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Computer data storage
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"Memory device" redirects here. For tricks used to aid human memory, see mnemonic.
Main article: Data storage
1 GiB of SDRAM mounted in a personal computer. An example of primary storage.
15 GiB PATA hard disk drive (HDD) from 1999; when connected to a computer it serves as secondary storage.
160 GB SDLT tape cartridge, an example of off-line storage. When used within a robotic tape library, it is classified as tertiary storage instead.
Computer data storage, often called storage or memory, is a technology consisting of computer components and recording media that are used to retain digital data. It is a core function and fundamental component of computers.[1]:15–16
The central processing unit (CPU) of a computer is what manipulates data by performing computations. In practice, almost all computers use a storage hierarchy,[1]:468–473 which puts fast but expensive and small storage options close to the CPU and slower but larger and cheaper options farther away. Generally the fast volatile technologies (which lose data when off power) are referred to as "memory", while slower persistent technologies are referred to as "storage".
In the Von Neumann architecture, the CPU consists of two main parts: The control unit and the arithmetic logic unit (ALU). The former controls the flow of data between the CPU and memory, while the latter performs arithmetic and logical operations on data.
Contents
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1 Functionality
2 Data organization and representation
3 Hierarchy of storage
3.1 Primary storage
3.2 Secondary storage
3.3 Tertiary storage
3.4 Off-line storage
4 Characteristics of storage
4.1 Volatility
4.2 Mutability
4.3 Accessibility
4.4 Addressability
4.5 Capacity
4.6 Performance
4.7 Energy use
5 Storage media
5.1 Semiconductor
5.2 Magnetic
5.3 Optical
5.4 Paper
5.5 Other storage media or substrates
6 Related technologies
6.1 Redundancy
6.2 Network connectivity
6.3 Robotic storage
7 See also
7.1 Primary storage topics
7.2 Secondary, tertiary and off-line storage topics
7.3 Data storage conferences
8 References
9 Further reading
Functionality[edit]
Without a significant amount of memory, a computer would merely be able to perform fixed operations and immediately output the result. It would have to be reconfigured to change its behavior. This is acceptable for devices such as desk calculators, digital signal processors, and other specialized devices. Von Neumann machines differ in having a memory in which they store their operating instructions and data.[1]:20 Such computers are more versatile in that they do not need to have their hardware reconfigured for each new program, but can simply be reprogrammed with new in-memory instructions; they also tend to be simpler to design, in that a relatively simple processor may keep state between successive computations to build up complex procedural results. Most modern computers are von Neumann machines.
Data organization and representation[edit]
A modern digital computer represents data using the binary numeral system. Text, numbers, pictures, audio, and nearly any other form of information can be converted into a string of bits, or binary digits, each of which has a value of 1 or 0. The most common unit of storage is the byte, equal to 8 bits. A piece of information can be handled by any computer or device whose storage space is large enough to accommodate the binary representation of the piece of information, or simply data. For example, the complete works of Shakespeare, about 1250 pages in print, can be stored in about five megabytes (40 million bits) with one byte per character.
Data are encoded by assigning a bit pattern to each character, digit, or multimedia object. Many standards exist for encoding (e.g., character encodings like ASCII, image encodings like JPEG, video encodings like MPEG-4).
By adding bits to each encoded unit, redundancy allows the computer to both detect errors in coded data and correct them based on mathematical algorithms. Errors generally occur in low probabilities due to random bit value flipping, or "physical bit fatigue", loss of the physical bit in storage of its ability to maintain a distinguishable value (0 or 1), or due to errors in inter or intra-computer communication. A random bit flip (e.g., due to random radiation) is typically corrected upon detection. A bit, or a group of malfunctioning physical bits (not always the specific defective bit is known; group definition depends on specific storage device) is typically automatically fenced-out, taken out of use by the device, and replaced with another functioning equivalent group in the device, where the corrected bit values are restored (if possible). The cyclic redundancy check (CRC) method is typically used in communications and storage for error detection. A detected error is then retried.
Data compression methods allow in many cases (such as a database) to represent a string of bits by a shorter bit string ("compress") and reconstruct the original string ("decompress") when needed. This utilizes substantially less storage (tens of percents) for many types of data at the cost of more computation (compress and decompress when needed). Analysis of trade-off between storage cost saving and costs of related computations and possible delays in data availability is done before deciding whether to keep certain data compressed or not.
For security reasons certain types of data (e.g., credit-card information) may be kept encrypted in storage to prevent the possibility of unauthorized information reconstruction from chunks of storage snapshots.
Hierarchy of storage[edit]
Main article: Memory hierarchy
This article appears to contradict the article Memory hierarchy. Please see discussion on the linked talk page. (March 2013) (Learn how and when to remove this template message)
Various forms of storage, divided according to their distance from the central processing unit. The fundamental components of a general-purpose computer are arithmetic and logic unit, control circuitry, storage space, and input/output devices. Technology and capacity as in common home computers around 2005.
Generally, the lower a storage is in the hierarchy, the lesser its bandwidth and the greater its access latency is from the CPU. This traditional division of storage to primary, secondary, tertiary and off-line storage is also guided by cost per bit.
In contemporary usage, "memory" is usually semiconductor storage read-write random-access memory, typically DRAM (dynamic RAM) or other forms of fast but temporary storage. "Storage" consists of storage devices and their media not directly accessible by the CPU (secondary or tertiary storage), typically hard disk drives, optical disc drives, and other devices slower than RAM but non-volatile (retaining contents when powered down).[2]
Historically, memory has been called core memory, main memory, real storage or internal memory. Meanwhile, non-volatile storage devices have been referred to as secondary storage, external memory or auxiliary/peripheral storage.
Primary storage[edit]
Main article: Computer memory
Primary storage (also known as main memory or internal memory), often referred to simply as memory, is the only one directly accessible to the CPU. The CPU continuously reads instructions stored there and executes them as required. Any data actively operated on is also stored there in uniform manner.
Historically, early computers used delay lines, Williams tubes, or rotating magnetic drums as primary storage. By 1954, those unreliable methods were mostly replaced by magnetic core memory. Core memory remained dominant until the 1970s, when advances in integrated circuit technology allowed semiconductor memory to become economically competitive.
