Using GUID's as folder names + splitting up - file

I want to use GUID's (uuid) for naming folders in a huge file store. Each storage item gets his own folder and guid.
The easiest way would be "x:\items\uuid\{uuid}..."
example: "x:\items\uuid\F3B16318-4236-4E45-92B3-3C2C3F31D44F..."
I see here one problem. What if you expect to get at least 10.000 items and probably a few 100.000 or more then 1 million. I don't want to put so many items (sub folders) in one folder.
I thought to solve this by splitting up the guid. Taking the 2 first chars to create sub folders at the first level and the take the next 2 chars and also create sub folders.
The above example would be --> "x:\items\uuid\F3\B1\6318-4236-4E45-92B3-3C2C3F31D44F..."
If the first 4 chars of guid's are really as random as expected then I get after a while 256 folder within 256 folders and I always end up with a reasonable amount of items within each of these folders
For example if you have 1 million items then you get --> 1 000 000 / 256 /256 = 15.25 items per folder
In the past I'v already tested the randomness of the first chars. (via vb.net app). Result: The items where spread quit evenly over the folders.
Also somebody else came to the same conclusion. see How evenly spread are the first four bytes of a Guid created in .NET?
Possible splits I thought of (1 million items as example)
C1 = character 1 of GUID, C2 = character 2, etc
C1\C2\Rest of GUID --> 16 * 16 * 3906 (almost 4000 are still al lot of folders)
C1\C2\C3\C4\Rest of Guid --> 16 * 16 * 16 * 16 * 15 ( unnecessary splitting up of folders)
C1C2\C3C4\Rest of Guid --> 256 * 256 * 15 (for me the best option ?)
C1C2C3\Rest of Guid --> 4096 * 244 (to many folders at first level??)
C1C2C3C4\Rest of Guid --> 65536 * 15 (to many folders at first level!)
My questions are:
Does anyone see drawbacks for this kind of implementation. (scheme: *C1C2\C3C4\Rest of Guid)
Is there some standard for splitting up Guids, or a general way of doing this.
What happens if you put a few 100 thousands of sub folders in one folder (I still prefer not to use any splitting if possible)
Thanks, Mumblic

This is fairly similar to the method git uses for sharding it's object database (although with SHA1 hashes instead of GUIDs...). As with any algorithm, there are pros and cons, but I don't think there are any significant cons in this case that would outweigh the definite pros. There's a little extra CPU overhead to calculate the directory structure, but in the long term, that overhead is probably significantly less than what is necessary to search through a single directory of a million files repeatedly.
Regarding how to do it, it depends a bit on what library you are using to generate the GUIDs - do you get them in a byte-array (or even a struct) format that then needs to be converted to a character representation in order to display it, or do you get them in an already formatted ASCII array? In the first case, you need to extract the appropriate bytes and format them yourself, in the second you just need to extract a substring.
As far as putting an extreme number of sub-folders (or even files) in one folder, the exact performance characteristics are highly dependent on the actual file system in use. Some perform better than others, but almost all will show significant performance degradation the more entries each directory has.

Related

Solution to handle billions of records for faster insertion and instant retrieval

