>> What Thomas is looking to define is a setup where an RAM would be the first 
>> device for the temp results (to enable much faster processing -- RAM disk 
>> has 100x IO of even an SSD!!), with any excess falling to an SSD or HDD.  
>> The approach/setup is perfectly reasonable -- it tries to place temp data on 
>> devices which will provide the greatest benefit.
>
> This is exactly what TempCacheLimit is about. Temp results are initially
> stored in the server memory and then (after overflowing TempCacheLimit)
> are swapped to disk (temp files).

The problem with TempCacheLimit in CS and SC is that it is per 
connection and thus IMHO:

a) RAM usage is hard to predict as the number of connections is in the 
game, and
b) each connection might have different RAM / temp cache usage requirements.

A dedicated temp file storage faster than a regular hard disk, being it 
a RAM disk or SDD, with a fall-back to a regular disk in case the first 
and faster storage is exhausted, is more controllable from a maximum 
sizing planning POV, IMHO.

As long as the TempCacheLimit used RAM isn't more efficiently 
used/accessed than storing temp data on a RAM disk, I would argue that 
usage of a RAM disk is the preferred way, because it easier to handle, 
especially with CS and SC.

Just a thought.

Regards,
Thomas










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Virtualization & Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
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