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// Code generated by array/numericbuilder.gen.go.tmpl. DO NOT EDIT.
// Licensed to the Apache Software Foundation (ASF) under one
// or more contributor license agreements. See the NOTICE file
// distributed with this work for additional information
// regarding copyright ownership. The ASF licenses this file
// to you under the Apache License, Version 2.0 (the
// "License"); you may not use this file except in compliance
// with the License. You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package array
import (
"sync/atomic"
"github.com/apache/arrow/go/arrow"
"github.com/apache/arrow/go/arrow/bitutil"
"github.com/apache/arrow/go/arrow/internal/debug"
"github.com/apache/arrow/go/arrow/memory"
)
type Int64Builder struct {
builder
data *memory.Buffer
rawData []int64
}
func NewInt64Builder(mem memory.Allocator) *Int64Builder {
return &Int64Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Int64Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Int64Builder) Append(v int64) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Int64Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Int64Builder) UnsafeAppend(v int64) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Int64Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Int64Builder) AppendValues(v []int64, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Int64Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Int64Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Int64Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Int64Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Int64Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Int64Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Int64Traits.BytesRequired(n))
b.rawData = arrow.Int64Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Int64 array from the memory buffers used by the builder and resets the Int64Builder
// so it can be used to build a new array.
func (b *Int64Builder) NewArray() Interface {
return b.NewInt64Array()
}
// NewInt64Array creates a Int64 array from the memory buffers used by the builder and resets the Int64Builder
// so it can be used to build a new array.
func (b *Int64Builder) NewInt64Array() (a *Int64) {
data := b.newData()
a = NewInt64Data(data)
data.Release()
return
}
func (b *Int64Builder) newData() (data *Data) {
bytesRequired := arrow.Int64Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Int64, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Uint64Builder struct {
builder
data *memory.Buffer
rawData []uint64
}
func NewUint64Builder(mem memory.Allocator) *Uint64Builder {
return &Uint64Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Uint64Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Uint64Builder) Append(v uint64) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Uint64Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Uint64Builder) UnsafeAppend(v uint64) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Uint64Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Uint64Builder) AppendValues(v []uint64, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Uint64Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Uint64Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Uint64Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Uint64Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Uint64Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Uint64Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Uint64Traits.BytesRequired(n))
b.rawData = arrow.Uint64Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Uint64 array from the memory buffers used by the builder and resets the Uint64Builder
// so it can be used to build a new array.
func (b *Uint64Builder) NewArray() Interface {
return b.NewUint64Array()
}
// NewUint64Array creates a Uint64 array from the memory buffers used by the builder and resets the Uint64Builder
// so it can be used to build a new array.
func (b *Uint64Builder) NewUint64Array() (a *Uint64) {
data := b.newData()
a = NewUint64Data(data)
data.Release()
return
}
func (b *Uint64Builder) newData() (data *Data) {
bytesRequired := arrow.Uint64Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Uint64, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Float64Builder struct {
builder
data *memory.Buffer
rawData []float64
}
func NewFloat64Builder(mem memory.Allocator) *Float64Builder {
return &Float64Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Float64Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Float64Builder) Append(v float64) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Float64Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Float64Builder) UnsafeAppend(v float64) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Float64Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Float64Builder) AppendValues(v []float64, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Float64Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Float64Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Float64Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Float64Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Float64Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Float64Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Float64Traits.BytesRequired(n))
b.rawData = arrow.Float64Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Float64 array from the memory buffers used by the builder and resets the Float64Builder
// so it can be used to build a new array.
func (b *Float64Builder) NewArray() Interface {
return b.NewFloat64Array()
}
// NewFloat64Array creates a Float64 array from the memory buffers used by the builder and resets the Float64Builder
// so it can be used to build a new array.