This led to modern random-access memory (RAM). It is small-sized, light, but quite expensive at the same time. (The particular types of RAM used for primary storage are also volatile, i.e. they lose the information when not powered).
As shown in the diagram, traditionally there are two more sub-layers of the primary storage, besides main large-capacity RAM:
Processor registers are located inside the processor. Each register typically holds a word of data (often 32 or 64 bits). CPU instructions instruct the arithmetic logic unit to perform various calculations or other operations on this data (or with the help of it). Registers are the fastest of all forms of computer data storage.
Processor cache is an intermediate stage between ultra-fast registers and much slower main memory. It was introduced solely to improve the performance of computers. Most actively used information in the main memory is just duplicated in the cache memory, which is faster, but of much lesser capacity. On the other hand, main memory is much slower, but has a much greater storage capacity than processor registers. Multi-level hierarchical cache setup is also commonly used—primary cache being smallest, fastest and located inside the processor; secondary cache being somewhat larger and slower.
Main memory is directly or indirectly connected to the central processing unit via a memory bus. It is actually two buses (not on the diagram): an address bus and a data bus. The CPU firstly sends a number through an address bus, a number called memory address, that indicates the desired location of data. Then it reads or writes the data in the memory cells using the data bus. Additionally, a memory management unit (MMU) is a small device between CPU and RAM recalculating the actual memory address, for example to provide an abstraction of virtual memory or other tasks.
As the RAM types used for primary storage are volatile (uninitialized at start up), a computer containing only such storage would not have a source to read instructions from, in order to start the computer. Hence, non-volatile primary storage containing a small startup program (BIOS) is used to bootstrap the computer, that is, to read a larger program from non-volatile secondary storage to RAM and start to execute it. A non-volatile technology used for this purpose is called ROM, for read-only memory (the terminology may be somewhat confusing as most ROM types are also capable of random access).
Many types of "ROM" are not literally read only, as updates to them are possible; however it is slow and memory must be erased in large portions before it can be re-written. Some embedded systems run programs directly from ROM (or similar), because such programs are rarely changed. Standard computers do not store non-rudimentary programs in ROM, and rather, use large capacities of secondary storage, which is non-volatile as well, and not as costly.
Recently, primary storage and secondary storage in some uses refer to what was historically called, respectively, secondary storage and tertiary storage.[3]
Secondary storage[edit]
A hard disk drive with protective cover removed
It has been suggested that Auxiliary memory be merged into this article. (Discuss) Proposed since November 2017.
Main article: Auxiliary memory
Secondary storage (also known as external memory or auxiliary storage), differs from primary storage in that it is not directly accessible by the CPU. The computer usually uses its input/output channels to access secondary storage and transfers the desired data using intermediate area in primary storage. Secondary storage does not lose the data when the device is powered down—it is non-volatile. Per unit, it is typically also two orders of magnitude less expensive than primary storage. Modern computer systems typically have two orders of magnitude more secondary storage than primary storage and data are kept for a longer time there.
In modern computers, hard disk drives are usually used as secondary storage. The time taken to access a given byte of information stored on a hard disk is typically a few thousandths of a second, or milliseconds. By contrast, the time taken to access a given byte of information stored in random-access memory is measured in billionths of a second, or nanoseconds. This illustrates the significant access-time difference which distinguishes solid-state memory from rotating magnetic storage devices: hard disks are typically about a million times slower than memory. Rotating optical storage devices, such as CD and DVD drives, have even longer access times. With disk drives, once the disk read/write head reaches the proper placement and the data of interest rotates under it, subsequent data on the track are very fast to access. To reduce the seek time and rotational latency, data are transferred to and from disks in large contiguous blocks.
When data reside on disk, accessing them in large blocks to hide latency offers an opportunity to design efficient external memory algorithms. Sequential or block access on disks is orders of magnitude faster than random access, and many sophisticated paradigms have been developed to design efficient algorithms based upon sequential and block access. Another way to reduce the I/O bottleneck is to use multiple disks in parallel in order to increase the bandwidth between primary and secondary memory.[4]
Some other examples of secondary storage technologies are flash memory (e.g. USB flash drives or keys), floppy disks, magnetic tape, paper tape, punched cards, standalone RAM disks, and Iomega Zip drives.
The secondary storage is often formatted according to a file system format, which provides the abstraction necessary to organize data into files and directories, providing also additional information (called metadata) describing the owner of a certain file, the access time, the access permissions, and other information.
Most computer operating systems use the concept of virtual memory, allowing utilization of more primary storage capacity than is physically available in the system. As the primary memory fills up, the system moves the least-used chunks (pages) to secondary storage devices (to a swap file or page file), retrieving them later when they are needed. As more of these retrievals from slower secondary storage are necessary, the more the overall system performance is degraded.
Tertiary storage[edit]
See also: Nearline storage and Cloud storage
A large tape library, with tape cartridges placed on shelves in the front, and a robotic arm moving in the back. Visible height of the library is about 180 cm.
Tertiary storage or tertiary memory[5] provides a third level of storage. Typically, it involves a robotic mechanism which will mount (insert) and dismount removable mass storage media into a storage device according to the system's demands; such data are often copied to secondary storage before use. It is primarily used for archiving rarely accessed information since it is much slower than secondary storage (e.g. 5–60 seconds vs. 1–10 milliseconds). This is primarily useful for extraordinarily large data stores, accessed without human operators. Typical examples include tape libraries and optical jukeboxes.
When a computer needs to read information from the tertiary storage, it will first consult a catalog database to determine which tape or disc contains the information. Next, the computer will instruct a robotic arm to fetch the medium and place it in a drive. When the computer has finished reading the information, the robotic arm will return the medium to its place in the library.
Tertiary storage is also known as nearline storage because it is "near to online". The formal distinction between online, nearline, and offline storage is:[6]
Online storage is immediately available for I/O.
Nearline storage is not immediately available, but can be made online quickly without human intervention.
Offline storage is not immediately available, and requires some human intervention to become online.
