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Save SL: Reduce Your Inventory!

Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 09:38
Let me try to summarize suggestions to alleviate asset server problems.


1) Reducing your inventory helps, even when it doesn't eliminate the item in question from LL's memory.

2) Boxing or putting items in notecards helps reduce your inventory. It doesn't eliminate the items from SL's server -- actually, it ADDs a new item, the box or notecard. Still, reducing the inventory helps! And if you eliminate 1000 inventory items by adding only 10 boxes, you've probably improved things. (Is boxing safe? We don't reallyknow; there are reports that you can lose your items.)

3) Deleting textures, sounds, and animations from your inventory doesn't necessarily eliminate the item from LL's memory. But, it does reduce your inventory, which is good.

4) Deleting OBJECTS from your inventory does delete additional information from the asset servers. So, this is in some ways twice as good as just deleting a line in your inventory.

5) Periodically EMPTY THE TRASH!

If any of these statements are factually incorrect, please pipe up! And if I've missed any important ones (other than "more than 5000 objects is unnecessary";), please let us know. Maybe we can start a new thread with good advice and less drama.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
10-18-2007 09:50
From: Lear Cale
Not quite true, Collette. Any time you copy an object, it's a new object with a unique key and takes space on the server. Also, every entry in your inventory itself takes space on the server. So, deleting objects from your inventory does save asset server space, in two ways.


I could be wrong but I'm pretty sure I've heard LL say that multiple copies of an object don't create multiple copies of the object on the asset server. Yes, it'd have to create some sort of context data for each copy (owner, acquired date, script states, etc) but I don't think it creates a whole new object on the asset server.


From: Markubis Brentano
When you TP to a different SIM, you are essentually pulling all of your data that makes your avatar from one computer to another...so all of that data needs to travel and then be put back together again in the other computer.
Meahwhile, all of your inventory is on ANOTHER server which is communicating with the SIM computer you are now in.

I understand what you're saying but don't think I buy it. Why would the sim care about what I had idle in my inventory? Maybe I'm missing something here but don't get a sim would care about an object unless it was attached or rezzed..
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 10:08
From: Meade Paravane
I could be wrong but I'm pretty sure I've heard LL say that multiple copies of an object don't create multiple copies of the object on the asset server. Yes, it'd have to create some sort of context data for each copy (owner, acquired date, script states, etc) but I don't think it creates a whole new object on the asset server.


Are you sure they weren't talking about textures, animations, and sounds? If not, what happens if you modify the object? Does that create a new object entry?

The rules may be different for modifiable vs. no-mod objects.

In any case, assuming what you say is correct, deleting an object still does delete the context information from the asset server -- more so than simply deleting an inventory entry (e.g., for a texture). I'll adjust my list above to take that into account.

If anyone can post a link to a Linden post that covers this, please do.
If you understand the technical issues and can comment with authority, please do.

Thanks
Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 10:21
From: Lear Cale
Well, it's 1,000,000 inventory entries. The textures remain in the asset server. Deleting the inventory entries is worthwhile anyway.

The $10 upload charge is what keeps the total number of textures (etc) from getting too far out of hand. Just imagine if it were free!


no .. if you delete unique items the cleaner program will broom the asset server.
Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 10:27
From: Lear Cale
Not quite true, Collette. Any time you copy an object, it's a new object with a unique key and takes space on the server. Also, every entry in your inventory itself takes space on the server. So, deleting objects from your inventory does save asset server space, in two ways.


I think it only is a new object if you modify it. If its unmodified its the same entry. Once you modify it is basically a new item Asset server wise.

Thus if the asset server goofs - Like a piece of no-mod clothing fails, it fails for everyone who owns it, until its repaired. Which has happened to me.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
10-18-2007 10:30
From: Lear Cale
Are you sure they weren't talking about textures, animations, and sounds?

Uh.. Maybe?

From: Lear Cale
If not, what happens if you modify the object? Does that create a new object entry?

I'd say creating a new anything makes a new asset. I was just talking about copies of an object.

From: Lear Cale
If anyone can post a link to a Linden post that covers this, please do.

Well, Kelly Linden sorta implies it here..

/139/62/137077/1.html

Seems to say that objects (prim sets) that are not in-world are ref counted and garbage collected when the count hits zero. If every copy made a new asset, why bother with ref counting and GC?
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 10:38
From: Colette Meiji
From: someone
Not quite true, Collette. Any time you copy an object, it's a new object with a unique key and takes space on the server. Also, every entry in your inventory itself takes space on the server. So, deleting objects from your inventory does save asset server space, in two ways.
I think it only is a new object if you modify it. If its unmodified its the same entry. Once you modify it is basically a new item Asset server wise.

Thus if the asset server goofs - Like a piece of no-mod clothing fails, it fails for everyone who owns it, until its repaired. Which has happened to me.


I think it still takes space on the asset server -- for script states, attachment location, etc. Like I said, "not *quite* true".

