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     9  <h1>Leveldb</h1>
    10  <address>Jeff Dean, Sanjay Ghemawat</address>
    11  <p>
    12  The <code>leveldb</code> library provides a persistent key value store.  Keys and
    13  values are arbitrary byte arrays.  The keys are ordered within the key
    14  value store according to a user-specified comparator function.
    15  
    16  <p>
    17  <h1>Opening A Database</h1>
    18  <p>
    19  A <code>leveldb</code> database has a name which corresponds to a file system
    20  directory.  All of the contents of database are stored in this
    21  directory.  The following example shows how to open a database,
    22  creating it if necessary:
    23  <p>
    24  <pre>
    25    #include &lt;assert&gt;
    26    #include "leveldb/db.h"
    27  
    28    leveldb::DB* db;
    29    leveldb::Options options;
    30    options.create_if_missing = true;
    31    leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &amp;db);
    32    assert(status.ok());
    33    ...
    34  </pre>
    35  If you want to raise an error if the database already exists, add
    36  the following line before the <code>leveldb::DB::Open</code> call:
    37  <pre>
    38    options.error_if_exists = true;
    39  </pre>
    40  <h1>Status</h1>
    41  <p>
    42  You may have noticed the <code>leveldb::Status</code> type above.  Values of this
    43  type are returned by most functions in <code>leveldb</code> that may encounter an
    44  error.  You can check if such a result is ok, and also print an
    45  associated error message:
    46  <p>
    47  <pre>
    48     leveldb::Status s = ...;
    49     if (!s.ok()) cerr &lt;&lt; s.ToString() &lt;&lt; endl;
    50  </pre>
    51  <h1>Closing A Database</h1>
    52  <p>
    53  When you are done with a database, just delete the database object.
    54  Example:
    55  <p>
    56  <pre>
    57    ... open the db as described above ...
    58    ... do something with db ...
    59    delete db;
    60  </pre>
    61  <h1>Reads And Writes</h1>
    62  <p>
    63  The database provides <code>Put</code>, <code>Delete</code>, and <code>Get</code> methods to
    64  modify/query the database.  For example, the following code
    65  moves the value stored under key1 to key2.
    66  <pre>
    67    std::string value;
    68    leveldb::Status s = db-&gt;Get(leveldb::ReadOptions(), key1, &amp;value);
    69    if (s.ok()) s = db-&gt;Put(leveldb::WriteOptions(), key2, value);
    70    if (s.ok()) s = db-&gt;Delete(leveldb::WriteOptions(), key1);
    71  </pre>
    72  
    73  <h1>Atomic Updates</h1>
    74  <p>
    75  Note that if the process dies after the Put of key2 but before the
    76  delete of key1, the same value may be left stored under multiple keys.
    77  Such problems can be avoided by using the <code>WriteBatch</code> class to
    78  atomically apply a set of updates:
    79  <p>
    80  <pre>
    81    #include "leveldb/write_batch.h"
    82    ...
    83    std::string value;
    84    leveldb::Status s = db-&gt;Get(leveldb::ReadOptions(), key1, &amp;value);
    85    if (s.ok()) {
    86      leveldb::WriteBatch batch;
    87      batch.Delete(key1);
    88      batch.Put(key2, value);
    89      s = db-&gt;Write(leveldb::WriteOptions(), &amp;batch);
    90    }
    91  </pre>
    92  The <code>WriteBatch</code> holds a sequence of edits to be made to the database,
    93  and these edits within the batch are applied in order.  Note that we
    94  called <code>Delete</code> before <code>Put</code> so that if <code>key1</code> is identical to <code>key2</code>,
    95  we do not end up erroneously dropping the value entirely.
    96  <p>
    97  Apart from its atomicity benefits, <code>WriteBatch</code> may also be used to
    98  speed up bulk updates by placing lots of individual mutations into the
    99  same batch.
