wasCSharpSQLite – Rev 1

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using System;
using System.Diagnostics;
using System.Runtime.InteropServices;

using Pgno = System.UInt32;
using i64 = System.Int64;
using u32 = System.UInt32;
using BITVEC_TELEM = System.Byte;

namespace Community.CsharpSqlite
{

  public partial class Sqlite3
  {
/*
** 2008 February 16
**
** The author disclaims copyright to this source code.  In place of
** a legal notice, here is a blessing:
**
**    May you do good and not evil.
**    May you find forgiveness for yourself and forgive others.
**    May you share freely, never taking more than you give.
**
*************************************************************************
** This file implements an object that represents a fixed-length
** bitmap.  Bits are numbered starting with 1.
**
** A bitmap is used to record which pages of a database file have been
** journalled during a transaction, or which pages have the "dont-write"
** property.  Usually only a few pages are meet either condition.
** So the bitmap is usually sparse and has low cardinality.
** But sometimes (for example when during a DROP of a large table) most
** or all of the pages in a database can get journalled.  In those cases,
** the bitmap becomes dense with high cardinality.  The algorithm needs
** to handle both cases well.
**
** The size of the bitmap is fixed when the object is created.
**
** All bits are clear when the bitmap is created.  Individual bits
** may be set or cleared one at a time.
**
** Test operations are about 100 times more common that set operations.
** Clear operations are exceedingly rare.  There are usually between
** 5 and 500 set operations per Bitvec object, though the number of sets can
** sometimes grow into tens of thousands or larger.  The size of the
** Bitvec object is the number of pages in the database file at the
** start of a transaction, and is thus usually less than a few thousand,
** but can be as large as 2 billion for a really big database.
*************************************************************************
**  Included in SQLite3 port to C#-SQLite;  2008 Noah B Hart
**  C#-SQLite is an independent reimplementation of the SQLite software library
**
**  SQLITE_SOURCE_ID: 2010-08-23 18:52:01 42537b60566f288167f1b5864a5435986838e3a3
**
*************************************************************************
*/
//#include "sqliteInt.h"

/* Size of the Bitvec structure in bytes. */
static int BITVEC_SZ = 512;


/* Round the union size down to the nearest pointer boundary, since that's how
** it will be aligned within the Bitvec struct. */
//#define BITVEC_USIZE     (((BITVEC_SZ-(3*sizeof(u32)))/sizeof(Bitvec*))*sizeof(Bitvec*))
static int BITVEC_USIZE = ( ( ( BITVEC_SZ - ( 3 * sizeof( u32 ) ) ) / 4 ) * 4 );

/* Type of the array "element" for the bitmap representation.
** Should be a power of 2, and ideally, evenly divide into BITVEC_USIZE.
** Setting this to the "natural word" size of your CPU may improve
** performance. */
//#define BITVEC_TELEM     u8
//using BITVEC_TELEM     = System.Byte;

/* Size, in bits, of the bitmap element. */
//#define BITVEC_SZELEM    8
const int BITVEC_SZELEM = 8;

/* Number of elements in a bitmap array. */
//#define BITVEC_NELEM     (BITVEC_USIZE/sizeof(BITVEC_TELEM))
static int BITVEC_NELEM = (int)( BITVEC_USIZE / sizeof( BITVEC_TELEM ) );

/* Number of bits in the bitmap array. */
//#define BITVEC_NBIT      (BITVEC_NELEM*BITVEC_SZELEM)
static int BITVEC_NBIT = ( BITVEC_NELEM * BITVEC_SZELEM );

/* Number of u32 values in hash table. */
//#define BITVEC_NINT      (BITVEC_USIZE/sizeof(u32))
static u32 BITVEC_NINT = (u32)( BITVEC_USIZE / sizeof( u32 ) );

/* Maximum number of entries in hash table before
** sub-dividing and re-hashing. */
//#define BITVEC_MXHASH    (BITVEC_NINT/2)
static int BITVEC_MXHASH = (int)( BITVEC_NINT / 2 );

