• leveldb分析——Arena内存管理


    leveldb中实现了一个简单的内存管理工具Arena,其基本思想为:先预先向系统申请一块内存,此后需要申请内存时,直接到预先分配的内存中申请。

    那么这样做的目的是什么呢?

    (1)避免了频率地进行malloc/new和free/delete操作,同时对于内存管理变得简单,对于内存的释放工作交给Arena。

    (2)避免造成大量的内存碎片。(还需去了解一下)

          

    下面看具体的源码分析:

    Arena定义:

    class Arena {
     public:
      Arena();
      ~Arena();
    
      // Return a pointer to a newly allocated memory block of "bytes" bytes.
      char* Allocate(size_t bytes);
    
      // Allocate memory with the normal alignment guarantees provided by malloc
      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).
      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&);
    };

    Arena提供两种分配方式:所分配的内存严格对齐、不一定严格对齐的分配方式。每次预先分配的4K(为什么是4K?)保存到blocks_ vector中,最后统一释放。这种内存管理方式是具有一定的适用范围,如需不断分配小内存,最终一并全释放的场景。对于leveldb来说,memtable恰好就是这样的,每次向memtable中insert一条k/v时,就申请一块内存,当memtable被flush到磁盘且不再使用时,将整个memtable释放掉。

    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);   //预先分配的不足
    }
    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);  ///对于大内存,直接单独给分配一块,原先预分配的内存还能使用
        return result;
      }
    
      // We waste the remaining space in the current block.  预分配的内存剩下的已很少,所以直接重新分配一块,也就是说浪费了一点内存
      alloc_ptr_ = AllocateNewBlock(kBlockSize);
      alloc_bytes_remaining_ = kBlockSize;
    
      char* result = alloc_ptr_;
      alloc_ptr_ += bytes;
      alloc_bytes_remaining_ -= bytes;
      return result;
    }

    下面来看下严格对齐的分配方式

    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);  ///计算出alloc_ptr_ % align 
    size_t slop
    = (current_mod == 0 ? 0 : align - current_mod); ///对齐还需要向前移动的大小
    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; } char* Arena::AllocateNewBlock(size_t block_bytes) { char* result = new char[block_bytes]; blocks_memory_ += block_bytes; blocks_.push_back(result); return result; }
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  • 原文地址:https://www.cnblogs.com/xey-csu/p/5060552.html
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