For example, always-on spinning hard disk drives are online storage, while spinning drives that spin down automatically, such as in massive arrays of idle disks (MAID), are nearline storage. Removable media such as tape cartridges that can be automatically loaded, as in tape libraries, are nearline storage, while tape cartridges that must be manually loaded are offline storage.
Off-line storage[edit]
Off-line storage is a computer data storage on a medium or a device that is not under the control of a processing unit.[7] The medium is recorded, usually in a secondary or tertiary storage device, and then physically removed or disconnected. It must be inserted or connected by a human operator before a computer can access it again. Unlike tertiary storage, it cannot be accessed without human interaction.
Off-line storage is used to transfer information, since the detached medium can be easily physically transported. Additionally, in case a disaster, for example a fire, destroys the original data, a medium in a remote location will probably be unaffected, enabling disaster recovery. Off-line storage increases general information security, since it is physically inaccessible from a computer, and data confidentiality or integrity cannot be affected by computer-based attack techniques. Also, if the information stored for archival purposes is rarely accessed, off-line storage is less expensive than tertiary storage.
In modern personal computers, most secondary and tertiary storage media are also used for off-line storage. Optical discs and flash memory devices are most popular, and to much lesser extent removable hard disk drives. In enterprise uses, magnetic tape is predominant. Older examples are floppy disks, Zip disks, or punched cards.
Characteristics of storage[edit]
A 1 GB DDR RAM module (detail)
Storage technologies at all levels of the storage hierarchy can be differentiated by evaluating certain core characteristics as well as measuring characteristics specific to a particular implementation. These core characteristics are volatility, mutability, accessibility, and addressability. For any particular implementation of any storage technology, the characteristics worth measuring are capacity and performance.
Volatility[edit]
Non-volatile memory retains the stored information even if not constantly supplied with electric power.[8] It is suitable for long-term storage of information. Volatile memory requires constant power to maintain the stored information. The fastest memory technologies are volatile ones, although that is not a universal rule. Since the primary storage is required to be very fast, it predominantly uses volatile memory.
Dynamic random-access memory is a form of volatile memory that also requires the stored information to be periodically reread and rewritten, or refreshed, otherwise it would vanish. Static random-access memory is a form of volatile memory similar to DRAM with the exception that it never needs to be refreshed as long as power is applied; it loses its content when the power supply is lost.
An uninterruptible power supply (UPS) can be used to give a computer a brief window of time to move information from primary volatile storage into non-volatile storage before the batteries are exhausted. Some systems, for example EMC Symmetrix, have integrated batteries that maintain volatile storage for several minutes.
Mutability[edit]
Read/write storage or mutable storage
Allows information to be overwritten at any time. A computer without some amount of read/write storage for primary storage purposes would be useless for many tasks. Modern computers typically use read/write storage also for secondary storage.
Read only storage
Retains the information stored at the time of manufacture, and write once storage (write once read many) allows the information to be written only once at some point after manufacture. These are called immutable storage. Immutable storage is used for tertiary and off-line storage. Examples include CD-ROM and CD-R.
Slow write, fast read storage
Read/write storage which allows information to be overwritten multiple times, but with the write operation being much slower than the read operation. Examples include CD-RW and swayne memory
Accessibility[edit]
Random access
Any location in storage can be accessed at any moment in approximately the same amount of time. Such characteristic is well suited for primary and secondary storage. Most semiconductor memories and disk drives provide random access.
Sequential access
The accessing of pieces of information will be in a serial order, one after the other; therefore the time to access a particular piece of information depends upon which piece of information was last accessed. Such characteristic is typical of off-line storage.
Addressability[edit]
Location-addressable
Each individually accessible unit of information in storage is selected with its numerical memory address. In modern computers, location-addressable storage usually limits to primary storage, accessed internally by computer programs, since location-addressability is very efficient, but burdensome for humans.
File addressable
Information is divided into files of variable length, and a particular file is selected with human-readable directory and file names. The underlying device is still location-addressable, but the operating system of a computer provides the file system abstraction to make the operation more understandable. In modern computers, secondary, tertiary and off-line storage use file systems.
Content-addressable
Each individually accessible unit of information is selected based on the basis of (part of) the contents stored there. Content-addressable storage can be implemented using software (computer program) or hardware (computer device), with hardware being faster but more expensive option. Hardware content addressable memory is often used in a computer's CPU cache.
Capacity[edit]
Raw capacity
The total amount of stored information that a storage device or medium can hold. It is expressed as a quantity of bits or bytes (e.g. 10.4 megabytes).
Memory storage density
The compactness of stored information. It is the storage capacity of a medium divided with a unit of length, area or volume (e.g. 1.2 megabytes per square inch).
Performance[edit]
Latency
The time it takes to access a particular location in storage. The relevant unit of measurement is typically nanosecond for primary storage, millisecond for secondary storage, and second for tertiary storage. It may make sense to separate read latency and write latency (especially for non-volatile memory[8]) and in case of sequential access storage, minimum, maximum and average latency.
Throughput
The rate at which information can be read from or written to the storage. In computer data storage, throughput is usually expressed in terms of megabytes per second (MB/s), though bit rate may also be used. As with latency, read rate and write rate may need to be differentiated. Also accessing media sequentially, as opposed to randomly, typically yields maximum throughput.
Granularity
The size of the largest "chunk" of data that can be efficiently accessed as a single unit, e.g. without introducing additional latency.
Reliability
The probability of spontaneous bit value change under various conditions, or overall failure rate.
Energy use[edit]
Storage devices that reduce fan usage, automatically shut-down during inactivity, and low power hard drives can reduce energy consumption by 90 percent.[9]
2.5-inch hard disk drives often consume less power than larger ones.[10][11] Low capacity solid-state drives have no moving parts and consume less power than hard disks.[12][13][14] Also, memory may use more power than hard disks.[14] Large caches, which are used to avoid hitting memory wall, may also consume a large amount of power.[15]
Storage media[edit]
As of 2011[update], the most commonly used data storage media are semiconductor, magnetic, and optical, while paper still sees some limited usage. Some other fundamental storage technologies, such as all-flash arrays (AFAs) are proposed for development.