   100  
   101  <h1>Synchronous Writes</h1>
   102  By default, each write to <code>leveldb</code> is asynchronous: it
   103  returns after pushing the write from the process into the operating
   104  system.  The transfer from operating system memory to the underlying
   105  persistent storage happens asynchronously.  The <code>sync</code> flag
   106  can be turned on for a particular write to make the write operation
   107  not return until the data being written has been pushed all the way to
   108  persistent storage.  (On Posix systems, this is implemented by calling
   109  either <code>fsync(...)</code> or <code>fdatasync(...)</code> or
   110  <code>msync(..., MS_SYNC)</code> before the write operation returns.)
   111  <pre>
   112    leveldb::WriteOptions write_options;
   113    write_options.sync = true;
   114    db-&gt;Put(write_options, ...);
   115  </pre>
   116  Asynchronous writes are often more than a thousand times as fast as
   117  synchronous writes.  The downside of asynchronous writes is that a
   118  crash of the machine may cause the last few updates to be lost.  Note
   119  that a crash of just the writing process (i.e., not a reboot) will not
   120  cause any loss since even when <code>sync</code> is false, an update
   121  is pushed from the process memory into the operating system before it
   122  is considered done.
   123  
   124  <p>
   125  Asynchronous writes can often be used safely.  For example, when
   126  loading a large amount of data into the database you can handle lost
   127  updates by restarting the bulk load after a crash.  A hybrid scheme is
   128  also possible where every Nth write is synchronous, and in the event
   129  of a crash, the bulk load is restarted just after the last synchronous
   130  write finished by the previous run.  (The synchronous write can update
   131  a marker that describes where to restart on a crash.)
   132  
   133  <p>
   134  <code>WriteBatch</code> provides an alternative to asynchronous writes.
   135  Multiple updates may be placed in the same <code>WriteBatch</code> and
   136  applied together using a synchronous write (i.e.,
   137  <code>write_options.sync</code> is set to true).  The extra cost of
   138  the synchronous write will be amortized across all of the writes in
   139  the batch.
   140  
   141  <p>
   142  <h1>Concurrency</h1>
   143  <p>
   144  A database may only be opened by one process at a time.
   145  The <code>leveldb</code> implementation acquires a lock from the
   146  operating system to prevent misuse.  Within a single process, the
   147  same <code>leveldb::DB</code> object may be safely shared by multiple
   148  concurrent threads.  I.e., different threads may write into or fetch
   149  iterators or call <code>Get</code> on the same database without any
   150  external synchronization (the leveldb implementation will
   151  automatically do the required synchronization).  However other objects
   152  (like Iterator and WriteBatch) may require external synchronization.
   153  If two threads share such an object, they must protect access to it
   154  using their own locking protocol.  More details are available in
   155  the public header files.
   156  <p>
   157  <h1>Iteration</h1>
   158  <p>
   159  The following example demonstrates how to print all key,value pairs
   160  in a database.
   161  <p>
   162  <pre>
   163    leveldb::Iterator* it = db-&gt;NewIterator(leveldb::ReadOptions());
   164    for (it-&gt;SeekToFirst(); it-&gt;Valid(); it-&gt;Next()) {
   165      cout &lt;&lt; it-&gt;key().ToString() &lt;&lt; ": "  &lt;&lt; it-&gt;value().ToString() &lt;&lt; endl;
   166    }
   167    assert(it-&gt;status().ok());  // Check for any errors found during the scan
   168    delete it;
   169  </pre>
   170  The following variation shows how to process just the keys in the
   171  range <code>[start,limit)</code>:
   172  <p>
   173  <pre>
   174    for (it-&gt;Seek(start);
   175         it-&gt;Valid() &amp;&amp; it-&gt;key().ToString() &lt; limit;
   176         it-&gt;Next()) {
   177      ...
   178    }
   179  </pre>
   180  You can also process entries in reverse order.  (Caveat: reverse
   181  iteration may be somewhat slower than forward iteration.)
   182  <p>
   183  <pre>
   184    for (it-&gt;SeekToLast(); it-&gt;Valid(); it-&gt;Prev()) {
   185      ...