I have a text file(call it grand parent file) which contains 1 million lines. Each of these lines contain absolute paths of some other files(call them parents) as shown below. The paths of parent files are unique.
%: cat input.txt - grand parent file
/root/a/b/c/1.txt -- parent file1
/root/a/b/c/2.txt -- parent file2 ......
...
/root/a/b/d/3.txt
......
.....
upto 1 million files.
Again each of the above parent file contains absolute paths of different files(Call them childs) and their line numbers as shown below: Same child files may be present in multiple parent files with same or different lumbers.
%: cat /root/a/b/c/1.txt -- parent file
s1.c,1,2,3,4,5 -- child file and its line numbers
s2.c,1,2,3,4,5....
...
upto thousands of files
%: cat /root/a/b/c/2.txt
s1.c,3,4,5
s2.c,1,2,3,4,5....
...
upto thousands of files
Now my requirement is that, given a child file and line number I need to return all the parent files that have the given child file number and line data present with in a minute. The insertion needs to be completed with in a day.
I created a relational database with following schema:
ParentChildMapping - Contains the required relation
ID AUTOINCREMENT PRIMARY KEY
ParentFileName TEXT
ChildFileName TEXT
LNumber INT
For a given file name and line number:
SELECT ParentFileName from ParentChildMapping where ChildFileName="s1.txt" and LNumber=1;
I divided grand parent file to 1000 separate sets each containing 1000 records. Then I have a python program which parses each set and reads the content of the parent file and inserts into the database. I can create thousand processes running in parallel and insert all the records in parallel but I am not sure what will be the impact on the relational database as I will be inserting millions of records in parallel. Also I am not sure if relational database is the right approach to chose here. Could you please let me know if there is any tool or technology that better suits this problem. I started with sqlite but it did not support concurrent inserts and failed with database lock error. And Now I want to try MySQL or any other alternate solution that suits the situation.
Sample Code that runs as thousand processes in parallel to insert into MySQL:
import MySQLDb
connection = MySQLDb.connect(host, username,...)
cursor = connection.cursor()
with open(some_set) as fd:
for each_parent_file in fd:
with open(each_parent_file) as parent_fd:
for each_line in parent_fd:
child_file_name, *line_numbers = each_line.strip().split(",")
insert_items = [(each_parent_file, child_file_name, line_num) for line_num in line_numbers]
cursor.executemany("INSERT INTO ParentChildMapping (ParentFileName, ChildFileName, LineNumber) VALUES %s" %insert_items)
cursor.commit()
cursor.close()
connection.close()
Let's start with a naïve idea of what a database would need to do to organize your data.
You have a million parent files.
Each one contains thousands of child files. Let's say 10,000.
Each one contains a list of line numbers. You didn't say how many. Let's say 100.
This is 10^6 * 10^4 * 10^2 = 10^12 records. Suppose that each is 50 bytes. This is 50 terabytes of data. We need it organized somehow, so we sort it. This requires on the order of log_2(10^12) which is around 40 passes. This naïve approach needs is 2 * 10^15 of data. If we do this in a day with 86400 seconds, this needs us to process 23 GB of data per second.
Your hard drive probably doesn't have 50 terabytes of space. Even if it did, it probably doesn't stream data faster than about 500 MB/second, which is 50 times too slow.
Can we improve this? Well, of course. Probably half the passes can happen strictly in memory. You can replace records with 12 byte tuples. There are various ways to compress this data. But the usual "bulk insert data, create index" is NOT going to give you the desired performance on a standard relational database approach.
Congratulations. When people talk about #bigdata, they usually have small data. But you actually have enough that it matters.
So...what can you do?
First what can you do with out of the box tools?
If one computer doesn't have horsepower, we need something distributed. We need a distributed key/value store like Cassandra. We'll need something like Hadoop or Spark to process data.
If we have those, all we need to do is process the files and load them into Cassandra as records, by parent+child file, of line numbers. We then do a map reduce to find, by child+line number of what parent files have it and store that back into Cassandra. We then get answers by querying Cassandra.
BUT keep in mind the back of the envelope about the amount of data and processing required. This approach allows us, with some overhead, to do all of that in a distributed way. This allows us to do that much work and store that much data in a fixed amount of time. However you will also need that many machines to do it on. Which you can easily rent from AWS, but you'll wind up paying for them as well.
OK, suppose you're willing to build a custom solution, can you do something more efficient? And maybe run it on one machine? After all your original data set fits on one machine, right?
Yes, but it will also take some development.
First, let's make the data more efficient. An obvious step is to create lookup tables for file names to indexes. You already have the parent files in a list, this just requires inserting a million records into something like RocksDB for the forward lookup, and the same for the reverse. You can also generate a list of all child filenames (with repetition) then use Unix commands to do a sort -u to get canonical ones. Do the same and you get a similar child file lookup.
Next, the reason why we were generating so much data before is that we were taking a line like:
s1.c,1,2,3,4,5
and were turning it into:
s1.c,1,/root/a/b/c/1.txt
s1.c,2,/root/a/b/c/1.txt
s1.c,3,/root/a/b/c/1.txt
s1.c,4,/root/a/b/c/1.txt
s1.c,5,/root/a/b/c/1.txt
But if we turn s1.c into a number like 42, and /root/a/b/c/1.txt into 1, then we can turn this into something like this:
42,1,1,5
Meaning that child file 42, parent file 1 starts on line 1 and ends on line 5. If we use, say, 4 bytes for each field then this is a 16 byte block. And we generate just a few per line. Let's say an average of 2. (A lot of lines will have one, others may have multiple such blocks.) So our whole data is 20 billion 16 byte rows for 320 GB of data. Sorting this takes 34 passes, most of which don't need to be written to disk, which can easily be inside of a day on a single computer. (What you do is sort 1.6 GB blocks in memory, then write them back to disk. Then you can get the final result in 8 merge passes.)
And once you have that sorted file, you can NOW just write out offsets to where every file happens.
If each child file is in thousands of parent files, then decoding this is a question of doing a lookup from filename to child file ID, then a lookup of child file ID to the range which has that child file listed. Go through the thousand of records, and form a list of the thousands of parent files that had the line number in their range. Now do the lookup of their names, and return the result. This lookup should run in seconds, and (since everything is readonly) can be done in parallel with other lookups.
BUT this is a substantial amount of software to write. It is how I would go. But if the system only needs to be used a few times, or if you have additional needs, the naïve distributed solution may well be cost effective.

