for that”. And just that small interaction meant a lot to me, because I didn’t think that the CEO will care about this technical problem that we had, but he remembered that a few years after. So, I think that’s really important, because I remember after that also, he mentioned me a few times during some other meetings and all of that. So, having visibility and working on projects that have visibility is really important, and will help you in your career. It will help you grow and get to those higher levels.

Shane Hastie: What if I am more introverted, I just want to be in the back, let people tell me what to do, I’ll do it, I’ll do my job really well, I’m uncomfortable stepping up?

Strategies for introverts to share knowledge [08:45]

Pablo Fredrikson: That’s a really good question. And sometimes it’s unfair, because some people are really capable and that doesn’t mean that they want to, as you said, share their knowledge or maybe get noticed. And there are some other ways that you can do. Maybe you don’t want to give a talk, but maybe you can write a blog post or maybe just an email, or maybe mentoring someone to help them. So, in most companies, they have a mentoring program and you can sign up to help someone else. And that is like a really close thing. I mean, you don’t need to be exposing to a lot of people at the same time. It’s just one-on-one situation or maybe a small group. So, I think there are some things that you can still do to share your knowledge with other people, helping other people, and also learning from the experience.

Of course, as you know, as everyone knows, you learn when you teach. And sometimes you need to also refresh some things in order to teach that. So, that’s one of the things I learned about my YouTube channel as well. When I want to share about a topic, I sometimes need to learn a little bit more what I already know. So, it’s a two-ways street. You help, but you also help yourself and grow in order to help others. So, there are some strategies you can do, as I said, like emails, maybe a blog post, maybe small things that definitely can help.

Shane Hastie: What makes a good SRE?

What makes a good SRE? [10:24]

Pablo Fredrikson: I think I remember having a similar question before. And the question was, what makes a senior engineer a senior? And most people think that is experience, that is years in the field. If you ask someone, yes, this guy has 10 years of experience, he’s for sure a senior engineer. And I don’t think that’s always the case. I mean, of course, experience helps and it makes you grow. But I think in order to be a senior engineer, you just need to be a good person. You just need to care about other people. I mean, your customers don’t care about what technologies do you use and if you’re a great coder or a great developer. They just care about if the system works, so you just need to think about that. You just need to think about your customers and just make it work.

Impact beyond technical skills [11:23]

And if you think about them when you’re working, you are by design a good person, a better person. And the same as sharing your knowledge. I think if you are helping someone else, you are definitely a senior engineer. I’m sure that in most engineering-based companies you have those metrics, whatever, knowledge metrics or whatever, that define if a person is a senior or a principal, or a staff, or whatever. And when you start going over senior, you notice that the most important things is the impact that you cause across the company. Not only the technical challenges that you have and solve, but also the impact that you have because of those challenges.

So, funny thing is that I’ve been working for Bitso, the company I work for now, for three months. And I’m a principal engineer here. But in the last three months, I haven’t touched technical stuff for that much, almost at all. I just did a few things. And sometimes I feel like, okay, I’m not doing anything. I feel like in the last three months I just made one or two pool requests. But no, I’ve been doing other things that have more impact. And I see problems that maybe can get my help and try to fix them. A quick example is I joined the company and I saw that the incident management team were getting a lot of alerts, thousands.

So, I saw that and I say, “Okay, let’s try to fix that”. So, I used my experience to fine tune those alerts, and make sure that they get less noise, and they can work more efficiently. And that wasn’t any code involved. It was just some of my experience saw that that was a problem and I think it’s a good thing to fix. So, just be a good person, find the things that people are struggling with and try to help them.

Shane Hastie: How do I find those things if I’m busy?

Proactively identifying and addressing issues in the workplace [13:43]

Pablo Fredrikson: You have very good questions. You with will notice them, definitely. And I maybe can change the question a little bit, because finding them, it’s not the hard part because you notice them. You see, you will go to a meeting and see a problem and say, “Okay, that’s a problem”. You find the problem, but that doesn’t mean that you have the time to work on them. So, working on the problem is the problem, is the hard part. And I think you just need to define your role between you and your manager. And of course, it comes with experience, and it depends on your manager abilities to see and understand that what you’re saying is actually important. And of course, everyone can make mistakes. And maybe I think something is important and it is not, so that’s why I need to check with my manager.

But just talk with your manager and say, “Hey, I saw this problem”. For example, “I saw the team that is receiving thousands of alerts and I think that is something that we need to fix, because if we fix this, we’re going to see this, this and this improving”. So, I think the talk here is, how do you find time to work on that? And I will say that just talk with your manager, and explain that it’s something that is really important and you have to work on that. So, the project will be prioritized for you, hopefully.

Shane Hastie: So, make it visible, communicate the impact and the value?

Pablo Fredrikson: Yes.

Shane Hastie: When we were chatting earlier, you made an interesting point, “You know more than you think”. Tell us more.

