Index: src/main/org/apache/tools/bzip2/BlockSort.java
===================================================================
--- /dev/null	1970-01-01 00:00:00.000000000 +0000
+++ src/main/org/apache/tools/bzip2/BlockSort.java	2012-10-30 09:49:37.230300763 +0100
@@ -0,0 +1,1081 @@
+/*
+ * 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 org.apache.tools.bzip2;
+
+import java.util.BitSet;
+
+/**
+ * Encapsulates the Burrows-Wheeler sorting algorithm needed by {@link
+ * CBZip2OutputStream}.
+ *
+ * <p>This class is based on a Java port of Julian Seward's
+ * blocksort.c in his libbzip2</p>
+ *
+ * <p>The Burrows-Wheeler transform is a reversible transform of the
+ * original data that is supposed to group similiar bytes close to
+ * each other.  The idea is to sort all permutations of the input and
+ * only keep the last byte of each permutation.  E.g. for "Commons
+ * Compress" you'd get:</p>
+ *
+ * <pre>
+ *  CompressCommons
+ * Commons Compress
+ * CompressCommons 
+ * essCommons Compr
+ * mmons CompressCo
+ * mons CompressCom
+ * mpressCommons Co
+ * ns CompressCommo
+ * ommons CompressC
+ * ompressCommons C
+ * ons CompressComm
+ * pressCommons Com
+ * ressCommons Comp
+ * s CompressCommon
+ * sCommons Compres
+ * ssCommons Compre
+ * </pre>
+ *
+ * <p>Which results in a new text "ss romooCCmmpnse", in adition the
+ * index of the first line that contained the original text is kept -
+ * in this case it is 1.  The idea is that in a long English text all
+ * permutations that start with "he" are likely suffixes of a "the" and
+ * thus they end in "t" leading to a larger block of "t"s that can
+ * better be compressed by the subsequent Move-to-Front, run-length
+ * und Huffman encoding steps.</p>
+ *
+ * <p>For more information see for example:</p>
+ * <ul>
+ *   <li><a
+ *   href="http://www.hpl.hp.com/techreports/Compaq-DEC/SRC-RR-124.pdf">Burrows,
+ *   M. and Wheeler, D.: A Block-sorting Lossless Data Compression
+ *   Algorithm</a></li>
+ *   <li><a href="http://webglimpse.net/pubs/suffix.pdf">Manber, U. and
+ *   Myers, G.: Suffix arrays: A new method for on-line string
+ *   searches</a></li>
+ *   <li><a
+ *   href="http://www.cs.tufts.edu/~nr/comp150fp/archive/bob-sedgewick/fast-strings.pdf">Bentley,
+ *   J.L. and Sedgewick, R.: Fast Algorithms for Sorting and Searching
+ *   Strings</a></li>
+ * </ul>
+ *
+ * @NotThreadSafe
+ */
+class BlockSort {
+
+    /*
+     * Some of the constructs used in the C code cannot be ported
+     * literally to Java - for example macros, unsigned types.  Some
+     * code has been hand-tuned to improve performance.  In order to
+     * avoid memory pressure some structures are reused for several
+     * blocks and some memory is even shared between sorting and the
+     * MTF stage even though either algorithm uses it for its own
+     * purpose.
+     *
+     * Comments preserved from the actual C code are prefixed with
+     * "LBZ2:".
+     */
+
+    /*
+     * 2012-05-20 Stefan Bodewig:
+     *
+     * This class seems to mix several revisions of libbzip2's code.
+     * The mainSort function and those used by it look closer to the
+     * 0.9.5 version but show some variations introduced later.  At
+     * the same time the logic of Compress 1.4 to randomize the block
+     * on bad input has been dropped after libbzip2 0.9.0 and replaced
+     * by a fallback sorting algorithm.
+     *
+     * I've added the fallbackSort function of 1.0.6 and tried to
+     * integrate it with the existing code without touching too much.
+     * I've also removed the now unused randomization code.
+     */
+
+    /*
+     * LBZ2: If you are ever unlucky/improbable enough to get a stack
+     * overflow whilst sorting, increase the following constant and
+     * try again. In practice I have never seen the stack go above 27
+     * elems, so the following limit seems very generous.