Solr: Document size inexplicably large

I updated to Solr 8.4.0 (from 6.x) on a test server and reindexed (this is an index of a complicated Moodle system, mainly lots of very small documents). It worked initially, but later ran out of disk space so I deleted everything and tried indexing a smaller subset of the data, but it still ran out of disk space.
Looking at the segment info chart, the first segment seems reasonable:
Segment _2a1u:
#docs: 603,564
#dels: 1
size: 5,275,671,226 bytes
age: 2020-11-25T22:10:05.023Z
source: merge
That's 8,740 bytes per document - a little high but not too bad.
Segment _28ow:
#docs: 241,082
#dels: 31
size: 5,251,034,504 bytes
age: 2020-11-25T18:33:59.636Z
source: merge
21,781 bytes per document
Segment _2ajc:
#docs: 50,159
#dels: 1
size: 5,222,429,424 bytes
age: 2020-11-25T23:29:35.391Z
source: merge
104,117 bytes per document!
And it gets worse, looking at the small segments near the end:
Segment _2bff:
#docs: 2
#dels: 0
size:23,605,447 bytes
age: 2020-11-26T01:36:02.130Z
source: flush
None of our search documents will have anywhere near that much text.
On our production Solr 6.6 server, which has similar but slightly larger data (some of it gets replaced with short placeholder text in the test server for privacy reasons) the large 5GB-ish segments contain between 1.8 million and 5 million documents.
Does anyone know what could have gone wrong here? We are using Solr Cell/Tika and I'm wondering if somehow it started storing the whole files instead of just the extracted text?
It turns out that a 10MB English language PowerPoint file being indexed, with mostly pictures and only about 50 words of text in the whole thing, is indexed (with metadata turned off) as nearly half a million terms most of which are Chinese characters. Presumably, Tika has incorrectly extracted some of the binary content of the PowerPoint file as if it were text.
I was only able to find this by reducing the index by trial and error until there are only a handful of documents in it (3 documents but using 13MB disk space), then Luke 'Overview' tab let me see that one field (called solr_filecontent in my schema) which contains the indexed Tika results has 451,029 terms. Then, clicking 'Show top terms' shows a bunch of Chinese characters.
I am not sure if there is a less laborious way than trial and error to find this problem, e.g. if there's any way to find documents that have a large number of terms associated. (Obviously, it could be a very large PDF or something that legitimately has that many terms, but in this case, it isn't.) This would be useful as even if there are only a few such instances across our system, they could contribute quite a lot to overall index size.
As for resolving the problem:
1 - I could hack something to stop it indexing this individual document (which is used repeatedly in our test data otherwise I probably wouldn't have noticed) but presumably the problem may occur in other cases as well.
2 - I considered excluding the terms in some way but we do have a small proportion of content in various languages, including Chinese, in our index so even if there is a way to configure it to only use ASCII text or something, this wouldn't help.
3 - My next step was to try different versions to see what happens with the same file, in case it is a bug in specific Tika versions. However, I've tested with a range of Solr versions - 6.6.2, 8.4.0, 8.6.3, and 8.7.0 - and the same behaviour occurs on all of them.
So my conclusion from all this is that:
Contrary to my intitial assumption that this was related to the version upgrade, it isn't actually worse now than it was in the older Solr version.
In order to get this working now I will probably have to do a hack to stop it indexing that specific PowerPoint file (which occurs frequently on our test dataset). Presumably the real dataset wouldn't have too many files like that otherwise it would already have run out of disk space there...

