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diff --git a/src/leveldb/doc/index.html b/src/leveldb/doc/index.html new file mode 100644 index 0000000000..521d2baf41 --- /dev/null +++ b/src/leveldb/doc/index.html @@ -0,0 +1,549 @@ +<!DOCTYPE html> +<html> +<head> +<link rel="stylesheet" type="text/css" href="doc.css" /> +<title>Leveldb</title> +</head> + +<body> +<h1>Leveldb</h1> +<address>Jeff Dean, Sanjay Ghemawat</address> +<p> +The <code>leveldb</code> library provides a persistent key value store. Keys and +values are arbitrary byte arrays. The keys are ordered within the key +value store according to a user-specified comparator function. + +<p> +<h1>Opening A Database</h1> +<p> +A <code>leveldb</code> database has a name which corresponds to a file system +directory. All of the contents of database are stored in this +directory. The following example shows how to open a database, +creating it if necessary: +<p> +<pre> + #include <assert> + #include "leveldb/db.h" + + leveldb::DB* db; + leveldb::Options options; + options.create_if_missing = true; + leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &db); + assert(status.ok()); + ... +</pre> +If you want to raise an error if the database already exists, add +the following line before the <code>leveldb::DB::Open</code> call: +<pre> + options.error_if_exists = true; +</pre> +<h1>Status</h1> +<p> +You may have noticed the <code>leveldb::Status</code> type above. Values of this +type are returned by most functions in <code>leveldb</code> that may encounter an +error. You can check if such a result is ok, and also print an +associated error message: +<p> +<pre> + leveldb::Status s = ...; + if (!s.ok()) cerr << s.ToString() << endl; +</pre> +<h1>Closing A Database</h1> +<p> +When you are done with a database, just delete the database object. +Example: +<p> +<pre> + ... open the db as described above ... + ... do something with db ... + delete db; +</pre> +<h1>Reads And Writes</h1> +<p> +The database provides <code>Put</code>, <code>Delete</code>, and <code>Get</code> methods to +modify/query the database. For example, the following code +moves the value stored under key1 to key2. +<pre> + std::string value; + leveldb::Status s = db->Get(leveldb::ReadOptions(), key1, &value); + if (s.ok()) s = db->Put(leveldb::WriteOptions(), key2, value); + if (s.ok()) s = db->Delete(leveldb::WriteOptions(), key1); +</pre> + +<h1>Atomic Updates</h1> +<p> +Note that if the process dies after the Put of key2 but before the +delete of key1, the same value may be left stored under multiple keys. +Such problems can be avoided by using the <code>WriteBatch</code> class to +atomically apply a set of updates: +<p> +<pre> + #include "leveldb/write_batch.h" + ... + std::string value; + leveldb::Status s = db->Get(leveldb::ReadOptions(), key1, &value); + if (s.ok()) { + leveldb::WriteBatch batch; + batch.Delete(key1); + batch.Put(key2, value); + s = db->Write(leveldb::WriteOptions(), &batch); + } +</pre> +The <code>WriteBatch</code> holds a sequence of edits to be made to the database, +and these edits within the batch are applied in order. Note that we +called <code>Delete</code> before <code>Put</code> so that if <code>key1</code> is identical to <code>key2</code>, +we do not end up erroneously dropping the value entirely. +<p> +Apart from its atomicity benefits, <code>WriteBatch</code> may also be used to +speed up bulk updates by placing lots of individual mutations into the +same batch. + +<h1>Synchronous Writes</h1> +By default, each write to <code>leveldb</code> is asynchronous: it +returns after pushing the write from the process into the operating +system. The transfer from operating system memory to the underlying +persistent storage happens asynchronously. The <code>sync</code> flag +can be turned on for a particular write to make the write operation +not return until the data being written has been pushed all the way to +persistent storage. (On Posix systems, this is implemented by calling +either <code>fsync(...)</code> or <code>fdatasync(...)