You know more than you think [15:36]

Pablo Fredrikson: Yes. I would say that sometimes you know more than you think compared with other people. So, maybe there’s someone that needs help and you feel like you are not capable of helping them, because I don’t know that much about that project, I don’t know that much about that topic. But for sure, there is something that you can help with. I mean, to this day, I watch really basic videos about stuff that I work every day, because you always learn new things, like really small things. So, there are a lot of things that you can teach and help others, even though you think that you don’t know much. But you actually know much about some things and you just need to find someone that knows less than you to help them.

And as I mentioned earlier, it’s a two-way street. I mean, they for sure will help you and teach you some things. And that makes you both a better engineer, a better person, a better worker. And also, this is really important as well, as a principal engineer, a staff plus engineer, by helping others, you are increasing the value of the company because the engineers that are working on that company are now better engineers. So, the company grows in value because of your impact. So, I think the job of staff plus engineers, staff engineers, principal engineers, is to make sure and raise the bar, to make sure that people learn and get better at their jobs so the company value also grows.

Shane Hastie: So, if I am a junior engineer failing in my career, how do I chart my path to move up this pathway?

Career progression for junior engineers [17:43]

Pablo Fredrikson: Of course, it takes time and you always need to be ready to pivot. Sometimes you want to do one thing and maybe in the middle you’ll realize that maybe you like something else better. So, I will say that try to get together with some senior engineer, and try to work with them, and observe, and ask them to give you ideas and help you. Sometimes really small things, like for example, as a junior engineer you are probably going to get a lot of tickets to solve small tasks. It’s really hard to see the impact on those small things. And probably, there’s no real impact. I mean, no big impact. But you can definitely talk with your manager and say something like, “Hey, can I join that meeting that you’re having tomorrow about this product, because I’m really interested on that and maybe I can help a little bit”.

And also, there are things that maybe makes you a better fit for that project. I give you an example. Maybe someone is really passionate about music or something that is not actually related to their job, but maybe there is a project in your company that is related to that hobby that you have and you can help a little bit. I don’t know. Maybe you are a gamer or maybe you are a soccer fan, or something like that, and there is a project about that. And you can say something like, “Okay, I’m an engineer. I am just code, like front end, whatever, but I also have some experience. In my free time, I play soccer and I’m a gamer, so maybe I can help you a little bit on this”.

And in my previous company, for example, there was some struggles on the marketing department about visibility and how to manage social media. And I was an engineer. I didn’t have anything to do with that. But because of my background on my YouTube channel, I say, “Hey, maybe I can help you a little bit with this. I can help you how to make better social media posts, maybe give you some ideas. Maybe creating a blog post or something like that, because I have this extra experience that I have outside my job and I can help you with that”. So, try to find things that makes you passionate about. You might talk about the five steps to increase your visibility or your personal brand.

I mentioned we all have a friend that cannot stop talking about a subject like dinosaurs or cars, whatever. And their eyes light up when you ask them about it. If a friend is really passionate about dinosaurs, okay, what is this dinosaur name, whatever? He cannot stop talking about it. So, try to find that. Find your dinosaurs, find the thing that you’re passionate about, and maybe do something about it. Maybe, as I mentioned earlier, write a blog post, make a YouTube video, host a podcast, send emails, whatever. Try to find something you’re passionate about and share that with your company, because I’m sure there is something that you can do with that passion.

Shane Hastie: A lot of good stuff in there. Is there any piece of advice that you would give the younger Pablo on your journey?

Advice to a younger self [21:16]

Pablo Fredrikson: Yes, I have a few. Well, as I mentioned earlier, be ready to change and be ready to learn about your experience. And don’t say something like, “Yes, I’m going to work on this project or work on this job forever, because this is what I do”. Be ready to change, because sometimes there are new things that come up and you learn that you like that better or maybe you find opportunities out of them. If I go back and speak with someone, like is starting, especially in Spanish-speaking countries, I would say learn English for sure. And also, as I mentioned earlier, help someone. I mean, you can help someone really easily.

As an engineer, as a person that works in IT, we have the privilege of making a lot of money compared with other industries. And sometimes we have people in our families or friends, or close to us that don’t have that privilege, but we can help them in some ways. Maybe you have a computer that you’re not using. Maybe you have, I don’t know, a book that you are not reading anymore. Just give it to them and help them. Maybe they can learn something about that book. Of course, help them if they ask you questions. But maybe old computer that you have laying around, just give it to them so they can learn.

I remember having a person that helps us with the house. And her daughter, she was 17 or something like that. And she wanted to learn about programming, but she didn’t have a computer. So, I had a computer in a drawer and just gave it to her. I mean, for me, it’s nothing. I have the privilege of that. For sure, I’m not saying that I changed her life, but definitely improved it a little bit. So, maybe it wasn’t only me and other persons, other people also helped. But yes, I did my thing. I did just a small thing that maybe can help someone else. So, to learn English, help someone.

Shane Hastie: Help someone?

Pablo Fredrikson: Yes.

Shane Hastie: If people want to continue the conversation, where do they find you?

Pablo Fredrikson: Yes. You can find me on my website, peladonerd.com. I’m sure that is going to be on the description there, if you want to spell it out. Yes, everything is in there. You can find my social networks and also my email, so you can send me an email and ask me about my talk or whatever you want. I am open to all the questions. So, yes, you can find me there.

