{"id":75577,"date":"2020-03-27T07:42:08","date_gmt":"2020-03-27T05:42:08","guid":{"rendered":"https:\/\/prohoster.info\/blog\/administrirovanie\/fast-vp-v-shd-unity-kak-eto-rabotaet"},"modified":"2020-03-27T07:42:08","modified_gmt":"2020-03-27T05:42:08","slug":"fast-vp-v-shd-unity-kak-eto-rabotaet","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/administrirovanie\/fast-vp-v-shd-unity-kak-eto-rabotaet","title":{"rendered":"FAST VP v \u00falo\u017eisku Unity: ako to funguje","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dnes sa pozrieme na zauj\u00edmav\u00fa technol\u00f3giu implementovan\u00fa v S\u00daH Unity\/Unity XT \u2013 FAST VP. Ak ste o Unity po\u010duli prv\u00fdkr\u00e1t, na odkaze na konci \u010dl\u00e1nku si m\u00f4\u017eete pozrie\u0165 charakteristiky syst\u00e9mu. V projektovom t\u00edme Dell EMC som pracoval na FAST VP viac ako rok. Dnes chcem podrobne predstavi\u0165 t\u00fato technol\u00f3giu a odhali\u0165 niektor\u00e9 detaily jej implement\u00e1cie. Samozrejme, len tie, ktor\u00e9 je povolen\u00e9 odhali\u0165. Ak sa zauj\u00edmate o efekt\u00edvne skladovanie d\u00e1t alebo ste sa len nedostato\u010dne obozn\u00e1mili s dokument\u00e1ciou, tento \u010dl\u00e1nok v\u00e1m ur\u010dite bude u\u017eito\u010dn\u00fd a zauj\u00edmav\u00fd. <\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/1f026bfb90e0b050da5222cebf537be7.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nHne\u010f poviem, \u010do v materi\u00e1li nebude. Nebude tu h\u013eadanie konkurentov a porovn\u00e1vanie s nimi. Takisto nepl\u00e1nujem rozpr\u00e1va\u0165 o podobn\u00fdch technol\u00f3gi\u00e1ch z open source, preto\u017ee zvedav\u00fd \u010ditate\u013e o nich u\u017e vie. A, samozrejme, ni\u010d nepl\u00e1nujem propagova\u0165.<\/p>\n<h2>Tiering \u00falo\u017eiska. Ciele a \u00falohy FAST VP<\/h2>\n<p>\nFAST VP je skratka pre Fully Automated Storage Tiering for Virtual Pool. Znie to zlo\u017eito? Ni\u010d sa nebojte, teraz si to vysvetl\u00edme. Tiering je sp\u00f4sob organiz\u00e1cie ukladania d\u00e1t, pri ktorom existuje nieko\u013eko \u00farovn\u00ed (tiers), kde sa tieto d\u00e1ta ukladaj\u00fa. Ka\u017ed\u00e1 m\u00e1 svoje charakteristiky. Najd\u00f4le\u017eitej\u0161ie s\u00fa: v\u00fdkon, objem a cena ulo\u017eenia jednej inform\u00e1cie. Samozrejme, medzi nimi existuje vz\u00e1jomn\u00e1 s\u00favislos\u0165.<\/p>\n<p>D\u00f4le\u017eitou vlastnos\u0165ou tieringu je, \u017ee pr\u00edstup k d\u00e1tam je poskytovan\u00fd jednotne bez oh\u013eadu na to, na ktorej \u00farovni ulo\u017eenia sa v s\u00fa\u010dasnosti nach\u00e1dzaj\u00fa, pri\u010dom ve\u013ekos\u0165 poolu je rovn\u00e1 s\u00fa\u010dtu ve\u013ekost\u00ed zdrojov, ktor\u00e9 do neho patr\u00ed. Tu je rozdiel od cache: ve\u013ekos\u0165 cache sa neprid\u00e1va k celkov\u00e9mu objemu zdroja (poolu v tomto pr\u00edpade), a d\u00e1ta v cache duplikuj\u00fa nejak\u00fd fragment d\u00e1t hlavn\u00e9ho m\u00e9dia (alebo bud\u00fa duplikova\u0165, ak d\u00e1ta z cache e\u0161te neboli zap\u00edsan\u00e9). Takisto je rozdelenie d\u00e1t po \u00farovniach skryt\u00e9 pred pou\u017e\u00edvate\u013eom. To znamen\u00e1, \u017ee nevid\u00ed, ak\u00e9 konkr\u00e9tne d\u00e1ta s\u00fa umiestnen\u00e9 na ka\u017edej \u00farovni, aj ke\u010f m\u00f4\u017ee na to nepriamo vpl\u00fdva\u0165 prostredn\u00edctvom nastavenia polit\u00edk (o t\u00fdch sa dozviete nesk\u00f4r).