func (b *Float64Builder) NewFloat64Array() (a *Float64) {
data := b.newData()
a = NewFloat64Data(data)
data.Release()
return
}
func (b *Float64Builder) newData() (data *Data) {
bytesRequired := arrow.Float64Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Float64, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Int32Builder struct {
builder
data *memory.Buffer
rawData []int32
}
func NewInt32Builder(mem memory.Allocator) *Int32Builder {
return &Int32Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Int32Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Int32Builder) Append(v int32) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Int32Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Int32Builder) UnsafeAppend(v int32) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Int32Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Int32Builder) AppendValues(v []int32, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Int32Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Int32Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Int32Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Int32Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Int32Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Int32Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Int32Traits.BytesRequired(n))
b.rawData = arrow.Int32Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Int32 array from the memory buffers used by the builder and resets the Int32Builder
// so it can be used to build a new array.
func (b *Int32Builder) NewArray() Interface {
return b.NewInt32Array()
}
// NewInt32Array creates a Int32 array from the memory buffers used by the builder and resets the Int32Builder
// so it can be used to build a new array.
func (b *Int32Builder) NewInt32Array() (a *Int32) {
data := b.newData()
a = NewInt32Data(data)
data.Release()
return
}
func (b *Int32Builder) newData() (data *Data) {
bytesRequired := arrow.Int32Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Int32, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Uint32Builder struct {
builder
data *memory.Buffer
rawData []uint32
}
func NewUint32Builder(mem memory.Allocator) *Uint32Builder {
return &Uint32Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Uint32Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Uint32Builder) Append(v uint32) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Uint32Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Uint32Builder) UnsafeAppend(v uint32) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Uint32Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Uint32Builder) AppendValues(v []uint32, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Uint32Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Uint32Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Uint32Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Uint32Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Uint32Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Uint32Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Uint32Traits.BytesRequired(n))
b.rawData = arrow.Uint32Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Uint32 array from the memory buffers used by the builder and resets the Uint32Builder
// so it can be used to build a new array.
func (b *Uint32Builder) NewArray() Interface {
return b.NewUint32Array()
}
// NewUint32Array creates a Uint32 array from the memory buffers used by the builder and resets the Uint32Builder
// so it can be used to build a new array.
func (b *Uint32Builder) NewUint32Array() (a *Uint32) {
data := b.newData()
a = NewUint32Data(data)
data.Release()
return
}
func (b *Uint32Builder) newData() (data *Data) {
bytesRequired := arrow.Uint32Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Uint32, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Float32Builder struct {
builder
data *memory.Buffer
rawData []float32
}
func NewFloat32Builder(mem memory.Allocator) *Float32Builder {
return &Float32Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Float32Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Float32Builder) Append(v float32) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Float32Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Float32Builder) UnsafeAppend(v float32) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Float32Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Float32Builder) AppendValues(v []float32, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Float32Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Float32Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Float32Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Float32Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Float32Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Float32Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Float32Traits.BytesRequired(n))
b.rawData = arrow.Float32Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Float32 array from the memory buffers used by the builder and resets the Float32Builder
// so it can be used to build a new array.
func (b *Float32Builder) NewArray() Interface {
return b.NewFloat32Array()
}
// NewFloat32Array creates a Float32 array from the memory buffers used by the builder and resets the Float32Builder
// so it can be used to build a new array.
func (b *Float32Builder) NewFloat32Array() (a *Float32) {
data := b.newData()
a = NewFloat32Data(data)
data.Release()
return
}
func (b *Float32Builder) newData() (data *Data) {
bytesRequired := arrow.Float32Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Float32, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Int16Builder struct {
builder
data *memory.Buffer
rawData []int16
}
func NewInt16Builder(mem memory.Allocator) *Int16Builder {
return &Int16Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Int16Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Int16Builder) Append(v int16) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Int16Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Int16Builder) UnsafeAppend(v int16) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Int16Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Int16Builder) AppendValues(v []int16, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Int16Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Int16Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Int16Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Int16Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Int16Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Int16Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Int16Traits.BytesRequired(n))
b.rawData = arrow.Int16Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Int16 array from the memory buffers used by the builder and resets the Int16Builder
// so it can be used to build a new array.
func (b *Int16Builder) NewArray() Interface {
return b.NewInt16Array()
}
// NewInt16Array creates a Int16 array from the memory buffers used by the builder and resets the Int16Builder
// so it can be used to build a new array.
