917 karma · joined February 10, 2016
"The social graph is tightly interconnected; it is not possible to group users so that cross-partition requests are rare. This means that each TAO follower must be local to a tier of databases holding a complete multi-petabyte copy of the social graph. It would be prohibitively expensive to provide full replicas in every data center. Our solution to this problem is to choose data center locations that are clustered into only a few regions, where the intra-region latency is small (typically less than 1 millisecond). It is then sufficient to store one complete copy of the social graph per region. Figure 2 shows the overall architecture of the master/slave TAO system."
https://www.usenix.org/system/files/conference/atc13/atc13-b...
edit: Oh hah, didn't realize parent was former DB person at FB. I was too, just a few years before :-)
Hah, one of the reasons I left the industry was I was frustrated that we were supposed to build the sequel to our game using a different custom engine intended for a different genre of game.
Also having worked in games i had a chuckle when I saw the “test framework” folder in Gwent and my first thought was “hmm probably fake then.”
Ok so those are only lossless in specific situations when the image dimensions are a multiple of the dct block size. And of course grayscale and cropping are lossy by definition. A better way to say it is that it can perform some transformations without recomputing and compressing the dct although if you pass the -optimize option you are still redoing the Huffman tables.