// Copyright (c) 2011 The LevelDB Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. See the AUTHORS file for names of contributors. // // BlockBuilder generates blocks where keys are prefix-compressed: // // When we store a key, we drop the prefix shared with the previous // string. This helps reduce the space requirement significantly. // Furthermore, once every K keys, we do not apply the prefix // compression and store the entire key. We call this a "restart // point". The tail end of the block stores the offsets of all of the // restart points, and can be used to do a binary search when looking // for a particular key. Values are stored as-is (without compression) // immediately following the corresponding key. // // An entry for a particular key-value pair has the form: // shared_bytes: varint32 // unshared_bytes: varint32 // value_length: varint32 // key_delta: char[unshared_bytes] // value: char[value_length] // shared_bytes == 0 for restart points. // // The trailer of the block has the form: // restarts: uint32[num_restarts] // num_restarts: uint32 // restarts[i] contains the offset within the block of the ith restart point. #include "table/block_builder.h" #include <algorithm> #include <cassert> #include "leveldb/comparator.h" #include "leveldb/options.h" #include "util/coding.h" namespace leveldb { BlockBuilder::BlockBuilder(const Options* options) : … { … } void BlockBuilder::Reset() { … } size_t BlockBuilder::CurrentSizeEstimate() const { … } Slice BlockBuilder::Finish() { … } void BlockBuilder::Add(const Slice& key, const Slice& value) { … } } // namespace leveldb