+     */
+    private static final int QSORT_STACK_SIZE = 1000;
+
+    private static final int FALLBACK_QSORT_STACK_SIZE = 100;
+
+    private static final int STACK_SIZE =
+        QSORT_STACK_SIZE < FALLBACK_QSORT_STACK_SIZE
+        ? FALLBACK_QSORT_STACK_SIZE : QSORT_STACK_SIZE;
+
+    /*
+     * Used when sorting. If too many long comparisons happen, we stop sorting,
+     * and use fallbackSort instead.
+     */
+    private int workDone;
+    private int workLimit;
+    private boolean firstAttempt;
+
+    private final int[] stack_ll = new int[STACK_SIZE]; // 4000 byte
+    private final int[] stack_hh = new int[STACK_SIZE]; // 4000 byte
+    private final int[] stack_dd = new int[QSORT_STACK_SIZE]; // 4000 byte
+
+    private final int[] mainSort_runningOrder = new int[256]; // 1024 byte
+    private final int[] mainSort_copy = new int[256]; // 1024 byte
+    private final boolean[] mainSort_bigDone = new boolean[256]; // 256 byte
+
+    private final int[] ftab = new int[65537]; // 262148 byte
+
+    /**
+     * Array instance identical to Data's sfmap, both are used only
+     * temporarily and indepently, so we do not need to allocate
+     * additional memory.
+     */
+    private final char[] quadrant;
+
+    BlockSort(final CBZip2OutputStream.Data data) {
+        this.quadrant = data.sfmap;
+    }
+
+    void blockSort(final CBZip2OutputStream.Data data, final int last) {
+        this.workLimit = WORK_FACTOR * last;
+        this.workDone = 0;
+        this.firstAttempt = true;
+
+        if (last + 1 < 10000) {
+            fallbackSort(data, last);
+        } else {
+            mainSort(data, last);
+
+            if (this.firstAttempt && (this.workDone > this.workLimit)) {
+                fallbackSort(data, last);
+            }
+        }
+
+        final int[] fmap = data.fmap;
+        data.origPtr = -1;
+        for (int i = 0; i <= last; i++) {
+            if (fmap[i] == 0) {
+                data.origPtr = i;
+                break;
+            }
+        }
+
+        // assert (data.origPtr != -1) : data.origPtr;
+    }
+
+    /**
+     * Adapt fallbackSort to the expected interface of the rest of the
+     * code, in particular deal with the fact that block starts at
+     * offset 1 (in libbzip2 1.0.6 it starts at 0).
+     */
+    final void fallbackSort(final CBZip2OutputStream.Data data,
+                            final int last) {
+        data.block[0] = data.block[last + 1];
+        fallbackSort(data.fmap, data.block, last + 1);
+        for (int i = 0; i < last + 1; i++) {
+            --data.fmap[i];
+        }
+        for (int i = 0; i < last + 1; i++) {
+            if (data.fmap[i] == -1) {
+                data.fmap[i] = last;
+                break;
+            }
+        }
+    }
+
+/*---------------------------------------------*/
+
+/*---------------------------------------------*/
+/*--- LBZ2: Fallback O(N log(N)^2) sorting        ---*/
+/*--- algorithm, for repetitive blocks      ---*/
+/*---------------------------------------------*/
+
+    /*
+     * This is the fallback sorting algorithm libbzip2 1.0.6 uses for
+     * repetitive or very short inputs.
+     *
+     * The idea is inspired by Manber-Myers string suffix sorting
+     * algorithm.  First a bucket sort places each permutation of the
+     * block into a bucket based on its first byte.  Permutations are
+     * represented by pointers to their first character kept in
+     * (partially) sorted order inside the array ftab.
+     *
+     * The next step visits all buckets in order and performs a
+     * quicksort on all permutations of the bucket based on the index
+     * of the bucket the second byte of the permutation belongs to,
+     * thereby forming new buckets.  When arrived here the
+     * permutations are sorted up to the second character and we have
+     * buckets of permutations that are identical up to two
+     * characters.
+     *
+     * Repeat the step of quicksorting each bucket, now based on the
+     * bucket holding the sequence of the third and forth character
+     * leading to four byte buckets.  Repeat this doubling of bucket
+     * sizes until all buckets only contain single permutations or the
+     * bucket size exceeds the block size.