   186    }
   187  </pre>
   188  <h1>Snapshots</h1>
   189  <p>
   190  Snapshots provide consistent read-only views over the entire state of
   191  the key-value store.  <code>ReadOptions::snapshot</code> may be non-NULL to indicate
   192  that a read should operate on a particular version of the DB state.
   193  If <code>ReadOptions::snapshot</code> is NULL, the read will operate on an
   194  implicit snapshot of the current state.
   195  <p>
   196  Snapshots are created by the DB::GetSnapshot() method:
   197  <p>
   198  <pre>
   199    leveldb::ReadOptions options;
   200    options.snapshot = db-&gt;GetSnapshot();
   201    ... apply some updates to db ...
   202    leveldb::Iterator* iter = db-&gt;NewIterator(options);
   203    ... read using iter to view the state when the snapshot was created ...
   204    delete iter;
   205    db-&gt;ReleaseSnapshot(options.snapshot);
   206  </pre>
   207  Note that when a snapshot is no longer needed, it should be released
   208  using the DB::ReleaseSnapshot interface.  This allows the
   209  implementation to get rid of state that was being maintained just to
   210  support reading as of that snapshot.
   211  <h1>Slice</h1>
   212  <p>
   213  The return value of the <code>it->key()</code> and <code>it->value()</code> calls above
   214  are instances of the <code>leveldb::Slice</code> type.  <code>Slice</code> is a simple
   215  structure that contains a length and a pointer to an external byte
   216  array.  Returning a <code>Slice</code> is a cheaper alternative to returning a
   217  <code>std::string</code> since we do not need to copy potentially large keys and
   218  values.  In addition, <code>leveldb</code> methods do not return null-terminated
   219  C-style strings since <code>leveldb</code> keys and values are allowed to
   220  contain '\0' bytes.
   221  <p>
   222  C++ strings and null-terminated C-style strings can be easily converted
   223  to a Slice:
   224  <p>
   225  <pre>
   226     leveldb::Slice s1 = "hello";
   227  
   228     std::string str("world");
   229     leveldb::Slice s2 = str;
   230  </pre>
   231  A Slice can be easily converted back to a C++ string:
   232  <pre>
   233     std::string str = s1.ToString();
   234     assert(str == std::string("hello"));
   235  </pre>
   236  Be careful when using Slices since it is up to the caller to ensure that
   237  the external byte array into which the Slice points remains live while
   238  the Slice is in use.  For example, the following is buggy:
   239  <p>
   240  <pre>
   241     leveldb::Slice slice;
   242     if (...) {
   243       std::string str = ...;
   244       slice = str;
   245     }
   246     Use(slice);
   247  </pre>
   248  When the <code>if</code> statement goes out of scope, <code>str</code> will be destroyed and the
   249  backing storage for <code>slice</code> will disappear.
   250  <p>
   251  <h1>Comparators</h1>
   252  <p>
   253  The preceding examples used the default ordering function for key,
   254  which orders bytes lexicographically.  You can however supply a custom
   255  comparator when opening a database.  For example, suppose each
   256  database key consists of two numbers and we should sort by the first
   257  number, breaking ties by the second number.  First, define a proper
   258  subclass of <code>leveldb::Comparator</code> that expresses these rules:
   259  <p>
   260  <pre>
   261    class TwoPartComparator : public leveldb::Comparator {
   262     public:
   263      // Three-way comparison function:
   264      //   if a &lt; b: negative result
   265      //   if a &gt; b: positive result
   266      //   else: zero result
   267      int Compare(const leveldb::Slice&amp; a, const leveldb::Slice&amp; b) const {
   268        int a1, a2, b1, b2;
   269        ParseKey(a, &amp;a1, &amp;a2);
   270        ParseKey(b, &amp;b1, &amp;b2);
   271        if (a1 &lt; b1) return -1;
   272        if (a1 &gt; b1) return +1;
   273        if (a2 &lt; b2) return -1;
   274        if (a2 &gt; b2) return +1;
   275        return 0;
   276      }
   277  
   278      // Ignore the following methods for now:
   279      const char* Name() const { return "TwoPartComparator"; }
   280      void FindShortestSeparator(std::string*, const leveldb::Slice&amp;) const { }
   281      void FindShortSuccessor(std::string*) const { }
   282    };
   283  </pre>
   284  Now create a database using this custom comparator:
   285  <p>
   286  <pre>
   287    TwoPartComparator cmp;
   288    leveldb::DB* db;
   289    leveldb::Options options;
   290    options.create_if_missing = true;
   291    options.comparator = &amp;cmp;
   292    leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &amp;db);
   293    ...
