You want a dirtier trick for benchmarks ... Here it is ...
Implement a compression like algorithm based on checksum. The data-
type engine can compute a checksum for each fragment and if the
checksum match one in the peer [limitted] history (so we can claim
our communication protocol is adaptive), then we replace the actual
message content with the matched id in the common history. Checksums
are fairly cheap, lookup in a balanced tree is cheap too, so we will
end up with a lot of improvement (as instead of sending a full
fragment we will end-up sending one int). Based on the way most of
the benchmarks initialize the user data (when they don't everything
is mostly 0), this trick might work on all cases for the
benchmarks ... But don't complain if your Linpack run fails.
On Aug 13, 2007, at 10:39 AM, Gleb Natapov wrote:
> On Mon, Aug 13, 2007 at 10:36:19AM -0400, Jeff Squyres wrote:
>> In short: it's an even dirtier trick than header caching (for
>> example), and we'd get beat up about it.
> That was joke :) (But 3D drivers really do such things :( )