/* * Copyright (C) 2001-2004 Sistina Software, Inc. All rights reserved. * Copyright (C) 2004-2005 Red Hat, Inc. All rights reserved. * * This file is part of the device-mapper userspace tools. * * This copyrighted material is made available to anyone wishing to use, * modify, copy, or redistribute it subject to the terms and conditions * of the GNU General Public License v.2. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _DM_POOL_H #define _DM_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, contiguous 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(const char *name, 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); char *pool_strndup(struct pool *p, const char *str, size_t n); void *pool_zalloc(struct pool *p, size_t s); #endif