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+<!DOCTYPE html>
+<html>
+<head>
+<link rel="stylesheet" type="text/css" href="doc.css" />
+<title>Leveldb</title>
+</head>
+
+<body>
+<h1>Leveldb</h1>
+<address>Jeff Dean, Sanjay Ghemawat</address>
+<p>
+The <code>leveldb</code> 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.
+
+<p>
+<h1>Opening A Database</h1>
+<p>
+A <code>leveldb</code> 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:
+<p>
+<pre>
+ #include &lt;assert&gt;
+ #include "leveldb/include/db.h"
+
+ leveldb::DB* db;
+ leveldb::Options options;
+ options.create_if_missing = true;
+ leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &amp;db);
+ assert(status.ok());
+ ...
+</pre>
+If you want to raise an error if the database already exists, add
+the following line before the <code>leveldb::DB::Open</code> call:
+<pre>
+ options.error_if_exists = true;
+</pre>
+<h1>Status</h1>
+<p>
+You may have noticed the <code>leveldb::Status</code> type above. Values of this
+type are returned by most functions in <code>leveldb</code> that may encounter an
+error. You can check if such a result is ok, and also print an
+associated error message:
+<p>
+<pre>
+ leveldb::Status s = ...;
+ if (!s.ok()) cerr &lt;&lt; s.ToString() &lt;&lt; endl;
+</pre>
+<h1>Closing A Database</h1>
+<p>
+When you are done with a database, just delete the database object.
+Example:
+<p>
+<pre>
+ ... open the db as described above ...
+ ... do something with db ...
+ delete db;
+</pre>
+<h1>Reads And Writes</h1>
+<p>
+The database provides <code>Put</code>, <code>Delete</code>, and <code>Get</code> methods to
+modify/query the database. For example, the following code
+moves the value stored under key1 to key2.
+<pre>
+ std::string value;
+ leveldb::Status s = db-&gt;Get(leveldb::ReadOptions(), key1, &amp;value);
+ if (s.ok()) s = db-&gt;Put(leveldb::WriteOptions(), key2, value);
+ if (s.ok()) s = db-&gt;Delete(leveldb::WriteOptions(), key1);
+</pre>
+
+<h1>Atomic Updates</h1>
+<p>
+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 <code>WriteBatch</code> class to
+atomically apply a set of updates:
+<p>
+<pre>
+ #include "leveldb/include/write_batch.h"
+ ...
+ std::string value;
+ leveldb::Status s = db-&gt;Get(leveldb::ReadOptions(), key1, &amp;value);
+ if (s.ok()) {
+ leveldb::WriteBatch batch;
+ batch.Delete(key1);
+ batch.Put(key2, value);
+ s = db-&gt;Write(leveldb::WriteOptions(), &amp;batch);
+ }
+</pre>
+The <code>WriteBatch</code> 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 <code>Delete</code> before <code>Put</code> so that if <code>key1</code> is identical to <code>key2</code>,
+we do not end up erroneously dropping the value entirely.
+<p>
+Apart from its atomicity benefits, <code>WriteBatch</code> may also be used to
+speed up bulk updates by placing lots of individual mutations into the
+same batch.
+
+<h1>Synchronous Writes</h1>
+By default, each write to <code>leveldb</code> 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 <code>sync</code> 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 <code>fsync(...)</code> or <code>fdatasync(...)</code> or
+<code>msync(..., MS_SYNC)</code> before the write operation returns.)
+<pre>
+ leveldb::WriteOptions write_options;
+ write_options.sync = true;
+ db-&gt;Put(write_options, ...);
+</pre>
+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 <code>sync</code> is false, an update
+is pushed from the process memory into the operating system before it
+is considered done.
+
+<p>
+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.)
+
+<p>
+<code>WriteBatch</code> provides an alternative to asynchronous writes.
+Multiple updates may be placed in the same <code>WriteBatch</code> and
+applied together using a synchronous write (i.e.,
+<code>write_options.sync</code> is set to true). The extra cost of
+the synchronous write will be amortized across all of the writes in
+the batch.
+
+<p>
+<h1>Concurrency</h1>
+<p>
+A database may only be opened by one process at a time. The <code>leveldb</code>
+implementation acquires a lock from the operating system to prevent
+misuse. Within a single process, the same <code>leveldb::DB</code> object may
+be safely used by multiple concurrent threads.
+<p>
+<h1>Iteration</h1>
+<p>
+The following example demonstrates how to print all key,value pairs
+in a database.
+<p>
+<pre>
+ leveldb::Iterator* it = db-&gt;NewIterator(leveldb::ReadOptions());
+ for (it-&gt;SeekToFirst(); it-&gt;Valid(); it-&gt;Next()) {
+ cout &lt;&lt; it-&gt;key().ToString() &lt;&lt; ": " &lt;&lt; it-&gt;value().ToString() &lt;&lt; endl;
+ }
+ assert(it-&gt;status().ok()); // Check for any errors found during the scan
+ delete it;
+</pre>
+The following variation shows how to process just the keys in the
+range <code>[start,limit)</code>:
+<p>
+<pre>
+ for (it-&gt;Seek(start);
+ it-&gt;Valid() &amp;&amp; it-&gt;key().ToString() &lt; limit;
+ it-&gt;Next()) {
+ ...
