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package org.codehaus.jackson.sym;

/**
 * This class is basically a caching symbol table implementation used for
 * canonicalizing {@link Name}s, constructed directly from a byte-based
 * input source.
 *
 * @author Tatu Saloranta
 */
public final class NameCanonicalizer
{
    protected static final int DEFAULT_TABLE_SIZE = 64;

    /**
     * Let's limit max size to 3/4 of 8k; this corresponds
     * to 32k main hash index. This should allow for enough distinct
     * names for almost any case.
     */
    final static int MAX_TABLE_SIZE = 6000;

    final static int MIN_HASH_SIZE = 16;

    final static int INITIAL_COLLISION_LEN = 32;

    /**
     * Bucket index is 8 bits, and value 0 is reserved to represent
     * 'empty' status.
     */
    final static int LAST_VALID_BUCKET = 0xFE;

    /*
    /////////////////////////////////////////////////////
    // Linkage, needed for merging symbol tables
    /////////////////////////////////////////////////////    
     */

    final NameCanonicalizer mParent;

    /*
    /////////////////////////////////////////////////////
    // Main table state
    /////////////////////////////////////////////////////    
     */

    // // // First, global information

    /**
     * Total number of Names in the symbol table
     */
    private int mCount;

    // // // Then information regarding primary hash array and its
    // // // matching Name array

    /**
     * Mask used to truncate 32-bit hash value to current hash array
     * size; essentially, hash array size - 1 (since hash array sizes
     * are 2^N).
     */
    private int mMainHashMask;

    /**
     * Array of 2^N size, which contains combination
     * of 24-bits of hash (0 to indicate 'empty' slot),
     * and 8-bit collision bucket index (0 to indicate empty
     * collision bucket chain; otherwise subtract one from index)
     */
    private int[] mMainHash;

    /**
     * Array that contains Name instances matching
     * entries in mMainHash. Contains nulls for unused
     * entries.
     */
    private Name[] mMainNames;

    // // // Then the collision/spill-over area info

    /**
     * Array of heads of collision bucket chains; size dynamically
     */
    private Bucket[] mCollList;

    /**
     * Total number of Names in collision buckets (included in
     * mCount along with primary entries)
     */
    private int mCollCount;

    /**
     * Index of the first unused collision bucket entry (== size of
     * the used portion of collision list): less than
     * or equal to 0xFF (255), since max number of entries is 255
     * (8-bit, minus 0 used as 'empty' marker)
     */
    private int mCollEnd;

    // // // Info regarding pending rehashing...

    /**
     * This flag is set if, after adding a new entry, it is deemed
     * that a rehash is warranted if any more entries are to be added.
     */
    private transient boolean mNeedRehash;

    /*
    /////////////////////////////////////////////////////
    // Sharing, versioning
    /////////////////////////////////////////////////////    
     */

    // // // Which of the buffers may be shared (and are copy-on-write)?

    /**
     * Flag that indicates whether underlying data structures for
     * the main hash area are shared or not. If they are, then they
     * need to be handled in copy-on-write way, i.e. if they need
     * to be modified, a copy needs to be made first; at this point
     * it will not be shared any more, and can be modified.
     *

* This flag needs to be checked both when adding new main entries, * and when adding new collision list queues (i.e. creating a new * collision list head entry) */ private boolean mMainHashShared; private boolean mMainNamesShared; /** * Flag that indicates whether underlying data structures for * the collision list are shared or not. If they are, then they * need to be handled in copy-on-write way, i.e. if they need * to be modified, a copy needs to be made first; at this point * it will not be shared any more, and can be modified. *