graph database physical distribution and indexing

My question is not on the query language but on the physical distribution of data in a graph database.
Let's assume a simple user/friendship model. In RDBs you would create a table storing IDUserA/IDUserB for a representation of a friendship.
If we assume a bunch of IT-Girls for example with the Facebook limit of 5k friends, we quickly get to huge amounts of data. If GirlA(ID 1) simply likes GirlB(ID 2). It would be an entry wir [1][2] in the table.
With this model it is not possible to get over data redundancy in friendship, because then we have to do either two queries (is there an entry in IDUserA or an entry in IDUserB with ID = 1, what means physically searching both columns) or to store [1][2] and [2][1], what ends up in data redundancy. For a heavy user this means checks against 5000/10000 entries containing an indexed column, which is astronomically big.
So ok, use GraphDBs. We assume the Girls as Nodes. GirlA is the first one ever entered into the DB, so her ID is simply 0. The Entry contains a isUsed - flag for the data chunk of a byte, and is 1 if it is in use. The next 4 bytes are a flag for the filename where her node is stored in (what leads to nearly 4.3 Billion possible files and we assume the file size of 16.7MB so we could use 3 more bytes to declare the offset inside.
Lets assume we define the username datatype as a chunk of 256 (and be for the example so ridgid).
For GirlA it is [1]0.0.0.0-0.0.0
= Her User ID 0 times 256 = 0
For GirlB it is [1]0.0.0.0-0.1.0
= Her User ID 1 times 256 = 256,
so her Usernamedata starts on file 0_0_0_0.dat on offset 256 from start. We don't have to search for her data, we could simply calculate them. A User 100 would be stored in the same file on offset 25600 and so forth and so on. User 65537 would be stored in file 0_0_0_1.dat on offset 0. Loaded in RAM this is only a pointer and pretty fast.
So we could store with this method more nodes than humans ever lived.
BUT: How to find relationships? Ok, with edges. But how to store them? All in one "column" is stupid, because then we are back on relationship models. In a hashtable? Ok, we could store the 0_0_0_0.frds as a hashtable containing all friends of User0, kick off a new instance of a User-Class Object, add the Friends to a binary list or tree that could be found by the pointer cUser.pFriendlist and we would be done. But I think that I make a mistake.
Shouldn't GraphDatabases be something different than mathematical nodes connected with hash tables filled with edges?
The use of nodes and edges is clear, because it allows to connect everything with relationships of anything. But whats about the queries and their speed?
Keeping different edges in different type of files seems somekind of wrong, even if the accessibility is really fast on SSDs.
Sure, I could use a simple relational table to store a edgetype/dataending pair, but please help me: where do I get it wrong!

