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#1
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#2
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I must be a real geek. I got interested in the internal stucture of the underlying database and now I just can't stop. HELP! SAVE ME FROM MYSELF! <GRIN Seriously, can anyone save me some time and point me to a document that details the Pick/Unidata internals? |
#3
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I must be a real geek. I got interested in the internal stucture of the underlying database and now I just can't stop. HELP! SAVE ME FROM MYSELF! <GRIN Seriously, can anyone save me some time and point me to a document that details the Pick/Unidata internals? Thanks, Noah replace spam with myname |
#4
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I think I can safely say without fear of law suit or having my legs broken: hdr> data <sm> <hdr> data <sm><sm Header is different for different implementations. In R83, it was a 4 bytes Ascii Hex length of the item. That's why R83 items were limited to 8FFF or 32K. On D3, there's an 8 byte header with a 4 byte length field and 4 bytes of "flags" that tell if the item is new, stolen, moved, updated since last file save, deleted, etc. |
#5
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I don't know whether it's unique to mvBase or not, but there are also 'indirect' items... I'm pretty certain it's not. Indirect items are items longer than (I think) 1k (on a 2k frame system). Instead of storing the item 'in group', the item is stored in linked space outside the file and a pointer to the start frame of the item is stored in the file itself. It's quite reasonable to get a mixture of direct and indirect items in the same file. It's invisible at application level. |
#6
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#7
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Without wanting you to get your legs broken ... Sometimes, the start of the block data is not at (block size + 1 )*&h400, but is offset a number of words. Isn't the framesize a multiple of 1024? Thanks, Noah |
#8
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#9
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actually it depends on what the guy really means by wanting to know the structure... However they cover it up, you can be sure that you never really needed to lose that data - the airheads could have reclaimed it. You can be sure... :-) |
#10
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