* This flag needs to be checked when adding new collision entries. */ private boolean mCollListShared; /* ///////////////////////////////////////////////////// // Construction, merging ///////////////////////////////////////////////////// */ public static NameCanonicalizer createRoot() { return new NameCanonicalizer(DEFAULT_TABLE_SIZE); } public synchronized NameCanonicalizer makeChild() { return new NameCanonicalizer(this); } /** * Method called by the using code to indicate it is done * with this instance. This lets instance merge accumulated * changes into parent (if need be), safely and efficiently, * and without calling code having to know about parent * information */ public void release() { if (maybeDirty() && mParent != null) { mParent.mergeChild(this); /* Let's also mark this instance as dirty, so that just in * case release was too early, there's no corruption * of possibly shared data. */ markAsShared(); } } private NameCanonicalizer(int hashSize) { mParent = null; /* Sanity check: let's now allow hash sizes below certain * min. value */ if (hashSize < MIN_HASH_SIZE) { hashSize = MIN_HASH_SIZE; } else { /* Also; size must be 2^N; otherwise hash algorithm won't * work... so let's just pad it up, if so */ if ((hashSize & (hashSize - 1)) != 0) { // only true if it's 2^N int curr = MIN_HASH_SIZE; while (curr < hashSize) { curr += curr; } hashSize = curr; } } initTables(hashSize); } /** * Constructor used when creating a child instance */ private NameCanonicalizer(NameCanonicalizer parent) { mParent = parent; // First, let's copy the state as is: mCount = parent.mCount; mMainHashMask = parent.mMainHashMask; mMainHash = parent.mMainHash; mMainNames = parent.mMainNames; mCollList = parent.mCollList; mCollCount = parent.mCollCount; mCollEnd = parent.mCollEnd; mNeedRehash = false; // And consider all shared, so far: mMainHashShared = true; mMainNamesShared = true; mCollListShared = true; } private void initTables(int hashSize) { mCount = 0; mMainHash = new int[hashSize]; mMainNames = new Name[hashSize]; mMainHashShared = false; mMainNamesShared = false; mMainHashMask = hashSize - 1; mCollListShared = true; // just since it'll need to be allocated mCollList = null; mCollEnd = 0; mNeedRehash = false; } private synchronized void mergeChild(NameCanonicalizer child) { // Only makes sense if child has more entries int childCount = child.mCount; if (childCount <= mCount) { return; } /* One caveat: let's try to avoid problems with * degenerate cases of documents with generated "random" * names: for these, symbol tables would bloat indefinitely. * One way to do this is to just purge tables if they grow * too large, and that's what we'll do here. */ if (child.size() > MAX_TABLE_SIZE) { /* Should there be a way to get notified about this * event, to log it or such? (as it's somewhat abnormal * thing to happen) */ // At any rate, need to clean up the tables, then: initTables(DEFAULT_TABLE_SIZE); } else { mCount = child.mCount; mMainHash = child.mMainHash; mMainNames = child.mMainNames; mMainHashShared = true; // shouldn't matter for parent mMainNamesShared = true; // - "" - mMainHashMask = child.mMainHashMask; mCollList = child.mCollList; mCollCount = child.mCollCount; mCollEnd = child.mCollEnd; } } private void markAsShared() { mMainHashShared = true; mMainNamesShared = true; mCollListShared = true; } /** * Method used by test code, to reset state of the name table. */ /* public void nuke() { mMainHash = null; mMainNames = null; mCollList = null; } */ /* ///////////////////////////////////////////////////// // API, accessors ///////////////////////////////////////////////////// */ public int size() { return mCount; } /** * Method called to check to quickly see if a child symbol table * may have gotten additional entries. Used for checking to see * if a child table should be merged into shared table. */ public boolean maybeDirty() { return !mMainHashShared; } public static Name getEmptyName() { return Name1.getEmptyName(); } /** * Finds and returns name matching the specified symbol, if such * name already exists in the table. * If not, will return null. *

* Note: separate methods to optimize common case of * short element/attribute names (4 or less ascii characters) * * @param firstQuad int32 containing first 4 bytes of the name; * if the whole name less than 4 bytes, padded with zero bytes * in front (zero MSBs, ie. right aligned) * * @return Name matching the symbol passed (or constructed for * it) */ public Name findName(int firstQuad) { int hash = calcHash(firstQuad); int ix = (hash & mMainHashMask); int val = mMainHash[ix]; /* High 24 bits of the value are low 24 bits of hash (low 8 bits * are bucket index)... match? */ if ((((val >> 8) ^ hash) << 8) == 0) { // match // Ok, but do we have an actual match? Name name = mMainNames[ix]; if (name == null) { // main slot empty; can't find return null; } if (name.equals(firstQuad)) { return name; } } else if (val == 0) { // empty slot? no match return null; } // Maybe a spill-over? val &= 0xFF; if (val > 0) { // 0 means 'empty' val -= 1; // to convert from 1-based to 0... Bucket bucket = mCollList[val]; if (bucket != null) { return bucket.find(hash, firstQuad, 0); } } // Nope, no match whatsoever return null; } /** * Finds and returns name matching the specified symbol, if such * name already exists in the table. * If not, will return null. *