<\/p>\n<p>Teraz sa pozrime na zvl\u00e1\u0161tnosti implement\u00e1cie storage tieringu v Unity. V Unity s\u00fa vyhraden\u00e9 3 \u00farovne, alebo tieri:<\/p>\n<ul>\n<li>Extr\u00e9mny v\u00fdkon (SSD)<\/li>\n<li>V\u00fdkon (SAS HDD 10k\/15k RPM)<\/li>\n<li>Kapacita (NL-SAS HDD 7200 RPM)<\/li>\n<\/ul>\n<p>\nS\u00fa zoraden\u00e9 pod\u013ea klesaj\u00facej v\u00fdkonnosti a ceny. V Extreme performance s\u00fa v\u00fdlu\u010dne pevn\u00e9 disky SSD. V dvoch \u010fal\u0161\u00edch \u00farovniach s\u00fa disky na magnetick\u00fdch nosi\u010doch, ktor\u00e9 sa l\u00ed\u0161ia r\u00fdchlos\u0165ou ot\u00e1\u010dania a t\u00fdm p\u00e1dom aj v\u00fdkonnos\u0165ou.<\/p>\n<p>\u00dalo\u017en\u00e9 zariadenia z jednej \u00farovne a jedn\u00e9ho form\u00e1tu sa kombinuj\u00fa do RAID po\u013ea, \u010d\u00edm vytv\u00e1raj\u00fa RAID skupinu (RAID group, skr\u00e1tene \u2013 RG); o dostupn\u00fdch a odpor\u00fa\u010dan\u00fdch \u00farovniach RAID si m\u00f4\u017eete pre\u010d\u00edta\u0165 v ofici\u00e1lnej dokument\u00e1cii. Z RAID skup\u00edn s jednou alebo viacer\u00fdmi \u00farov\u0148ami sa formuj\u00fa \u00falo\u017en\u00e9 pooly (Storage pool), z ktor\u00fdch sa potom prerozde\u013euje vo\u013en\u00e9 miesto. A u\u017e z poolu sa vy\u010dle\u0148uje miesto pre s\u00faborov\u00e9 syst\u00e9my a LUN-y.<\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/00591e7155982ba216b490d3d7214f4c.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h2>Na \u010do mi je Tiering?<\/h2>\n<p>\nAk by som to mal stru\u010dne a abstraktne formulova\u0165: <i>aby som dosiahol v\u00e4\u010d\u0161ie v\u00fdsledky s minimom zdrojov.<\/i> Ak by som mal by\u0165 konkr\u00e9tnej\u0161\u00ed, v\u00fdsledkom sa zvy\u010dajne rozumie s\u00fahrn charakterist\u00edk SAN \u2013 r\u00fdchlos\u0165 a pr\u00edstupov\u00fd \u010das, n\u00e1klady na ukladanie a pod. Minimom zdrojov sa myslia najmen\u0161ie n\u00e1klady: peniaze, energia a podobne. FAST VP presne realizuje mechanizmy prerozde\u013eovania d\u00e1t po r\u00f4znych \u00farovniach v SAN Unity\/Unity XT. Ak mi ver\u00edte, m\u00f4\u017eete presko\u010di\u0165 nasleduj\u00faci odsek. Pre ostatn\u00fdch poviem nie\u010do podrobnej\u0161ie.<\/p>\n<p>Spr\u00e1vne prerozdelenie d\u00e1t po \u00farovniach ukladania umo\u017e\u0148uje u\u0161etri\u0165 na celkov\u00fdch n\u00e1kladoch na SAN, obetuj\u00fac r\u00fdchlos\u0165 pr\u00edstupu niektor\u00fdm m\u00e1lo pou\u017e\u00edvan\u00fdm inform\u00e1ci\u00e1m, a zv\u00fd\u0161i\u0165 v\u00fdkonnos\u0165, ke\u010f presunieme \u010dasto pou\u017e\u00edvan\u00e9 d\u00e1ta na r\u00fdchlej\u0161ie nosi\u010de. Tu niekto m\u00f4\u017ee namieta\u0165, \u017ee aj bez tiering-u vie norm\u00e1lny administr\u00e1tor, kam ktor\u00e9 d\u00e1ta umiestni\u0165, ak\u00e9 s\u00fa \u017eelate\u013en\u00e9 charakteristiky SAN pre jeho \u00falohu at\u010f. Nezvratne to tak je, ale manu\u00e1lne prerozdelenie d\u00e1t m\u00e1 svoje nedostatky:<\/p>\n<ul>\n<li>zab\u00fada