func (b *Int16Builder) NewInt16Array() (a *Int16) {
data := b.newData()
a = NewInt16Data(data)
data.Release()
return
}
func (b *Int16Builder) newData() (data *Data) {
bytesRequired := arrow.Int16Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Int16, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Uint16Builder struct {
builder
data *memory.Buffer
rawData []uint16
}
func NewUint16Builder(mem memory.Allocator) *Uint16Builder {
return &Uint16Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Uint16Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Uint16Builder) Append(v uint16) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Uint16Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Uint16Builder) UnsafeAppend(v uint16) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Uint16Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Uint16Builder) AppendValues(v []uint16, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Uint16Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Uint16Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Uint16Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Uint16Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Uint16Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Uint16Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Uint16Traits.BytesRequired(n))
b.rawData = arrow.Uint16Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Uint16 array from the memory buffers used by the builder and resets the Uint16Builder
// so it can be used to build a new array.
func (b *Uint16Builder) NewArray() Interface {
return b.NewUint16Array()
}
// NewUint16Array creates a Uint16 array from the memory buffers used by the builder and resets the Uint16Builder
// so it can be used to build a new array.
func (b *Uint16Builder) NewUint16Array() (a *Uint16) {
data := b.newData()
a = NewUint16Data(data)
data.Release()
return
}
func (b *Uint16Builder) newData() (data *Data) {
bytesRequired := arrow.Uint16Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Uint16, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Int8Builder struct {
builder
data *memory.Buffer
rawData []int8
}
func NewInt8Builder(mem memory.Allocator) *Int8Builder {
return &Int8Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Int8Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Int8Builder) Append(v int8) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Int8Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Int8Builder) UnsafeAppend(v int8) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Int8Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Int8Builder) AppendValues(v []int8, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Int8Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Int8Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Int8Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Int8Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Int8Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Int8Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Int8Traits.BytesRequired(n))
b.rawData = arrow.Int8Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Int8 array from the memory buffers used by the builder and resets the Int8Builder
// so it can be used to build a new array.
func (b *Int8Builder) NewArray() Interface {
return b.NewInt8Array()
}
// NewInt8Array creates a Int8 array from the memory buffers used by the builder and resets the Int8Builder
// so it can be used to build a new array.
func (b *Int8Builder) NewInt8Array() (a *Int8) {
data := b.newData()
a = NewInt8Data(data)
data.Release()
return
}
func (b *Int8Builder) newData() (data *Data) {
bytesRequired := arrow.Int8Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Int8, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Uint8Builder struct {
builder
data *memory.Buffer
rawData []uint8
}
func NewUint8Builder(mem memory.Allocator) *Uint8Builder {
return &Uint8Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Uint8Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Uint8Builder) Append(v uint8) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Uint8Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Uint8Builder) UnsafeAppend(v uint8) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Uint8Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Uint8Builder) AppendValues(v []uint8, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Uint8Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Uint8Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Uint8Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Uint8Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Uint8Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Uint8Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Uint8Traits.BytesRequired(n))
b.rawData = arrow.Uint8Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Uint8 array from the memory buffers used by the builder and resets the Uint8Builder
// so it can be used to build a new array.
func (b *Uint8Builder) NewArray() Interface {
return b.NewUint8Array()
}
// NewUint8Array creates a Uint8 array from the memory buffers used by the builder and resets the Uint8Builder
// so it can be used to build a new array.
func (b *Uint8Builder) NewUint8Array() (a *Uint8) {
data := b.newData()
a = NewUint8Data(data)
data.Release()
return
}
func (b *Uint8Builder) newData() (data *Data) {
bytesRequired := arrow.Uint8Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Uint8, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type TimestampBuilder struct {
builder
dtype *arrow.TimestampType
data *memory.Buffer
rawData []arrow.Timestamp
}
func NewTimestampBuilder(mem memory.Allocator, dtype *arrow.TimestampType) *TimestampBuilder {
return &TimestampBuilder{builder: builder{refCount: 1, mem: mem}, dtype: dtype}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *TimestampBuilder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *TimestampBuilder) Append(v arrow.Timestamp) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *TimestampBuilder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *TimestampBuilder) UnsafeAppend(v arrow.Timestamp) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *TimestampBuilder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *TimestampBuilder) AppendValues(v []arrow.Timestamp, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.TimestampTraits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *TimestampBuilder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.TimestampTraits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.TimestampTraits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *TimestampBuilder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *TimestampBuilder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.TimestampTraits.BytesRequired(n))
b.rawData = arrow.TimestampTraits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Timestamp array from the memory buffers used by the builder and resets the TimestampBuilder
// so it can be used to build a new array.