+     *
+     * I.e.
+     *
+     * "abraba" form three buckets for the chars "a", "b", and "r" in
+     * the first step with
+     *
+     * fmap = { 'a:' 5, 3, 0, 'b:' 4, 1, 'r', 2 }
+     *
+     * when looking at the bucket of "a"s the second characters are in
+     * the buckets that start with fmap-index 0 (rolled over), 3 and 3
+     * respectively, forming two new buckets "aa" and "ab", so we get
+     *
+     * fmap = { 'aa:' 5, 'ab:' 3, 0, 'ba:' 4, 'br': 1, 'ra:' 2 }
+     *
+     * since the last bucket only contained a single item it didn't
+     * have to be sorted at all.
+     *
+     * There now is just one bucket with more than one permutation
+     * that remains to be sorted.  For the permutation that starts
+     * with index 3 the third and forth char are in bucket 'aa' at
+     * index 0 and for the one starting at block index 0 they are in
+     * bucket 'ra' with sort index 5.  The fully sorted order then becomes.
+     *
+     * fmap = { 5, 3, 0, 4, 1, 2 }
+     * 
+     */
+
+    /**
+     * @param fmap points to the index of the starting point of a
+     *        permutation inside the block of data in the current
+     *        partially sorted order
+     * @param eclass points from the index of a character inside the
+     *        block to the first index in fmap that contains the
+     *        bucket of its suffix that is sorted in this step.
+     * @param lo lower boundary of the fmap-interval to be sorted 
+     * @param hi upper boundary of the fmap-interval to be sorted 
+     */
+    private void fallbackSimpleSort(int[] fmap, 
+                                    int[] eclass, 
+                                    int lo, 
+                                    int hi) {
+        if (lo == hi) {
+            return;
+        }
+
+        int j;
+        if (hi - lo > 3) {
+            for (int i = hi - 4; i >= lo; i--) {
+                int tmp = fmap[i];
+                int ec_tmp = eclass[tmp];
+                for (j = i + 4; j <= hi && ec_tmp > eclass[fmap[j]];
+                     j += 4) {
+                    fmap[j - 4] = fmap[j];
+                }
+                fmap[j - 4] = tmp;
+            }
+        }
+
+        for (int i = hi - 1; i >= lo; i--) {
+            int tmp = fmap[i];
+            int ec_tmp = eclass[tmp];
+            for (j = i + 1; j <= hi && ec_tmp > eclass[fmap[j]]; j++) {
+                fmap[j - 1] = fmap[j];
+            }
+            fmap[j-1] = tmp;
+        }
+    }
+
+    private static final int FALLBACK_QSORT_SMALL_THRESH = 10;
+
+    /**
+     * swaps two values in fmap
+     */
+    private void fswap(int[] fmap, int zz1, int zz2) {
+        int zztmp = fmap[zz1];
+        fmap[zz1] = fmap[zz2];
+        fmap[zz2] = zztmp;
+    }
+
+    /**
+     * swaps two intervals starting at yyp1 and yyp2 of length yyn inside fmap.
+     */
+    private void fvswap(int[] fmap, int yyp1, int yyp2, int yyn) {
+        while (yyn > 0) {
+            fswap(fmap, yyp1, yyp2);
+            yyp1++; yyp2++; yyn--;
+        }
+    }
+
+    private int fmin(int a, int b) {
+        return a < b ? a : b;
+    }
+
+    private void fpush(int sp, int lz, int hz) {
+        stack_ll[sp] = lz;
+        stack_hh[sp] = hz;
+    }
+
+    private int[] fpop(int sp) {
+        return new int[] { stack_ll[sp], stack_hh[sp] };
+    }
+
+    /**
+     * @param fmap points to the index of the starting point of a
+     *        permutation inside the block of data in the current
+     *        partially sorted order
+     * @param eclass points from the index of a character inside the
+     *        block to the first index in fmap that contains the
+     *        bucket of its suffix that is sorted in this step.
