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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