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- 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:
-
- ```c++
- #include <cassert>
- #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:
-
- ```c++
- 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:
-
- ```c++
- 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:
-
- ```c++
- ... 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.
-
- ```c++
- 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:
-
- ```c++
- #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.)
-
- ```c++
- 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.
-
- ```c++
- 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):
-
- ```c++
- 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.)
-
- ```c++
- 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:
-
- ```c++
- 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:
-
- ```c++
- leveldb::Slice s1 = "hello";
-
- std::string str("world");
- leveldb::Slice s2 = str;
- ```
-
- A Slice can be easily converted back to a C++ string:
-
- ```c++
- 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:
-
- ```c++
- 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:
-
- ```c++
- 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:
-
- ```c++
- 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:
-
- ```c++
- 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.
-
- ```c++
- #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:
-
- ```c++
- 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.
-
- ```c++
- leveldb::Options options;
- options.filter_policy = NewBloomFilterPolicy(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 `NewBloomFilterPolicy`). 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.
- `NewBloomFilterPolicy` must not be used with such a comparator. Instead, the
- application should provide a custom filter policy that also ignores trailing
- spaces. For example:
-
- ```c++
- class CustomFilterPolicy : public leveldb::FilterPolicy {
- private:
- FilterPolicy* builtin_policy_;
-
- public:
- CustomFilterPolicy() : builtin_policy_(NewBloomFilterPolicy(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);
- }
- };
- ```
-
- 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:
-
- `ReadOptions::verify_checksums` 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.
-
- `Options::paranoid_checks` 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.
-
- If a database is corrupted (perhaps it cannot be opened when paranoid checking
- is turned on), the `leveldb::RepairDB` function may be used to recover as much
- of the data as possible
-
- ## 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.
-
- ```c++
- 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.
-
- ```c++
- 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:
-
- 1. [Implementation notes](impl.md)
- 2. [Format of an immutable Table file](table_format.md)
- 3. [Format of a log file](log_format.md)
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