From 5e650d6d2dbfc284c300668e71188e663d8f0a45 Mon Sep 17 00:00:00 2001 From: Mike Hearn Date: Mon, 25 Jun 2012 11:17:22 +0200 Subject: Import LevelDB 1.5, it will be used for the transaction database. --- src/leveldb/doc/index.html | 549 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 549 insertions(+) create mode 100644 src/leveldb/doc/index.html (limited to 'src/leveldb/doc/index.html') 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 @@ + + + + +Leveldb + + + +

Leveldb

+
Jeff Dean, Sanjay Ghemawat
+

+The leveldb 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. + +

+

Opening A Database

+

+A leveldb 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: +

+

+  #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());
+  ...
+
+If you want to raise an error if the database already exists, add +the following line before the leveldb::DB::Open call: +
+  options.error_if_exists = true;
+
+

Status

+

+You may have noticed the leveldb::Status type above. Values of this +type are returned by most functions in leveldb that may encounter an +error. You can check if such a result is ok, and also print an +associated error message: +

+

+   leveldb::Status s = ...;
+   if (!s.ok()) cerr << s.ToString() << endl;
+
+

Closing A Database

+

+When you are done with a database, just delete the database object. +Example: +

+

+  ... open the db as described above ...
+  ... do something with db ...
+  delete db;
+
+

Reads And Writes

+

+The database provides Put, Delete, and Get methods to +modify/query the database. For example, the following code +moves the value stored under key1 to key2. +

+  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);
+
+ +

Atomic Updates

+

+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 WriteBatch class to +atomically apply a set of updates: +

+

+  #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);
+  }
+
+The WriteBatch 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 Delete before Put so that if key1 is identical to key2, +we do not end up erroneously dropping the value entirely. +

+Apart from its atomicity benefits, WriteBatch may also be used to +speed up bulk updates by placing lots of individual mutations into the +same batch. + +

Synchronous Writes

+By default, each write to leveldb 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 sync 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 fsync(...) or fdatasync(...) or +msync(..., MS_SYNC) before the write operation returns.) +
+  leveldb::WriteOptions write_options;
+  write_options.sync = true;
+  db->Put(write_options, ...);
+
+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 sync is false, an update +is pushed from the process memory into the operating system before it +is considered done. + +

+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.) + +

+WriteBatch provides an alternative to asynchronous writes. +Multiple updates may be placed in the same WriteBatch and +applied together using a synchronous write (i.e., +write_options.sync is set to true). The extra cost of +the synchronous write will be amortized across all of the writes in +the batch. + +

+

Concurrency

+

+A database may only be opened by one process at a time. +The leveldb implementation acquires a lock from the +operating system to prevent misuse. Within a single process, the +same leveldb::DB object may be safely shared by multiple +concurrent threads. I.e., different threads may write into or fetch +iterators or call Get 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. +

+

Iteration

+

+The following example demonstrates how to print all key,value pairs +in a database. +

+

+  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;
+
+The following variation shows how to process just the keys in the +range [start,limit): +

+

+  for (it->Seek(start);
+       it->Valid() && it->key().ToString() < limit;
+       it->Next()) {
+    ...
+  }
+
+You can also process entries in reverse order. (Caveat: reverse +iteration may be somewhat slower than forward iteration.) +

+

+  for (it->SeekToLast(); it->Valid(); it->Prev()) {
+    ...
+  }
+
+

Snapshots

+

+Snapshots provide consistent read-only views over the entire state of +the key-value store. ReadOptions::snapshot may be non-NULL to indicate +that a read should operate on a particular version of the DB state. +If ReadOptions::snapshot is NULL, the read will operate on an +implicit snapshot of the current state. +

+Snapshots are created by the DB::GetSnapshot() method: +

+

+  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);
+
+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. +

Slice

+

+The return value of the it->key() and it->value() calls above +are instances of the leveldb::Slice type. Slice is a simple +structure that contains a length and a pointer to an external byte +array. Returning a Slice is a cheaper alternative to returning a +std::string since we do not need to copy potentially large keys and +values. In addition, leveldb methods do not return null-terminated +C-style strings since leveldb keys and values are allowed to +contain '\0' bytes. +