Deleting objects deletes information from your inventory.
It also deletes additional information from the asset servers over and above what it deletes from you inventory. That additional information is often considerably more data than an inventory line.

I'll have to re-investigate whether deleted textures really do go away. It's a trivial test, but takes a long time if the garbage collector isn't fast.
Colette Meiji
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Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 10:45
From: Lear Cale
I think it still takes space on the asset server -- for script states, attachment location, etc. Like I said, "not *quite* true".

Deleting objects deletes information from your inventory.
It also deletes additional information from the asset servers over and above what it deletes from you inventory. That additional information is often considerably more data than an inventory line.

I'll have to re-investigate whether deleted textures really do go away. It's a trivial test, but takes a long time if the garbage collector isn't fast.


If every copy of the texture that exists in every users inventory and every rezzed version in world has been deleted, how the heck can you test it?

Thats what the cleaner does it looks for items that are in the database but no longer in use by anyone or anything, and then it poofs them.
Colette Meiji
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Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 10:48
From: Lear Cale
I think it still takes space on the asset server -- for script states, attachment location, etc. Like I said, "not *quite* true".

Deleting objects deletes information from your inventory.
It also deletes additional information from the asset servers over and above what it deletes from you inventory. That additional information is often considerably more data than an inventory line.

I'll have to re-investigate whether deleted textures really do go away. It's a trivial test, but takes a long time if the garbage collector isn't fast.


If every copy of the texture that exists in every users inventory and every rezzed version in world has been deleted, how the heck can you test it?

Thats what the cleaner does it looks for items that are in the database but no longer in use by anyone or anything, and then it poofs them.
Oryx Tempel
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Join date: 8 Nov 2006
Posts: 7,663
10-18-2007 10:51
From: Lear Cale
Are you sure they weren't talking about textures, animations, and sounds? If not, what happens if you modify the object? Does that create a new object entry?

The rules may be different for modifiable vs. no-mod objects.

In any case, assuming what you say is correct, deleting an object still does delete the context information from the asset server -- more so than simply deleting an inventory entry (e.g., for a texture). I'll adjust my list above to take that into account.

If anyone can post a link to a Linden post that covers this, please do.
If you understand the technical issues and can comment with authority, please do.

Thanks

I think this is what Zaphod said earlier... I'll use an analogy. Tell me if I'm wrong.

There is a person on the planet named Joe Bob. I have a Rolodex, and in it, a card with his information. Lots and lots of people have cards for Joe Bob. There's still only one Joe Bob. If Joe Bob changes clothes, I have to add a new card to my Rolodex for him. If I tear up my card, Joe Bob doesn't die. Thousands of other people still have cards for Joe Bob. If, I suppose, everyone tore up their Rolodex cards for Joe Bob, we could kill him and no one would notice.

The fewer Rolodex cards that I have, the smaller my actual Rolodex is, and I can stuff it into my purse rather than load it into my pickup truck every time I want to cross town.

Is this basically right?
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 10:53
Meade, modifying an existing object isn't what I'd call creating a new object. The object's key doesn't change, for example.

However, it makes sense that there's an abstract object as Collette says, and if you modify an object, you get a new abstract object. This would save a lot of server space for things like popular prim hair!
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 10:56
From: Colette Meiji
If every copy of the texture that exists in every users inventory and every rezzed version in world has been deleted, how the heck can you test it?

Thats what the cleaner does it looks for items that are in the database but no longer in use by anyone or anything, and then it poofs them.


I explained that above. You use llSetTexture and pass the texture's key, which you've kept in a text file on your PC for a month, hidden away in an encrypted data file, so LL can't possibly know it's there. ;)
Colette Meiji
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Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 10:57
From: Oryx Tempel
I think this is what Zaphod said earlier... I'll use an analogy. Tell me if I'm wrong.

There is a person on the planet named Joe Bob. I have a Rolodex, and in it, a card with his information. Lots and lots of people have cards for Joe Bob. There's still only one Joe Bob. If Joe Bob changes clothes, I have to add a new card to my Rolodex for him. If I tear up my card, Joe Bob doesn't die. Thousands of other people still have cards for Joe Bob. If, I suppose, everyone tore up their Rolodex cards for Joe Bob, we could kill him and no one would notice.

The fewer Rolodex cards that I have, the smaller my actual Rolodex is, and I can stuff it into my purse rather than load it into my pickup truck every time I want to cross town.

Is this basically right?


This is how its been described in the past. Even by a Linden when they explained their cleaner program was being a bit too aggressive.

In your example basically the cleaner program would be the hit man that kills Joe Bob to keep a check on unneeded population.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 10:59
Right, it's called garbage collection.

The question is whether it happens for textures.
Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 11:02
From: Lear Cale
I explained that above. You use llSetTexture and pass the texture's key, which you've kept in a text file on your PC for a month, hidden away in an encrypted data file, so LL can't possibly know it's there. ;)


I missed that above. I dont know enough about scripting to know if that makes a difference.

