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Component bdlma_multipool
[Package bdlma]

Provide a memory manager to manage pools of varying block sizes. More...

Namespaces

namespace  bdlma

Detailed Description

Outline
Purpose:
Provide a memory manager to manage pools of varying block sizes.
Classes:
bdlma::Multipool memory manager that manages pools of varying block sizes
See also:
Component bdlma_pool, Component bdlma_multipoolallocator
Description:
This component implements a memory manager, bdlma::Multipool, that maintains a configurable number of bdlma::Pool objects, each dispensing maximally-aligned memory blocks of a unique size. The bdlma::Pool objects are placed in an array, starting at index 0, with each successive pool managing memory blocks of a size twice that of the previous pool. Each multipool allocation (deallocation) request allocates memory from (returns memory to) the internal pool managing memory blocks of the smallest size not less than the requested size, or else from a separately managed list of memory blocks, if no internal pool managing memory blocks of sufficient size exists. Both the release method and the destructor of a bdlma::Multipool release all memory currently allocated via the object.
A bdlma::Multipool can be depicted visually:
                    +-----+--- memory blocks of 8 bytes
                    |     |
   ========       ----- ----- ------------
  |8 bytes |---->|     |     |     ...    |
  >========<      =====^=====^============
  |16 bytes|
  >========<      \___________ __________/
  |32 bytes|                  V
  >========<              a "chunk"
  |        |
  |  ...   |
  |        |
   ========
      |
      +------- array of 'bdlma::Pool'
Note that a "chunk" is a large, contiguous block of memory, internal to a bdlma::Pool maintained by the multipool, from which memory blocks of uniform size are dispensed to users.
Configuration at Construction:
When creating a bdlma::Multipool, clients can optionally configure:
  1. NUMBER OF POOLS -- the number of internal pools (the block size managed by the first pool is eight bytes, with each successive pool managing blocks of a size twice that of the previous pool).
  2. GROWTH STRATEGY -- geometrically growing chunk size starting from 1 (in terms of the number of memory blocks per chunk), or fixed chunk size, specified as either:

    • the unique growth strategy for all pools, or
    • (if the number of pools is specified) an array of growth strategies corresponding to each individual pool.
If the growth strategy is not specified, geometric growth is used for all
pools.

MAX BLOCKS PER CHUNK -- the maximum number of memory blocks within a chunk, specified as either:

If the maximum blocks per chunk is not specified, an
implementation-defined default value is used. Note that the maximum
blocks per chunk can be configured only if the number of pools is also
configured.

BASIC ALLOCATOR -- the allocator used to supply memory (to replenish an internal pool, or directly if the maximum block size is exceeded). If not specified, the currently installed default allocator is used (see bslma_default).

A default-constructed multipool has a relatively small, implementation-defined number of pools, N, with respective block sizes ranging from 2^3 = 8 to 2^(N+2). By default, the initial chunk size, (i.e., the number of blocks of a given size allocated at once to replenish a pool's memory) is 1, and each pool's chunk size grows geometrically until it reaches an implementation-defined maximum, at which it is capped. Finally, unless otherwise specified, all memory comes from the allocator that was the currently installed default allocator at the time the bdlma::Multipool was created.
Using the various pooling options described above, we can configure the number of pools maintained, whether replenishment should be adaptive (i.e., geometric starting with 1) or fixed at a maximum chunk size, what that maximum chunk size should be (which need not be an integral power of 2), and the underlying allocator used to supply memory. Note that both GROWTH STRATEGY and MAX BLOCKS PER CHUNK can be specified separately either as a single value applying to all of the maintained pools, or as an array of values, with the elements applying to each individually maintained pool.
Usage:
This section illustrates intended use of this component.
Example 1: Using a bdlma::Multipool Directly:
A bdlma::Multipool can be used by containers that hold different types of elements, each of uniform size, for efficient memory allocation of new elements. Suppose we have a factory class, my_MessageFactory, that creates messages based on user requests. Each message is created with the most efficient memory storage possible, using predefined 8-byte, 16-byte, and 32-byte buffers. If the message size exceeds the three predefined values, a generic message is used. For efficient memory allocation of messages, we use a bdlma::Multipool.
First, we define our message types as follows:
  class my_MessageFactory;

  class my_Message {
      // This class represents a general message interface that provides a
      // 'getMessage' method for clients to retrieve the underlying message.

    public:
      // ACCESSORS
      virtual const char *getMessage() = 0;
          // Return the null-terminated message string.
  };

  class my_SmallMessage : public my_Message {
      // This class represents an 8-byte message (including null terminator).