+C++ strings and null-terminated C-style strings can be easily converted +to a Slice: +

+

+   leveldb::Slice s1 = "hello";
+
+   std::string str("world");
+   leveldb::Slice s2 = str;
+
+A Slice can be easily converted back to a C++ string: +
+   std::string str = s1.ToString();
+   assert(str == std::string("hello"));
+
+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: +

+

+   leveldb::Slice slice;
+   if (...) {
+     std::string str = ...;
+     slice = str;
+   }
+   Use(slice);
+
+When the if statement goes out of scope, str will be destroyed and the +backing storage for slice will disappear. +

+

Comparators

+

+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 leveldb::Comparator that expresses these rules: +

+

+  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 { }
+  };
+
+Now create a database using this custom comparator: +

+

+  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);
+  ...
+
+

Backwards compatibility

+

+The result of the comparator's Name method is attached to the +database when it is created, and is checked on every subsequent +database open. If the name changes, the leveldb::DB::Open 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. +

+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 TwoPartComparator), +(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. +

+

Performance

+

+Performance can be tuned by changing the default values of the +types defined in include/leveldb/options.h. + +

+

Block size

+

+leveldb 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. +

+

Compression

+

+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: +

+

+  leveldb::Options options;
+  options.compression = leveldb::kNoCompression;
+  ... leveldb::DB::Open(options, name, ...) ....
+
+

Cache

+

+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 +options.cache is non-NULL, it is used to cache frequently used +uncompressed block contents. +

+

+  #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;
+
+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 Env +implementation provided by the client.) +

+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: +

+

+  leveldb::ReadOptions options;
+  options.fill_cache = false;
+  leveldb::Iterator* it = db->NewIterator(options);
+  for (it->SeekToFirst(); it->Valid(); it->Next()) {
+    ...
+  }
+
+

Key Layout

+

+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. +

+For example, suppose we are implementing a simple file system on top +of leveldb. The types of entries we might wish to store are: +

+

+   filename -> permission-bits, length, list of file_block_ids
+   file_block_id -> data
+
+We might want to prefix filename keys with one letter (say '/') and the +file_block_id 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. +

+

Filters

+

+Because of the way leveldb data is organized on disk, +a single Get() call may involve multiple reads from disk. +The optional FilterPolicy mechanism can be used to reduce +the number of disk reads substantially. +

+   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;
+
+The preceding code associates a +Bloom filter +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 Get() 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. +

+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. +NewBloomFilter must not be used with such a comparator. +Instead, the application should provide a custom filter policy that +also ignores trailing spaces. For example: +

+  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);
+    }
+  };
+
+

+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 leveldb/filter_policy.h for detail. +

+

Checksums

+

+leveldb associates checksums with all data it stores in the file system. +There are two separate controls provided over how aggressively these +checksums are verified: +

+

+

Approximate Sizes

+

+The GetApproximateSizes method can used to get the approximate +number of bytes of file system space used by one or more key ranges. +

+

+   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);
+
+The preceding call will set sizes[0] to the approximate number of +bytes of file system space used by the key range [a..c) and +sizes[1] to the approximate number of bytes used by the key range +[x..z). +

+

Environment

+

+All file operations (and other operating system calls) issued by the +leveldb implementation are routed through a leveldb::Env object. +Sophisticated clients may wish to provide their own Env +implementation to get better control. For example, an application may +introduce artificial delays in the file IO paths to limit the impact +of leveldb on other activities in the system. +

+

+  class SlowEnv : public leveldb::Env {
+    .. implementation of the Env interface ...
+  };
+
+  SlowEnv env;
+  leveldb::Options options;
+  options.env = &env;
+  Status s = leveldb::DB::Open(options, ...);
+
+

Porting

+

+leveldb may be ported to a new platform by providing platform +specific implementations of the types/methods/functions exported by +leveldb/port/port.h. See leveldb/port/port_example.h for more +details. +

+In addition, the new platform may need a new default leveldb::Env +implementation. See leveldb/util/env_posix.h for an example. + +

Other Information

+ +

+Details about the leveldb implementation may be found in +the following documents: +

+ + + -- cgit v1.2.3