However for the cleaner program to work I do know every single version of an item everywhere in Second Life needs to be deleted for some length of time first.

Including deleting it from trash and lost and found. And all rezzed versions.


(having trouble keeping up with the discussion getting a huge amount of server errors)
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
10-18-2007 11:07
From: Lear Cale
Meade, modifying an existing object isn't what I'd call creating a new object. The object's key doesn't change, for example.

I'm tempted to bet you that it does. Or that it 'sorta' does. :)

Objects that are rezzed, either attached or otherwise in-world, are different than ones in inventory. IIRC, the UUID of an in-world object changes even on sim crossings..
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 11:09
Sorry, this sub-thread is *almost* as interesting as whether an av should have more than 5K entries. I think my summary list of suggestions is the important part of my contribution, and the minor details I'm arguing here don't matter much (and don't affect the list much either).

Are there any additions or corrections to that list?

Thanks!
Oryx Tempel
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Join date: 8 Nov 2006
Posts: 7,663
10-18-2007 11:13
From: Lear Cale
Meade, modifying an existing object isn't what I'd call creating a new object. The object's key doesn't change, for example.

Why wouldn't it? If I have a skirt in my inventory that happens to be very popular, and lots of other people have the same exact skirt, or rather, pointer, to that skirt, in their inventories, if I change, say, the length or texture of it, it doesn't change every body else's skirt. It only changes mine. That would mean that I have created a whole NEW skirt in the server. It stands to reason that the key would change somewhat.
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Colette Meiji
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Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 11:16
From: Lear Cale
Sorry, this sub-thread is *almost* as interesting as whether an av should have more than 5K entries. I think my summary list of suggestions is the important part of my contribution, and the minor details I'm arguing here don't matter much (and don't affect the list much either).

Are there any additions or corrections to that list?

Thanks!


Huh? Many of the points in your list apply directly to the subject we've been commenting on back and forth.

If say, I'm right about how the cleaner program works, then your list isn't right.
Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 11:19
From: Oryx Tempel
Why wouldn't it? If I have a skirt in my inventory that happens to be very popular, and lots of other people have the same exact skirt, or rather, pointer, to that skirt, in their inventories, if I change, say, the length or texture of it, it doesn't change every body else's skirt. It only changes mine. That would mean that I have created a whole NEW skirt in the server. It stands to reason that the key would change somewhat.


Every item gets a KEY when its rezzed. If you mod the item that key does not change. I think Lear is equating that Object Key with the asset server entry - which isn't necessarily true.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 11:23
From: Colette Meiji
Huh? Many of the points in your list apply directly to the subject we've been commenting on back and forth.

If say, I'm right about how the cleaner program works, then your list isn't right.


Which item is incorrect?

Thanks,
Jeff
Colette Meiji
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Join date: 25 Mar 2005
Posts: 15,556
10-18-2007 11:31
From: Lear Cale

3) Deleting textures, sounds, and animations from your inventory doesn't eliminated the item from LL's memory. But, it does reduce your inventory, which is good.


We dont know this. If your understanding is right then yes. If mine is then the first part of your statement is incorrect.

From: Lear Cale

4) Deleting OBJECTS from your inventory does delete additional information from the asset servers. So, this is in some ways twice as good as just deleting a line in your inventory.


We don't really know this either. If the Object has a unique entry then yes.


-----See, some of this depends on the side discussion.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-18-2007 11:58
From: Colette Meiji
From: someone
3) Deleting textures, sounds, and animations from your inventory doesn't eliminated the item from LL's memory. But, it does reduce your inventory, which is good.
We dont know this. If your understanding is right then yes. If mine is then the first part of your statement is incorrect.
Actually, we do know that under most circumstances, it doesn't delete it. However, I'd added the word "necessarily" to be more accurate.

From: someone
From: someone
4) Deleting OBJECTS from your inventory does delete additional information from the asset servers. So, this is in some ways twice as good as just deleting a line in your inventory.
We don't really know this either. If the Object has a unique entry then yes.

I believe that we *do* know this, because each individual object has information -- the context info Meade mentioned above -- that can't be stored along with the abstract object because it's specific to your copy of the object. For example, its key and its script states. Furthermore, that info can't be in your inventory, because the object itself might not be in your inventory (e.g., no-xfer object).
Zedja Darkstone
Registered User
Join date: 8 Oct 2007
Posts: 25
10-18-2007 12:34
I've only been here 11 days so I take what I can get my hand on, but I do also cut down on duals and other things. Now I would be more effective if my suggestion about a Creator Search for the items in the inventory are added into SL.

I have 14k+ stuff. But that's because I'm new. I'm sure it will shrink eventually once I get rid of the "Free" boxes with 1000 of stuff.
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-18-2007 12:53
I must admit, the temptation to fully utilize a 'magic bag' inventory is certainly understandable.
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