na \u010das a pozornos\u0165 administr\u00e1tora; <\/li>\n<li>ned\u00e1 sa v\u017edy \"prekorigova\u0165\" prostriedky SAN na zmenen\u00e9 podmienky;<\/li>\n<li>zhas\u00edna d\u00f4le\u017eit\u00e1 v\u00fdhoda: unifikovan\u00fd pr\u00edstup k zdrojom, ktor\u00e9 sa nach\u00e1dzaj\u00fa na r\u00f4znych \u00farovniach ukladania. <\/li>\n<\/ul>\n<p>\nAby sa spr\u00e1vcom storage menej ob\u00e1vali o pracovn\u00fa istotu, dod\u00e1m, \u017ee rozumn\u00e9 pl\u00e1novanie zdrojov je v tomto pr\u00edpade nevyhnutn\u00e9. Teraz, ke\u010f s\u00fa \u00falohy t\u00fdkaj\u00face sa tieringu stru\u010dne na\u010drtnut\u00e9, pozrime sa, \u010do m\u00f4\u017eeme o\u010dak\u00e1va\u0165 od FAST VP. Teraz je ten prav\u00fd \u010das vr\u00e1ti\u0165 sa k defin\u00edcii. Prv\u00e9 dve slov\u00e1 \u2013 Fully Automated \u2013 sa doslovne prekladaj\u00fa ako \u201eplne automatizovan\u00fd\u201c a znamenaj\u00fa, \u017ee rozde\u013eovanie pod\u013ea \u00farovn\u00ed prebieha automaticky. A Virtual Pool je s\u00fabor \u00fadajov, ktor\u00fd zah\u0155\u0148a zdroje z r\u00f4znych \u00farovn\u00ed ukladania. Takto to vyzer\u00e1:<\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/75259df2b7f65ad9707c1199dd88f7f6.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nNadv\u00e4zuj\u00fac na to, poviem, \u017ee FAST VP pres\u00fava d\u00e1ta len v r\u00e1mci jedn\u00e9ho poolu, a nie medzi viacer\u00fdmi poolmi. <\/p>\n<h2>\u00dalohy, ktor\u00e9 rie\u0161i FAST VP<\/h2>\n<p>\nNajprv sa rozpr\u00e1vajme abstraktne. M\u00e1me pool a ur\u010dit\u00fd mechanizmus, ktor\u00fd m\u00f4\u017ee predistribuova\u0165 d\u00e1ta v r\u00e1mci tohto poolu. S oh\u013eadom na to, \u017ee na\u0161ou \u00falohou je dosiahnu\u0165 maxim\u00e1lny v\u00fdkon, polo\u017eme si ot\u00e1zku: ak\u00fdmi sp\u00f4sobmi je mo\u017en\u00e9 ho dosiahnu\u0165? T\u00fdch sp\u00f4sobov m\u00f4\u017ee by\u0165 nieko\u013eko, a FAST VP m\u00e1 pou\u017e\u00edvate\u013eovi \u010do pon\u00faknu\u0165, preto\u017ee technol\u00f3gia predstavuje nie\u010do viac ne\u017e len storage tiering. Takto m\u00f4\u017ee FAST VP zv\u00fd\u0161i\u0165 v\u00fdkon poolu:<\/p>\n<ul>\n<li>Rozdelenie d\u00e1t pod\u013ea r\u00f4znych typov diskov, \u00farovn\u00ed<\/li>\n<li>Rozdelenie d\u00e1t medzi diskami jedn\u00e9ho typu<\/li>\n<li>Rozdelenie d\u00e1t pri roz\u0161irovan\u00ed poolu<\/li>\n<\/ul>\n<p>\nPredt\u00fdm, ne\u017e sa podrobne pozrieme na to, ako sa tieto \u00falohy rie\u0161ia, mus\u00edme pozna\u0165 niektor\u00e9 potrebn\u00e9 faktory t\u00fdkaj\u00face sa fungovania FAST VP. FAST VP pracuje s blokmi ur\u010ditej ve\u013ekosti \u2013 256 megabajtov. Ide o minim\u00e1lny kontinu\u00e1lny \u201ekus\u201c d\u00e1t, ktor\u00fd m\u00f4\u017ee by\u0165 presunut\u00fd. V dokument\u00e1cii sa tomu hovor\u00ed: slice. Z poh\u013eadu FAST VP v\u0161etky RAID skupiny pozost\u00e1vaj\u00fa z mno\u017einy tak\u00fdchto \u201ekusov\u201c. V s\u00falade s t\u00fdm sa v\u0161etka \u0161tatistika vstupu a v\u00fdstupu zhroma\u017e\u010fuje pre tak\u00e9to bloky d\u00e1t. Pre\u010do bol zvolen\u00fd pr\u00e1ve tento rozmer bloku a bude zn\u00ed\u017een\u00fd? Blok je dostato\u010dne ve\u013ek\u00fd, ale je to kompromis medzi granularitou d\u00e1t (men\u0161\u00ed rozmer bloku \u2013 presnej\u0161ie rozdelenie) a dostupn\u00fdmi v\u00fdpo\u010dtov\u00fdmi prostriedkami: pri existuj\u00facich pr\u00edsnych obmedzeniach na opera\u010dn\u00fa pam\u00e4\u0165 a ve\u013ekom po\u010dte blokov m\u00f4\u017eu d\u00e1ta \u0161tatistiky zabera\u0165 pr\u00edli\u0161 ve\u013ea a po\u010det v\u00fdpo\u010dtov vzrastie proporcion\u00e1lne.