</code> or +<code>msync(..., MS_SYNC)</code> before the write operation returns.) +<pre> + leveldb::WriteOptions write_options; + write_options.sync = true; + db->Put(write_options, ...); +</pre> +Asynchronous writes are often more than a thousand times as fast as +synchronous writes. The downside of asynchronous writes is that a +crash of the machine may cause the last few updates to be lost. Note +that a crash of just the writing process (i.e., not a reboot) will not +cause any loss since even when <code>sync</code> is false, an update +is pushed from the process memory into the operating system before it +is considered done. + +<p> +Asynchronous writes can often be used safely. For example, when +loading a large amount of data into the database you can handle lost +updates by restarting the bulk load after a crash. A hybrid scheme is +also possible where every Nth write is synchronous, and in the event +of a crash, the bulk load is restarted just after the last synchronous +write finished by the previous run. (The synchronous write can update +a marker that describes where to restart on a crash.) + +<p> +<code>WriteBatch</code> provides an alternative to asynchronous writes. +Multiple updates may be placed in the same <code>WriteBatch</code> and +applied together using a synchronous write (i.e., +<code>write_options.sync</code> is set to true). The extra cost of +the synchronous write will be amortized across all of the writes in +the batch. + +<p> +<h1>Concurrency</h1> +<p> +A database may only be opened by one process at a time. +The <code>leveldb</code> implementation acquires a lock from the +operating system to prevent misuse. Within a single process, the +same <code>leveldb::DB</code> object may be safely shared by multiple +concurrent threads. I.e., different threads may write into or fetch +iterators or call <code>Get</code> on the same database without any +external synchronization (the leveldb implementation will +automatically do the required synchronization). However other objects +(like Iterator and WriteBatch) may require external synchronization. +If two threads share such an object, they must protect access to it +using their own locking protocol. More details are available in +the public header files. +<p> +<h1>Iteration</h1> +<p> +The following example demonstrates how to print all key,value pairs +in a database. +<p> +<pre> + leveldb::Iterator* it = db->NewIterator(leveldb::ReadOptions()); + for (it->SeekToFirst(); it->Valid(); it->Next()) { + cout << it->key().ToString() << ": " << it->value().ToString() << endl; + } + assert(it->status().ok()); // Check for any errors found during the scan + delete it; +</pre> +The following variation shows how to process just the keys in the +range <code>[start,limit)</code>: +<p> +<pre> + for (it->Seek(start); + it->Valid() && it->key().ToString() < limit; + it->Next()) { + ... + } +</pre> +You can also process entries in reverse order. (Caveat: reverse +iteration may be somewhat slower than forward iteration.) +<p> +<pre> + for (it->SeekToLast(); it->Valid(); it->Prev()) { + ... + } +</pre> +<h1>Snapshots</h1> +<p> +Snapshots provide consistent read-only views over the entire state of +the key-value store. <code>ReadOptions::snapshot</code> may be non-NULL to indicate +that a read should operate on a particular version of the DB state. +If <code>ReadOptions::snapshot</code> is NULL, the read will operate on an +implicit snapshot of the current state. +<p> +Snapshots are created by the DB::GetSnapshot() method: +<p> +<pre> + leveldb::ReadOptions options; + options.snapshot = db->GetSnapshot(); + ... apply some updates to db ... + leveldb::Iterator* iter = db->NewIterator(options); + ... read using iter to view the state when the snapshot was created ... + delete iter; + db->ReleaseSnapshot(options.snapshot); +</pre> +Note that when a snapshot is no longer needed, it should be released +using the DB::ReleaseSnapshot interface. This allows the +implementation to get rid of state that was being maintained just to +support reading as of that snapshot. +<h1>Slice</h1> +<p> +The return value of the <code>it->key()</code> and <code>it->value()</code> calls above +are instances of the <code>leveldb::Slice</code> type. <code>Slice</code> is a simple +structure that contains a length and a pointer to an external byte +array. Returning a <code>Slice</code> is a cheaper alternative to returning a +<code>std::string</code> since we do not need to copy potentially large keys and +values. In