Responsive Systems Company

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Notes:

Now we get to the difficult part...attempting to simulate, or estimate, pool and object performance as sizes are changed and objects are moved around.

Simulations are extremely difficult to write, and require a lot of formula ‘tweeking’ to get correct results.

However, it’s the only way to ever get things done correctly (optimally) since you can’t play dangerous and time consuming games with your production environment.

Here we see simulation results indicating increasing pool hit ratios as the size is increased. From these figures, 7,000 buffers is probably optimal unless you have memory to spare and wish to pick up that last .8%.