+     * @param loSt lower boundary of the fmap-interval to be sorted 
+     * @param hiSt upper boundary of the fmap-interval to be sorted 
+     */
+    private void fallbackQSort3(int[] fmap, 
+                                int[] eclass, 
+                                int loSt, 
+                                int hiSt) {
+        int lo, unLo, ltLo, hi, unHi, gtHi, n;
+
+        long r = 0;
+        int sp = 0;
+        fpush(sp++, loSt, hiSt);
+
+        while (sp > 0) {
+            int[] s = fpop(--sp);
+            lo = s[0]; hi = s[1];
+
+            if (hi - lo < FALLBACK_QSORT_SMALL_THRESH) {
+                fallbackSimpleSort(fmap, eclass, lo, hi);
+                continue;
+            }
+
+            /* LBZ2: Random partitioning.  Median of 3 sometimes fails to
+               avoid bad cases.  Median of 9 seems to help but 
+               looks rather expensive.  This too seems to work but
+               is cheaper.  Guidance for the magic constants 
+               7621 and 32768 is taken from Sedgewick's algorithms
+               book, chapter 35.
+            */
+            r = ((r * 7621) + 1) % 32768;
+            long r3 = r % 3, med;
+            if (r3 == 0) {
+                med = eclass[fmap[lo]]; 
+            } else if (r3 == 1) {
+                med = eclass[fmap[(lo + hi) >>> 1]];
+            } else {
+                med = eclass[fmap[hi]];
+            }
+
+            unLo = ltLo = lo;
+            unHi = gtHi = hi;
+
+            // looks like the ternary partition attributed to Wegner
+            // in the cited Sedgewick paper
+            while (true) {
+                while (true) {
+                    if (unLo > unHi) {
+                        break;
+                    }
+                    n = eclass[fmap[unLo]] - (int) med;
+                    if (n == 0) { 
+                        fswap(fmap, unLo, ltLo); 
+                        ltLo++; unLo++; 
+                        continue; 
+                    }
+                    if (n > 0) {
+                        break;
+                    }
+                    unLo++;
+                }
+                while (true) {
+                    if (unLo > unHi) {
+                        break;
+                    }
+                    n = eclass[fmap[unHi]] - (int) med;
+                    if (n == 0) {
+                        fswap(fmap, unHi, gtHi); 
+                        gtHi--; unHi--; 
+                        continue; 
+                    }
+                    if (n < 0) {
+                        break;
+                    }
+                    unHi--;
+                }
+                if (unLo > unHi) {
+                    break;
+                }
+                fswap(fmap, unLo, unHi); unLo++; unHi--;
+            }
+
+            if (gtHi < ltLo) {
+                continue;
+            }
+
+            n = fmin(ltLo - lo, unLo - ltLo);
+            fvswap(fmap, lo, unLo - n, n);
+            int m = fmin(hi - gtHi, gtHi - unHi);
+            fvswap(fmap, unHi + 1, hi - m + 1, m);
+
+            n = lo + unLo - ltLo - 1;
+            m = hi - (gtHi - unHi) + 1;
+
+            if (n - lo > hi - m) {
+                fpush(sp++, lo, n);
+                fpush(sp++, m, hi);
+            } else {
+                fpush(sp++, m, hi);
+                fpush(sp++, lo, n);
+            }
+        }
+    }
+
+
+/*---------------------------------------------*/
+
+    private int[] eclass;
+
+    private int[] getEclass() {
+        return eclass == null
+            ? (eclass = new int[quadrant.length / 2]) : eclass;
+    }
+
+    /*
+     * The C code uses an array of ints (each int holding 32 flags) to
+     * represents the bucket-start flags (bhtab).  It also contains
+     * optimizations to skip over 32 consecutively set or
+     * consecutively unset bits on word boundaries at once.  For now
+     * I've chosen to use the simpler but potentially slower code
+     * using BitSet - also in the hope that using the BitSet#nextXXX
+     * methods may be fast enough.
+     */
+
+    /**
+     * @param fmap points to the index of the starting point of a
+     *        permutation inside the block of data in the current
+     *        partially sorted order
+     * @param block the original data
+     * @param nblock size of the block
+     * @param off offset of first byte to sort in block
+     */
+    final void fallbackSort(int[] fmap, byte[] block, int nblock) {
+        final int[] ftab = new int[257];
+        int H, i, j, k, l, r, cc, cc1;
+        int nNotDone;
+        int nBhtab;
+        final int[] eclass = getEclass();
+
+        for (i = 0; i < nblock; i++) {
+            eclass[i] = 0;
+        }
+        /*--
+          LBZ2: Initial 1-char radix sort to generate
+          initial fmap and initial BH bits.
