/* * Copyright (C) 2001 Sistina Software (UK) Limited. * * This file is released under the LGPL. */ #ifndef _LVM_POOL_H #define _LVM_POOL_H #include #include /* * The pool allocator is useful when you are going * to allocate lots of memory, use the memory for * a bit, and then free the memory in one go. A * surprising amount of code has this usage * profile. * * You should think of the pool as an infinite, * contigous chunk of memory. The front of this * chunk of memory contains allocated objects, the * second half is free. pool_alloc grabs the next * 'size' bytes from the free half, in effect * moving it into the allocated half. This * operation is very efficient. * * pool_free frees the allocated object *and* all * objects allocated after it. It is important to * note this semantic difference from malloc/free. * This is also extremely efficient, since a * single pool_free can dispose of a large complex * object. * * pool_destroy frees all allocated memory. * * eg, If you are building a binary tree in your * program, and know that you are only ever going * to insert into your tree, and not delete (eg, * maintaining a symbol table for a compiler). * You can create yourself a pool, allocate the * nodes from it, and when the tree becomes * redundant call pool_destroy (no nasty iterating * through the tree to free nodes). * * eg, On the other hand if you wanted to * repeatedly insert and remove objects into the * tree, you would be better off allocating the * nodes from a free list; you cannot free a * single arbitrary node with pool. */ struct pool; /* constructor and destructor */ struct pool *pool_create(size_t chunk_hint); void pool_destroy(struct pool *p); /* simple allocation/free routines */ void *pool_alloc(struct pool *p, size_t s); void *pool_alloc_aligned(struct pool *p, size_t s, unsigned alignment); void pool_empty(struct pool *p); void pool_free(struct pool *p, void *ptr); /* * Object building routines: * * These allow you to 'grow' an object, useful for * building strings, or filling in dynamic * arrays. * * It's probably best explained with an example: * * char *build_string(struct pool *mem) * { * int i; * char buffer[16]; * * if (!pool_begin_object(mem, 128)) * return NULL; * * for (i = 0; i < 50; i++) { * snprintf(buffer, sizeof(buffer), "%d, ", i); * if (!pool_grow_object(mem, buffer, strlen(buffer))) * goto bad; * } * * // add null * if (!pool_grow_object(mem, "\0", 1)) * goto bad; * * return pool_end_object(mem); * * bad: * * pool_abandon_object(mem); * return NULL; *} * * So start an object by calling pool_begin_object * with a guess at the final object size - if in * doubt make the guess too small. * * Then append chunks of data to your object with * pool_grow_object. Finally get your object with * a call to pool_end_object. * */ int pool_begin_object(struct pool *p, size_t hint); int pool_grow_object(struct pool *p, const void *extra, size_t delta); void *pool_end_object(struct pool *p); void pool_abandon_object(struct pool *p); /* utilities */ char *pool_strdup(struct pool *p, const char *str); static inline void *pool_zalloc(struct pool *p, size_t s) { void *ptr = pool_alloc(p, s); if (ptr) memset(ptr, 0, s); return ptr; } #endif