/* Hashing function for the aHash representation.
** Empirical testing showed that the *37 multiplier
** (an arbitrary prime)in the hash function provided
** no fewer collisions than the no-op *1. */
//#define BITVEC_HASH(X)   (((X)*1)%BITVEC_NINT)
static u32 BITVEC_HASH( u32 X )
{
  return (u32)( ( ( X ) * 1 ) % BITVEC_NINT );
}

static int BITVEC_NPTR = (int)( BITVEC_USIZE / 4 );//sizeof(Bitvec *));


/*
** A bitmap is an instance of the following structure.
**
** This bitmap records the existence of zero or more bits
** with values between 1 and iSize, inclusive.
**
** There are three possible representations of the bitmap.
** If iSize<=BITVEC_NBIT, then Bitvec.u.aBitmap[] is a straight
** bitmap.  The least significant bit is bit 1.
**
** If iSize>BITVEC_NBIT and iDivisor==0 then Bitvec.u.aHash[] is
** a hash table that will hold up to BITVEC_MXHASH distinct values.
**
** Otherwise, the value i is redirected into one of BITVEC_NPTR
** sub-bitmaps pointed to by Bitvec.u.apSub[].  Each subbitmap
** handles up to iDivisor separate values of i.  apSub[0] holds
** values between 1 and iDivisor.  apSub[1] holds values between
** iDivisor+1 and 2*iDivisor.  apSub[N] holds values between
** N*iDivisor+1 and (N+1)*iDivisor.  Each subbitmap is normalized
** to hold deal with values between 1 and iDivisor.
*/
public class _u
{
  public BITVEC_TELEM[] aBitmap = new byte[BITVEC_NELEM];   /* Bitmap representation */
  public u32[] aHash = new u32[BITVEC_NINT];        /* Hash table representation */
  public Bitvec[] apSub = new Bitvec[BITVEC_NPTR];  /* Recursive representation */
}
public class Bitvec
{
  public u32 iSize;     /* Maximum bit index.  Max iSize is 4,294,967,296. */
  public u32 nSet;      /* Number of bits that are set - only valid for aHash
  ** element.  Max is BITVEC_NINT.  For BITVEC_SZ of 512,
  ** this would be 125. */
  public u32 iDivisor;  /* Number of bits handled by each apSub[] entry. */
  /* Should >=0 for apSub element. */
  /* Max iDivisor is max(u32) / BITVEC_NPTR + 1.  */
  /* For a BITVEC_SZ of 512, this would be 34,359,739. */
  public _u u = new _u();

  public static implicit operator bool( Bitvec b )
  {
    return ( b != null );
  }
};

/*
** Create a new bitmap object able to handle bits between 0 and iSize,
** inclusive.  Return a pointer to the new object.  Return NULL if
** malloc fails.
*/
static Bitvec sqlite3BitvecCreate( u32 iSize )
{
  Bitvec p;
  //Debug.Assert( sizeof(p)==BITVEC_SZ );
  p = new Bitvec();//sqlite3MallocZero( sizeof(p) );
  if ( p != null )
  {
    p.iSize = iSize;
  }
  return p;
}

/*
** Check to see if the i-th bit is set.  Return true or false.
** If p is NULL (if the bitmap has not been created) or if
** i is out of range, then return false.
*/
static int sqlite3BitvecTest( Bitvec p, u32 i )
{
  if ( p == null || i == 0 )
    return 0;
  if ( i > p.iSize )
    return 0;
  i--;
  while ( p.iDivisor != 0 )
  {
    u32 bin = i / p.iDivisor;
    i = i % p.iDivisor;
    p = p.u.apSub[bin];
    if ( null == p )
    {
      return 0;
    }
  }
  if ( p.iSize <= BITVEC_NBIT )
  {
    return ( ( p.u.aBitmap[i / BITVEC_SZELEM] & ( 1 << (int)( i & ( BITVEC_SZELEM - 1 ) ) ) ) != 0 ) ? 1 : 0;
  }
  else
  {
    u32 h = BITVEC_HASH( i++ );
    while ( p.u.aHash[h] != 0 )
    {
      if ( p.u.aHash[h] == i )
        return 1;
      h = ( h + 1 ) % BITVEC_NINT;
    }
    return 0;
  }
}

