我们知道频繁的向系统申请内存是很容易造成内存碎片的,如果申请内存很小则更严重。leveldb针对这种小内存的临时频繁申请使用了Arena来解决。
Arena只是粗粒度的内存管理,只用在了MemTable
和skiplist
中,是作为一个局部临时对象来使用并未用在全局,Arena的内部实现是存在内存浪费的。
一、结构
二、源码
arena.h
namespace leveldb {
class Arena {
public:
Arena();
<!禁止拷贝构造、拷贝赋值操作>
Arena(const Arena&) = delete;
Arena& operator=(const Arena&) = delete;
~Arena();
<!申请bytes大小内存,并返回指向内存的指针>
// Return a pointer to a newly allocated memory block of "bytes" bytes.
char* Allocate(size_t bytes);
<!申请内存对齐的bytes大小内存,并返回指向内存的指针>
// Allocate memory with the normal alignment guarantees provided by malloc.
char* AllocateAligned(size_t bytes);
<!当前使用内存大小>
// Returns an estimate of the total memory usage of data allocated
// by the arena.
size_t MemoryUsage() const {
return memory_usage_.load(std::memory_order_relaxed);
}
private:
<!申请内存实现>
char* AllocateFallback(size_t bytes);
char* AllocateNewBlock(size_t block_bytes);
// Allocation state
char* alloc_ptr_; //指向当前内存的指针
size_t alloc_bytes_remaining_; //当前空间剩余的大小
<!存储申请到的内存的地址列表>
// Array of new[] allocated memory blocks
std::vector<char*> blocks_;
<!使用内存总和>
// Total memory usage of the arena.
//
// TODO(costan): This member is accessed via atomics, but the others are
// accessed without any locking. Is this OK?
std::atomic<size_t> memory_usage_;
};
<!申请内存实现,如果当前剩余的内存满足客端申请的就直接分配,
如果满足不了,就调用AllocateFallback向系统申请。
>
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
arena.cc
namespace leveldb {
<!默认块大小4096 Byte>
static const int kBlockSize = 4096;
<!构造时初始化一些值,
析构时释放内存块>
Arena::Arena()
: alloc_ptr_(nullptr), alloc_bytes_remaining_(0), memory_usage_(0) {}
Arena::~Arena() {
for (size_t i = 0; i < blocks_.size(); i++) {
delete[] blocks_[i];
}
}
<!1、申请的内存大于1024时,直接从内存申请返回,避免对现有剩下的内存的浪费。
2、申请内存小于等于1024时,直接向系统申请4096内存大小
并重新赋值alloc_ptr、alloc_bytes_remaining_,这样的话
如果之前的block中还剩余内存,则直接浪费掉了。
>
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. //当前的空间就浪费了。
alloc_ptr_ = AllocateNewBlock(kBlockSize);
alloc_bytes_remaining_ = kBlockSize;
char* result = alloc_ptr_;
alloc_ptr_ += bytes;
alloc_bytes_remaining_ -= bytes;
return result;
}
<!申请内存对齐的内存>
char* Arena::AllocateAligned(size_t bytes) {
const int align = (sizeof(void*) > 8) ? sizeof(void*) : 8; //最少以8字节对齐
<!对齐必须是2的倍数>
static_assert((align & (align - 1)) == 0,
"Pointer size should be a power of 2"); //编译器断言,不生存任何目标代码,无损失。
<!求出当前地址与对齐大小相与之后的值>
size_t current_mod = reinterpret_cast<uintptr_t>(alloc_ptr_) & (align - 1);
<!如果current_mod不是0,就求出与对齐大小的差值>
size_t slop = (current_mod == 0 ? 0 : align - current_mod);
<!为了对齐,申请的字节大小加上需要偏移的大小。
将对应的值进行赋值。
>
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);
}
<!最后检测下返回的地址是否对齐的。>
assert((reinterpret_cast<uintptr_t>(result) & (align - 1)) == 0);
return result;
}
<!new一个内存,并计数下来。>
char* Arena::AllocateNewBlock(size_t block_bytes) {
char* result = new char[block_bytes];
blocks_.push_back(result);
memory_usage_.fetch_add(block_bytes + sizeof(char*),
std::memory_order_relaxed);
return result;
}
} // namespace leveldb
三、总结
总的来说Arena只是针对简单实用的,不会涉及到内存的回收,内存申请时的合适内存块查询、内存的定期合并等。