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docs/debugging/xl-meta/main.go
valid := 0 for shardIdx, shard := range splitFilled[:k] { shardConfig[shardIdx] = shard[offset] valid += int(shard[offset]) if shard[offset] == 0 { shards[shardIdx] = shards[shardIdx][:0] } else { shards[shardIdx] = append(shards[shardIdx][:0], splitData[shardIdx][offset]) } }
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Sun Sep 28 20:59:21 GMT 2025 - 40.4K bytes - Click Count (0) -
docs/debugging/hash-set/main.go
flag.StringVar(&deploymentID, "deployment-id", "", "MinIO deployment ID, obtained from 'format.json'") flag.IntVar(&setCount, "set-count", 0, "Total set count") flag.IntVar(&shards, "shards", 0, "Total shards count") flag.BoolVar(&verbose, "v", false, "Display all objects") flag.Parse() if deploymentID == "" { log.Fatalln("deployment ID is mandatory") } if setCount == 0 {
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Mon Sep 19 18:05:16 GMT 2022 - 3.7K bytes - Click Count (0) -
docs/distributed/SIZING.md
This will allow normal write operations to take place on systems that exceed the write tolerance.
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Tue Aug 15 23:04:20 GMT 2023 - 3.9K bytes - Click Count (0) -
docs/erasure/README.md
code is a mathematical algorithm to reconstruct missing or corrupted data. MinIO uses Reed-Solomon code to shard objects into variable data and parity blocks. For example, in a 12 drive setup, an object can be sharded to a variable number of data and parity blocks across all the drives - ranging from six data and six parity blocks to ten data and two parity blocks. By default, MinIO shards the objects across N/2 data and N/2 parity drives. Though, you can use [storage classes](https://github...
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Tue Aug 12 18:20:36 GMT 2025 - 4.2K bytes - Click Count (0) -
docs/distributed/DESIGN.md
Erasure coding used by MinIO is [Reed-Solomon](https://github.com/klauspost/reedsolomon) erasure coding scheme, which has a total shard maximum of 256 i.e 128 data and 128 parity. MinIO design goes beyond this limitation by doing some practical architecture choices. - Erasure set is a single erasure coding unit within a MinIO deployment. An object is sharded within an erasure set. Erasure set size is automatically calculated based on the number of drives. MinIO supports unlimited number...
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Wed Feb 26 09:25:50 GMT 2025 - 8K bytes - Click Count (2) -
cmd/erasure-decode.go
// Reading first time on this disk, hence the buffer needs to be allocated. // Subsequent reads will reuse this buffer. p.buf[bufIdx] = make([]byte, p.shardSize) } // For the last shard, the shardsize might be less than previous shard sizes. // Hence the following statement ensures that the buffer size is reset to the right size. p.buf[bufIdx] = p.buf[bufIdx][:p.shardSize] n, err := rr.ReadAt(p.buf[bufIdx], p.offset)
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Thu Aug 29 01:40:52 GMT 2024 - 9.5K bytes - Click Count (0) -
cmd/erasure-metadata.go
// In this case, parity == 0 implies that this object version is a // delete marker readQuorum = N/2 + 1 } if occ < readQuorum { // Ignore this parity since we don't have enough shards for read quorum continue } if occ > maxOcc { maxOcc = occ cparity = parity } } if maxOcc == 0 { // Did not found anything useful return -1 }
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Sun Sep 28 20:59:21 GMT 2025 - 21.3K bytes - Click Count (0) -
cmd/notification.go
// To avoid these problems we must split the work at scale. With 1000 node // setup becoming a reality we must try to shard the work properly such as // pick 10 nodes that precisely can send those 100 requests the first node // in the 10 node shard would coordinate between other 9 shards to get the // rest of the `99*9` requests. // // This essentially splits the workload properly and also allows for network
Created: Sun Dec 28 19:28:13 GMT 2025 - Last Modified: Sun Sep 28 20:59:21 GMT 2025 - 46K bytes - Click Count (0) -
guava/src/com/google/common/primitives/Chars.java
* href="https://github.com/google/guava/wiki/PrimitivesExplained">primitive utilities</a>. * * @author Kevin Bourrillion * @since 1.0 */ @GwtCompatible public final class Chars { private Chars() {} /** * The number of bytes required to represent a primitive {@code char} value. * * <p>Prefer {@link Character#BYTES} instead. */
Created: Fri Dec 26 12:43:10 GMT 2025 - Last Modified: Thu Aug 07 16:05:33 GMT 2025 - 24.2K bytes - Click Count (0) -
fastapi/_compat/shared.py
Sebastián RamÃrez <******@****.***> 1766840096 -0800
Created: Sun Dec 28 07:19:09 GMT 2025 - Last Modified: Sat Dec 27 12:54:56 GMT 2025 - 6.7K bytes - Click Count (0)