+          --*/
+        for (i = 0; i < nblock; i++) {
+            ftab[block[i] & 0xff]++;
+        }
+        for (i = 1; i < 257;    i++) {
+            ftab[i] += ftab[i - 1];
+        }
+
+        for (i = 0; i < nblock; i++) {
+            j = block[i] & 0xff;
+            k = ftab[j] - 1;
+            ftab[j] = k;
+            fmap[k] = i;
+        }
+
+        nBhtab = 64 + nblock;
+        BitSet bhtab = new BitSet(nBhtab);
+        for (i = 0; i < 256; i++) {
+            bhtab.set(ftab[i]);
+        }
+
+        /*--
+          LBZ2: Inductively refine the buckets.  Kind-of an
+          "exponential radix sort" (!), inspired by the
+          Manber-Myers suffix array construction algorithm.
+          --*/
+
+        /*-- LBZ2: set sentinel bits for block-end detection --*/
+        for (i = 0; i < 32; i++) { 
+            bhtab.set(nblock + 2 * i);
+            bhtab.clear(nblock + 2 * i + 1);
+        }
+
+        /*-- LBZ2: the log(N) loop --*/
+        H = 1;
+        while (true) {
+
+            j = 0;
+            for (i = 0; i < nblock; i++) {
+                if (bhtab.get(i)) {
+                    j = i;
+                }
+                k = fmap[i] - H;
+                if (k < 0) {
+                    k += nblock;
+                }
+                eclass[k] = j;
+            }
+
+            nNotDone = 0;
+            r = -1;
+            while (true) {
+
+                /*-- LBZ2: find the next non-singleton bucket --*/
+                k = r + 1;
+                k = bhtab.nextClearBit(k);
+                l = k - 1;
+                if (l >= nblock) {
+                    break;
+                }
+                k = bhtab.nextSetBit(k + 1);
+                r = k - 1;
+                if (r >= nblock) {
+                    break;
+                }
+
+                /*-- LBZ2: now [l, r] bracket current bucket --*/
+                if (r > l) {
+                    nNotDone += (r - l + 1);
+                    fallbackQSort3(fmap, eclass, l, r);
+
+                    /*-- LBZ2: scan bucket and generate header bits-- */
+                    cc = -1;
+                    for (i = l; i <= r; i++) {
+                        cc1 = eclass[fmap[i]];
+                        if (cc != cc1) {
+                            bhtab.set(i);
+                            cc = cc1;
+                        }
+                    }
+                }
+            }
+
+            H *= 2;
+            if (H > nblock || nNotDone == 0) {
+                break;
+            }
+        }
+    }
+
+/*---------------------------------------------*/
+
+    /*
+     * LBZ2: Knuth's increments seem to work better than Incerpi-Sedgewick here.
+     * Possibly because the number of elems to sort is usually small, typically
+     * &lt;= 20.
+     */
+    private static final int[] INCS = { 1, 4, 13, 40, 121, 364, 1093, 3280,
+                                        9841, 29524, 88573, 265720, 797161,
+                                        2391484 };
+
+    /**
+     * This is the most hammered method of this class.
+     *
+     * <p>
+     * This is the version using unrolled loops. Normally I never use such ones
+     * in Java code. The unrolling has shown a noticable performance improvement
+     * on JRE 1.4.2 (Linux i586 / HotSpot Client). Of course it depends on the
+     * JIT compiler of the vm.
+     * </p>
+     */
+    private boolean mainSimpleSort(final CBZip2OutputStream.Data dataShadow,
+                                   final int lo, final int hi, final int d,
+                                   final int lastShadow) {
+        final int bigN = hi - lo + 1;
+        if (bigN < 2) {
+            return this.firstAttempt && (this.workDone > this.workLimit);
+        }
+
+        int hp = 0;
+        while (INCS[hp] < bigN) {
+            hp++;
+        }
+
+        final int[] fmap = dataShadow.fmap;
+        final char[] quadrant = this.quadrant;
+        final byte[] block = dataShadow.block;
+        final int lastPlus1 = lastShadow + 1;
+        final boolean firstAttemptShadow = this.firstAttempt;
+        final int workLimitShadow = this.workLimit;
+        int workDoneShadow = this.workDone;
+
+        // Following block contains unrolled code which could be shortened by
+        // coding it in additional loops.