<\/p>\n<h2>Ako FAST VP umiest\u0148uje d\u00e1ta v poole. Politiky<\/h2>\n<p>\nNa spravovanie umiestnenia d\u00e1t v \u00falo\u017eisku s povolen\u00fdm FAST VP existuj\u00fa tak\u00e9 politiky:<\/p>\n<ul>\n<li>Najvy\u0161\u0161ia dostupn\u00e1 \u00farove\u0148<\/li>\n<li>Automatick\u00e1 \u00farove\u0148<\/li>\n<li>Najprv vysok\u00e1 \u00farove\u0148 a potom automatick\u00e1 (predvolen\u00e9 nastavenie)<\/li>\n<li>Najni\u017e\u0161ia dostupn\u00e1 \u00farove\u0148<\/li>\n<\/ul>\n<p>\nOni ovplyv\u0148uj\u00fa ako po\u010diato\u010dn\u00e9 umiestnenie bloku (d\u00e1ta s\u00fa prv\u00fdkr\u00e1t zap\u00edsan\u00e9), tak aj n\u00e1sledn\u00e9 preskupenie. Ke\u010f s\u00fa d\u00e1ta u\u017e umiestnen\u00e9 na diskoch, preskupenie sa spust\u00ed pod\u013ea harmonogramu alebo manu\u00e1lne.<\/p>\n<p>Najvy\u0161\u0161ia dostupn\u00e1 \u00farove\u0148 sa sna\u017e\u00ed umiestni\u0165 nov\u00fd blok na najv\u00fdkonnej\u0161iu \u00farove\u0148. Pri nedostatku miesta tam \u2013 na nasleduj\u00facu v\u00fdkonnostn\u00fa \u00farove\u0148, ale nesk\u00f4r m\u00f4\u017eu by\u0165 d\u00e1ta presunut\u00e9 na v\u00fdkonnej\u0161iu \u00farove\u0148 (pri dostupnosti miesta alebo vytla\u010den\u00edm in\u00fdch d\u00e1t). Automatick\u00e1 \u00farove\u0148 umiest\u0148uje nov\u00e9 d\u00e1ta na r\u00f4zne \u00farovne v z\u00e1vislosti od ve\u013ekosti dostupn\u00e9ho priestoru, a preskupuj\u00fa sa v z\u00e1vislosti od dopytu a vo\u013en\u00e9ho miesta. Politika Najprv vysok\u00e1 \u00farove\u0148 a potom automatick\u00e1 \u2013 je predvolen\u00e1 a tie\u017e odpor\u00fa\u010dan\u00e1. Pri po\u010diato\u010dnom umiestnen\u00ed funguje ako Najvy\u0161\u0161ia dostupn\u00e1 \u00farove\u0148, a potom sa pres\u00favaj\u00fa d\u00e1ta v z\u00e1vislosti od ich \u0161tatistiky pou\u017e\u00edvania. Politika Najni\u017e\u0161ia dostupn\u00e1 \u00farove\u0148 sa sna\u017e\u00ed umiestni\u0165 d\u00e1ta na najmenej v\u00fdkonn\u00fa \u00farove\u0148. <\/p>\n<p>Presun d\u00e1t prebieha s n\u00edzkou prioritou, aby neprek\u00e1\u017eal u\u017eito\u010dnej pr\u00e1ci \u00falo\u017eiska, av\u0161ak existuje nastavenie \u201eR\u00fdchlos\u0165 presunu d\u00e1t\u201c, ktor\u00e9 men\u00ed prioritu. V tomto pr\u00edpade je zvl\u00e1\u0161tnos\u0165ou, \u017ee nie v\u0161etky bloky d\u00e1t maj\u00fa rovnak\u00fa poradie preskupenia. Napr\u00edklad bloky ozna\u010den\u00e9 ako metadata bud\u00fa presunut\u00e9 na r\u00fdchlej\u0161iu \u00farove\u0148 ako prv\u00e9. Metadata s\u00fa, ak to tak m\u00f4\u017eeme vyjadri\u0165, \u201ed\u00e1ta o d\u00e1tach\u201c, ak\u00e1si dodato\u010dn\u00e1 inform\u00e1cia, ktor\u00e1 nie je pou\u017e\u00edvate\u013esk\u00fdmi d\u00e1tami, ale uchov\u00e1va ich popis. Napr\u00edklad inform\u00e1cia v s\u00faborovom syst\u00e9me o tom, v akom bloku sa nach\u00e1dza konkr\u00e9tny s\u00fabor. To znamen\u00e1, \u017ee r\u00fdchlos\u0165 pr\u00edstupu k d\u00e1tam z\u00e1vis\u00ed od r\u00fdchlosti pr\u00edstupu k metadatom. Ke\u010f\u017ee metadata s\u00fa zvy\u010dajne ove\u013ea men\u0161ie, o\u010dak\u00e1va sa, \u017ee zisk z ich presunu na v\u00fdkonnej\u0161ie disky bude v\u00e4\u010d\u0161\u00ed.