Semiconductor[edit]
Semiconductor memory uses semiconductor-based integrated circuits to store information. A semiconductor memory chip may contain millions of tiny transistors or capacitors. Both volatile and non-volatile forms of semiconductor memory exist. In modern computers, primary storage almost exclusively consists of dynamic volatile semiconductor memory or dynamic random-access memory. Since the turn of the century, a type of non-volatile semiconductor memory known as flash memory has steadily gained share as off-line storage for home computers. Non-volatile semiconductor memory is also used for secondary storage in various advanced electronic devices and specialized computers that are designed for them.
As early as 2006, notebook and desktop computer manufacturers started using flash-based solid-state drives (SSDs) as default configuration options for the secondary storage either in addition to or instead of the more traditional HDD.[16][17][18][19][20]
Magnetic[edit]
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Magnetic storage media
Wire (1898)
Tape (1928)
Drum (1932)
Ferrite core (1949)
Hard disk (1956)
Stripe card (1956)
MICR (1956)
Thin film (1962)
CRAM (1962)
Twistor (~1968)
Floppy disk (1969)
Bubble (~1970)
MRAM (1995)
Racetrack (2008)
Magnetic storage uses different patterns of magnetization on a magnetically coated surface to store information. Magnetic storage is non-volatile. The information is accessed using one or more read/write heads which may contain one or more recording transducers. A read/write head only covers a part of the surface so that the head or medium or both must be moved relative to another in order to access data. In modern computers, magnetic storage will take these forms:
Magnetic disk
Floppy disk, used for off-line storage
Hard disk drive, used for secondary storage
Magnetic tape, used for tertiary and off-line storage
Carousel memory (magnetic rolls)
In early computers, magnetic storage was also used as:
Primary storage in a form of magnetic memory, or core memory, core rope memory, thin-film memory and/or twistor memory.
Tertiary (e.g. NCR CRAM) or off line storage in the form of magnetic cards.
Magnetic tape was then often used for secondary storage.
Optical[edit]
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Optical storage media
Blu-ray (2003)
BD-R (2006)
BD-RE (2006)
BD-R XL (2010)
BD-RE XL (2010)
DVD (1995)
DVD-R (1997)
DVD-RW (1999)
DVD+RW (2001)
DVD+R (2002)
DVD+R DL (2004)
DVD-R DL (2005)
Compact disc (1982)
CD-R (1988)
CD-RW (1997)
Discontinued
Microform (1870)
Optical tape (20th century)
Optical disc (20th century)
LaserDisc (1978)
WORM (1979)
UDO (2003)
ProData (2003)
UMD (2004)
HD DVD (2006)
Magneto-optic Kerr effect (1877)
MO disc (1980s)
MiniDisc (1992)
Hi-MD (2004)
Optical Assist
Laser turntable (1986)
Floptical (1991)
Super DLT (1998)
Optical storage, the typical optical disc, stores information in deformities on the surface of a circular disc and reads this information by illuminating the surface with a laser diode and observing the reflection. Optical disc storage is non-volatile. The deformities may be permanent (read only media), formed once (write once media) or reversible (recordable or read/write media). The following forms are currently in common use:[21]
CD, CD-ROM, DVD, BD-ROM: Read only storage, used for mass distribution of digital information (music, video, computer programs)
CD-R, DVD-R, DVD+R, BD-R: Write once storage, used for tertiary and off-line storage
CD-RW, DVD-RW, DVD+RW, DVD-RAM, BD-RE: Slow write, fast read storage, used for tertiary and off-line storage
Ultra Density Optical or UDO is similar in capacity to BD-R or BD-RE and is slow write, fast read storage used for tertiary and off-line storage.
Magneto-optical disc storage is optical disc storage where the magnetic state on a ferromagnetic surface stores information. The information is read optically and written by combining magnetic and optical methods. Magneto-optical disc storage is non-volatile, sequential access, slow write, fast read storage used for tertiary and off-line storage.
3D optical data storage has also been proposed.
Light induced magnetization melting in magnetic photoconductors has also been proposed for high-speed low-energy consumption magneto-optical storage.[22]
Paper[edit]
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Paper data storage media
Antiquity
Writing on papyrus (c. 3000 BCE)
Paper (105 CE)
Modern
Index card (1640s)
Punched tape (mid-1800s)
Punched card (1880s)
Edge-notched card (1904)
Optical mark recognition (1930s)
Barcode (1948)
Optical character recognition (1950s)
Paper data storage, typically in the form of paper tape or punched cards, has long been used to store information for automatic processing, particularly before general-purpose computers existed. Information was recorded by punching holes into the paper or cardboard medium and was read mechanically (or later optically) to determine whether a particular location on the medium was solid or contained a hole. A few technologies allow people to make marks on paper that are easily read by machine—these are widely used for tabulating votes and grading standardized tests. Barcodes made it possible for any object that was to be sold or transported to have some computer readable information securely attached to it.
Other storage media or substrates[edit]
Vacuum tube memory
A Williams tube used a cathode ray tube, and a Selectron tube used a large vacuum tube to store information. These primary storage devices were short-lived in the market, since Williams tube was unreliable and the Selectron tube was expensive.
Electro-acoustic memory
Delay line memory used sound waves in a substance such as mercury to store information. Delay line memory was dynamic volatile, cycle sequential read/write storage, and was used for primary storage.
Optical tape
is a medium for optical storage generally consisting of a long and narrow strip of plastic onto which patterns can be written and from which the patterns can be read back. It shares some technologies with cinema film stock and optical discs, but is compatible with neither. The motivation behind developing this technology was the possibility of far greater storage capacities than either magnetic tape or optical discs.
Phase-change memory
uses different mechanical phases of phase-change material to store information in an X-Y addressable matrix, and reads the information by observing the varying electrical resistance of the material. Phase-change memory would be non-volatile, random-access read/write storage, and might be used for primary, secondary and off-line storage. Most rewritable and many write once optical disks already use phase change material to store information.