Shane Hastie: Thank you so much for joining us today.

Pablo Fredrikson: Thank you, Shane. Bye.

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Article: Architectural Experimentation in Practice: Frequently Asked Questions

MMS Founder
MMS Pierre Pureur Kurt Bittner

Article originally posted on InfoQ. Visit InfoQ

Key Takeaways

  • Architectural experiments are focused specifically on testing architectural decisions. The more costly a decision will be to reverse, the more important it is to validate it with experiments.
  • Not all architectural decisions need experiments. Less costly changes may not be worth the cost of experimentation.
  • Experiments are more than just playing around with technology. “Playing around” can be important when learning a new technology, but it’s not the same as experimentation.
  • Experiments have a defined scope and time frame. An experiment that runs on and on is a sign that it’s not well-defined.
  • Experimental results should tell you whether a decision is acceptable or needs to be reconsidered. If they don’t, the experiment is not specific enough and needs to be redesigned.

In previous articles, including “Software Architecture and the Art of Experimentation” and “If Architectural Experimentation Is So Great, Why Aren’t You Doing It?“, we have discussed why we think architectural experimentation is an essential tool for evaluating architectural decisions. The most important reason is to reduce the cost and probability that bad architectural decisions will result in catastrophic increases in the cost of a system.

For example, while an MVP is an experiment about business value, whether customers find a possible solution valuable, an MVA is an experiment about whether that MVP can be sustainably delivered and supported over time.

We are always experimenting, in a sense, but most of it is unintentional. With intentional experimentation, we actually know that we are running an experiment, and we’ve put some goals and boundaries around it to improve our ability to learn from experience. Accidental experimentation is somewhat random and usually only recognized after things have gone “off the rails”.

In the interest of being more specific but without being prescriptive, this article explores the most frequently asked questions about architectural experimentation.

What decisions need experiments?

In short, those decisions that could be costly to reverse if they turn out to be wrong, especially if the likelihood of being wrong is high. Ranking decisions by some measure of overall impact, such as the probability of being wrong times the cost of being wrong, can be useful in deciding what to tackle first.

The hard part about deciding when an experiment is needed is overcoming cognitive bias and recognizing which decisions create the greatest risk. When challenging a decision, look at its underlying assumptions and ask, “How do we know that’s true?” If it turns out that the decision is mostly supported by opinion, it might be worthwhile to run an experiment just to make sure.

Decisions that people don’t feel comfortable with are usually good candidates for experiments. This especially applies to “expert opinions”. Sometimes, a team will be unfamiliar with a particular challenge, with the exception of one individual, the “expert” on that topic. The “expert” might be right, and it’s great if they are, but the rest of the team needs more than “trust me” to be certain.

Everyone has blind spots, even “experts”, and the experiment will help the team expand its technical knowledge and experience. Transparency is important – a few dominant team members may push their viewpoints and force decisions that other team members feel uncomfortable with. The other team members need a way to voice their concerns. If any team members feel uncomfortable or uncertain about an architectural decision, an experiment will help resolve their uncertainty or discomfort and can be a way for the quieter voices to be heard.

Some decisions are costly to change, but they aren’t necessarily complex, and by complex we mean “intellectually challenging” or “likely to really mess things up if you make the wrong decision”. In other words, rewriting code isn’t complex–rethinking the concepts behind the code is where real complexity arises. Architectural decisions always involve complex trade-offs.

What kinds of decisions usually deserve scrutiny?

The kinds of decisions that are generally worth deeper consideration include:

  • Decisions about the fundamental concepts the system uses and its key abstractions as represented in the data structures (e.g. classes, types, …) it uses to share information across the entire system, and even between systems.
  • Decisions about the way these data structures are used, i.e., the fundamental algorithms that access and manipulate the data structures.

In addition to algorithms and data structures that represent key concepts, other choices play critical roles in shaping the architecture, including decisions relating to:

  • Changes to the messaging paradigm – e.g. synchronous to asynchronous
  • Changes to response time commitments – e.g. non-real-time to real-time
  • Changes to concurrency/consistency strategies, e.g. optimistic versus pessimistic resource locking
  • Changes to transaction control algorithms – e.g. fail/retry strategies
  • Changes to data distribution that affect latency
  • Changes to cache coherency strategies, especially for federated data
  • Changes to security models, especially the granularity of security access when it extends to individual objects or elements.

These types of decisions involve knowledge sharing between components, which Vlad Khononov, author of Balancing Coupling in Software Design: Universal Design Principles for Architecting Modular Software Systems, refers to as “integration strength”. The more knowledge shared between two components, the greater the integration strength and the greater the coupling. Therefore, experiments can help teams optimize component coupling in their systems.

Even when decisions involve the use of technologies that are mature and well-understood, experimentation may still be needed if the technologies will be used in novel ways. For example, organizational architectural standards may require the use of a traditional SQL database. If the team needs to use that product in a way that is not typical, for example, by handling unstructured data, they should run experiments to prove that using the technology in novel ways will meet their architectural goals. If it does not, they will be able to look for other alternatives and, perhaps most importantly, they will have evidence to argue their case for deviating from mandated standards.

