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Part Four: You’d Better Do Fast Data Right – A Five Step approach

The last post defined what the Corporate Data Architecture of the future will look like and how “Fast” and “Big” will work together.Read more








M2M World Congress Wrap-Up

I attended M2M World Congress in London two weeks ago and have been pondering my “take-aways” since. While many VoltDB customers use our NewSQL, in-memory database to provide scalable transactions, decisions and analytics in M2M deployments (smart grids, mobile telco platforms, cloud PaaS products), putting the M2M/IoT space into a broader context is hard.… Read more


Impact of Java Garbage Collection on in-memory databases

Some users of Java, and specifically Java as it is used in in-memory database technology, worry Java’s ‘Garbage Collection’ can impact performance. Garbage Collection is intended to simplify memory management (allocation and de-allocation) and therefore reduce the amount of code written, speed development, and avoid memory management bugs.… Read more


VoltDB, native memory, and you

(Originally published here.)

Target audience

This post targets other VoltDB developers who are going to be dealing with the various unconventional ways Volt now uses native memory in the Java portions of the database.… Read more






Scaling: 700,000 Simultaneous Connections to VoltDB

One of the original design goals for VoltDB was to support large numbers of connections per server. This kind of came for free with Volt’s event based design. The event based design was driven by a desire to keep the number of active software threads 1:1 with available hardware threads and this basically proscribed any kind of thread per client network IO implementation.… Read more


VoltDB Real-Time Analytics with JSON

Consider the scenario where you are building an online multi-player game platform, where users can use the platform to create their own games.  Such a platform would have the following high-level requirements:

  1. It needs to be able to process tens of thousands of write transactions, game state changes, per second. 
  2. Read more