* Note: separate methods to optimize common case of relatively * short element/attribute names (8 or less ascii characters) * * @param firstQuad int32 containing first 4 bytes of the name. * @param secondQuad int32 containing bytes 5 through 8 of the * name; if less than 8 bytes, padded with up to 3 zero bytes * in front (zero MSBs, ie. right aligned) * * @return Name matching the symbol passed (or constructed for * it) */ public Name findName(int firstQuad, int secondQuad) { int hash = calcHash(firstQuad, secondQuad); int ix = (hash & mMainHashMask); int val = mMainHash[ix]; /* High 24 bits of the value are low 24 bits of hash (low 8 bits * are bucket index)... match? */ if ((((val >> 8) ^ hash) << 8) == 0) { // match // Ok, but do we have an actual match? Name name = mMainNames[ix]; if (name == null) { // main slot empty; can't find return null; } if (name.equals(firstQuad, secondQuad)) { return name; } } else if (val == 0) { // empty slot? no match return null; } // Maybe a spill-over? val &= 0xFF; if (val > 0) { // 0 means 'empty' val -= 1; // to convert from 1-based to 0... Bucket bucket = mCollList[val]; if (bucket != null) { return bucket.find(hash, firstQuad, secondQuad); } } // Nope, no match whatsoever return null; } /** * Finds and returns name matching the specified symbol, if such * name already exists in the table; or if not, creates name object, * adds to the table, and returns it. *