addition, <code>leveldb</code> methods do not return null-terminated +C-style strings since <code>leveldb</code> keys and values are allowed to +contain '\0' bytes. +<p> +C++ strings and null-terminated C-style strings can be easily converted +to a Slice: +<p> +<pre> + leveldb::Slice s1 = "hello"; + + std::string str("world"); + leveldb::Slice s2 = str; +</pre> +A Slice can be easily converted back to a C++ string: +<pre> + std::string str = s1.ToString(); + assert(str == std::string("hello")); +</pre> +Be careful when using Slices since it is up to the caller to ensure that +the external byte array into which the Slice points remains live while +the Slice is in use. For example, the following is buggy: +<p> +<pre> + leveldb::Slice slice; + if (...) { + std::string str = ...; + slice = str; + } + Use(slice); +</pre> +When the <code>if</code> statement goes out of scope, <code>str</code> will be destroyed and the +backing storage for <code>slice</code> will disappear. +<p> +<h1>Comparators</h1> +<p> +The preceding examples used the default ordering function for key, +which orders bytes lexicographically. You can however supply a custom +comparator when opening a database. For example, suppose each +database key consists of two numbers and we should sort by the first +number, breaking ties by the second number. First, define a proper +subclass of <code>leveldb::Comparator</code> that expresses these rules: +<p> +<pre> + class TwoPartComparator : public leveldb::Comparator { + public: + // Three-way comparison function: + // if a < b: negative result + // if a > b: positive result + // else: zero result + int Compare(const leveldb::Slice& a, const leveldb::Slice& b) const { + int a1, a2, b1, b2; + ParseKey(a, &a1, &a2); + ParseKey(b, &b1, &b2); + if (a1 < b1) return -1; + if (a1 > b1) return +1; + if (a2 < b2) return -1; + if (a2 > b2) return +1; + return 0; + } + + // Ignore the following methods for now: + const char* Name() const { return "TwoPartComparator"; } + void FindShortestSeparator(std::string*, const leveldb::Slice&) const { } + void FindShortSuccessor(std::string*) const { } + }; +</pre> +Now create a database using this custom comparator: +<p> +<pre> + TwoPartComparator cmp; + leveldb::DB* db; + leveldb::Options options; + options.create_if_missing = true; + options.comparator = &cmp; + leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &db); + ... +</pre> +<h2>Backwards compatibility</h2> +<p> +The result of the comparator's <code>Name</code> method is attached to the +database when it is created, and is checked on every subsequent +database open. If the name changes, the <code>leveldb::DB::Open</code> call will +fail. Therefore, change the name if and only if the new key format +and comparison function are incompatible with existing databases, and +it is ok to discard the contents of all existing databases. +<p> +You can however still gradually evolve your key format over time with +a little bit of pre-planning. For example, you could store a version +number at the end of each key (one byte should suffice for most uses). +When you wish to switch to a new key format (e.g., adding an optional +third part to the keys processed by <code>TwoPartComparator</code>), +(a) keep the same comparator name (b) increment the version number +for new keys (c) change the comparator function so it uses the +version numbers found in the keys to decide how to interpret them. +<p> +<h1>Performance</h1> +<p> +Performance can be tuned by changing the default values of the +types defined in <code>include/leveldb/options.h</code>. + +<p> +<h2>Block size</h2> +<p> +<code>leveldb</code> groups adjacent keys together into the same block and such a +block is the unit of transfer to and from persistent storage. The +default block size is approximately 4096 uncompressed bytes. +Applications that mostly do bulk scans over the contents of the +database may wish to increase this size. Applications that do a lot +of point reads of small values may wish to switch to a smaller block +size if performance measurements indicate an improvement. There isn't +much benefit in using blocks smaller than one kilobyte, or larger than +a few megabytes. Also note that compression will be more effective +with larger block sizes. +<p> +<h2>Compression</h2> +<p> +Each