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We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can |
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can |
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Revision as of 17:37, 15 July 2020
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can
this that the other
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can
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map profile show where ManagementApp FLUIDFS
<60756 (?)>
[60756] Mapping:MappingProfile 02/15/2013 12:53:34 AM
Index Server Server Volume MZ MZ MultiPat LUN Persona Personali Boot Write VM Managemen Admin DebugOu Active Bad Path LUN OS OS ManagementApp Active
Name Subsyst VolumeI Max Actual Preferr Actual Volume Protect Connect Status PathCo PathCo DownCo OnlyOne Product Version Controller
======= ======== =================================== ======= ======= ======= ======== ====== ======= ========= ======= ======= ========= ========= ======== ======= ====== ====== ====== ========= ============ ============ ============================== ==========
14 8 8 Cluster FS8600 15 15 15 0 1 0 60756 (0) Fal (0) Fal (3) Both (1) Auto (1) Enab (0) Fal 0 0 0 42949672* Compellent FS8600 1.x FLUIDFS 60756
15 8 8 Cluster FS8600 16 15 16 0 2 0 60757 (0) Fal (0) Fal (3) Both (1) Auto (1) Enab (0) Fal 0 0 0 42949672* Compellent FS8600 1.x FLUIDFS 60757
16 8 8 Cluster FS8600 17 15 17 0 3 0 60756 (0) Fal (0) Fal (3) Both (1) Auto (1) Enab (0) Fal 0 0 0 42949672* Compellent FS8600 1.x FLUIDFS 60756
17 8 8 Cluster FS8600 18 15 18 0 4 0 60757 (0) Fal (0) Fal (3) Both (1) Auto (1) Enab (0) Fal 0 0 0 42949672* Compellent FS8600 1.x FLUIDFS 60757
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