src.java.org.codehaus.jackson.sym.NameCanonicalizer Maven / Gradle / Ivy
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;
}
}
}