Finally, decisions to introduce new technologies should be subject to experiments. For instance, if a team wants to use an event store database as part of an MVA, and that product is not on the list of approved software, an experiment would show whether it’s worth the effort to use the new technology.

When should you not experiment?

When the cost of reversing a decision is low or trivial, experimentation does not reduce cost very much and may actually increase cost. Prior experience with certain kinds of decisions usually guides the choice; if team members have worked on similar systems or technical challenges, they will have an understanding of how easily a decision can be reversed.

In addition, some decisions are expensive to change but not very complex, such as:

  • Redesigning the user interface for an application. Even when using a UI framework, changing visual metaphors can be time-consuming and expensive to modify, but it is rarely complex so long as the changes don’t affect the fundamental concepts the system deals with.
  • Exchanging one major component or subsystem with another of equivalent functionality. An example of this is switching from one vendor’s SQL database to another vendor’s SQL database. These changes can take work, but conversion tools help, as does staying away from proprietary features. So long as the new component/subsystem supports the same fundamental concepts as the old one, the change doesn’t alter the architecture of the system.
  • Changing programming languages may not even be architecturally significant so long as the languages support the same abstractions and programming language concepts. In other words, syntax changes aren’t architecturally significant, but changes to fundamental concepts or metaphors are. For example, moving from an object-oriented language to a functional language warrants an experiment.
  • With the appropriate conversion tools, reversing these kinds of decisions might not be very costly. It used to be that rewriting a user interface was expensive but modern UI design tools and frameworks have made this sort of work relatively inexpensive. Deciding what UI framework, SQL database, or programming language to use is an implementation detail, not an architectural decision. Those are all significant decisions but they do not rise to the level of architectural decisions.

What are common misconceptions about experiments?

Experiments are more than just playing around with technology. There is a place for playing with new ideas and technologies in an unstructured, exploratory way, and people often say that they are “experimenting” when they are doing this. When we talk about experimentation, we mean a process that involves forming a hypothesis and then building something that tests this hypothesis, either accepting or rejecting it. We prefer to call the other approach “unstructured exploratory learning”, a category that includes hackathons, “10% Time“, and other professional development opportunities.

For example, playing with Generative AI may be necessary to learn how to use it, but it’s not an experiment until you are testing an LLM to see if it meets some specific need and enables you to support the delivery of an MVP.

What information do you need to get started?

As stated in the previous section, experimentation is a disciplined process that involves forming a hypothesis and then building something that tests this hypothesis, either accepting or rejecting it. To get started, you’ll need the following information:

  • A decision you want to test – maybe because someone “does not feel good” about it.
  • A precise time frame for the experiment, including when you plan to start and the duration.
  • An explicit hypothesis that limits the scope of the experiment.
  • Expected results (the hypothesis) you will compare with actual results to know if your experiment succeeded or failed. There is a danger of extrapolating the results from experiments beyond their context.
  • Team consensus on the goals and boundaries for the experiment, so that the team knows when the experiment is successful, and when it has wandered off-course.

When is it time to “pull the plug” on an experiment?

If you have an experiment that never seems to end, such as in cases where the team feels that they need “just a little more time” to get results, it’s a sign that the experiment has lost focus. Experiments should have a clear duration and purpose. When you find an experiment that’s not yielding results in the desired timeframe, it’s time to stop it and design something else to test your hypothesis that will yield more conclusive results. The “failed” experiment can still yield useful information, as it may indicate that the hypothesis is difficult to prove or may influence subsequent, more clearly defined experiments.

What do you do with the results of an experiment?

There are three possible outcomes from an experiment:

  • The experiment failed, meaning that your decision needs to be re-examined. You will need to go back to reconsider the decision and possible alternatives. In the worst case you may have to scrap the MVA (and possibly the MVP) and start over.
  • The experiment succeeded, in which case your decision is confirmed and you can move on to look at other decisions.
  • The experiment is inconclusive, in which case you may need to redesign it to determine if your decision is correct. Redesign is important, and you should consider the result as a new experiment and not a continuation of the original experiment.

Conclusion

Experiments help teams to test architectural decisions. They can reduce the cost of a system by reducing the waste associated with having to reverse a decision that turns out to be incorrect. As a result, not all architectural decisions need experiments, just the ones that will be very costly to reverse; other changes may not be worth the cost of experimentation.

Experiments are more than just playing around with technology. Team members often use the word “experiment” to characterize the important work of learning a technology, using exploration. Experimentation is different and is focused specifically on testing decisions.

Experimental results should tell you whether a decision is acceptable or needs to be reconsidered. If they don’t, the experiment is not specific enough and needs to be redesigned.

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These Were the 2 Worst-Performing Stocks in the Nasdaq-100 in March 2025

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Posted on mongodb google news. Visit mongodb google news

Motley Fool – Fri Apr 4, 3:15AM CDT

The Nasdaq-100 — which tracks the largest 100 nonfinancial companies on the Nasdaq stock exchange — had a tough run in March as it finished the month down 7.7%. That marked one of the index’s worst monthly performances in about two years.

