Michal Rudolf wrote:
Hi!
>> ... the point is IMHO not that much the amount of disk space, I think
>> this is a "non-issue" these days, but the actual time it takes to write
>> out the cache to the disk. Given a larger base (about the size of a
>> usual reference base) this takes some time, indeed.
> How much time is it?
I'd have to measure it but several seconds. If you know that it does it
it is ok, but I don't think it's ok all the time, as Scid also writes
the cache if the file was just opened, as far as I understood it.
>> I admit that this is
>> the reason why I actually switched off the autosave function an instead
>> placed a quite extensive indexing scheme to Scid once I update those
>> bases. I might add that my reference bases don't even live on a network,
>> but on a not too bad local drive.
> What do you mean by extensive indexing scheme? Pre-generated cache?
Yes a pregenerated cache (fill cache) resulting from some 3500 lines.
>>> One idea is to store ply number of the last non-unique position in each
>>> game. But, this will require quite expensive indexing when database is
>>> modified.
>> I think the major issue is that you can come back to a well known
>> position by transpositon. Therefore, it can well be that no really good
>> solution exists here, especially not a perfect one.
> That why you would need to search a whole game, making the process quite slow.
I fear that.
--
Kind regards, / War is Peace.
| Freedom is Slavery.
Alexander Wagner | Ignorance is Strength.
|
| Theory : G. Orwell, "1984"
/ In practice: USA, since 2001
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