   294  </pre>
   295  <h2>Backwards compatibility</h2>
   296  <p>
   297  The result of the comparator's <code>Name</code> method is attached to the
   298  database when it is created, and is checked on every subsequent
   299  database open.  If the name changes, the <code>leveldb::DB::Open</code> call will
   300  fail.  Therefore, change the name if and only if the new key format
   301  and comparison function are incompatible with existing databases, and
   302  it is ok to discard the contents of all existing databases.
   303  <p>
   304  You can however still gradually evolve your key format over time with
   305  a little bit of pre-planning.  For example, you could store a version
   306  number at the end of each key (one byte should suffice for most uses).
   307  When you wish to switch to a new key format (e.g., adding an optional
   308  third part to the keys processed by <code>TwoPartComparator</code>),
   309  (a) keep the same comparator name (b) increment the version number
   310  for new keys (c) change the comparator function so it uses the
   311  version numbers found in the keys to decide how to interpret them.
   312  <p>
   313  <h1>Performance</h1>
   314  <p>
   315  Performance can be tuned by changing the default values of the
   316  types defined in <code>include/leveldb/options.h</code>.
   317  
   318  <p>
   319  <h2>Block size</h2>
   320  <p>
   321  <code>leveldb</code> groups adjacent keys together into the same block and such a
   322  block is the unit of transfer to and from persistent storage.  The
   323  default block size is approximately 4096 uncompressed bytes.
   324  Applications that mostly do bulk scans over the contents of the
   325  database may wish to increase this size.  Applications that do a lot
   326  of point reads of small values may wish to switch to a smaller block
   327  size if performance measurements indicate an improvement.  There isn't
   328  much benefit in using blocks smaller than one kilobyte, or larger than
   329  a few megabytes.  Also note that compression will be more effective
   330  with larger block sizes.
   331  <p>
   332  <h2>Compression</h2>
   333  <p>
   334  Each block is individually compressed before being written to
   335  persistent storage.  Compression is on by default since the default
   336  compression method is very fast, and is automatically disabled for
   337  uncompressible data.  In rare cases, applications may want to disable
   338  compression entirely, but should only do so if benchmarks show a
   339  performance improvement:
   340  <p>
   341  <pre>
   342    leveldb::Options options;
   343    options.compression = leveldb::kNoCompression;
   344    ... leveldb::DB::Open(options, name, ...) ....
   345  </pre>
   346  <h2>Cache</h2>
   347  <p>
   348  The contents of the database are stored in a set of files in the
   349  filesystem and each file stores a sequence of compressed blocks.  If
   350  <code>options.cache</code> is non-NULL, it is used to cache frequently used
   351  uncompressed block contents.
   352  <p>
   353  <pre>
   354    #include "leveldb/cache.h"
   355  
   356    leveldb::Options options;
   357    options.cache = leveldb::NewLRUCache(100 * 1048576);  // 100MB cache
   358    leveldb::DB* db;
   359    leveldb::DB::Open(options, name, &db);
   360    ... use the db ...
   361    delete db
   362    delete options.cache;
   363  </pre>
   364  Note that the cache holds uncompressed data, and therefore it should
   365  be sized according to application level data sizes, without any
   366  reduction from compression.  (Caching of compressed blocks is left to
   367  the operating system buffer cache, or any custom <code>Env</code>
   368  implementation provided by the client.)