However, the index’s biggest losers saw much steeper declines. Semiconductor company Marvell Technology(NASDAQ: MRVL) ended March down close to 32.9%, and database software company MongoDB(NASDAQ: MDB) fell just over 34.4%.

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President Trump’s tariff plans, recession fears, and softening expectations for artificial intelligence (AI) have fueled a broad sell-off for technology growth stocks.

Marvell Technology, for example, relies heavily on China, with 43% of its revenue coming from that market. As tensions heat up between the U.S. and China, investors are worried any tariffs or trade restrictions will disrupt its business and have an outsized financial impact on the company.

Meanwhile, MongoDB’s disappointing month comes from seemingly unmet investor expectations. The company reported 19% year-over-year revenue growth for fiscal 2025 (beating Wall Street expectations), but the stock price still plummeted, mostly due to concerns the stock was overvalued following less-than-ideal fiscal 2026 guidance.

Both stocks will likely have some short-term issues as the tech world tries to navigate this uncertain time, but the drops present intriguing opportunities for investors looking to begin a stake or increase their shares at much lower prices than just a month before.

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Stefon Walters has no position in any of the stocks mentioned. The Motley Fool has positions in and recommends MongoDB. The Motley Fool recommends Marvell Technology and Nasdaq. The Motley Fool has a disclosure policy.

This article contains syndicated content. We have not reviewed, approved, or endorsed the content, and may receive compensation for placement of the content on this site. For more information please view the Barchart Disclosure Policy here.

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MongoDB, Inc. (NASDAQ:MDB) Position Trimmed by Edmond DE Rothschild Holding S.A.

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Edmond DE Rothschild Holding S.A. reduced its holdings in MongoDB, Inc. (NASDAQ:MDBFree Report) by 99.9% during the fourth quarter, according to the company in its most recent filing with the SEC. The fund owned 637 shares of the company’s stock after selling 555,000 shares during the quarter. Edmond DE Rothschild Holding S.A.’s holdings in MongoDB were worth $148,000 as of its most recent filing with the SEC.

Several other hedge funds and other institutional investors have also modified their holdings of MDB. Hilltop National Bank grew its stake in MongoDB by 47.2% during the 4th quarter. Hilltop National Bank now owns 131 shares of the company’s stock worth $30,000 after buying an additional 42 shares during the last quarter. Continuum Advisory LLC boosted its holdings in shares of MongoDB by 621.1% during the third quarter. Continuum Advisory LLC now owns 137 shares of the company’s stock valued at $40,000 after acquiring an additional 118 shares during the period. NCP Inc. bought a new position in shares of MongoDB during the fourth quarter worth about $35,000. Wilmington Savings Fund Society FSB acquired a new stake in shares of MongoDB in the 3rd quarter worth about $44,000. Finally, Versant Capital Management Inc boosted its stake in MongoDB by 1,100.0% during the 4th quarter. Versant Capital Management Inc now owns 180 shares of the company’s stock valued at $42,000 after purchasing an additional 165 shares during the period. 89.29% of the stock is owned by institutional investors and hedge funds.

Insiders Place Their Bets

In other MongoDB news, CEO Dev Ittycheria sold 8,335 shares of the stock in a transaction on Tuesday, January 28th. The shares were sold at an average price of $279.99, for a total transaction of $2,333,716.65. Following the transaction, the chief executive officer now directly owns 217,294 shares of the company’s stock, valued at $60,840,147.06. This represents a 3.69 % decrease in their ownership of the stock. The transaction was disclosed in a filing with the SEC, which is available through the SEC website. Also, Director Dwight A. Merriman sold 1,045 shares of the business’s stock in a transaction dated Monday, January 13th. The stock was sold at an average price of $242.67, for a total value of $253,590.15. Following the completion of the sale, the director now directly owns 85,652 shares of the company’s stock, valued at $20,785,170.84. This represents a 1.21 % decrease in their position. The disclosure for this sale can be found here. Insiders have sold a total of 35,857 shares of company stock valued at $9,613,306 in the last three months. Insiders own 3.60% of the company’s stock.

MongoDB Price Performance

NASDAQ MDB opened at $180.19 on Thursday. The company has a 50 day simple moving average of $240.77 and a 200-day simple moving average of $263.72. MongoDB, Inc. has a 52-week low of $170.66 and a 52-week high of $387.19. The firm has a market capitalization of $14.63 billion, a price-to-earnings ratio of -65.76 and a beta of 1.30.

MongoDB (NASDAQ:MDBGet Free Report) last issued its earnings results on Wednesday, March 5th. The company reported $0.19 earnings per share (EPS) for the quarter, missing analysts’ consensus estimates of $0.64 by ($0.45). MongoDB had a negative net margin of 10.46% and a negative return on equity of 12.22%. The company had revenue of $548.40 million for the quarter, compared to analyst estimates of $519.65 million. During the same period last year, the business earned $0.86 EPS. On average, analysts predict that MongoDB, Inc. will post -1.78 EPS for the current year.

