leveldb阅读-arena内存池
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arena内存缓冲池采用一种比较简单的分配方案,只提供了Allocate() 和AllocateAligned()接口,系统申请的缓冲池随着arena的销毁而销毁。简单来说,arena不应该算作是缓冲池,应理解为一种内存管理机制,适合memtable的内存管理方案。
其中,arena.h头文件内容如下:
// Copyright (c) 2011 The LevelDB Authors. All rights reserved.// Use of this source code is governed by a BSD-style license that can be// found in the LICENSE file. See the AUTHORS file for names of contributors.#ifndef STORAGE_LEVELDB_UTIL_ARENA_H_#define STORAGE_LEVELDB_UTIL_ARENA_H_#include <vector>#include <assert.h>#include <stddef.h>#include <stdint.h>namespace leveldb {class Arena { public: Arena(); ~Arena(); // Return a pointer to a newly allocated memory block of "bytes" bytes. char* Allocate(size_t bytes); // Allocate memory with the normal alignment guarantees provided by malloc char* AllocateAligned(size_t bytes); // Returns an estimate of the total memory usage of data allocated // by the arena (including space allocated but not yet used for user // allocations). size_t MemoryUsage() const { return blocks_memory_ + blocks_.capacity() * sizeof(char*); } private: char* AllocateFallback(size_t bytes); char* AllocateNewBlock(size_t block_bytes); // Allocation state char* alloc_ptr_; size_t alloc_bytes_remaining_; // Array of new[] allocated memory blocks std::vector<char*> blocks_; // Bytes of memory in blocks allocated so far size_t blocks_memory_; // No copying allowed Arena(const Arena&); void operator=(const Arena&);};//直接申请空间,不处理对齐问题inline char* Arena::Allocate(size_t bytes) { // The semantics of what to return are a bit messy if we allow // 0-byte allocations, so we disallow them here (we don't need // them for our internal use). assert(bytes > 0); if (bytes <= alloc_bytes_remaining_) { char* result = alloc_ptr_; alloc_ptr_ += bytes; alloc_bytes_remaining_ -= bytes; return result; } return AllocateFallback(bytes);}} // namespace leveldb#endif // STORAGE_LEVELDB_UTIL_ARENA_H_
arena.cc文件内容如下:
// Copyright (c) 2011 The LevelDB Authors. All rights reserved.// Use of this source code is governed by a BSD-style license that can be// found in the LICENSE file. See the AUTHORS file for names of contributors.#include "util/arena.h"#include <assert.h>namespace leveldb {static const int kBlockSize = 4096;Arena::Arena() { blocks_memory_ = 0; alloc_ptr_ = NULL; // First allocation will allocate a block alloc_bytes_remaining_ = 0;}//释放管理的所有内存空间Arena::~Arena() { for (size_t i = 0; i < blocks_.size(); i++) { delete[] blocks_[i]; }}//判断分配的空间是否是大于1k,如果超过1k,那么申请独立的空间,否则就申请能够共享的空间char* Arena::AllocateFallback(size_t bytes) { //如果大于1k,申请bytes大小的空间 if (bytes > kBlockSize / 4) { // Object is more than a quarter of our block size. Allocate it separately // to avoid wasting too much space in leftover bytes. char* result = AllocateNewBlock(bytes); return result; } //系统中之前剩余的空间不要了,直接申请新的空间,可以参见allocate()函数实现 // We waste the remaining space in the current block. alloc_ptr_ = AllocateNewBlock(kBlockSize); alloc_bytes_remaining_ = kBlockSize; char* result = alloc_ptr_; alloc_ptr_ += bytes; alloc_bytes_remaining_ -= bytes; return result;}char* Arena::AllocateAligned(size_t bytes) { //至少8字节对齐 const int align = (sizeof(void*) > 8) ? sizeof(void*) : 8; assert((align & (align-1)) == 0); // Pointer size should be a power of 2 size_t current_mod = reinterpret_cast<uintptr_t>(alloc_ptr_) & (align-1); size_t slop = (current_mod == 0 ? 0 : align - current_mod);//取得对齐需要空出来的最小空间 size_t needed = bytes + slop;//需要的空间加上对齐所需要的空间 char* result; if (needed <= alloc_bytes_remaining_) { result = alloc_ptr_ + slop; alloc_ptr_ += needed; alloc_bytes_remaining_ -= needed; } else { // AllocateFallback always returned aligned memory result = AllocateFallback(bytes); } assert((reinterpret_cast<uintptr_t>(result) & (align-1)) == 0);//确保对齐 return result;}char* Arena::AllocateNewBlock(size_t block_bytes) { char* result = new char[block_bytes]; blocks_memory_ += block_bytes; blocks_.push_back(result); return result;}} // namespace leveldb
arena.h虽然没有比较复杂的管理机制,但是与memtable的一些特性有比较密切的联系,memtable的所有操作都不会立刻清楚内存区域,因此这个内存管理机制还是很适合的,后面会逐一回过头来修改现在的理解。
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