   369  <p>
   370  When performing a bulk read, the application may wish to disable
   371  caching so that the data processed by the bulk read does not end up
   372  displacing most of the cached contents.  A per-iterator option can be
   373  used to achieve this:
   374  <p>
   375  <pre>
   376    leveldb::ReadOptions options;
   377    options.fill_cache = false;
   378    leveldb::Iterator* it = db-&gt;NewIterator(options);
   379    for (it-&gt;SeekToFirst(); it-&gt;Valid(); it-&gt;Next()) {
   380      ...
   381    }
   382  </pre>
   383  <h2>Key Layout</h2>
   384  <p>
   385  Note that the unit of disk transfer and caching is a block.  Adjacent
   386  keys (according to the database sort order) will usually be placed in
   387  the same block.  Therefore the application can improve its performance
   388  by placing keys that are accessed together near each other and placing
   389  infrequently used keys in a separate region of the key space.
   390  <p>
   391  For example, suppose we are implementing a simple file system on top
   392  of <code>leveldb</code>.  The types of entries we might wish to store are:
   393  <p>
   394  <pre>
   395     filename -&gt; permission-bits, length, list of file_block_ids
   396     file_block_id -&gt; data
   397  </pre>
   398  We might want to prefix <code>filename</code> keys with one letter (say '/') and the
   399  <code>file_block_id</code> keys with a different letter (say '0') so that scans
   400  over just the metadata do not force us to fetch and cache bulky file
   401  contents.
   402  <p>
   403  <h2>Filters</h2>
   404  <p>
   405  Because of the way <code>leveldb</code> data is organized on disk,
   406  a single <code>Get()</code> call may involve multiple reads from disk.
   407  The optional <code>FilterPolicy</code> mechanism can be used to reduce
   408  the number of disk reads substantially.
   409  <pre>
   410     leveldb::Options options;
   411     options.filter_policy = NewBloomFilterPolicy(10);
   412     leveldb::DB* db;
   413     leveldb::DB::Open(options, "/tmp/testdb", &amp;db);
   414     ... use the database ...
   415     delete db;
   416     delete options.filter_policy;
   417  </pre>
   418  The preceding code associates a
   419  <a href="http://en.wikipedia.org/wiki/Bloom_filter">Bloom filter</a>
   420  based filtering policy with the database.  Bloom filter based
   421  filtering relies on keeping some number of bits of data in memory per
   422  key (in this case 10 bits per key since that is the argument we passed
   423  to NewBloomFilterPolicy).  This filter will reduce the number of unnecessary
   424  disk reads needed for <code>Get()</code> calls by a factor of
   425  approximately a 100.  Increasing the bits per key will lead to a
   426  larger reduction at the cost of more memory usage.  We recommend that
   427  applications whose working set does not fit in memory and that do a
   428  lot of random reads set a filter policy.
   429  <p>
   430  If you are using a custom comparator, you should ensure that the filter
   431  policy you are using is compatible with your comparator.  For example,
   432  consider a comparator that ignores trailing spaces when comparing keys.
   433  <code>NewBloomFilterPolicy</code> must not be used with such a comparator.
   434  Instead, the application should provide a custom filter policy that
   435  also ignores trailing spaces.  For example:
   436  <pre>
   437    class CustomFilterPolicy : public leveldb::FilterPolicy {
   438     private:
   439      FilterPolicy* builtin_policy_;
   440     public:
   441      CustomFilterPolicy() : builtin_policy_(NewBloomFilterPolicy(10)) { }
   442      ~CustomFilterPolicy() { delete builtin_policy_; }
   443  
   444      const char* Name() const { return "IgnoreTrailingSpacesFilter"; }
   445  
   446      void CreateFilter(const Slice* keys, int n, std::string* dst) const {
   447        // Use builtin bloom filter code after removing trailing spaces
   448        std::vector&lt;Slice&gt; trimmed(n);
   449        for (int i = 0; i &lt; n; i++) {
   450          trimmed[i] = RemoveTrailingSpaces(keys[i]);
   451        }
   452        return builtin_policy_-&gt;CreateFilter(&amp;trimmed[i], n, dst);
   453      }
   454  
   455      bool KeyMayMatch(const Slice& key, const Slice& filter) const {
   456        // Use builtin bloom filter code after removing trailing spaces
   457        return builtin_policy_-&gt;KeyMayMatch(RemoveTrailingSpaces(key), filter);
   458      }
   459    };
   460  </pre>
   461  <p>
   462  Advanced applications may provide a filter policy that does not use
   463  a bloom filter but uses some other mechanism for summarizing a set
   464  of keys.  See <code>leveldb/filter_policy.h</code> for detail.