+ }
+</pre>
+You can also process entries in reverse order. (Caveat: reverse
+iteration may be somewhat slower than forward iteration.)
+<p>
+<pre>
+ for (it-&gt;SeekToLast(); it-&gt;Valid(); it-&gt;Prev()) {
+ ...
+ }
+</pre>
+<h1>Snapshots</h1>
+<p>
+Snapshots provide consistent read-only views over the entire state of
+the key-value store. <code>ReadOptions::snapshot</code> may be non-NULL to indicate
+that a read should operate on a particular version of the DB state.
+If <code>ReadOptions::snapshot</code> is NULL, the read will operate on an
+implicit snapshot of the current state.
+<p>
+Snapshots typically are created by the DB::GetSnapshot() method:
+<p>
+<pre>
+ leveldb::ReadOptions options;
+ options.snapshot = db-&gt;GetSnapshot();
+ ... apply some updates to db ...
+ leveldb::Iterator* iter = db-&gt;NewIterator(options);
+ ... read using iter to view the state when the snapshot was created ...
+ delete iter;
+ db-&gt;ReleaseSnapshot(options.snapshot);
+</pre>
+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.
+<p>
+A Write operation can also return a snapshot that
+represents the state of the database just after applying a particular
+set of updates:
+<p>
+<pre>
+ leveldb::Snapshot* snapshot;
+ leveldb::WriteOptions write_options;
+ write_options.post_write_snapshot = &amp;snapshot;
+ leveldb::Status status = db-&gt;Write(write_options, ...);
+ ... perform other mutations to db ...
+
+ leveldb::ReadOptions read_options;
+ read_options.snapshot = snapshot;
+ leveldb::Iterator* iter = db-&gt;NewIterator(read_options);
+ ... read as of the state just after the Write call returned ...
+ delete iter;
+
+ db-&gt;ReleaseSnapshot(snapshot);
+</pre>
+<h1>Slice</h1>
+<p>
+The return value of the <code>it->key()</code> and <code>it->value()</code> calls above
+are instances of the <code>leveldb::Slice</code> type. <code>Slice</code> is a simple
+structure that contains a length and a pointer to an external byte
+array. Returning a <code>Slice</code> is a cheaper alternative to returning a
+<code>std::string</code> since we do not need to copy potentially large keys and
+values. In addition, <code>leveldb</code> methods do not return null-terminated
+C-style strings since <code>leveldb</code> keys and values are allowed to
+contain '\0' bytes.
+<p>
+C++ strings and null-terminated C-style strings can be easily converted
+to a Slice:
+<p>
+<pre>
+ leveldb::Slice s1 = "hello";
+
+ std::string str("world");
+ leveldb::Slice s2 = str;
+</pre>
+A Slice can be easily converted back to a C++ string:
+<pre>
+ std::string str = s1.ToString();
+ assert(str == std::string("hello"));
+</pre>
+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:
+<p>
+<pre>
+ leveldb::Slice slice;
+ if (...) {
+ std::string str = ...;
+ slice = str;
+ }
+ Use(slice);
+</pre>
+When the <code>if</code> statement goes out of scope, <code>str</code> will be destroyed and the
+backing storage for <code>slice</code> will disappear.
+<p>
+<h1>Comparators</h1>
+<p>
+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 <code>leveldb::Comparator</code> that expresses these rules:
+<p>
+<pre>
+ class TwoPartComparator : public leveldb::Comparator {
+ public:
+ // Three-way comparison function:
+ // if a &lt; b: negative result
+ // if a &gt; b: positive result
+ // else: zero result
+ int Compare(const leveldb::Slice&amp; a, const leveldb::Slice&amp; b) const {
+ int a1, a2, b1, b2;
+ ParseKey(a, &amp;a1, &amp;a2);
+ ParseKey(b, &amp;b1, &amp;b2);
+ if (a1 &lt; b1) return -1;
+ if (a1 &gt; b1) return +1;
+ if (a2 &lt; b2) return -1;
+ if (a2 &gt; b2) return +1;
+ return 0;
+ }
+
+ // Ignore the following methods for now:
+ const char* Name() { return "TwoPartComparator"; }
+ void FindShortestSeparator(std::string*, const leveldb::Slice&amp;) const { }
+ void FindShortSuccessor(std::string*) const { }
+ };
+</pre>
+Now create a database using this custom comparator:
+<p>
+<pre>
+ TwoPartComparator cmp;
+ leveldb::DB* db;
+ leveldb::Options options;
+ options.create_if_missing = true;
+ options.comparator = &amp;cmp;
+ leveldb::Status status = leveldb::DB::Open(options, "/tmp/testdb", &amp;db);
+ ...
+</pre>
+<h2>Backwards compatibility</h2>
+<p>
+The result of the comparator's <code>Name</code> method is attached to the
+database when it is created, and is checked on every subsequent
+database open. If the name changes, the <code>leveldb::DB::Open</code> 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.