Analyst Upgrades and Downgrades

MDB has been the topic of a number of recent analyst reports. DA Davidson lifted their price target on MongoDB from $340.00 to $405.00 and gave the company a “buy” rating in a report on Tuesday, December 10th. Needham & Company LLC cut their target price on MongoDB from $415.00 to $270.00 and set a “buy” rating on the stock in a research note on Thursday, March 6th. Robert W. Baird decreased their price target on MongoDB from $390.00 to $300.00 and set an “outperform” rating for the company in a research note on Thursday, March 6th. Canaccord Genuity Group cut their price objective on shares of MongoDB from $385.00 to $320.00 and set a “buy” rating on the stock in a research note on Thursday, March 6th. Finally, Monness Crespi & Hardt upgraded shares of MongoDB from a “sell” rating to a “neutral” rating in a research report on Monday, March 3rd. Seven analysts have rated the stock with a hold rating and twenty-four have given a buy rating to the company. According to data from MarketBeat.com, MongoDB presently has an average rating of “Moderate Buy” and an average target price of $312.84.

Read Our Latest Stock Analysis on MDB

MongoDB Profile

(Free Report)

MongoDB, Inc, together with its subsidiaries, provides general purpose database platform worldwide. The company provides MongoDB Atlas, a hosted multi-cloud database-as-a-service solution; MongoDB Enterprise Advanced, a commercial database server for enterprise customers to run in the cloud, on-premises, or in a hybrid environment; and Community Server, a free-to-download version of its database, which includes the functionality that developers need to get started with MongoDB.

Further Reading

Institutional Ownership by Quarter for MongoDB (NASDAQ:MDB)

This instant news alert was generated by narrative science technology and financial data from MarketBeat in order to provide readers with the fastest and most accurate reporting. This story was reviewed by MarketBeat’s editorial team prior to publication. Please send any questions or comments about this story to contact@marketbeat.com.

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MongoDB Target of Unusually High Options Trading (NASDAQ:MDB) – MarketBeat

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MongoDB, Inc. (NASDAQ:MDBGet Free Report) was the recipient of unusually large options trading on Wednesday. Investors acquired 23,831 put options on the stock. This represents an increase of 2,157% compared to the average volume of 1,056 put options.

Insider Buying and Selling

In related news, Director Hope F. Cochran sold 1,175 shares of MongoDB stock in a transaction that occurred on Tuesday, April 1st. The shares were sold at an average price of $174.69, for a total value of $205,260.75. Following the completion of the sale, the director now directly owns 19,333 shares in the company, valued at $3,377,281.77. This trade represents a 5.73 % decrease in their position. The transaction was disclosed in a document filed with the Securities & Exchange Commission, which is available at this link. Also, CEO Dev Ittycheria sold 8,335 shares of the company’s stock in a transaction that occurred on Wednesday, February 26th. The shares were sold at an average price of $267.48, for a total transaction of $2,229,445.80. Following the transaction, the chief executive officer now owns 217,294 shares in the company, valued at $58,121,799.12. The trade was a 3.69 % decrease in their position. The disclosure for this sale can be found here. Insiders have sold a total of 37,032 shares of company stock worth $9,818,567 in the last ninety days. 3.60% of the stock is owned by insiders.

Hedge Funds Weigh In On MongoDB

A number of institutional investors and hedge funds have recently added to or reduced their stakes in the stock. B.O.S.S. Retirement Advisors LLC acquired a new position in shares of MongoDB during the 4th quarter valued at about $606,000. Geode Capital Management LLC raised its stake in MongoDB by 2.9% during the third quarter. Geode Capital Management LLC now owns 1,230,036 shares of the company’s stock worth $331,776,000 after purchasing an additional 34,814 shares during the period. Union Bancaire Privee UBP SA acquired a new position in MongoDB in the 4th quarter valued at about $3,515,000. Nisa Investment Advisors LLC grew its stake in shares of MongoDB by 428.0% in the 4th quarter. Nisa Investment Advisors LLC now owns 5,755 shares of the company’s stock valued at $1,340,000 after buying an additional 4,665 shares during the period. Finally, HighTower Advisors LLC increased its holdings in shares of MongoDB by 2.0% during the 4th quarter. HighTower Advisors LLC now owns 18,773 shares of the company’s stock worth $4,371,000 after buying an additional 372 shares during the last quarter. Institutional investors and hedge funds own 89.29% of the company’s stock.

MongoDB Stock Performance

Shares of NASDAQ:MDB traded down $16.85 during midday trading on Thursday, hitting $163.34. The company’s stock had a trading volume of 3,342,136 shares, compared to its average volume of 1,749,718. The company has a market cap of $13.26 billion, a P/E ratio of -59.61 and a beta of 1.30. MongoDB has a 12-month low of $160.47 and a 12-month high of $387.19. The business’s 50 day simple moving average is $240.77 and its 200 day simple moving average is $263.72.