finding a number appearing again among numbers stored in a file

Say, i have 10 billions of numbers stored in a file. How would i find the number that has already appeared once previously?
Well i can't just populate billions of number at a stretch in array and then keep a simple nested loop to check if the number has appeared previously.
How would you approach this problem?
Thanks in advance :)
I had this as an interview question once.
Here is an algorithm that is O(N)
Use a hash table. Sequentially store pointers to the numbers, where the hash key is computed from the number value. Once you have a collision, you have found your duplicate.
Author Edit:
Below, #Phimuemue makes the excellent point that 4-byte integers have a fixed bound before a collision is guaranteed; that is 2^32, or approx. 4 GB. When considered in the conversation accompanying this answer, worst-case memory consumption by this algorithm is dramatically reduced.
Furthermore, using the bit array as described below can reduce memory consumption to 1/8th, 512mb. On many machines, this computation is now possible without considering either a persistent hash, or the less-performant sort-first strategy.
Now, longer numbers or double-precision numbers are less-effective scenarios for the bit array strategy.
Phimuemue Edit:
Of course one needs to take a bit "special" hash table:
Take a hashtable consisting of 2^32 bits. Since the question asks about 4-byte-integers, there are at most 2^32 different of them, i.e. one bit for each number. 2^32 bit = 512mb.
So now one has just to determine the location of the corresponding bit in the hashmap and set it. If one encounters a bit which already is set, the number occured in the sequence already.
The important question is whether you want to solve this problem efficiently, or whether you want accurately.
If you truly have 10 billion numbers and just one single duplicate, then you are in a "needle in the haystack" type of situation. Intuitively, short of very grimy and unstable solution, there is no hope of solving this without storing a significant amount of the numbers.
Instead, turn to probabilistic solutions, which have been used in most any practical application of this problem (in network analysis, what you are trying to do is look for mice, i.e., elements which appear very infrequently in a large data set).
A possible solution, which can be made to find exact results: use a sufficiently high-resolution Bloom filter. Either use the filter to determine if an element has already been seen, or, if you want perfect accuracy, use (as kbrimington suggested you use a standard hash table) the filter to, eh, filter out elements which you can't possibly have seen and, on a second pass, determine the elements you actually see twice.
And if your problem is slightly different---for instance, you know that you have at least 0.001% elements which repeat themselves twice, and you would like to find out how many there are approximately, or you would like to get a random sample of such elements---then a whole score of probabilistic streaming algorithms, in the vein of Flajolet & Martin, Alon et al., exist and are very interesting (not to mention highly efficient).
Read the file once, create a hashtable storing the number of times you encounter each item. But wait! Instead of using the item itself as a key, you use a hash of the item iself, for example the least significant digits, let's say 20 digits (1M items).
After the first pass, all items that have counter > 1 may point to a duplicated item, or be a false positive. Rescan the file, consider only items that may lead to a duplicate (looking up each item in table one), build a new hashtable using real values as keys now and storing the count again.
After the second pass, items with count > 1 in the second table are your duplicates.
This is still O(n), just twice as slow as a single pass.
How about:
Sort input by using some algorith which allows only portion of input to be in RAM. Examples are there
Seek duplicates in output of 1st step -- you'll need space for just 2 elements of input in RAM at a time to detect repetitions.
Finding duplicates
Noting that its a 32bit integer means that you're going to have a large number of duplicates, since a 32 bit int can only represent 4.3ish billion different numbers and you have "10 billions".
If you were to use a tightly packed set you could represent whether all the possibilities are in 512 MB, which can easily fit into current RAM values. This as a start pretty easily allows you to recognise the fact if a number is duplicated or not.
Counting Duplicates
If you need to know how many times a number is duplicated you're getting into having a hashmap that contains only duplicates (using the first 500MB of the ram to tell efficiently IF it should be in the map or not). At a worst case scenario with a large spread you're not going to be able fit that into ram.