   465  <p>
   466  <h1>Checksums</h1>
   467  <p>
   468  <code>leveldb</code> associates checksums with all data it stores in the file system.
   469  There are two separate controls provided over how aggressively these
   470  checksums are verified:
   471  <p>
   472  <ul>
   473  <li> <code>ReadOptions::verify_checksums</code> may be set to true to force
   474    checksum verification of all data that is read from the file system on
   475    behalf of a particular read.  By default, no such verification is
   476    done.
   477  <p>
   478  <li> <code>Options::paranoid_checks</code> may be set to true before opening a
   479    database to make the database implementation raise an error as soon as
   480    it detects an internal corruption.  Depending on which portion of the
   481    database has been corrupted, the error may be raised when the database
   482    is opened, or later by another database operation.  By default,
   483    paranoid checking is off so that the database can be used even if
   484    parts of its persistent storage have been corrupted.
   485  <p>
   486    If a database is corrupted (perhaps it cannot be opened when
   487    paranoid checking is turned on), the <code>leveldb::RepairDB</code> function
   488    may be used to recover as much of the data as possible
   489  <p>
   490  </ul>
   491  <h1>Approximate Sizes</h1>
   492  <p>
   493  The <code>GetApproximateSizes</code> method can used to get the approximate
   494  number of bytes of file system space used by one or more key ranges.
   495  <p>
   496  <pre>
   497     leveldb::Range ranges[2];
   498     ranges[0] = leveldb::Range("a", "c");
   499     ranges[1] = leveldb::Range("x", "z");
   500     uint64_t sizes[2];
   501     leveldb::Status s = db-&gt;GetApproximateSizes(ranges, 2, sizes);
   502  </pre>
   503  The preceding call will set <code>sizes[0]</code> to the approximate number of
   504  bytes of file system space used by the key range <code>[a..c)</code> and
   505  <code>sizes[1]</code> to the approximate number of bytes used by the key range
   506  <code>[x..z)</code>.
   507  <p>
   508  <h1>Environment</h1>
   509  <p>
   510  All file operations (and other operating system calls) issued by the
   511  <code>leveldb</code> implementation are routed through a <code>leveldb::Env</code> object.
   512  Sophisticated clients may wish to provide their own <code>Env</code>
   513  implementation to get better control.  For example, an application may
   514  introduce artificial delays in the file IO paths to limit the impact
   515  of <code>leveldb</code> on other activities in the system.
   516  <p>
   517  <pre>
   518    class SlowEnv : public leveldb::Env {
   519      .. implementation of the Env interface ...
   520    };
   521  
   522    SlowEnv env;
   523    leveldb::Options options;
   524    options.env = &amp;env;
   525    Status s = leveldb::DB::Open(options, ...);
   526  </pre>
   527  <h1>Porting</h1>
   528  <p>
   529  <code>leveldb</code> may be ported to a new platform by providing platform
   530  specific implementations of the types/methods/functions exported by
   531  <code>leveldb/port/port.h</code>.  See <code>leveldb/port/port_example.h</code> for more
   532  details.
   533  <p>
   534  In addition, the new platform may need a new default <code>leveldb::Env</code>
   535  implementation.  See <code>leveldb/util/env_posix.h</code> for an example.
   536  
   537  <h1>Other Information</h1>
   538  
   539  <p>
   540  Details about the <code>leveldb</code> implementation may be found in
   541  the following documents:
   542  <ul>
   543  <li> <a href="impl.html">Implementation notes</a>
   544  <li> <a href="table_format.txt">Format of an immutable Table file</a>
   545  <li> <a href="log_format.txt">Format of a log file</a>
   546  </ul>
   547  
   548  </body>
   549  </html>