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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>
    550