Another approach if the numbers will have an even amount of duplicates is to use a tightly packed array with 2-8 bits per value, taking about 1-4GB of RAM allowing you to count up to 255 occurrances of each number.
Its going to be a hack, but its doable.
You need to implement some sort of looping construct to read the numbers one at a time since you can't have them in memory all at once.
How? Oh, what language are you using?
You have to read each number and store it into a hashmap, so that if a number occurs again, it will automatically get discarded.
If possible range of numbers in file is not too large then you can use some bit array to indicate if some of the number in range appeared.
If the range of the numbers is small enough, you can use a bit field to store if it is in there - initialize that with a single scan through the file. Takes one bit per possible number.
With large range (like int) you need to read through the file every time. File layout may allow for more efficient lookups (i.e. binary search in case of sorted array).
If time is not an issue and RAM is, you could read each number and then compare it to each subsequent number by reading from the file without storing it in RAM. It will take an incredible amount of time but you will not run out of memory.
I have to agree with kbrimington and his idea of a hash table, but first of all, I would like to know the range of the numbers that you're looking for. Basically, if you're looking for 32-bit numbers, you would need a single array of 4.294.967.296 bits. You start by setting all bits to 0 and every number in the file will set a specific bit. If the bit is already set then you've found a number that has occurred before. Do you also need to know how often they occur?Still, it would need 536.870.912 bytes at least. (512 MB.) It's a lot and would require some crafty programming skills. Depending on your programming language and personal experience, there would be hundreds of solutions to solve it this way.
Had to do this a long time ago.
What i did... i sorted the numbers as much as i could (had a time-constraint limit) and arranged them like this while sorting:
1 to 10, 12, 16, 20 to 50, 52 would become..
[1,10], 12, 16, [20,50], 52, ...
Since in my case i had hundreds of numbers that were very "close" ($a-$b=1), from a few million sets i had a very low memory useage
p.s. another way to store them
1, -9, 12, 16, 20, -30, 52,
when i had no numbers lower than zero
After that i applied various algorithms (described by other posters) here on the reduced data set
#include <stdio.h>
#include <stdlib.h>
/* Macro is overly general but I left it 'cos it's convenient */
#define BITOP(a,b,op) \
((a)[(size_t)(b)/(8*sizeof *(a))] op (size_t)1<<((size_t)(b)%(8*sizeof *(a))))
int main(void)
{
unsigned x=0;
size_t *seen = malloc(1<<8*sizeof(unsigned)-3);
while (scanf("%u", &x)>0 && !BITOP(seen,x,&)) BITOP(seen,x,|=);
if (BITOP(seen,x,&)) printf("duplicate is %u\n", x);
else printf("no duplicate\n");
return 0;
}
This is a simple problem that can be solved very easily (several lines of code) and very fast (several minutes of execution) with the right tools
my personal approach would be in using MapReduce
MapReduce: Simplified Data Processing on Large Clusters
i'm sorry for not going into more details but once getting familiar with the concept of MapReduce it is going to be very clear on how to target the solution
basicly we are going to implement two simple functions
Map(key, value)
Reduce(key, values[])
so all in all:
open file and iterate through the data
for each number -> Map(number, line_index)
in the reduce we will get the number as the key and the total occurrences as the number of values (including their positions in the file)
so in Reduce(key, values[]) if number of values > 1 than its a duplicate number
print the duplicates : number, line_index1, line_index2,...
again this approach can result in a very fast execution depending on how your MapReduce framework is set, highly scalable and very reliable, there are many diffrent implementations for MapReduce in many languages
there are several top companies presenting already built up cloud computing environments like Google, Microsoft azure, Amazon AWS, ...
or you can build your own and set a cluster with any providers offering virtual computing environments paying very low costs by the hour
good luck :)
Another more simple approach could be in using bloom filters
AdamT
Implement a BitArray such that ith index of this array will correspond to the numbers 8*i +1 to 8*(i+1) -1. ie first bit of ith number is 1 if we already had seen 8*i+1. Second bit of ith number is 1 if we already have seen 8*i + 2 and so on.
Initialize this bit array with size Integer.Max/8 and whenever you saw a number k, Set the k%8 bit of k/8 index as 1 if this bit is already 1 means you have seen this number already.