      // DATA
      char d_buffer[8];

      // FRIEND
      friend class my_MessageFactory;

    private:
      // NOT IMPLEMENTED
      my_SmallMessage(const my_SmallMessage&);
      my_SmallMessage& operator=(const my_SmallMessage&);

      // PRIVATE CREATORS
      my_SmallMessage(const char *msg, int length)
      {
          assert(length <= 7);

          bsl::memcpy(d_buffer, msg, length);
          d_buffer[length] = '\0';
      }

      // PRIVATE ACCESSORS
      virtual const char *getMessage()
      {
          return d_buffer;
      }
  };

  class my_MediumMessage : public my_Message {
      // This class represents a 16-byte message (including null
      // terminator).

      // DATA
      char d_buffer[16];

      // FRIEND
      friend class my_MessageFactory;

    private:
      // NOT IMPLEMENTED
      my_MediumMessage(const my_MediumMessage&);
      my_MediumMessage& operator=(const my_MediumMessage&);

      // PRIVATE CREATORS
      my_MediumMessage(const char *msg, int length)
      {
          assert(length <= 15);

          bsl::memcpy(d_buffer, msg, length);
          d_buffer[length] = '\0';
      }

      // PRIVATE ACCESSORS
      virtual const char *getMessage()
      {
          return d_buffer;
      }
  };

  class my_LargeMessage : public my_Message {
      // This class represents a 32-byte message (including null
      // terminator).

      // DATA
      char d_buffer[32];

      // FRIEND
      friend class my_MessageFactory;

    private:
      // NOT IMPLEMENTED
      my_LargeMessage(const my_LargeMessage&);
      my_LargeMessage& operator=(const my_LargeMessage&);

      // PRIVATE CREATORS
      my_LargeMessage(const char *msg, int length)
      {
          assert(length <= 31);

          bsl::memcpy(d_buffer, msg, length);
          d_buffer[length] = '\0';
      }

      // PRIVATE ACCESSORS
      virtual const char *getMessage()
      {
          return d_buffer;
      }
  };

  class my_GenericMessage : public my_Message {
      // This class represents a generic message.

      // DATA
      char *d_buffer;

      // FRIEND
      friend class my_MessageFactory;

    private:
      // NOT IMPLEMENTED
      my_GenericMessage(const my_GenericMessage&);
      my_GenericMessage& operator=(const my_GenericMessage&);

      // PRIVATE CREATORS
      my_GenericMessage(char *msg) : d_buffer(msg)
      {
      }

      // PRIVATE ACCESSORS
      virtual const char *getMessage()
      {
          return d_buffer;
      }
  };
Then, we define our factory class, my_MessageFactory, as follows:
  class my_MessageFactory {
      // This class implements an efficient message factory that builds and
      // returns messages.  The life-time of the messages created by this
      // factory is the same as this factory.

      // DATA
      bdlma::Multipool d_multipool;  // multipool used to supply memory

    private:
      // Not implemented:
      my_MessageFactory(const my_MessageFactory&);

    public:
      // CREATORS
      my_MessageFactory(bslma::Allocator *basicAllocator = 0);
          // Create a message factory.  Optionally specify a 'basicAllocator'
          // used to supply memory.  If 'basicAllocator' is 0, the currently
          // installed default allocator is used.

      ~my_MessageFactory();
          // Destroy this factory and reclaim all messages created by it.

      // MANIPULATORS
      my_Message *createMessage(const char *data);
          // Create a message storing the specified 'data'.  The behavior is
          // undefined unless 'data' is null-terminated.

      void disposeAllMessages();
          // Dispose of all created messages.

