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leveldb介紹leveldb

網上有很多關于leveldb的介紹文章,還不如直接看官方文檔,直接上文檔,希望自己以後有空翻譯成中文版本。

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 <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:

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 © 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.block_cache is

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

#include "leveldb/cache.h"

leveldb::Options options;
options.block_cache = leveldb::NewLRUCache(100 * 1048576);  // 100MB cache
leveldb::DB* db;
leveldb::DB::Open(options, name, &db);
... use the db ...
delete db
delete options.block_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 = 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:

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.

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:

  1. Implementation notes
  2. Format of an immutable Table file
  3. Format of a log file