Loading tiles for a 2D game

Im trying to make an 2D online game (with Z positions), and currently im working with loading a map from a txt file. I have three different map files. One contains an int for each tile saying what kind of floor there is, one saying what kind of decoration there is, and one saying what might be covering the tile. The problem is that the current map (20, 20, 30) takes 200 ms to load, and I want it to be much much bigger. I have tried to find a good solution for this and have so far come up with some ideas.
Recently I'v thought about storing all tiles in separate files, one file per tile. I'm not sure if this is a good idea (it feels wrong somehow), but it would mean that I wouldn't have to store any unneccessary tiles as "-1" in a text file and I would be able to just pick the right tile from the folder easily during run time (read the file named mapXYZ). If the tile is empty I would just be able to catch the FileNotFoundException. Could anyone tell me a reason for this being a bad solution? Other solutions I'v thought about would be to split the map into smaller parts or reading the map during startup in a BackgroundWorker.
Try making a much larger map in the same format as your current one first - it may be that the 200ms is mostly just overhead of opening and initial processing of the file.
If I'm understanding your proposed solution (opening one file per X,Y or X,Y,Z coordinate of a single map), this is a bad idea for two reasons:
There will be significant overhead to opening so many files.
Catching a FileNotFoundException and eating it will be significantly slower - there is actually a lot of overhead with catching exceptions, so you shouldn't rely on them to perform application logic.
Are you loading the file from a remote server? If so, that's why it's taking so long. Instead you should embed the file into the game. I'm saying this because you probably take 2-3 bytes per tile, so the file's about 30kb and 200ms sounds like a reasonable download time for that size of file (including overhead etc, and depending on your internet connection).
Regarding how to lower the filesize - there are two easy techniques I can think of that will decrease the filesize a bit:
1) If you have mostly empty squares and only some significant ones, your map is what is often referred to as 'sparse'. When storing a sparse array of data you can use a simple compression technique (formally known as 'run-length encoding') where each time you come accross empty squares, you specify how many of them there are. So for example instead of {0,0,0,0,0,0,0,0,0,0,1,1,2,3,0,0,0,0,0,0,0,0,0,0,0,0,1} you could store {10 0's, 1, 1, 2, 3, 12 0's, 1}
2) To save space, I recommend that you store everything as binary data. The exact setup of the file mainly depends on how many possible tile types there are, but this is a better solution than storing the ascii characters corresponding to the base-10 representation of the numers, separated by delimiters.
Example Binary Format
File is organized into segments which are 3 or 4 bytes long, as explained below.
First segment indicates the version of the game for which the map was created. 3 bytes long.
Segments 2, 3, and 4 indicate the dimensions of the map (x, y, z). 3 bytes long each.
The remaining segments all indicate either a tile number and is 3 bytes long with an MSB of 0. The exception to this follows.
If one of the tile segments is an empty tile, it is 4 bytes long with an MSB of 1, and indicates the number of empty tiles including that tile that follow.
The reason I suggest the MSB flag is so that you can distinguish between segments which are for tiles, and segments which indicate the number of empty tiles which follow that segment. For those segments I increase the length to 4 bytes (you might want to make it 5) so that you can store larger numbers of empty tiles per segment.

Resources