/*
** Set the i-th bit.  Return 0 on success and an error code if
** anything goes wrong.
**
** This routine might cause sub-bitmaps to be allocated.  Failing
** to get the memory needed to hold the sub-bitmap is the only
** that can go wrong with an insert, assuming p and i are valid.
**
** The calling function must ensure that p is a valid Bitvec object
** and that the value for "i" is within range of the Bitvec object.
** Otherwise the behavior is undefined.
*/
static int sqlite3BitvecSet( Bitvec p, u32 i )
{
  u32 h;
  if ( p == null )
    return SQLITE_OK;
  Debug.Assert( i > 0 );
  Debug.Assert( i <= p.iSize );
  i--;
  while ( ( p.iSize > BITVEC_NBIT ) && p.iDivisor != 0 )
  {
    u32 bin = i / p.iDivisor;
    i = i % p.iDivisor;
    if ( p.u.apSub[bin] == null )
    {
      p.u.apSub[bin] = sqlite3BitvecCreate( p.iDivisor );
      //if ( p.u.apSub[bin] == null )
      //  return SQLITE_NOMEM;
    }
    p = p.u.apSub[bin];
  }
  if ( p.iSize <= BITVEC_NBIT )
  {
    p.u.aBitmap[i / BITVEC_SZELEM] |= (byte)( 1 << (int)( i & ( BITVEC_SZELEM - 1 ) ) );
    return SQLITE_OK;
  }
  h = BITVEC_HASH( i++ );
  /* if there wasn't a hash collision, and this doesn't */
  /* completely fill the hash, then just add it without */
  /* worring about sub-dividing and re-hashing. */
  if ( 0 == p.u.aHash[h] )
  {
    if ( p.nSet < ( BITVEC_NINT - 1 ) )
    {
      goto bitvec_set_end;
    }
    else
    {
      goto bitvec_set_rehash;
    }
  }
  /* there was a collision, check to see if it's already */
  /* in hash, if not, try to find a spot for it */
  do
  {
    if ( p.u.aHash[h] == i )
      return SQLITE_OK;
    h++;
    if ( h >= BITVEC_NINT )
      h = 0;
  } while ( p.u.aHash[h] != 0 );
/* we didn't find it in the hash.  h points to the first */
/* available free spot. check to see if this is going to */
/* make our hash too "full".  */
bitvec_set_rehash:
  if ( p.nSet >= BITVEC_MXHASH )
  {
    u32 j;
    int rc;
    u32[] aiValues = new u32[BITVEC_NINT];// = sqlite3StackAllocRaw(0, sizeof(p->u.aHash));
    //if ( aiValues == null )
    //{
    //  return SQLITE_NOMEM;
    //}
    //else
    {

      Buffer.BlockCopy( p.u.aHash, 0, aiValues, 0, aiValues.Length * ( sizeof( u32 ) ) );// memcpy(aiValues, p->u.aHash, sizeof(p->u.aHash));
      p.u.apSub = new Bitvec[BITVEC_NPTR];//memset(p->u.apSub, 0, sizeof(p->u.apSub));
      p.iDivisor = (u32)( ( p.iSize + BITVEC_NPTR - 1 ) / BITVEC_NPTR );
      rc = sqlite3BitvecSet( p, i );
      for ( j = 0; j < BITVEC_NINT; j++ )
      {
        if ( aiValues[j] != 0 )
          rc |= sqlite3BitvecSet( p, aiValues[j] );
      }
      //sqlite3StackFree( null, aiValues );
      return rc;
    }
  }
bitvec_set_end:
  p.nSet++;
  p.u.aHash[h] = i;
  return SQLITE_OK;
}