      void disposeMessage(my_Message *message);
          // Dispose of the specified 'message'.  The behavior is undefined
          // unless 'message' was created by this factory, and has not
          // already been disposed.
  };
Next, we define the inline methods of my_MessageFactory.
In calling the multipool's release method, disposeAllMessages quickly deallocates all memory blocks that were used to create messages currently outstanding from the factory. Following the call to release, all memory that had been allocated from the multipool is available for reuse:
  // MANIPULATORS
  inline
  void my_MessageFactory::disposeAllMessages()
  {
      d_multipool.release();
  }
Similarly, the call to the multipool's deleteObject method in disposeMessage first destroys the message, then releases the memory that had been allocated for it back to the multipool for use in creating another message having the same size:
  inline
  void my_MessageFactory::disposeMessage(my_Message *message)
  {
      d_multipool.deleteObject(message);
  }
A multipool optimizes the allocation of memory by using dynamically-allocated buffers (also known as chunks) to supply memory. As each chunk can satisfy multiple memory block requests before requiring additional dynamic memory allocation, the number of dynamic allocation requests needed is greatly reduced.
For the number of pools managed by the multipool, we chose to use the implementation-defined default value instead of calculating and specifying a value. If users instead want to specify the number of pools, the value can be calculated as the smallest value, N, such that the following relationship holds:
  N > log2(sizeof(Object Type)) - 2
Next, we define the creators of my_MessageFactory:
  // CREATORS
  my_MessageFactory::my_MessageFactory(bslma::Allocator *basicAllocator)
  : d_multipool(basicAllocator)
  {
  }
Note that in the destructor, all outstanding messages are reclaimed automatically when d_multipool is destroyed:
  my_MessageFactory::~my_MessageFactory()
  {
  }
Finally, we define the createMessage factory method that actually creates the messages using memory provided by the multipool. A bdlma::Multipool is ideal for allocating the different sized messages since repeated deallocations might be necessary, which renders a bdlma::SequentialPool unsuitable:
  // MANIPULATORS
  my_Message *my_MessageFactory::createMessage(const char *data)
  {
      enum { k_SMALL = 8, k_MEDIUM = 16, k_LARGE = 32 };

      const int length = static_cast<int>(bsl::strlen(data));

      if (length < k_SMALL) {
          return new(d_multipool.allocate(sizeof(my_SmallMessage)))
                                    my_SmallMessage(data, length);  // RETURN
      }

      if (length < k_MEDIUM) {
          return new(d_multipool.allocate(sizeof(my_MediumMessage)))
                                   my_MediumMessage(data, length);  // RETURN
      }

      if (length < k_LARGE) {
          return new(d_multipool.allocate(sizeof(my_LargeMessage)))
                                    my_LargeMessage(data, length);  // RETURN
      }

      char *buffer = (char *)d_multipool.allocate(length + 1);
      bsl::memcpy(buffer, data, length + 1);

      return new(d_multipool.allocate(sizeof(my_GenericMessage)))
                                                   my_GenericMessage(buffer);
  }
Example 2: Implementing an Allocator Using bdlma::Multipool:
Suppose that we want to create a multipool allocator (i.e., that implements the bslma::Allocator interface) that allocates memory from multiple bdlma::Pool objects in a similar fashion to bdlma::Multipool. In this example, we create just such a multipool allocator, my_MultipoolAllocator, that uses a bdlma::Multipool to manage the multiple pools.
First, we define the interface of my_MultipoolAllocator:
  class my_MultipoolAllocator : public bslma::Allocator {
      // This class implements the 'bslma::Allocator' protocol to provide an
      // allocator that manages a set of memory pools, each dispensing memory
      // blocks of a unique size, with each successive pool's block size
      // being twice that of the previous one.

      // DATA
      bdlma::Multipool d_multiPool;  // memory manager for allocated memory
                                     // blocks

    public:
      // CREATORS
      my_MultipoolAllocator(bslma::Allocator *basicAllocator = 0);
          // Create a multipool allocator.  Optionally specify a
          // 'basicAllocator' used to supply memory.  If 'basicAllocator' is
          // 0, the currently installed default allocator is used.

      // ...

      virtual ~my_MultipoolAllocator();
          // Destroy this multipool allocator.  All memory allocated from
          // this memory pool is released.

      // MANIPULATORS
      virtual void *allocate(bsls::Types::size_type size);
          // Return the address of a contiguous block of maximally-aligned
          // memory of (at least) the specified 'size' (in bytes).  If 'size'
          // is 0, no memory is allocated and 0 is returned.

      virtual void deallocate(void *address);
          // Relinquish the memory block at the specified 'address' back to
          // this multipool allocator for reuse.  The behavior is undefined
          // unless 'address' is non-zero, was allocated by this multipool
          // allocator, and has not already been deallocated.
  };
Note that the interface and documentation for this class is simplified for this usage example. Please see bdlma_multipoolallocator for a similar class meant for production use.
Finally, we provide the trivial implementation of my_MultipoolAllocator:
  // CREATORS
  inline
  my_MultipoolAllocator::my_MultipoolAllocator(
                                            bslma::Allocator *basicAllocator)
  : d_multiPool(basicAllocator)
  {
  }

  my_MultipoolAllocator::~my_MultipoolAllocator()
  {
  }

  // MANIPULATORS
  inline
  void *my_MultipoolAllocator::allocate(bsls::Types::size_type size)
  {
      if (0 == size) {
          return 0;                                                 // RETURN
      }

      return d_multiPool.allocate(size);
  }

  inline
  void my_MultipoolAllocator::deallocate(void *address)
  {
      d_multiPool.deallocate(address);
  }