<\/p>\n<h2>Krit\u00e9ri\u00e1, ktor\u00e9 Fast VP pou\u017e\u00edva v pr\u00e1ci<\/h2>\n<p>\nHlavn\u00fdm krit\u00e9riom pre ka\u017ed\u00fd blok, ak to m\u00e1m ve\u013emi zjednodu\u0161i\u0165, je charakteristika \"dopytu\" po \u00fadajoch, ktor\u00e1 z\u00e1vis\u00ed od po\u010dtu oper\u00e1ci\u00ed \u010d\u00edtania a z\u00e1pisu fragmentu \u00fadajov. T\u00e1to charakteristika sa u n\u00e1s naz\u00fdva \"Teplota\". Existuj\u00fa dopytovan\u00e9 (hot) \u00fadaje, ktor\u00e9 s\u00fa \"hor\u00facej\u0161ie\" ako nedopytovan\u00e9. Vypo\u010d\u00edtava sa pravidelne, predvolene s intervalom jedn\u00e9ho hodiny. <\/p>\n<p>Funkcia v\u00fdpo\u010dtu teploty m\u00e1 nasleduj\u00face vlastnosti:<\/p>\n<ul>\n<li>Pri absencii vstupu a v\u00fdstupu \u00fadaje \u010dasom \"chladn\u00fa\".<\/li>\n<li>Pri pribli\u017ene rovnakej z\u00e1\u0165a\u017ei v \u010dase teplota najprv vzrast\u00e1 a potom sa stabilizuje v ur\u010ditom rozmedz\u00ed.<\/li>\n<\/ul>\n<p>\n\u010ealej sa zoh\u013ead\u0148uj\u00fa politiky uveden\u00e9 vy\u0161\u0161ie a vo\u013en\u00e9 miesto na ka\u017edom tieri. Pre preh\u013eadnos\u0165 uv\u00e1dzam obr\u00e1zok z dokument\u00e1cie. Tu s\u00fa bloky s vysokou, strednou a n\u00edzkou teplotou ozna\u010den\u00e9 \u010dervenou, \u017eltou a modrou farbou.<\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/4815ae20d2e33a8f7f47279da0965ae0.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nAle vr\u00e1\u0165me sa k \u00faloh\u00e1m. Tak\u017ee, m\u00f4\u017eeme za\u010da\u0165 s anal\u00fdzou toho, \u010do sa rob\u00ed na rie\u0161enie \u00faloh FAST VP.<\/p>\n<h4>A. Rozdelenie \u00fadajov medzi r\u00f4zne typy diskov, \u00farovne<\/h4>\n<p>\nTo je vlastne hlavn\u00e1 \u00faloha FAST VP. Ostatn\u00e9, do ur\u010ditej miery, s\u00fa odvoden\u00e9 od nej. V z\u00e1vislosti od vybratej politiky sa \u00fadaje bud\u00fa rozde\u013eova\u0165 medzi r\u00f4zne \u00farovne ukladania. Najprv sa zoh\u013ead\u0148uje politika umiestnenia, potom teplota blokov a ve\u013ekos\u0165\/r\u00fdchlos\u0165 RAID skup\u00edn. <\/p>\n<p>Pre politiky Najvy\u0161\u0161\u00ed\/Najni\u017e\u0161\u00ed dostupn\u00fd tier je to celkom jednoduch\u00e9. Pre ostatn\u00e9 dve je to takto. \u00dadaje sa medzi r\u00f4znymi \u00farov\u0148ami rozde\u013euj\u00fa s oh\u013eadom na ve\u013ekos\u0165 a v\u00fdkon RAID skup\u00edn: tak, aby pomer celkovej \"teploty\" blokov k \"podmiene\u010dne maxim\u00e1lnemu v\u00fdkonu\" ka\u017edej RAID skupiny bol zhruba rovnak\u00fd. T\u00fdmto sp\u00f4sobom sa z\u00e1\u0165a\u017e rozde\u013euje viac-menej rovnomerne. Viac dopytovan\u00e9 \u00fadaje sa pres\u00favaj\u00fa na r\u00fdchlej\u0161ie nosi\u010de, zriedkavej\u0161ie pou\u017e\u00edvan\u00e9 \u2013 na pomal\u0161ie. V ide\u00e1lnom pr\u00edpade by rozdelenie malo vyzera\u0165 pribli\u017ene takto: <\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/08ecbdc3dbf0409ba67eaf51eed24745.