MongoDB (NASDAQ:MDBGet Free Report) last released its earnings results on Wednesday, March 5th. The company reported $0.19 earnings per share for the quarter, missing analysts’ consensus estimates of $0.64 by ($0.45). The business had revenue of $548.40 million during the quarter, compared to analysts’ expectations of $519.65 million. MongoDB had a negative return on equity of 12.22% and a negative net margin of 10.46%. During the same period last year, the business earned $0.86 earnings per share. On average, sell-side analysts predict that MongoDB will post -1.78 earnings per share for the current fiscal year.

Analyst Ratings Changes

A number of research analysts have recently weighed in on the company. Wedbush cut their price objective on MongoDB from $360.00 to $300.00 and set an “outperform” rating on the stock in a report on Thursday, March 6th. Truist Financial cut their price target on shares of MongoDB from $300.00 to $275.00 and set a “buy” rating on the stock in a report on Monday. Robert W. Baird decreased their price objective on shares of MongoDB from $390.00 to $300.00 and set an “outperform” rating for the company in a research note on Thursday, March 6th. The Goldman Sachs Group cut their price objective on shares of MongoDB from $390.00 to $335.00 and set a “buy” rating on the stock in a research note on Thursday, March 6th. Finally, Macquarie reduced their target price on shares of MongoDB from $300.00 to $215.00 and set a “neutral” rating for the company in a report on Friday, March 7th. Seven equities research analysts have rated the stock with a hold rating, twenty-four have given a buy rating and one has issued a strong buy rating to the stock. According to MarketBeat.com, the stock presently has an average rating of “Moderate Buy” and an average target price of $312.84.

Check Out Our Latest Research Report on MDB

MongoDB Company Profile

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MongoDB, Inc, together with its subsidiaries, provides general purpose database platform worldwide. The company provides MongoDB Atlas, a hosted multi-cloud database-as-a-service solution; MongoDB Enterprise Advanced, a commercial database server for enterprise customers to run in the cloud, on-premises, or in a hybrid environment; and Community Server, a free-to-download version of its database, which includes the functionality that developers need to get started with MongoDB.

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JavaOne 2025: Function and Memory Access in Pure Java

MMS Founder
MMS Michael Redlich

Article originally posted on InfoQ. Visit InfoQ

Per-Åke Minborg, Consulting Member of Technical Staff, Java Core Libraries at Oracle, presented Function and Memory Access in Pure Java at JavaOne 2025. Minborg kicked off his presentation with an introduction to JEP 454, Foreign Function & Memory API, delivered in JDK 22 and under the auspices of Project Panama.

The Foreign Function & Memory API (FFM), having evolved from two JEPs, namely: JEP 393, Foreign-Memory Access API (Third Incubator); and JEP 389, Foreign Linker API (Incubator), both delivered in JDK 16, was designed to be a replacement for the Java Native Interface (JNI), a native programming interface to interoperate with applications and libraries written in other programming languages, such as C, C++ and Assembly. Problems with JNI include: a native-first programming model that was a fragile combination of Java and C; expensive to maintain and deploy; and passing data to/from JNI can be cumbersome and inefficient.

The JNI workflow process starts with defining a native Java method using the native modifier. Consider the following Java class.

    
/**
 * Getpid.java
 */
public class GetPid {

    static {
        System.loadLibrary("getpid");
    }

    native static long getpid();
    }
    

Now, using the javac -h command on the GetPid.java file, the required C header file is generated.

    
/**
 * getpid.h
 */
#include 
#include 

#ifndef _Included_GetPid
#define _Included_GetPid
#ifdef __cplusplus
extern "C" {
#endif
/*
 * Class: GetPid
 * Method: getpid
 * Signature: ()J
 */
jlong JNICALL Java_GetPid_getpid(JNIEnv *, jobject recv);

#ifdef __cplusplus
}
#endif
#endif
    

Then, the main C application, that implements the native method declared in the Java class, may now be written.

    
/**
 * getpid.c
 */
#include "GetPid.h"

jlong JNICALL Java_GetPid_getpid(JNIEnv *env, jobject recv) {
    return getpid();
    }
    

While the process works and has been available for quite some time, problems include: support for only primitive types and Java objects; no way to deterministically free memory; a limited addressing space of approximately two GB; and inflexible sequential or offset-based addressing options.

Frameworks that attempted to solve these problems included: Java Native Access; Java Native Runtime; and JavaCPP, but never gained any traction for various reasons. Minborg maintained that “a more direct, pure Java paradigm” is necessary.

Minborg introduced some of the interfaces that comprise the FFM API along with numerous code examples to demonstrate how to properly use it. All of the code examples referenced this two-dimensional data structure.

    
struct Point2d {
    double x;
    double y;
    }

point = { 3.0, 4.0 };
    

Foreign Memory API

Accessing flat memory is accomplished via the MemorySegment interface that provides access to a continuous region of 64-bit addressed memory with support for absolute memory addressing. These memory segments are controlled by:

  • Size: Out-Of-Bounds memory access is not allowed
  • Lifetime: Use-After-Free access is not allowed
  • Thread Confinement: the ability to see an object from a single thread

The lifecycle of native memory segments may be controlled by the Arena interface that provides flexible allocation and improved timely deallocation. An arena also provides a safety guarantee with no Use-After-Free access to memory. Arena types include:

  • Global: with an unbounded lifetime
  • Auto: with an automatic garbage-collected lifetime
  • Confined: with an explicitly-bounded lifetime
  • Shared: with an explicitly-bounded lifetime

All of these types, with the exception of the Confined type, offer multi-threaded access. It is also important to note that closing a Shared arena type triggers a thread-local handshake as defined in JEP 312, Thread-Local Handshakes, delivered in JDK 10. Custom arenas may be created by simply implementing the Arena interface.