Holographic data storage
stores information optically inside crystals or photopolymers. Holographic storage can utilize the whole volume of the storage medium, unlike optical disc storage which is limited to a small number of surface layers. Holographic storage would be non-volatile, sequential access, and either write once or read/write storage. It might be used for secondary and off-line storage. See Holographic Versatile Disc (HVD).
Molecular memory
stores information in polymer that can store electric charge. Molecular memory might be especially suited for primary storage. The theoretical storage capacity of molecular memory is 10 terabits per square inch.[23]
Magnetic photoconductors
store magnetic information which can be modified by low-light illumination.[22]
DNA
stores information in DNA nucleotides. It was first done in 2012 when researchers achieved a rate of 1.28 petabytes per gram of DNA. In March 2017 scientists reported that a new algorithm called a DNA fountain achieved 85% of the theoretical limit, at 215 petabytes per gram of DNA.[24][25][26][27]
Related technologies[edit]
Redundancy[edit]
Main articles: Disk mirroring and RAID
See also: Storage replication
While a group of bits malfunction may be resolved by error detection and correction mechanisms (see above), storage device malfunction requires different solutions. The following solutions are commonly used and valid for most storage devices:
Device mirroring (replication) – A common solution to the problem is constantly maintaining an identical copy of device content on another device (typically of a same type). The downside is that this doubles the storage, and both devices (copies) need to be updated simultaneously with some overhead and possibly some delays. The upside is possible concurrent read of a same data group by two independent processes, which increases performance. When one of the replicated devices is detected to be defective, the other copy is still operational, and is being utilized to generate a new copy on another device (usually available operational in a pool of stand-by devices for this purpose).
Redundant array of independent disks (RAID) – This method generalizes the device mirroring above by allowing one device in a group of N devices to fail and be replaced with the content restored (Device mirroring is RAID with N=2). RAID groups of N=5 or N=6 are common. N>2 saves storage, when comparing with N=2, at the cost of more processing during both regular operation (with often reduced performance) and defective device replacement.
Device mirroring and typical RAID are designed to handle a single device failure in the RAID group of devices. However, if a second failure occurs before the RAID group is completely repaired from the first failure, then data can be lost. The probability of a single failure is typically small. Thus the probability of two failures in a same RAID group in time proximity is much smaller (approximately the probability squared, i.e., multiplied by itself). If a database cannot tolerate even such smaller probability of data loss, then the RAID group itself is replicated (mirrored). In many cases such mirroring is done geographically remotely, in a different storage array, to handle also recovery from disasters (see disaster recovery above).
Network connectivity[edit]
A secondary or tertiary storage may connect to a computer utilizing computer networks. This concept does not pertain to the primary storage, which is shared between multiple processors to a lesser degree.
Direct-attached storage (DAS) is a traditional mass storage, that does not use any network. This is still a most popular approach. This retronym was coined recently, together with NAS and SAN.
Network-attached storage (NAS) is mass storage attached to a computer which another computer can access at file level over a local area network, a private wide area network, or in the case of online file storage, over the Internet. NAS is commonly associated with the NFS and CIFS/SMB protocols.
Storage area network (SAN) is a specialized network, that provides other computers with storage capacity. The crucial difference between NAS and SAN, is that NAS presents and manages file systems to client computers, while SAN provides access at block-addressing (raw) level, leaving it to attaching systems to manage data or file systems within the provided capacity. SAN is commonly associated with Fibre Channel networks.
Robotic storage[edit]
Large quantities of individual magnetic tapes, and optical or magneto-optical discs may be stored in robotic tertiary storage devices. In tape storage field they are known as tape libraries, and in optical storage field optical jukeboxes, or optical disk libraries per analogy. Smallest forms of either technology containing just one drive device are referred to as autoloaders or autochangers.
Robotic-access storage devices may have a number of slots, each holding individual media, and usually one or more picking robots that traverse the slots and load media to built-in drives. The arrangement of the slots and picking devices affects performance. Important characteristics of such storage are possible expansion options: adding slots, modules, drives, robots. Tape libraries may have from 10 to more than 100,000 slots, and provide terabytes or petabytes of near-line information. Optical jukeboxes are somewhat smaller solutions, up to 1,000 slots.
Robotic storage is used for backups, and for high-capacity archives in imaging, medical, and video industries. Hierarchical storage management is a most known archiving strategy of automatically migrating long-unused files from fast hard disk storage to libraries or jukeboxes. If the files are needed, they are retrieved back to disk.
See also[edit]
Wikimedia Commons has media related to Computer memory.
Wikiversity has learning resources about Computer data storage
Primary storage topics[edit]
Aperture (computer memory)
Dynamic random-access memory (DRAM)
Memory latency
Mass storage
Memory cell (disambiguation)
Memory management
Dynamic memory allocation
Memory leak
Virtual memory
Memory protection
Page address register
Static random-access memory (SRAM)
Stable storage
Secondary, tertiary and off-line storage topics[edit]
Cloud storage
Data deduplication
Data proliferation
Data storage tag used for capturing research data
File system
List of file formats
Flash memory
Information repository
Removable media
Solid-state drive
Spindle
Virtual tape library
Wait state
Write buffer
Write protection
Noise-predictive maximum-likelihood detection
Object(-based) storage
Data storage conferences[edit]
Storage Networking World
Storage World Conference
USENIX Conference on File and Storage Technologies
References[edit]
This article incorporates public domain material from the General Services Administration document "Federal Standard 1037C".
^ Jump up to: a b c Patterson, David A.; Hennessy, John L. (2005). Computer Organization and Design: The Hardware/Software Interface (3rd ed.). Amsterdam: Morgan Kaufmann Publishers. ISBN 1-55860-604-1. OCLC 56213091.
Jump up ^ Storage as defined in Microsoft Computing Dictionary, 4th Ed. (c)1999 or in The Authoritative Dictionary of IEEE Standard Terms, 7th Ed., (c) 2000.
Jump up ^ "Primary Storage or Storage Hardware" (shows usage of term "primary storage" meaning "hard disk storage") Archived 10 September 2008 at the Wayback Machine.. Searchstorage.techtarget.com (2011-06-13). Retrieved on 2011-06-18.