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>B. Rozdelenie \u00fadajov medzi disky jedn\u00e9ho typu<\/h4>\n<p>\nPam\u00e4tajte, na za\u010diatku som p\u00edsal, \u017ee nosi\u010de inform\u00e1ci\u00ed z <b>jedn\u00e9ho alebo viacer\u00fdch<\/b> \u00darovne sa zl\u00fa\u010dia do jedn\u00e9ho z\u00e1sobn\u00edka? Pri jedin\u00e9m \u00farovni pre FAST VP je tie\u017e pr\u00e1ca. Aby bol v\u00fdkon ak\u00e9hoko\u013evek \u00farovne maxim\u00e1lny, je \u017eiaduce rozlo\u017ei\u0165 \u00fadaje rovnomerne medzi disky. To umo\u017en\u00ed (teoreticky) dosiahnu\u0165 maxim\u00e1lny po\u010det IOPS. \u00dadaje v r\u00e1mci RAID skupiny m\u00f4\u017eeme pova\u017eova\u0165 za rovnomerne rozlo\u017een\u00e9 po diskoch, ale medzi RAID skupinami to nie je v\u017edy tak. V pr\u00edpade nevyv\u00e1\u017eenosti FAST VP presunie \u00fadaje medzi RAID skupinami proporcion\u00e1lne k ich objemu a \u201epodmiene\u010dnej v\u00fdkonnosti\u201c (v \u010d\u00edselnom vyjadren\u00ed). Pre ilustr\u00e1ciu uk\u00e1\u017eem sch\u00e9mu prebalansovania medzi tromi RAID skupinami:<\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/df92c278bbc9138beb109de0c05db705.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>B. Rozlo\u017eenie \u00fadajov pri roz\u0161irovan\u00ed z\u00e1sobn\u00edka<\/h4>\n<p>\nTento \u00fakon je osobitn\u00fdm pr\u00edpadom predch\u00e1dzaj\u00faceho a vykon\u00e1va sa, ke\u010f sa do z\u00e1sobn\u00edka prid\u00e1va RAID skupina. Aby novovytvoren\u00e1 RAID skupina neostala ne\u010dinn\u00e1, \u010das\u0165 \u00fadajov bude prenesen\u00e1 na \u0148u, \u010d\u00edm sa rozlo\u017een\u00e1 z\u00e1\u0165a\u017e na v\u0161etky RAID skupiny prerovn\u00e1.<\/p>\n<h2>Vyrovn\u00e1vanie opotrebenia SSD<\/h2>\n<p>\nS pomocou vyrovn\u00e1vania opotrebenia m\u00f4\u017ee FAST VP pred\u013a\u017ei\u0165 \u017eivotnos\u0165 SSD, hoci t\u00e1to funkcia priamo nes\u00favis\u00ed so Storage Tiering. Ke\u010f\u017ee \u00fadaje o teplote u\u017e existuj\u00fa, aj po\u010det oper\u00e1ci\u00ed z\u00e1pisu sa zoh\u013ead\u0148uje, bloky \u00fadajov vieme pres\u00fava\u0165, tak\u017ee by bolo logick\u00e9, aby FAST VP vyrie\u0161il aj t\u00fato \u00falohu.<\/p>\n<p>V pr\u00edpade, ak po\u010det z\u00e1pisov do jednej RAID skupiny zna\u010dne prevy\u0161uje po\u010det z\u00e1pisov do inej, FAST VP prerovn\u00e1 \u00fadaje pod\u013ea po\u010dtu oper\u00e1ci\u00ed z\u00e1pisu. Na jednej strane to zni\u017euje z\u00e1\u0165a\u017e a zachov\u00e1va \u017eivotnos\u0165 niektor\u00fdch diskov, na druhej strane to prid\u00e1va \u201apr\u00e1cu\u2018 pre menej za\u0165a\u017een\u00e9 disky, \u010d\u00edm zvy\u0161uje celkov\u00fd v\u00fdkon.<\/p>\n<p>Takto FAST VP preber\u00e1 tradi\u010dn\u00e9 \u00falohy Storage Tiering a rob\u00ed e\u0161te nie\u010do navy\u0161e. To v\u0161etko umo\u017e\u0148uje pomerne efekt\u00edvne uchov\u00e1va\u0165 d\u00e1ta v \u00falo\u017eisku rodiny Unity.