// Copyright (c) 2011 The LevelDB Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file. See the AUTHORS file for names of contributors.
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#include "util/arena.h"
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#include "gtest/gtest.h"
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#include "util/random.h"
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namespace leveldb {
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TEST(ArenaTest, Empty) { Arena arena; }
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TEST(ArenaTest, Simple) {
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std::vector<std::pair<size_t, char*>> allocated;
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Arena arena;
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const int N = 100000;
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size_t bytes = 0;
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Random rnd(301);
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for (int i = 0; i < N; i++) {
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size_t s;
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if (i % (N / 10) == 0) {
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s = i;
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} else {
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s = rnd.OneIn(4000)
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? rnd.Uniform(6000)
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: (rnd.OneIn(10) ? rnd.Uniform(100) : rnd.Uniform(20));
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}
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if (s == 0) {
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// Our arena disallows size 0 allocations.
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s = 1;
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}
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char* r;
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if (rnd.OneIn(10)) {
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r = arena.AllocateAligned(s);
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} else {
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r = arena.Allocate(s);
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}
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for (size_t b = 0; b < s; b++) {
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// Fill the "i"th allocation with a known bit pattern
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r[b] = i % 256;
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}
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bytes += s;
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allocated.push_back(std::make_pair(s, r));
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ASSERT_GE(arena.MemoryUsage(), bytes);
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if (i > N / 10) {
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ASSERT_LE(arena.MemoryUsage(), bytes * 1.10);
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}
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}
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for (size_t i = 0; i < allocated.size(); i++) {
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size_t num_bytes = allocated[i].first;
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const char* p = allocated[i].second;
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for (size_t b = 0; b < num_bytes; b++) {
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// Check the "i"th allocation for the known bit pattern
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ASSERT_EQ(int(p[b]) & 0xff, i % 256);
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}
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}
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}
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} // namespace leveldb
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