Jump up ^ J. S. Vitter, Algorithms and Data Structures for External Memory Archived 4 January 2011 at the Wayback Machine., Series on Foundations and Trends in Theoretical Computer Science, now Publishers, Hanover, MA, 2008, ISBN 978-1-60198-106-6.
Jump up ^ A thesis on Tertiary storage Archived 27 September 2007 at the Wayback Machine.. (PDF) . Retrieved on 2011-06-18.
Jump up ^ Pearson, Tony (2010). "Correct use of the term Nearline". IBM Developerworks, Inside System Storage. Retrieved 2015-08-16.
Jump up ^ National Communications System (1996). "Federal Standard 1037C – Telecommunications: Glossary of Telecommunication Terms". General Services Administration. FS-1037C. Archived from the original on 24 October 2011. Retrieved 8 October 2007. See also article Federal Standard 1037C.
^ Jump up to: a b "A Survey of Software Techniques for Using Non-Volatile Memories for Storage and Main Memory Systems Archived 25 December 2015 at the Wayback Machine.", IEEE TPDS, 2015
Jump up ^ Energy Savings Calculator Archived 21 December 2008 at the Wayback Machine. and Fabric website
Jump up ^ Mike Chin (8 March 2004). "IS the Silent PC Future 2.5-inches wide?". Archived from the original on 20 July 2008. Retrieved 2 August 2008.
Jump up ^ Mike Chin (18 September 2002). "Recommended Hard Drives". Archived from the original on 5 September 2008. Retrieved 2 August 2008.
Jump up ^ Super Talent's 2.5" IDE Flash hard drive – The Tech Report – Page 13 Archived 26 January 2012 at the Wayback Machine.. The Tech Report. Retrieved on 2011-06-18.
Jump up ^ Power Consumption – Tom's Hardware : Conventional Hard Drive Obsoletism? Samsung's 32 GB Flash Drive Previewed. Tomshardware.com (2006-09-20). Retrieved on 2011-06-18.
^ Jump up to: a b Aleksey Meyev (23 April 2008). "SSD, i-RAM and Traditional Hard Disk Drives". X-bit labs. Archived from the original on 18 December 2008.
Jump up ^ "A Survey of Architectural Techniques For Improving Cache Power Efficiency Archived 8 January 2016 at the Wayback Machine.", SUSCOM, 2014
Jump up ^ New Samsung Notebook Replaces Hard Drive With Flash Archived 30 December 2010 at the Wayback Machine.. ExtremeTech (2006-05-23). Retrieved on 2011-06-18.
Jump up ^ Welcome to TechNewsWorld Archived 18 March 2012 at the Wayback Machine.. Technewsworld.com. Retrieved on 2011-06-18.
Jump up ^ Mac Pro – Storage and RAID options for your Mac Pro Archived 6 June 2013 at the Wayback Machine.. Apple (2006-07-27). Retrieved on 2011-06-18.
Jump up ^ MacBook Air – The best of iPad meets the best of Mac Archived 27 May 2013 at the Wayback Machine.. Apple. Retrieved on 2011-06-18.
Jump up ^ MacBook Air Replaces the Standard Notebook Hard Disk for Solid State Flash Storage Archived 23 August 2011 at the Wayback Machine.. News.inventhelp.com (2010-11-15). Retrieved on 2011-06-18.
Jump up ^ The DVD FAQ Archived 22 August 2009 at the Wayback Machine. is a comprehensive reference of DVD technologies.
^ Jump up to: a b Náfrádi, Bálint (24 November 2016). "Optically switched magnetism in photovoltaic perovskite CH3NH3(Mn:Pb)I3". Nature Communications. 7: 13406. doi:10.1038/ncomms13406. PMC 5123013  . PMID 27882917. Archived from the original on 28 November 2016.
Jump up ^ New Method Of Self-assembling Nanoscale Elements Could Transform Data Storage Industry Archived 1 March 2009 at the Wayback Machine.. Sciencedaily.com (2009-03-01). Retrieved on 2011-06-18.
Jump up ^ Yong, Ed. "This Speck of DNA Contains a Movie, a Computer Virus, and an Amazon Gift Card". The Atlantic. Archived from the original on 3 March 2017. Retrieved 3 March 2017.
Jump up ^ "Researchers store computer operating system and short movie on DNA". Phys.org. Archived from the original on 2 March 2017. Retrieved 3 March 2017.
Jump up ^ "DNA could store all of the world's data in one room". Science Magazine. 2 March 2017. Archived from the original on 2 March 2017. Retrieved 3 March 2017.
Jump up ^ Erlich, Yaniv; Zielinski, Dina (2 March 2017). "DNA Fountain enables a robust and efficient storage architecture". Science. 355 (6328): 950–954. doi:10.1126/science.aaj2038. Archived from the original on 2 March 2017. Retrieved 3 March 2017.
Further reading[edit]
Goda, K.; Kitsuregawa, M. (2012). "The History of Storage Systems". Proceedings of the IEEE. 100: 1433–1440. doi:10.1109/JPROC.2012.2189787.
Memory & Storage, Computer History Museum
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Reveille
From Wikipedia, the free encyclopedia
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This article is about the bugle call. For other uses, see Reveille (disambiguation).
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2012) (Learn how and when to remove this template message)
Reveille
Reveille played on the bugle by a member of the United States Army Band
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"Reveille" (US: /ˈrɛvəli/ REV-ə-lee; UK: /rəˈvæli/ rə-VAL-ee)[1] is a bugle call, trumpet call or pipes call most often associated with the military and prisons; it is chiefly used to wake military personnel and prisoners at sunrise. The name comes from réveille (or réveil), the French word for "wake up".
British Army Cavalry and Royal Horse Artillery regiments sound a call different from the infantry version shown below, known as "The Rouse" but often misnamed "Reveille", while the Scottish Regiments of the British Army sound a pipes call of the same name.[citation needed]
Contents
[hide]
1 Commonwealth of Nations and the United States
1.1 Lyrics
1.2 Music
2 Denmark
3 Germany
4 India
5 Ireland
6 Sweden
7 Boy Scouts of America
8 References
9 External links
Commonwealth of Nations and the United States[edit]
The tune used in the Commonwealth of Nations is different from the one used in the United States, but they are used in analogous ways: to ceremonially start the day.