func (b *TimestampBuilder) NewArray() Interface {
return b.NewTimestampArray()
}
// NewTimestampArray creates a Timestamp array from the memory buffers used by the builder and resets the TimestampBuilder
// so it can be used to build a new array.
func (b *TimestampBuilder) NewTimestampArray() (a *Timestamp) {
data := b.newData()
a = NewTimestampData(data)
data.Release()
return
}
func (b *TimestampBuilder) newData() (data *Data) {
bytesRequired := arrow.TimestampTraits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(b.dtype, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Time32Builder struct {
builder
dtype *arrow.Time32Type
data *memory.Buffer
rawData []arrow.Time32
}
func NewTime32Builder(mem memory.Allocator, dtype *arrow.Time32Type) *Time32Builder {
return &Time32Builder{builder: builder{refCount: 1, mem: mem}, dtype: dtype}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Time32Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Time32Builder) Append(v arrow.Time32) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Time32Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Time32Builder) UnsafeAppend(v arrow.Time32) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Time32Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Time32Builder) AppendValues(v []arrow.Time32, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Time32Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Time32Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Time32Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Time32Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Time32Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Time32Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Time32Traits.BytesRequired(n))
b.rawData = arrow.Time32Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Time32 array from the memory buffers used by the builder and resets the Time32Builder
// so it can be used to build a new array.
func (b *Time32Builder) NewArray() Interface {
return b.NewTime32Array()
}
// NewTime32Array creates a Time32 array from the memory buffers used by the builder and resets the Time32Builder
// so it can be used to build a new array.
func (b *Time32Builder) NewTime32Array() (a *Time32) {
data := b.newData()
a = NewTime32Data(data)
data.Release()
return
}
func (b *Time32Builder) newData() (data *Data) {
bytesRequired := arrow.Time32Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(b.dtype, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Time64Builder struct {
builder
dtype *arrow.Time64Type
data *memory.Buffer
rawData []arrow.Time64
}
func NewTime64Builder(mem memory.Allocator, dtype *arrow.Time64Type) *Time64Builder {
return &Time64Builder{builder: builder{refCount: 1, mem: mem}, dtype: dtype}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Time64Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Time64Builder) Append(v arrow.Time64) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Time64Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Time64Builder) UnsafeAppend(v arrow.Time64) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Time64Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Time64Builder) AppendValues(v []arrow.Time64, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Time64Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Time64Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Time64Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Time64Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Time64Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Time64Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Time64Traits.BytesRequired(n))
b.rawData = arrow.Time64Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Time64 array from the memory buffers used by the builder and resets the Time64Builder
// so it can be used to build a new array.
func (b *Time64Builder) NewArray() Interface {
return b.NewTime64Array()
}
// NewTime64Array creates a Time64 array from the memory buffers used by the builder and resets the Time64Builder
// so it can be used to build a new array.
func (b *Time64Builder) NewTime64Array() (a *Time64) {
data := b.newData()
a = NewTime64Data(data)
data.Release()
return
}
func (b *Time64Builder) newData() (data *Data) {
bytesRequired := arrow.Time64Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(b.dtype, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Date32Builder struct {
builder
data *memory.Buffer
rawData []arrow.Date32
}
func NewDate32Builder(mem memory.Allocator) *Date32Builder {
return &Date32Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Date32Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Date32Builder) Append(v arrow.Date32) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Date32Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Date32Builder) UnsafeAppend(v arrow.Date32) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Date32Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Date32Builder) AppendValues(v []arrow.Date32, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Date32Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Date32Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Date32Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Date32Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Date32Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Date32Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Date32Traits.BytesRequired(n))
b.rawData = arrow.Date32Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Date32 array from the memory buffers used by the builder and resets the Date32Builder
// so it can be used to build a new array.