/*
** Clear the i-th bit.
**
** pBuf must be a pointer to at least BITVEC_SZ bytes of temporary storage
** that BitvecClear can use to rebuilt its hash table.
*/
static void sqlite3BitvecClear( Bitvec p, u32 i, u32[] pBuf )
{
  if ( p == null )
    return;
  Debug.Assert( i > 0 );
  i--;
  while ( p.iDivisor != 0 )
  {
    u32 bin = i / p.iDivisor;
    i = i % p.iDivisor;
    p = p.u.apSub[bin];
    if ( null == p )
    {
      return;
    }
  }
  if ( p.iSize <= BITVEC_NBIT )
  {
    p.u.aBitmap[i / BITVEC_SZELEM] &= (byte)~( ( 1 << (int)( i & ( BITVEC_SZELEM - 1 ) ) ) );
  }
  else
  {
    u32 j;
    u32[] aiValues = pBuf;
    Array.Copy( p.u.aHash, aiValues, p.u.aHash.Length );//memcpy(aiValues, p->u.aHash, sizeof(p->u.aHash));
    p.u.aHash = new u32[aiValues.Length];// memset(p->u.aHash, 0, sizeof(p->u.aHash));
    p.nSet = 0;
    for ( j = 0; j < BITVEC_NINT; j++ )
    {
      if ( aiValues[j] != 0 && aiValues[j] != ( i + 1 ) )
      {
        u32 h = BITVEC_HASH( aiValues[j] - 1 );
        p.nSet++;
        while ( p.u.aHash[h] != 0 )
        {
          h++;
          if ( h >= BITVEC_NINT )
            h = 0;
        }
        p.u.aHash[h] = aiValues[j];
      }
    }
  }
}

/*
** Destroy a bitmap object.  Reclaim all memory used.
*/
static void sqlite3BitvecDestroy( ref Bitvec p )
{
  if ( p == null )
    return;
  if ( p.iDivisor != 0 )
  {
    u32 i;
    for ( i = 0; i < BITVEC_NPTR; i++ )
    {
      sqlite3BitvecDestroy( ref p.u.apSub[i] );
    }
  }
  //sqlite3_free( ref p );
}

/*
** Return the value of the iSize parameter specified when Bitvec *p
** was created.
*/
static u32 sqlite3BitvecSize( Bitvec p )
{
  return p.iSize;
}

#if !SQLITE_OMIT_BUILTIN_TEST
/*
** Let V[] be an array of unsigned characters sufficient to hold
** up to N bits.  Let I be an integer between 0 and N.  0<=I<N.
** Then the following macros can be used to set, clear, or test
** individual bits within V.
*/
//#define SETBIT(V,I)      V[I>>3] |= (1<<(I&7))
static void SETBIT( byte[] V, int I )
{
  V[I >> 3] |= (byte)( 1 << ( I & 7 ) );
}

//#define CLEARBIT(V,I)    V[I>>3] &= ~(1<<(I&7))
static void CLEARBIT( byte[] V, int I )
{
  V[I >> 3] &= (byte)~( 1 << ( I & 7 ) );
}

//#define TESTBIT(V,I)     (V[I>>3]&(1<<(I&7)))!=0
static int TESTBIT( byte[] V, int I )
{
  return ( V[I >> 3] & ( 1 << ( I & 7 ) ) ) != 0 ? 1 : 0;
}