The U.S. version of "Reveille"
In modern times, the U.S. military plays (or sounds) "Reveille" in the morning, generally near sunrise, though its exact time varies from base to base. On U.S. Army posts and Air Force bases, "Reveille" is played by itself or followed by the bugle call "To the Colors" at which time the national flag is raised and all U.S. military personnel outdoors are required to come to attention and present a salute in uniform, either to the flag or in the direction of the music if the flag is not visible. While in formation, soldiers are brought to the position of parade rest while "Reveille" plays then called to attention and present arms as the national flag is raised. On board U.S. Navy, Marine Corps, and Coast Guard facilities, the flag is generally raised at 0800 (8 am) while "The Star Spangled Banner" or the bugle call "To the Colors" is played. On some U.S. military bases, "Reveille" is accompanied by a cannon shot.
In Commonwealth Remembrance Day and Remembrance Sunday services, "The Last Post" begins the period of silent reflection, and "Reveille" ends it. The two tunes symbolize sunset and sunrise respectively, and therefore, death and resurrection. ("Reveille" is often replaced by "The Rouse", a bugle call commonly mistaken for "Reveille", although these are actually two different tunes.)
"To Reveille" or "to sound Reveille" is often used among military personnel as a term meaning "to notify personnel that it is time to wake up," whether the bugle call is actually sounded or not. Units lacking the personnel or equipment necessary to play the tune will often assign the duty to "sound Reveille" to the last watch of the night, who must ensure that others are roused at the proper time, by any appropriate means (often by actually shouting the word "reveille" until everyone is awake).
Lyrics[edit]
Although there are no official lyrics to "Reveille", these unofficial lyrics for the Commonwealth "Reveille" have been recently popularized:[2]
Rev-eil-lee! Rev-eil-lee is sounding
The bugle calls you from your sleep; it is the break of day.
You've got to do your duty or you will get no pay.
Come, wake yourself, rouse yourself out of your sleep
And throw off the blankets and take a good peek at all
The bright signs of day are here, so get up and do not delay.
Get Up!
Or-der-ly officer is on his round!
And if you're still a-bed he will send you to the guard
And then you'll get a drill and that will be a bitter pill:
So be up when he comes, be up when he comes,
Like a soldier at his post, a soldier at his post, all ser-ene.
The first lines of the British Cavalry "Reveille" were for many years rendered as:
Soldiers arise!
Scrub the bloody muck out of your eyes...
The infantry and general "Reveille" ran:
Get out of bed,
Get out of bed,
You lazy bastards! (repeat)
I feel sorry for you, I do!
In the Royal Navy, "Reveille" was usually verbalised as:
Wakey Wakey, Lash up and Stow!
To the U.S. tune:
I can't get 'em up,
I can't get 'em up,
I can't get 'em up this morning;
I can't get 'em up,
I can't get 'em up,
I can't get 'em up at all!
The corporal's worse than the privates,
The sergeant's worse than the corporals,
Lieutenant's worse than the sergeants,
And the captain's worst of all!
< repeat top six lines >
An alternate rendition to the U.S. tune above:
I can't get 'em up
I can't get 'em up
I can't get 'em up this morning;
I can't get 'em up
I can't get 'em up
I can't get 'em up at all!
And tho' the sun starts peeping,
And dawn has started creeping,
Those lazy bums keep sleeping,
They never hear my call!
< repeat top six lines >
Still another U.S. version goes:
You've got to get up
You've got to get up
You've got to get up this morning
You've got to get up
You've got to get up
Get up with the bugler's call
The major told the captain
The captain told the sergeant
The sergeant told the bugler
The bugler told them all
< repeat top six lines >
Irving Berlin cited the lyrics in part of his song "Oh! How I Hate to Get Up in the Morning" from the musical This Is the Army:
The hardest blow of all
Is to hear the bugler call--
You gotta get up
You gotta get up
You gotta get up this morning
Music[edit]
Reveille and Rouse are composed, like all bugle music, solely from the notes of the major triad, usually notated in C as: C, the tonic; E, the mediant; and G, the dominant.
Both the Commonwealth and United States "Reveilles" can be played with any combination of valves (or all open valves), because they were first played on a bugle, which lacks valves and plays only notes from the harmonic series.
Denmark[edit]
The reveille, was previously used throughout the Royal Danish Army, but is now only played at sunrise and sunset at the Guard Hussar Regiment barracks, by buglers from mounted squadron's drum and bugle corps.
Germany[edit]
Reise Reise is the wake up call on ships of the German Navy, the Deutsche Marine. It comes from the Low German word for rise. Every day on a German Navy ship starts with a wake-up call, the purren, which is started by the Locken, a whistle from the boatswain's call given 5 minutes before the main wake-up call. The wake-up call is given by a long whistle and the call: Reise, reise, aufstehen, überall zurrt Hängematten. "Rise, rise, wake up, get your hammock ready".
India[edit]
In the Indian Army, "reveille" is sounded at 06:00 (or sunrise), and the regimental colours are hoisted. As this also signals the start of the physical training parade, for practical reasons, servicemen must awake prior to the sounding of reveille.
Ireland[edit]
In the Irish Army, reveille is sounded at dawn and at military wreath-laying ceremonies, as on the National Day of Commemoration.
In Mountjoy Prison a large metal triangle was formerly beaten to wake the prisoners; this was immortalised in the song "The Auld Triangle."
Sweden[edit]
In Sweden, revelj (reveille) can be played on bugle, trumpet or drum. Today, it is usually played from a recording. There is also a reveille for military band composed by Johann Heinrich Walch that is used as the reveille of the Swedish Armed Forces.
Boy Scouts of America[edit]
Within the Boy Scouts of America, it is common for reveille to be sounded as a "wake up" for a large encampment of scouts, usually a camporee, jamboree or summer camp. The music may be played over the camp's intercom or bugled or trumpeted by the camp bugler. An individual scout unit may also sound reveille to rouse the scouts and scouters on a weekend trip,[citation needed] though this is less common.
