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    On-line Mass Storage - Secondary Storage

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    작성자 Laurinda
    댓글 0건 조회 7회 작성일 25-11-25 07:02

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    In computer structure, the memory hierarchy separates pc storage right into a hierarchy based on response time. Since response time, complexity, and capability are related, the levels could also be distinguished by their efficiency and controlling technologies. Memory hierarchy impacts efficiency in computer architectural design, algorithm predictions, and decrease stage programming constructs involving locality of reference. Designing for prime efficiency requires considering the restrictions of the memory hierarchy, i.e. the dimensions and capabilities of every component. 1 of the hierarchy. To restrict waiting by higher ranges, a decrease stage will respond by filling a buffer after which signaling for activating the transfer. There are 4 main storage ranges. Inner - processor registers and cache. Most important - the system RAM and controller cards. On-line mass storage - secondary storage. Off-line bulk storage - tertiary and Memory Wave Audio off-line storage. It is a common memory hierarchy structuring. Many other structures are useful. For instance, a paging algorithm may be thought-about as a stage for virtual memory when designing a pc architecture, and one can embrace a level of nearline storage between on-line and offline storage.



    Adding complexity slows the memory hierarchy. Certainly one of the primary methods to extend system performance is minimising how far down the memory hierarchy one has to go to govern information. Latency and bandwidth are two metrics related to caches. Neither of them is uniform, however is particular to a selected component of the Memory Wave Audio hierarchy. Predicting where within the memory hierarchy the information resides is difficult. The situation in the memory hierarchy dictates the time required for the prefetch to occur. The variety of ranges within the memory hierarchy and the performance at every degree has elevated over time. The kind of memory or storage elements additionally change historically. Processor registers - the quickest possible entry (normally 1 CPU cycle). A number of thousand bytes in dimension. Best entry pace is round seven hundred GB/s. Finest entry velocity is round 200 GB/s. Greatest access velocity is around a hundred GB/s. Best access speed is round forty GB/s. The lower ranges of the hierarchy - from mass storage downwards - are also referred to as tiered storage.



    Online storage is immediately obtainable for I/O. Nearline storage is just not instantly accessible, however could be made online quickly with out human intervention. Offline storage just isn't instantly out there, and requires some human intervention to bring on-line. For instance, all the time-on spinning disks are on-line, while spinning disks that spin down, akin to massive arrays of idle disk (MAID), are nearline. Removable media comparable to tape cartridges that can be routinely loaded, as in a tape library, are nearline, while cartridges that must be manually loaded are offline. In consequence, the CPU spends a lot of its time idling, waiting for memory I/O to complete. That is generally referred to as the space cost, as a larger memory object is extra likely to overflow a small and quick degree and require use of a larger, slower level. The resulting load on memory use is known as strain (respectively register strain, cache pressure, and (foremost) memory strain).



    Terms for data being lacking from the next stage and needing to be fetched from a decrease level are, respectively: register spilling (attributable to register strain: register to cache), cache miss (cache to important memory), and (hard) web page fault (actual foremost memory to digital memory, i.e. mass storage, generally referred to as disk regardless of the particular mass storage expertise used). Modern programming languages mainly assume two levels of memory, important (working) memory and mass storage, though in assembly language and inline assemblers in languages corresponding to C, registers could be straight accessed. Programmers are answerable for transferring information between disk and memory through file I/O. Hardware is responsible for shifting data between memory and caches. Optimizing compilers are chargeable for generating code that, when executed, will trigger the hardware to use caches and registers efficiently. Many programmers assume one level of memory. This works fine until the applying hits a efficiency wall. Then the memory hierarchy will be assessed during code refactoring. Toy, Wing; Zee, Benjamin (1986). Computer Hardware/Software Structure. Pas, Ruud (2002). "Memory Hierarchy in Cache-Based Programs" (PDF). Crothers, Brooke. "Dissecting Intel's top graphics in Apple's 15-inch MacBook Pro - CNET". Pearson, Tony (2010). "Appropriate use of the time period Nearline". IBM Developerworks, Inside System Storage.

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