<\/p>\n<h2>Nieko\u013eko r\u00e1d<\/h2>\n<p><\/p>\n<ol>\n<li>Nehanbite sa \u010d\u00edta\u0165 dokument\u00e1ciu. Existuj\u00fa najlep\u0161ie praktiky, a funguj\u00fa celkom dobre. Ak sa nimi riadite, zvy\u010dajne sa nevyskytn\u00fa v\u00e1\u017ene probl\u00e9my. Ostatn\u00e9 rady v\u00e4\u010d\u0161inou opakuj\u00fa alebo dop\u013a\u0148aj\u00fa tieto.<\/li>\n<li>Ak ste nastavili a aktivovali FAST VP, je lep\u0161ie ho necha\u0165 zapnut\u00fd. Nech sa data po\u010das pridelen\u00e9ho \u010dasu distribuuj\u00fa po mal\u00fdch \u010dastiach, ne\u017e raz za rok s v\u00e1\u017enym dopadom na v\u00fdkon in\u00fdch \u00faloh. V tak\u00fdch pr\u00edpadoch m\u00f4\u017ee presun d\u00e1t trva\u0165 dlho.<\/li>\n<li>D\u00f4kladne zv\u00e1\u017ete v\u00fdber okna na relok\u00e1ciu. Aj ke\u010f je to zrejm\u00e9, sna\u017ete sa vybra\u0165 \u010das s najmen\u0161ou z\u00e1\u0165a\u017eou na Unity a vy\u010dle\u0148te dostatok \u010dasu.<\/li>\n<li>Pl\u00e1nujte roz\u0161\u00edrenie \u00falo\u017en\u00e9ho syst\u00e9mu, robte to v\u010das. Toto je v\u0161eobecn\u00e9 odpor\u00fa\u010danie, ktor\u00e9 je d\u00f4le\u017eit\u00e9 aj pre FAST VP. Ak je objem vo\u013en\u00e9ho miesta ve\u013emi mal\u00fd, presun d\u00e1t sa spomal\u00ed alebo sa stane nemo\u017en\u00fdm. Najm\u00e4 ak ste ignorovali bod 2.<\/li>\n<li>Pri roz\u0161irovan\u00ed poolu s akt\u00edvnym FAST VP by ste nemali za\u010d\u00edna\u0165 s najpomal\u0161\u00edmi diskami. Teda bu\u010f pridajte v\u0161etky pl\u00e1novan\u00e9 RAID skupiny naraz, alebo najprv pridajte najr\u00fdchlej\u0161ie disky. V takom pr\u00edpade presun d\u00e1t na nov\u00e9 'r\u00fdchle' disky zv\u00fd\u0161i celkov\u00fa r\u00fdchlos\u0165 poolu. Inak, ak za\u010dnete s 'pomal\u00fdmi' diskami, m\u00f4\u017eete sa dosta\u0165 do ve\u013emi nepr\u00edjemnej situ\u00e1cie. Najprv d\u00f4jde k presunu d\u00e1t na nov\u00e9, relat\u00edvne pomal\u00e9 disky a potom, pri prid\u00e1van\u00ed r\u00fdchlej\u0161\u00edch, opa\u010dne. Tu s\u00fa ur\u010dit\u00e9 nuansy spojen\u00e9 s r\u00f4znymi politikami FAST VP, ale vo v\u0161eobecnosti je tak\u00e1to situ\u00e1cia mo\u017en\u00e1.<\/li>\n<\/ol>\n<p>\nAk sa zauj\u00edmate o tento produkt, m\u00f4\u017eete si vysk\u00fa\u0161a\u0165 Unity zadarmo stiahnut\u00edm Unity VSA virtu\u00e1lneho zariadenia.<\/p>\n<p><img decoding=\"async\" alt=\"FAST VP v \u00falo\u017eisku Unity: ako to funguje\" src=\"\/wp-content\/uploads\/2020\/03\/a6ce6116c4ba028b14447157a270e5d2.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nNa z\u00e1ver materi\u00e1lu zdie\u013eam nieko\u013eko u\u017eito\u010dn\u00fdch odkazov:<\/p>\n<ul>\n<li>Str\u00e1nka <noindex><a rel=\"nofollow\" href=\"https:\/\/www.delltechnologies.com\/ru-ru\/storage\/unity.htm\">\u00dalo\u017en\u00fd syst\u00e9m Unity<\/a><\/noindex><\/li>\n<li><noindex><a rel=\"nofollow\" href=\"https:\/\/community.emc.com\/docs\/DOC-70939\">Dell EMC Unity: Te\u00f3ria fungovania FAST VP<\/a><\/noindex> \u2013 stru\u010dn\u00fd popis funkcie<\/li>\n<li><noindex><a rel=\"nofollow\" href=\"https:\/\/www.dellemc.com\/en-us\/collaterals\/unauth\/white-papers\/products\/storage\/h15086-emc-unity-fast-technology-overview.pdf\">Podrobnej\u0161\u00ed a kompletn\u00fd popis<\/a><\/noindex>, form\u00e1t