/*
** This routine runs an extensive test of the Bitvec code.
**
** The input is an array of integers that acts as a program
** to test the Bitvec.  The integers are opcodes followed
** by 0, 1, or 3 operands, depending on the opcode.  Another
** opcode follows immediately after the last operand.
**
** There are 6 opcodes numbered from 0 through 5.  0 is the
** "halt" opcode and causes the test to end.
**
**    0          Halt and return the number of errors
**    1 N S X    Set N bits beginning with S and incrementing by X
**    2 N S X    Clear N bits beginning with S and incrementing by X
**    3 N        Set N randomly chosen bits
**    4 N        Clear N randomly chosen bits
**    5 N S X    Set N bits from S increment X in array only, not in bitvec
**
** The opcodes 1 through 4 perform set and clear operations are performed
** on both a Bitvec object and on a linear array of bits obtained from malloc.
** Opcode 5 works on the linear array only, not on the Bitvec.
** Opcode 5 is used to deliberately induce a fault in order to
** confirm that error detection works.
**
** At the conclusion of the test the linear array is compared
** against the Bitvec object.  If there are any differences,
** an error is returned.  If they are the same, zero is returned.
**
** If a memory allocation error occurs, return -1.
*/
static int sqlite3BitvecBuiltinTest( u32 sz, int[] aOp )
{
  Bitvec pBitvec = null;
  byte[] pV = null;
  int rc = -1;
  int i, nx, pc, op;
  u32[] pTmpSpace;

  /* Allocate the Bitvec to be tested and a linear array of
  ** bits to act as the reference */
  pBitvec = sqlite3BitvecCreate( sz );
  pV = sqlite3_malloc( (int)( sz + 7 ) / 8 + 1 );
  pTmpSpace = new u32[BITVEC_SZ];// sqlite3_malloc( BITVEC_SZ );
  if ( pBitvec == null || pV == null || pTmpSpace == null )
    goto bitvec_end;
  Array.Clear( pV, 0, (int)( sz + 7 ) / 8 + 1 );// memset( pV, 0, ( sz + 7 ) / 8 + 1 );

  /* NULL pBitvec tests */
  sqlite3BitvecSet( null, (u32)1 );
  sqlite3BitvecClear( null, 1, pTmpSpace );

  /* Run the program */
  pc = 0;
  while ( ( op = aOp[pc] ) != 0 )
  {
    switch ( op )
    {
      case 1:
      case 2:
      case 5:
        {
          nx = 4;
          i = aOp[pc + 2] - 1;
          aOp[pc + 2] += aOp[pc + 3];
          break;
        }
      case 3:
      case 4:
      default:
        {
          nx = 2;
          i64 i64Temp = 0;
          sqlite3_randomness( sizeof( i64 ), ref i64Temp );
          i = (int)i64Temp;
          break;
        }
    }
    if ( ( --aOp[pc + 1] ) > 0 )
      nx = 0;
    pc += nx;
    i = (int)( ( i & 0x7fffffff ) % sz );
    if ( ( op & 1 ) != 0 )
    {
      SETBIT( pV, ( i + 1 ) );
      if ( op != 5 )
      {
        if ( sqlite3BitvecSet( pBitvec, (u32)i + 1 ) != 0 )
          goto bitvec_end;
      }
    }
    else
    {
      CLEARBIT( pV, ( i + 1 ) );
      sqlite3BitvecClear( pBitvec, (u32)i + 1, pTmpSpace );
    }
  }

  /* Test to make sure the linear array exactly matches the
  ** Bitvec object.  Start with the assumption that they do
  ** match (rc==0).  Change rc to non-zero if a discrepancy
  ** is found.
  */
  rc = sqlite3BitvecTest( null, 0 ) + sqlite3BitvecTest( pBitvec, sz + 1 )
  + sqlite3BitvecTest( pBitvec, 0 )
  + (int)( sqlite3BitvecSize( pBitvec ) - sz );
  for ( i = 1; i <= sz; i++ )
  {
    if ( ( TESTBIT( pV, i ) ) != sqlite3BitvecTest( pBitvec, (u32)i ) )
    {
      rc = i;
      break;
    }
  }

      /* Free allocated structure */
bitvec_end:
  //sqlite3_free( ref pTmpSpace );
  //sqlite3_free( ref pV );
  sqlite3BitvecDestroy( ref pBitvec );
  return rc;
}
#endif //* SQLITE_OMIT_BUILTIN_TEST */
  }
}