block is individually compressed before being written to +persistent storage. Compression is on by default since the default +compression method is very fast, and is automatically disabled for +uncompressible data. In rare cases, applications may want to disable +compression entirely, but should only do so if benchmarks show a +performance improvement: +<p> +<pre> + leveldb::Options options; + options.compression = leveldb::kNoCompression; + ... leveldb::DB::Open(options, name, ...) .... +</pre> +<h2>Cache</h2> +<p> +The contents of the database are stored in a set of files in the +filesystem and each file stores a sequence of compressed blocks. If +<code>options.cache</code> is non-NULL, it is used to cache frequently used +uncompressed block contents. +<p> +<pre> + #include "leveldb/cache.h" + + leveldb::Options options; + options.cache = leveldb::NewLRUCache(100 * 1048576); // 100MB cache + leveldb::DB* db; + leveldb::DB::Open(options, name, &db); + ... use the db ... + delete db + delete options.cache; +</pre> +Note that the cache holds uncompressed data, and therefore it should +be sized according to application level data sizes, without any +reduction from compression. (Caching of compressed blocks is left to +the operating system buffer cache, or any custom <code>Env</code> +implementation provided by the client.) +<p> +When performing a bulk read, the application may wish to disable +caching so that the data processed by the bulk read does not end up +displacing most of the cached contents. A per-iterator option can be +used to achieve this: +<p> +<pre> + leveldb::ReadOptions options; + options.fill_cache = false; + leveldb::Iterator* it = db->NewIterator(options); + for (it->SeekToFirst(); it->Valid(); it->Next()) { + ... + } +</pre> +<h2>Key Layout</h2> +<p> +Note that the unit of disk transfer and caching is a block. Adjacent +keys (according to the database sort order) will usually be placed in +the same block. Therefore the application can improve its performance +by placing keys that are accessed together near each other and placing +infrequently used keys in a separate region of the key space. +<p> +For example, suppose we are implementing a simple file system on top +of <code>leveldb</code>. The types of entries we might wish to store are: +<p> +<pre> + filename -> permission-bits, length, list of file_block_ids + file_block_id -> data +</pre> +We might want to prefix <code>filename</code> keys with one letter (say '/') and the +<code>file_block_id</code> keys with a different letter (say '0') so that scans +over just the metadata do not force us to fetch and cache bulky file +contents. +<p> +<h2>Filters</h2> +<p> +Because of the way <code>leveldb</code> data is organized on disk, +a single <code>Get()</code> call may involve multiple reads from disk. +The optional <code>FilterPolicy</code> mechanism can be used to reduce +the number of disk reads substantially. +<pre> + leveldb::Options options; + options.filter_policy = NewBloomFilter(10); + leveldb::DB* db; + leveldb::DB::Open(options, "/tmp/testdb", &db); + ... use the database ... + delete db; + delete options.filter_policy; +</pre> +The preceding code associates a +<a href="http://en.wikipedia.org/wiki/Bloom_filter">Bloom filter</a> +based filtering policy with the database. Bloom filter based +filtering relies on keeping some number of bits of data in memory per +key (in this case 10 bits per key since that is the argument we passed +to NewBloomFilter). This filter will reduce the number of unnecessary +disk reads needed for <code>Get()</code> calls by a factor of +approximately a 100. Increasing the bits per key will lead to a +larger reduction at the cost of more memory usage. We recommend that +applications whose working set does not fit in memory and that do a +lot of random reads set a filter policy. +<p> +If you are using a custom comparator, you should ensure that the filter +policy you are using is compatible with your comparator. For example, +consider a comparator that ignores trailing spaces when comparing keys. +<code>NewBloomFilter</code> must not be used with such a comparator. +Instead, the application should provide a custom filter policy that +also ignores trailing spaces. For example: +<pre> + class CustomFilterPolicy : public leveldb::FilterPolicy { + private: + FilterPolicy* builtin_policy_; + public: + CustomFilterPolicy() : builtin_policy_(NewBloomFilter(10)) { } + ~CustomFilterPolicy() { delete builtin_policy_; } + + const char* Name() const { return "IgnoreTrailingSpacesFilter"; } + + void CreateFilter(const Slice* keys, int n, std::string* dst) const { + // Use builtin bloom filter code after removing trailing spaces + std::vector<Slice> trimmed(n); + for (int i = 0; i < n; i++) { + trimmed[i] = RemoveTrailingSpaces(keys[i]); + } + return builtin_policy_->CreateFilter(&trimmed[i], n, dst); + } + + bool KeyMayMatch(const Slice& key, const Slice& filter) const { + // Use builtin bloom filter code after removing trailing spaces + return builtin_policy_->KeyMayMatch(RemoveTrailingSpaces(key), filter); + } + }; +</pre> +<p> +Advanced applications may provide a filter policy that does not use +a bloom filter but uses some other mechanism for summarizing a set +of keys. See <code>leveldb/filter_policy.h</code> for detail. +<p> +<h1>Checksums</h1> +<p> +<code>leveldb</code> associates checksums with all data it stores in the file system. +There are two separate controls provided over how aggressively these +checksums are verified: +<p> +<ul> +<li> <code>ReadOptions::verify_checksums</code> may be set to true to force + checksum verification of all data that is read from the file system on + behalf of a particular read. By default, no such verification is + done. +<p> +<li> <code>Options::paranoid_checks</code> may be set to true before opening a + database to make the database implementation raise an error as soon as + it detects an internal corruption. Depending on which portion of the + database has been corrupted, the error may be raised when the database + is opened, or later by another database operation. By default, + paranoid checking is off so that the database can be used even if + parts of its persistent storage have been corrupted. +<p> + If a database is corrupted (perhaps it cannot be opened when + paranoid checking is turned on), the <code>leveldb::RepairDB</code> function + may be used to recover as much of the data as possible +<p> +</ul> +<h1>Approximate Sizes</h1> +<p> +The <code>GetApproximateSizes</code> method can used to get the approximate +number of bytes of file system space used by one or more key ranges. +<p> +<pre> + leveldb::Range ranges[2]; + ranges[0] = leveldb::Range("a", "c"); + ranges[1] = leveldb::Range("x", "z"); + uint64_t sizes[2]; + leveldb::Status s = db->GetApproximateSizes(ranges, 2, sizes); +</pre> +The preceding call will set <code>sizes[0]</code> to the approximate number of +bytes of file system space used by the key range <code>[a..c)</code> and +<code>sizes[1]</code> to the approximate number of bytes used by the key range +<code>[x..z)</code>. +<p> +<h1>Environment</h1> +<p> +All file operations (and other operating system calls) issued by the +<code>leveldb</code> implementation are routed through a <code>leveldb::Env</code> object. +Sophisticated clients may wish to provide their own <code>Env</code> +implementation to get better control. For example, an application may +introduce artificial delays in the file IO paths to limit the impact +of <code>leveldb</code> on other activities in the system. +<p> +<pre> + class SlowEnv : public leveldb::Env { + .. implementation of the Env interface ... + }; + + SlowEnv env; + leveldb::Options options; + options.env = &env; + Status s = leveldb::DB::Open(options, ...); +</pre> +<h1>Porting</h1> +<p> +<code>leveldb</code> may be ported to a new platform by providing platform +specific implementations of the types/methods/functions exported by +<code>leveldb/port/port.h</code>. See <code>leveldb/port/port_example.h</code> for more +details. +<p> +In addition, the new platform may need a new default <code>leveldb::Env</code> +implementation. See <code>leveldb/util/env_posix.h</code> for an example. + +<h1>Other Information</h1> + +<p> +Details about the <code>leveldb</code> implementation may be found in +the following documents: +<ul> +<li> <a href="impl.html">Implementation notes</a> +<li> <a href="table_format.txt">Format of an immutable Table file</a> +<li> <a href="log_format.txt">Format of a log file</a> +</ul> + +</body> +</html> |