The ValueLayout interface models values of basic data types. Three attributes, packaged in a value layout, are required to access memory segments:

  • Carrier Type: the value of the Java data type to read and write
  • Endianness: whether the dereference operation should swap bytes
  • Alignment: the alignment constraint on the address being dereferenced

Value layouts may be used to obtain an instance of the VarHandle class from the MemorySegment interface.

Consider this example, using an arena Auto type, that allocates memory and writes doubles, 3d and 4d, into the memory segment at the given offsets, 0 and 8, respectively, with the given value layout.

    
MemorySegment point = Arena.ofAuto().allocate(8 * 2);
point.set(ValueLayout.JAVA_DOUBLE, 0, 3d);
point.set(ValueLayout.JAVA_DOUBLE, 8, 4d);
...
point.get(ValueLayout.JAVA_DOUBLE, 16); // exception
    

This will result in an IndexOutOfBoundsException as it has violated the Out-Of-Bounds memory access. However, there is automatic deallocation and the offset needs to be manually computed.

In this next example, using an arena Confined type, it allocates memory and writes values in the same fashion as the previous example.

    
MemorySegment leakedPoint = null;
try (Arena offHeap = Arena.ofConfined()) {
    MemorySegment point = leakedPoint = offHeap.allocate(8 * 2);
    point.set(ValueLayout.JAVA_DOUBLE, 0, 3d);
    point.set(ValueLayout.JAVA_DOUBLE, 8, 4d);
    } // free
...
leakedPoint.get(ValueLayout.JAVA_DOUBLE, 0); // exception
    

This will result in an IllegalStateException as it has violated the Use-After-Free access due to the arena having been closed. This example also provides deterministic deallocation and the Out-of-Bounds access restriction remains the same. However, as with the previous two examples, the offset needs to be manually computed.

As manually computing the offset can be tedious and prone to errors, the MemoryLayout interface describes the contents of a memory segment in a structured fashion, such as point.y, as defined in the Point2d structure above. Memory layouts may be queried to obtain sizes, alignments and names.

In the following code snippet, the structLayout() method, defined in the MemoryLayout interface, returns a static instance of the StructLayout interface, a group layout whose member layouts are laid out one after the other.

    
MemoryLayout.structLayout(
    ValueLayout.JAVA_DOUBLE.withName("x"),
    ValueLayout.JAVA_DOUBLE.withName("y")
    );
    

In this example, using an arena Confined type, it allocates the memory and writes the values now using instances of the VarHandle class.

    
MemoryLayout POINT_2D = MemoryLayout.structLayout(
    ValueLayout.JAVA_DOUBLE.withName("x"),
    ValueLayout.JAVA_DOUBLE.withName("y")
    );
static final VarHandle XH = POINT_2D.varHandle(PathElement.groupLayout("x"));
static final VarHandle YH = POINT_2D.varHandle(PathElement.groupLayout("y"));
try (Arena offHeap = Arena.ofConfined()) {
    MemorySegment point = offHeap.allocate(POINT_2D);
    XH.set(point, 0L, 3d);
    YH.set(point, 0L, 4d);
    } // free
    

This example provides the benefits from the previous example, but now the offsets are derived from the memory layouts.

Foreign Function API

Minborg also introduced jextract, a tool that mechanically generates Java bindings, built upon the FFM API, from native library headers.

The following example calls a native quick sort function.

    
$ jextract --output classes --target-package org.stdlib /usr/include/stdlib.h

import static org.stdlib.stdlib_h.*;
...

try (Arena offHeap = Arena.ofConfined()) {
    MemorySegment array =
        offHeap.allocateFrom(C_INT, 0, 9, 3, 4, 6, 5, 1, 8, 2, 7);
    var compareFunc = allocate((a1, a2) ->
    Integer.compare(a1.get(C_INT, 0), a2.get(C_INT, 0)), offHeap);
    qsort(array, 10L, 4L, comparFunc);
    int[] sorted = array.toArray(JAVA_INT);
    // [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ]
    }
    

Developers can start working with jextract by downloading the early-access builds.

Conclusion

In closing, Minborg provided the benefits of using the FFM API, namely that it provides: safe and efficient access to native memory, i.e., deterministic deallocation and layout API to enable structured access; general, direct and efficient access to native functions, i.e., 100% Java with no need to write and maintain native code; and the foundations of Project Panama interoperability, i.e., tooling (e.g. jextract) to generate layouts along with var and method handles.

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