{"id":79,"date":"2003-03-29T21:41:13","date_gmt":"2003-03-30T02:41:13","guid":{"rendered":"http:\/\/www.flamingspork.com\/blog\/?p=79"},"modified":"2003-03-29T21:41:13","modified_gmt":"2003-03-30T02:41:13","slug":"more-notes-from-the-board","status":"publish","type":"post","link":"https:\/\/www.flamingspork.com\/blog\/2003\/03\/29\/more-notes-from-the-board\/","title":{"rendered":"more notes from the board"},"content":{"rendered":"<p>Multivolume disks?<br \/>\n&#8211; uid object migration in distributed environment<br \/>\n&#8211; have a distributed volume (e.g. lab scenario, all lab machines have same &#8216;volume&#8217; mounted and sync of primary machine)<\/p>\n<p>Snapshots for all versions?<br \/>\n&#8211; each version would require > 1 block<br \/>\ni.e. 10 mods of 10 bytes to 1 block would require >= 10 extra blocks<br \/>\nhmm&#8230; has to be better way in this scenario&#8230;.<\/p>\n<p>B+Tree of unique ids (seperate from walnut object IDs).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Multivolume disks? &#8211; uid object migration in distributed environment &#8211; have a distributed volume (e.g. lab scenario, all lab machines have same &#8216;volume&#8217; mounted and sync of primary machine) Snapshots for all versions? &#8211; each version would require > 1 &hellip; <a href=\"https:\/\/www.flamingspork.com\/blog\/2003\/03\/29\/more-notes-from-the-board\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[4],"tags":[],"class_list":["post-79","post","type-post","status-publish","format-standard","hentry","category-hons-project"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p5a6n8-1h","jetpack-related-posts":[{"id":83,"url":"https:\/\/www.flamingspork.com\/blog\/2003\/03\/31\/block-allocation\/","url_meta":{"origin":79,"position":0},"title":"block allocation","author":"Stewart Smith","date":"2003-03-31","format":false,"excerpt":"B+Trees sorted by size and location (a-la XFS) provides: - ability to allocate large\/small objects efficiently (size) - ability to allocate blocks near existing objects (e.g. for object expansion) by using the location B+Tree B+Trees are good, therefor use them. Split up into allocation groups (a-la XFS and BFS). Allows\u2026","rel":"","context":"In &quot;hons-project&quot;","block_context":{"text":"hons-project","link":"https:\/\/www.flamingspork.com\/blog\/category\/hons-project\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":148,"url":"https:\/\/www.flamingspork.com\/blog\/2003\/08\/25\/100-objects\/","url_meta":{"origin":79,"position":1},"title":"100 objects!","author":"Stewart Smith","date":"2003-08-25","format":false,"excerpt":"the magical 100 objects have been put onto a volume, and they're in the index! i'm even going to now hack on a little store utility that will take stdin and put it into an object. but before that, i think i'm going to make something that prints an object\u2026","rel":"","context":"In &quot;hons-project&quot;","block_context":{"text":"hons-project","link":"https:\/\/www.flamingspork.com\/blog\/category\/hons-project\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":1021,"url":"https:\/\/www.flamingspork.com\/blog\/2008\/02\/26\/twitter-updates-for-2008-02-26\/","url_meta":{"origin":79,"position":2},"title":"Twitter Updates for 2008-02-26","author":"Stewart Smith","date":"2008-02-26","format":false,"excerpt":"i dislike paper. # looking at how transaction IDs are allocated in ndbapi... i think it hurts. # buzzword bingo: synergies - BINGO # Powered by Twitter Tools.","rel":"","context":"In &quot;Twitter&quot;","block_context":{"text":"Twitter","link":"https:\/\/www.flamingspork.com\/blog\/category\/from-twitter\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":229,"url":"https:\/\/www.flamingspork.com\/blog\/2004\/04\/10\/onode-unique-id-versus-packing-id\/","url_meta":{"origin":79,"position":3},"title":"onode unique id versus packing id","author":"Stewart Smith","date":"2004-04-10","format":false,"excerpt":"along the lines of how reiser chooses to pack things on disk (heuristic that makes numbers of where and how to pack things). onodes get a unique id. - to be used in indexing (onode_index primarily, but also higher level indicies) onodes get a packing id - onodes with similar\u2026","rel":"","context":"In &quot;fcfs&quot;","block_context":{"text":"fcfs","link":"https:\/\/www.flamingspork.com\/blog\/category\/fcfs\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":92,"url":"https:\/\/www.flamingspork.com\/blog\/2003\/05\/05\/computing-deltas-for-insert-operations\/","url_meta":{"origin":79,"position":4},"title":"computing deltas for insert operations","author":"Stewart Smith","date":"2003-05-05","format":false,"excerpt":"snapshot like system for in-progress transactions, when committing, search for common substrings in blocks and the offsets of these (possibly indicating an insert operation) and on a per-block basis create a \"shift N spaces\" entry in the delta fork of the object","rel":"","context":"In &quot;hons-project&quot;","block_context":{"text":"hons-project","link":"https:\/\/www.flamingspork.com\/blog\/category\/hons-project\/"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":658,"url":"https:\/\/www.flamingspork.com\/blog\/2006\/04\/19\/rusty-on-floating-point-and-keeping-neat-code\/","url_meta":{"origin":79,"position":5},"title":"Rusty on floating point (and keeping neat code)","author":"Stewart Smith","date":"2006-04-19","format":false,"excerpt":"Rusty talks about the \"fun\" of floating point and how this all ties into Wesnoth. Platform consistency is certainly a good thing - so I'm guessing the attack_prediction code isn't run by each node in a network game in a way where machines could disagree on the outcome. 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