leveldb 内存管理部分主要是arena.h 和arena.cc 部分完成
整体的内存管理策略是按照block管理。大于1/4的都按照block分配。作为一个单独的block维护。
当小于1/4block的尽量复用剩余内存。
不太理解为什么不是那种直接分配大内存的方式(这样估计还是会产生很多内存空洞)。
arena.h文件如下:
// 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 <cstddef>
#include <vector>
#include <assert.h>
#include <stdint.h>
namespace leveldb {
/*
* 内存管理的类
*/
class Arena {
public:
Arena();
~Arena();
// Return a pointer to a newly allocated memory block of "bytes" bytes.
/*
* 分配内存
*/
char* Allocate(size_t bytes);
// Allocate memory with the normal alignment guarantees provided by malloc
/*
* 分配内存,内存对齐
*/
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).
/*
* 返回分配的内存数
*/
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&);
};
/*
* bytes 必须大于0
* 当bytes 小于alloc_bytes_remaining_ 时,使用alloc_bytes_remaining_
* 否则调用AllocateFallback 分配内存。
*/
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 {
/*
* block 大小 4K
*/
static const int kBlockSize = 4096;
Arena::Arena() {
blocks_memory_ = 0;
alloc_ptr_ = NULL; // First allocation will allocate a block
alloc_bytes_remaining_ = 0;
}
Arena::~Arena() {
for (size_t i = 0; i < blocks_.size(); i++) {
delete[] blocks_[i];
}
}
/*
* 大于1/4 块大小的时候,分配单独块
* 否则,分配一个快,使用邋alloc_ptr指向带分贝位置。
* 使用alloc_bytes_remaining_ 保存剩余内存大小
*
*/
char* Arena::AllocateFallback(size_t bytes) {
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;
}
// 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;
}
/*
* 考虑内存对齐的内存分配。
* align必须为2的指数次方
*/
char* Arena::AllocateAligned(size_t bytes) {
const int align = sizeof(void*); // We'll align to pointer size
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);
size_t needed = bytes + slop;
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);
return result;
}
/*
* 分配新的内存块
*/
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