func (b *Date32Builder) NewArray() Interface {
return b.NewDate32Array()
}
// NewDate32Array creates a Date32 array from the memory buffers used by the builder and resets the Date32Builder
// so it can be used to build a new array.
func (b *Date32Builder) NewDate32Array() (a *Date32) {
data := b.newData()
a = NewDate32Data(data)
data.Release()
return
}
func (b *Date32Builder) newData() (data *Data) {
bytesRequired := arrow.Date32Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Date32, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type Date64Builder struct {
builder
data *memory.Buffer
rawData []arrow.Date64
}
func NewDate64Builder(mem memory.Allocator) *Date64Builder {
return &Date64Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Date64Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Date64Builder) Append(v arrow.Date64) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Date64Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Date64Builder) UnsafeAppend(v arrow.Date64) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Date64Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Date64Builder) AppendValues(v []arrow.Date64, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.Date64Traits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Date64Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Date64Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Date64Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Date64Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Date64Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Date64Traits.BytesRequired(n))
b.rawData = arrow.Date64Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Date64 array from the memory buffers used by the builder and resets the Date64Builder
// so it can be used to build a new array.
func (b *Date64Builder) NewArray() Interface {
return b.NewDate64Array()
}
// NewDate64Array creates a Date64 array from the memory buffers used by the builder and resets the Date64Builder
// so it can be used to build a new array.
func (b *Date64Builder) NewDate64Array() (a *Date64) {
data := b.newData()
a = NewDate64Data(data)
data.Release()
return
}
func (b *Date64Builder) newData() (data *Data) {
bytesRequired := arrow.Date64Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.PrimitiveTypes.Date64, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
type DurationBuilder struct {
builder
dtype *arrow.DurationType
data *memory.Buffer
rawData []arrow.Duration
}
func NewDurationBuilder(mem memory.Allocator, dtype *arrow.DurationType) *DurationBuilder {
return &DurationBuilder{builder: builder{refCount: 1, mem: mem}, dtype: dtype}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *DurationBuilder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *DurationBuilder) Append(v arrow.Duration) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *DurationBuilder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *DurationBuilder) UnsafeAppend(v arrow.Duration) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *DurationBuilder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *DurationBuilder) AppendValues(v []arrow.Duration, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
arrow.DurationTraits.Copy(b.rawData[b.length:], v)
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *DurationBuilder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.DurationTraits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.DurationTraits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *DurationBuilder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *DurationBuilder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.DurationTraits.BytesRequired(n))
b.rawData = arrow.DurationTraits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Duration array from the memory buffers used by the builder and resets the DurationBuilder
// so it can be used to build a new array.
func (b *DurationBuilder) NewArray() Interface {
return b.NewDurationArray()
}
// NewDurationArray creates a Duration array from the memory buffers used by the builder and resets the DurationBuilder
// so it can be used to build a new array.
func (b *DurationBuilder) NewDurationArray() (a *Duration) {
data := b.newData()
a = NewDurationData(data)
data.Release()
return
}
func (b *DurationBuilder) newData() (data *Data) {
bytesRequired := arrow.DurationTraits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(b.dtype, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}
var (
_ Builder = (*Int64Builder)(nil)
_ Builder = (*Uint64Builder)(nil)
_ Builder = (*Float64Builder)(nil)
_ Builder = (*Int32Builder)(nil)
_ Builder = (*Uint32Builder)(nil)
_ Builder = (*Float32Builder)(nil)
_ Builder = (*Int16Builder)(nil)
_ Builder = (*Uint16Builder)(nil)
_ Builder = (*Int8Builder)(nil)
_ Builder = (*Uint8Builder)(nil)
_ Builder = (*TimestampBuilder)(nil)
_ Builder = (*Time32Builder)(nil)
_ Builder = (*Time64Builder)(nil)
_ Builder = (*Date32Builder)(nil)
_ Builder = (*Date64Builder)(nil)
_ Builder = (*DurationBuilder)(nil)
)