* Note: this is the general purpose method that can be called for * names of any length. However, if name is less than 9 bytes long, * it is preferable to call the version optimized for short * names. * * @param quads Array of int32s, each of which contain 4 bytes of * encoded name * @param qlen Number of int32s, starting from index 0, in quads * parameter * * @return Name matching the symbol passed (or constructed for * it) */ public Name findName(int[] quads, int qlen) { /* // Not needed, never gets called if (qlen < 3) { // another sanity check return findName(quads[0], (qlen < 2) ? 0 : quads[1]); } */ int hash = calcHash(quads, qlen); // (for rest of comments regarding logic, see method above) int ix = (hash & mMainHashMask); int val = mMainHash[ix]; if ((((val >> 8) ^ hash) << 8) == 0) { Name name = mMainNames[ix]; if (name == null // main slot empty; no collision list then either || name.equals(quads, qlen)) { // should be match, let's verify return name; } } else if (val == 0) { // empty slot? no match return null; } val &= 0xFF; if (val > 0) { // 0 means 'empty' val -= 1; // to convert from 1-based to 0... Bucket bucket = mCollList[val]; if (bucket != null) { return bucket.find(hash, quads, qlen); } } return null; } /* ///////////////////////////////////////////////////// // API, mutators ///////////////////////////////////////////////////// */ public Name addName(String symbolStr, int[] quads, int qlen) { int hash = calcHash(quads, qlen); Name symbol = constructName(hash, symbolStr, quads, qlen); _addSymbol(hash, symbol); return symbol; } /* ///////////////////////////////////////////////////// // Helper methods ///////////////////////////////////////////////////// */ public final static int calcHash(int firstQuad) { int hash = firstQuad; hash ^= (hash >>> 16); // to xor hi- and low- 16-bits hash ^= (hash >>> 8); // as well as lowest 2 bytes return hash; } public final static int calcHash(int firstQuad, int secondQuad) { int hash = (firstQuad * 31) + secondQuad; // If this was called for single-quad instance: //int hash = (secondQuad == 0) ? firstQuad : ((firstQuad * 31) + secondQuad); hash ^= (hash >>> 16); // to xor hi- and low- 16-bits hash ^= (hash >>> 8); // as well as lowest 2 bytes return hash; } public final static int calcHash(int[] quads, int qlen) { // Note: may be called for qlen < 3 int hash = quads[0]; for (int i = 1; i < qlen; ++i) { hash = (hash * 31) + quads[i]; } hash ^= (hash >>> 16); // to xor hi- and low- 16-bits hash ^= (hash >>> 8); // as well as lowest 2 bytes return hash; } /* 26-Nov-2008, tatu: not used currently; if not used in near future, * let's just delete it. */ /* public static int[] calcQuads(byte[] wordBytes) { int blen = wordBytes.length; int[] result = new int[(blen + 3) / 4]; for (int i = 0; i < blen; ++i) { int x = wordBytes[i] & 0xFF; if (++i < blen) { x = (x << 8) | (wordBytes[i] & 0xFF); if (++i < blen) { x = (x << 8) | (wordBytes[i] & 0xFF); if (++i < blen) { x = (x << 8) | (wordBytes[i] & 0xFF); } } } result[i >> 2] = x; } return result; } */ /* ///////////////////////////////////////////////////// // Standard methods ///////////////////////////////////////////////////// */ public String toString() { StringBuilder sb = new StringBuilder(); sb.append("[NameCanonicalizer, size: "); sb.append(mCount); sb.append('/'); sb.append(mMainHash.length); sb.append(", "); sb.append(mCollCount); sb.append(" coll; avg length: "); /* Average length: minimum of 1 for all (1 == primary hit); * and then 1 per each traversal for collisions/buckets */ //int maxDist = 1; int pathCount = mCount; for (int i = 0; i < mCollEnd; ++i) { int spillLen = mCollList[i].length(); for (int j = 1; j <= spillLen; ++j) { pathCount += j; } } double avgLength; if (mCount == 0) { avgLength = 0.0; } else { avgLength = (double) pathCount / (double) mCount; } // let's round up a bit (two 2 decimal places) //avgLength -= (avgLength % 0.01); sb.append(avgLength); sb.append(']'); return sb.toString(); } /* ///////////////////////////////////////////////////// // Internal methods ///////////////////////////////////////////////////// */ private void _addSymbol(int hash, Name symbol) { if (mMainHashShared) { // always have to modify main entry unshareMain(); } // First, do we need to rehash? if (mNeedRehash) { rehash(); } ++mCount; /* Ok, enough about set up: now we need to find the slot to add * symbol in: */ int ix = (hash & mMainHashMask); if (mMainNames[ix] == null) { // primary empty? mMainHash[ix] = (hash << 8); if (mMainNamesShared) { unshareNames(); } mMainNames[ix] = symbol; } else { // nope, it's a collision, need to spill over /* How about spill-over area... do we already know the bucket * (is the case if it's not the first collision) */ if (mCollListShared) { unshareCollision(); // also allocates if list was null } ++mCollCount; int entryValue = mMainHash[ix]; int bucket = entryValue & 0xFF; if (bucket == 0) { // first spill over? if (mCollEnd <= LAST_VALID_BUCKET) { // yup, still unshared bucket bucket = mCollEnd; ++mCollEnd; // need to expand? if (bucket >= mCollList.length) { expandCollision(); } } else { // nope, have to share... let's find shortest? bucket = findBestBucket(); } // Need to mark the entry... and the spill index is 1-based mMainHash[ix] = (entryValue & ~0xFF) | (bucket + 1); } else { --bucket; // 1-based index in value } // And then just need to link the new bucket entry in mCollList[bucket] = new Bucket(symbol, mCollList[bucket]); } /* Ok. Now, do we need a rehash next time? Need to have at least * 50% fill rate no matter what: */ { int hashSize = mMainHash.length; if (mCount > (hashSize >> 1)) { int hashQuarter = (hashSize >> 2); /* And either strictly above 75% (the usual) or * just 50%, and collision count >= 25% of total hash size */ if (mCount > (hashSize - hashQuarter)) { mNeedRehash = true; } else if (mCollCount >= hashQuarter) { mNeedRehash = true; } } } } private void rehash() { mNeedRehash = false; // Note: since we'll make copies, no need to unshare, can just mark as such: mMainNamesShared = false; /* And then we can first deal with the main hash area. Since we * are expanding linearly (double up), we know there'll be no * collisions during this phase. */ int symbolsSeen = 0; // let's do a sanity check int[] oldMainHash = mMainHash; int len = oldMainHash.length; mMainHash = new int[len + len]; mMainHashMask = (len + len - 1); Name[] oldNames = mMainNames; mMainNames = new Name[len + len]; for (int i = 0; i < len; ++i) { Name symbol = oldNames[i]; if (symbol != null) { ++symbolsSeen; int hash = symbol.hashCode(); int ix = (hash & mMainHashMask); mMainNames[ix] = symbol; mMainHash[ix] = hash << 8; // will clear spill index } } /* And then the spill area. This may cause collisions, although * not necessarily as many as there were earlier. Let's allocate * same amount of space, however */ int oldEnd = mCollEnd; if (oldEnd == 0) { // no prior collisions... return; } mCollCount = 0; mCollEnd = 0; mCollListShared = false; Bucket[] oldBuckets = mCollList; mCollList = new Bucket[oldBuckets.length]; for (int i = 0; i < oldEnd; ++i) { for (Bucket curr = oldBuckets[i]; curr != null; curr = curr.mNext) { ++symbolsSeen; Name symbol = curr.mName; int hash = symbol.hashCode(); int ix = (hash & mMainHashMask); int val = mMainHash[ix]; if (mMainNames[ix] == null) { // no primary entry? mMainHash[ix] = (hash << 8); mMainNames[ix] = symbol; } else { // nope, it's a collision, need to spill over ++mCollCount; int bucket = val & 0xFF; if (bucket == 0) { // first spill over? if (mCollEnd <= LAST_VALID_BUCKET) { // yup, still unshared bucket bucket = mCollEnd; ++mCollEnd; // need to expand? if (bucket >= mCollList.length) { expandCollision(); } } else { // nope, have to share... let's find shortest? bucket = findBestBucket(); } // Need to mark the entry... and the spill index is 1-based mMainHash[ix] = (val & ~0xFF) | (bucket + 1); } else { --bucket; // 1-based index in value } // And then just need to link the new bucket entry in mCollList[bucket] = new Bucket(symbol, mCollList[bucket]); } } // for (... buckets in the chain ...) } // for (... list of bucket heads ... ) if (symbolsSeen != mCount) { // sanity check throw new RuntimeException("Internal error: count after rehash "+symbolsSeen+"; should be "+mCount); } } /** * Method called to find the best bucket to spill a Name over to: * usually the first bucket that has only one entry, but in general * first one of the buckets with least number of entries */ private int findBestBucket() { Bucket[] buckets = mCollList; int bestCount = Integer.MAX_VALUE; int bestIx = -1; for (int i = 0, len = mCollEnd; i < len; ++i) { int count = buckets[i].length(); if (count < bestCount) { if (count == 1) { // best possible return i; } bestCount = count; bestIx = i; } } return bestIx; } /** * Method that needs to be called, if the main hash structure * is (may be) shared. This happens every time something is added, * even if addition is to the collision list (since collision list * index comes from lowest 8 bits of the primary hash entry) */ private void unshareMain() { int[] old = mMainHash; int len = mMainHash.length; mMainHash = new int[len]; System.arraycopy(old, 0, mMainHash, 0, len); mMainHashShared = false; } private void unshareCollision() { Bucket[] old = mCollList; if (old == null) { mCollList = new Bucket[INITIAL_COLLISION_LEN]; } else { int len = old.length; mCollList = new Bucket[len]; System.arraycopy(old, 0, mCollList, 0, len); } mCollListShared = false; } private void unshareNames() { Name[] old = mMainNames; int len = old.length; mMainNames = new Name[len]; System.arraycopy(old, 0, mMainNames, 0, len); mMainNamesShared = false; } private void expandCollision() { Bucket[] old = mCollList; int len = old.length; mCollList = new Bucket[len+len]; System.arraycopy(old, 0, mCollList, 0, len); } /* ///////////////////////////////////////////////////// // Constructing name objects ///////////////////////////////////////////////////// */ public static Name constructName(int hash, String name, int q1, int q2) { name = name.intern(); if (q2 == 0) { // one quad only? return new Name1(name, hash, q1); } return new Name2(name, hash, q1, q2); } public static Name constructName(int hash, String name, int[] quads, int qlen) { name = name.intern(); if (qlen < 4) { // Need to check for 3 quad one, can do others too switch (qlen) { case 1: return new Name1(name, hash, quads[0]); case 2: return new Name2(name, hash, quads[0], quads[1]); case 3: return new Name3(name, hash, quads[0], quads[1], quads[2]); default: } } // Otherwise, need to copy the incoming buffer int[] buf = new int[qlen]; for (int i = 0; i < qlen; ++i) { buf[i] = quads[i]; } return new NameN(name, hash, buf, qlen); } /* ///////////////////////////////////////////////////// // Helper classes ///////////////////////////////////////////////////// */ final static class Bucket { final Name mName; final Bucket mNext; Bucket(Name name, Bucket next) { mName = name; mNext = next; } public int length() { int len = 1; for (Bucket curr = mNext; curr != null; curr = curr.mNext) { ++len; } return len; } public Name find(int hash, int firstQuad, int secondQuad) { if (mName.hashCode() == hash) { if (mName.equals(firstQuad, secondQuad)) { return mName; } } for (Bucket curr = mNext; curr != null; curr = curr.mNext) { Name currName = curr.mName; if (currName.hashCode() == hash) { if (currName.equals(firstQuad, secondQuad)) { return currName; } } } return null; } public Name find(int hash, int[] quads, int qlen) { if (mName.hashCode() == hash) { if (mName.equals(quads, qlen)) { return mName; } } for (Bucket curr = mNext; curr != null; curr = curr.mNext) { Name currName = curr.mName; if (currName.hashCode() == hash) { if (currName.equals(quads, qlen)) { return currName; } } } return null; } } }





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