Troop Bugler is a position of leadership in some Troops.[3][4]
An instrumental rock version of the melody was recorded as "Reveille Rock" in 1959 by Johnny and The Hurricanes and released on Warwick Records, catalog number M-513. The record charted Billboard number 25 and number 14 in the UK.
References[edit]
Jump up ^ "Define Reveille at Dictionary.com". Dictionary.com Unabridged. Random House, Inc. Retrieved 10 February 2014.
Jump up ^ "The Rouse and the Reveille". Army. Commonwealth of Australia. Retrieved 7 July 2013.
Jump up ^ http://meritbadge.org/wiki/index.php/Bugler
Jump up ^ http://www.bsahandbook.org/PDFs/troop.pdf
External links[edit]
"Reveille" from official U.S. Army Band website (MP3 format)
"Sveglia" Italian "Reveille" bugle call from the Esercito Italiano website (MP3 format)
"Reveille" from Norwegian Defence Force (His Majesty the King’s Guard) (WMA format)
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E
► Edward VI of England (2 C, 5 P)
► Elizabeth I of England (2 C, 32 P)
► 16th-century English monarchs (7 C, 7 P)
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► Lady Jane Grey (14 P)
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A
Albert Frederick, Duke of Prussia
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Banul Mărăcine
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Catholic Monarchs
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Call of Duty: World at War – Final Fronts
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Call of Duty: World at War –
Final Fronts
Developer(s)
Rebellion Developments
Publisher(s)
Activision
Composer(s)
Sean Murray
Series
Call of Duty
Platform(s)
PlayStation 2[1][2][3]
Release
NA: November 10, 2008
AU: November 12, 2008
EU: November 14, 2008
Genre(s)
First-person shooter
Mode(s)
Single-player
Call of Duty: World at War – Final Fronts is the 2008 PlayStation 2 counterpart to Call of Duty: World at War. It has its own set of missions involving the U.S. fighting in the Pacific theater and the Battle of the Bulge in Europe, as well as the British advancing on the Rhine River into Germany. This version features 13 missions. Final Fronts was developed by Rebellion Developments and published by Activision. It is also the last Call of Duty game to be released on the PlayStation 2.
Contents
[hide]
1 Gameplay
2 Campaigns
3 Development
4 References
5 External links
Gameplay[edit]
Call of Duty: World at War - Final Fronts is a first-person shooter game. It focuses on single-player campaigns, as it has no multiplayer. The game is set in World War II. The player can carry two guns at one time, as well as grenades. Levels are played with a team of soldiers from both Britain and the U.S, that assist the player by killing enemies and completing objectives. The game has been criticised by some critics for the poor AI, which is evident when friendly soldiers push the player out of cover and into the enemy line-of-fire.
Campaigns[edit]
The Game has 4 campaigns: War in the Pacific, Winter Offensive, Victory in Europe, and Victory in the Pacific. The player takes on the role of a marine in the Pacific campaigns and both British and American soldiers in the European campaign. The War in the Pacific and Victory in the Pacific Campaigns see Private Joe Miller (a reference to World at War protagonist C. Miller) and his fellow soldiers Sgt. Roebuck and Pvt. Polonsky (also in World at War) fight their way through Japanese defenses on Guadalcanal, Betio, Saipan, and Okinawa. A major difference in the American campaign from World at War is the fact that both Roebuck and Polonsky survive the final battle for Okinawa (also, Sgt. Roebuck shares a similar character model to Sgt. Dixon from Call of Duty 3). The Winter Offensive and Victory in the Europe campaigns have three protagonists: Pvt. Lucas Gibson of the US 80th Infantry Division of George S. Patton's Third Army, Pvt. Tom Sharpe of the British 6th Airborne Division, and Gunnery Sergeant Alex McCall of the US 4th Armored Division. The Winter Offensive campaign sees the Americans and British move to relieve the city of Bastogne (while the 80th take Ettelbruck in Luxembourg), and the Victory in Europe campaign sees the British 6th Airborne Division capture the town of Weser during Operation Varsity and the Americans capture Adolf Hitler's birthplace of Braunau-am-Inn in Austria.
Development[edit]
The PlayStation 2 game was not developed by Treyarch, the studio that developed other versions of the game. Rather, its development was outsourced to British studio Rebellion.[4] Built using the Asura engine as opposed to the id Tech 3 engine used by the other versions, Final Fronts allows players to employ elements like fire to affect the dynamics of the battlefield. Some voice tracks are recycled from previous games, predominantly the German voice tracks. As stated previously, Sergeant Roebuck shares a character model with Mike Dixon from Call of Duty 3, although he is voiced by Kiefer Sutherland, who also voices him in World at War.
References[edit]
Jump up ^ Thorsen, Tor (September 4, 2008). "World at War raging November 11, beta incoming". GameSpot. Retrieved September 29, 2008.
Jump up ^ "CoD5 has co-op, vehicles in multiplayer, CoD4 engine, every format apart from PSP". VideoGaming247. June 9, 2008. Retrieved September 29, 2008.
Jump up ^ "Windows Mobile Games Experience". Microsoft. Archived from the original on February 7, 2009. Retrieved February 7, 2009. CS1 maint: BOT: original-url status unknown (link)
Jump up ^ Bishop, Sam (November 18, 2008). "Call of Duty: World at War -- Final Fronts Review". Retrieved February 12, 2016.
External links[edit]
Call of Duty official website
Call of Duty: World at War -- Final Fronts - Playstation 2 - IGN
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value: كول أوف ديوتي: ورلد أت وور - فاينال فرونتس – Arabic

value: Call of Duty: World at War – Final Fronts – Danish

value: Call of Duty: World at War Final Fronts – Spanish

value: ندای وظیفه: جهان در جنگ: جبهه پایانی – Persian

value: Call of Duty: World at War Final Fronts – Galician

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value: Call of Duty: World at War: Final Fronts – Polish

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value: Call of Duty: World at War – Final Fronts – Russian

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