+<p>
+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 <code>TwoPartComparator</code>),
+(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.
+<p>
+<h1>Performance</h1>
+<p>
+Performance can be tuned by changing the default values of the
+types defined in <code>leveldb/include/options.h</code>.
+
+<p>
+<h2>Block size</h2>
+<p>
+<code>leveldb</code> 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.
+<p>
+<h2>Compression</h2>
+<p>
+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:
+<p>
+<pre>
+ leveldb::Options options;
+ options.compression = leveldb::kNoCompression;
+ ... leveldb::DB::Open(options, name, ...) ....
+</pre>
+<h2>Cache</h2>
+<p>
+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
+<code>options.cache</code> is non-NULL, it is used to cache frequently used
+uncompressed block contents.
+<p>
+<pre>
+ #include "leveldb/include/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;
+</pre>
+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 <code>Env</code>
+implementation provided by the client.)
+<p>
+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:
+<p>
+<pre>
+ leveldb::ReadOptions options;
+ options.fill_cache = false;
+ leveldb::Iterator* it = db-&gt;NewIterator(options);
+ for (it-&gt;SeekToFirst(); it-&gt;Valid(); it-&gt;Next()) {
+ ...
+ }
+</pre>
+<h2>Key Layout</h2>
+<p>
+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.
+<p>
+For example, suppose we are implementing a simple file system on top
+of <code>leveldb</code>. The types of entries we might wish to store are:
+<p>
+<pre>
+ filename -&gt; permission-bits, length, list of file_block_ids
+ file_block_id -&gt; data
+</pre>
+We might want to prefix <code>filename</code> keys with one letter (say '/') and the
+<code>file_block_id</code> 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.
+<p>
+<h2>Large Values</h2>
+<p>
+<code>leveldb</code> has special treatment of large values (by default, a value
+of length greater than or equal to 64K is considered large, though a
+field in Options can be used to adjust this threshold). Each such
+large value is placed in a separate operating system file, and the
+normal database blocks just contain pointers to such files.
+<p>
+Furthermore, if the same large value occurs multiple times in a single
+database, it will be stored just once.
+<p>
+<h1>Checksums</h1>
+<p>
+<code>leveldb</code> associates checksums with all data it stores in the file system.
+There are two separate controls provided over how aggressively these
+checksums are verified:
+<p>
+<ul>
+<li> <code>ReadOptions::verify_checksums</code> 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.
+<p>
+<li> <code>Options::paranoid_checks</code> 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.
+<p>
+ If a database is corrupted (perhaps it cannot be opened when
+ paranoid checking is turned on), the <code>leveldb::RepairDB</code> function
+ may be used to recover as much of the data as possible
+<p>
+</ul>
+<h1>Approximate Sizes</h1>
+<p>
+The <code>GetApproximateSizes</code> method can used to get the approximate
+number of bytes of file system space used by one or more key ranges.
+<p>
+<pre>
+ leveldb::Range ranges[2];
+ ranges[0] = leveldb::Range("a", "c");
+ ranges[1] = leveldb::Range("x", "z");
+ uint64_t sizes[2];
+ leveldb::Status s = db-&gt;GetApproximateSizes(ranges, 2, sizes);
+</pre>
+The preceding call will set <code>sizes[0]</code> to the approximate number of
+bytes of file system space used by the key range <code>[a..c)</code> and
+<code>sizes[1]</code> to the approximate number of bytes used by the key range
+<code>[x..z)</code>.
+<p>
+<h1>Environment</h1>
+<p>
+All file operations (and other operating system calls) issued by the
+<code>leveldb</code> implementation are routed through a <code>leveldb::Env</code> object.
+Sophisticated clients may wish to provide their own <code>Env</code>
+implementation to get better control. For example, an application may
+introduce artificial delays in the file IO paths to limit the impact
+of <code>leveldb</code> on other activities in the system.
+<p>
+<pre>
+ class SlowEnv : public leveldb::Env {
+ .. implementation of the Env interface ...
+ };
+
+ SlowEnv env;
+ leveldb::Options options;
+ options.env = &amp;env;
+ Status s = leveldb::DB::Open(options, ...);
+</pre>
+<h1>Porting</h1>
+<p>
+<code>leveldb</code> may be ported to a new platform by providing platform
+specific implementations of the types/methods/functions exported by
+<code>leveldb/port/port.h</code>. See <code>leveldb/port/port_example.h</code> for more
+details.
+<p>
+In addition, the new platform may need a new default <code>leveldb::Env</code>
+implementation. See <code>leveldb/util/env_posix.h</code> for an example.
+
+<h1>Other Information</h1>
+
+<p>
+Details about the <code>leveldb</code> implementation may be found in
+the following documents:
+<ul>
+<li> <a href="impl.html">Implementation notes</a>
+<li> <a href="table_format.txt">Format of an immutable Table file</a>
+<li> <a href="log_format.txt">Format of a log file</a>
+</ul>
+
+</body>
+</html>