pdf<\/li>\n<li><noindex><a rel=\"nofollow\" href=\"https:\/\/www.dellemc.com\/en-us\/products\/trial-software-download\/index.htm\">Unity VSA\/Cloud edition<\/a><\/noindex><\/li>\n<\/ul>\n<p><\/p>\n<h2> Z\u00e1ver <\/h2>\n<p>\nO mnohom by som chcel nap\u00edsa\u0165, ale ch\u00e1pem, \u017ee nie v\u0161etky detaily bud\u00fa pre \u010ditate\u013ea zauj\u00edmav\u00e9. Napr\u00edklad, m\u00f4\u017eeme podrobnej\u0161ie hovori\u0165 o krit\u00e9ri\u00e1ch, pod\u013ea ktor\u00fdch FAST VP rozhoduje o presune d\u00e1t, o procesoch anal\u00fdzy \u0161tatistiky vstupu-v\u00fdstupu. Tie\u017e sa \u00faplne nevenuje t\u00e9me interakcie s <noindex><a rel=\"nofollow\" href=\"https:\/\/www.dellemc.com\/resources\/en-us\/asset\/white-papers\/products\/storage\/h16289-dell_emc_unity-dynamic_pools.pdf\">Dynamick\u00e9 pooly<\/a><\/noindex>, \u010do si \u017eiada samostatn\u00fd \u010dl\u00e1nok. M\u00f4\u017eeme sa dokonca zamyslie\u0165 nad rozvojom tejto technol\u00f3gie. D\u00fafam, \u017ee to nebolo nudn\u00e9 a nevy\u010derpal som v\u00e1s. Dovidenia nabud\u00face!<br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/dell_technologies\/blog\/493136\/\">habr.com<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0421\u0435\u0433\u043e\u0434\u043d\u044f \u0440\u0435\u0447\u044c \u043f\u043e\u0439\u0434\u0435\u0442 \u043e\u0431 \u0438\u043d\u0442\u0435\u0440\u0435\u0441\u043d\u043e\u0439 \u0442\u0435\u0445\u043d\u043e\u043b\u043e\u0433\u0438\u0438, \u0440\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u043d\u043d\u043e\u0439 \u0432 \u0421\u0425\u0414 Unity\/Unity XT, \u2013 FAST VP. \u0415\u0441\u043b\u0438 \u0432\u044b \u0432\u043f\u0435\u0440\u0432\u044b\u0435 \u0443\u0441\u043b\u044b\u0448\u0430\u043b\u0438 \u043e Unity, \u0442\u043e \u043f\u043e \u0441\u0441\u044b\u043b\u043a\u0435 \u0432 \u043a\u043e\u043d\u0446\u0435 \u0441\u0442\u0430\u0442\u044c\u0438 \u043c\u043e\u0436\u043d\u043e \u043e\u0437\u043d\u0430\u043a\u043e\u043c\u0438\u0442\u044c\u0441\u044f \u0441 \u0445\u0430\u0440\u0430\u043a\u0442\u0435\u0440\u0438\u0441\u0442\u0438\u043a\u0430\u043c\u0438 \u0441\u0438\u0441\u0442\u0435\u043c\u044b. \u0412 \u043f\u0440\u043e\u0435\u043a\u0442\u043d\u043e\u0439 \u043a\u043e\u043c\u0430\u043d\u0434\u0435 Dell EMC \u044f \u0440\u0430\u0431\u043e\u0442\u0430\u043b \u043d\u0430\u0434 FAST VP \u0431\u043e\u043b\u0435\u0435 \u0433\u043e\u0434\u0430. \u0421\u0435\u0433\u043e\u0434\u043d\u044f \u0445\u043e\u0447\u0443 \u0440\u0430\u0441\u0441\u043a\u0430\u0437\u0430\u0442\u044c \u043e\u0431 \u044d\u0442\u043e\u0439 \u0442\u0435\u0445\u043d\u043e\u043b\u043e\u0433\u0438\u0438 \u043f\u043e\u0434\u0440\u043e\u0431\u043d\u0435\u0435 \u0438 \u0440\u0430\u0441\u043a\u0440\u044b\u0442\u044c \u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0434\u0435\u0442\u0430\u043b\u0438 \u0435\u0435 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":75578,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[688],"tags":[],"class_list":["post-75577","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-administrirovanie"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - 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