+
+        HP: while (--hp >= 0) {
+            final int h = INCS[hp];
+            final int mj = lo + h - 1;
+
+            for (int i = lo + h; i <= hi;) {
+                // copy
+                for (int k = 3; (i <= hi) && (--k >= 0); i++) {
+                    final int v = fmap[i];
+                    final int vd = v + d;
+                    int j = i;
+
+                    // for (int a;
+                    // (j > mj) && mainGtU((a = fmap[j - h]) + d, vd,
+                    // block, quadrant, lastShadow);
+                    // j -= h) {
+                    // fmap[j] = a;
+                    // }
+                    //
+                    // unrolled version:
+
+                    // start inline mainGTU
+                    boolean onceRunned = false;
+                    int a = 0;
+
+                    HAMMER: while (true) {
+                        if (onceRunned) {
+                            fmap[j] = a;
+                            if ((j -= h) <= mj) {
+                                break HAMMER;
+                            }
+                        } else {
+                            onceRunned = true;
+                        }
+
+                        a = fmap[j - h];
+                        int i1 = a + d;
+                        int i2 = vd;
+
+                        // following could be done in a loop, but
+                        // unrolled it for performance:
+                        if (block[i1 + 1] == block[i2 + 1]) {
+                            if (block[i1 + 2] == block[i2 + 2]) {
+                                if (block[i1 + 3] == block[i2 + 3]) {
+                                    if (block[i1 + 4] == block[i2 + 4]) {
+                                        if (block[i1 + 5] == block[i2 + 5]) {
+                                            if (block[(i1 += 6)] == block[(i2 += 6)]) {
+                                                int x = lastShadow;
+                                                X: while (x > 0) {
+                                                    x -= 4;
+
+                                                    if (block[i1 + 1] == block[i2 + 1]) {
+                                                        if (quadrant[i1] == quadrant[i2]) {
+                                                            if (block[i1 + 2] == block[i2 + 2]) {
+                                                                if (quadrant[i1 + 1] == quadrant[i2 + 1]) {
+                                                                    if (block[i1 + 3] == block[i2 + 3]) {
+                                                                        if (quadrant[i1 + 2] == quadrant[i2 + 2]) {
+                                                                            if (block[i1 + 4] == block[i2 + 4]) {
+                                                                                if (quadrant[i1 + 3] == quadrant[i2 + 3]) {
+                                                                                    if ((i1 += 4) >= lastPlus1) {
+                                                                                        i1 -= lastPlus1;
+                                                                                    }
+                                                                                    if ((i2 += 4) >= lastPlus1) {
+                                                                                        i2 -= lastPlus1;
+                                                                                    }
+                                                                                    workDoneShadow++;
+                                                                                    continue X;
+                                                                                } else if ((quadrant[i1 + 3] > quadrant[i2 + 3])) {
+                                                                                    continue HAMMER;
+                                                                                } else {
+                                                                                    break HAMMER;
+                                                                                }
+                                                                            } else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff)) {
+                                                                                continue HAMMER;
+                                                                            } else {
+                                                                                break HAMMER;
+                                                                            }
+                                                                        } else if ((quadrant[i1 + 2] > quadrant[i2 + 2])) {
+                                                                            continue HAMMER;
+                                                                        } else {
+                                                                            break HAMMER;
+                                                                        }
+                                                                    } else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff)) {
+                                                                        continue HAMMER;
+                                                                    } else {
+                                                                        break HAMMER;
+                                                                    }
+                                                                } else if ((quadrant[i1 + 1] > quadrant[i2 + 1])) {
+                                                                    continue HAMMER;
+                                                                } else {
+                                                                    break HAMMER;
+                                                                }
+                                                            } else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff)) {
+                                                                continue HAMMER;
+                                                            } else {
+                                                                break HAMMER;
+                                                            }
+                                                        } else if ((quadrant[i1] > quadrant[i2])) {
+                                                            continue HAMMER;
+                                                        } else {
+                                                            break HAMMER;
+                                                        }
+                                                    } else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff)) {
+                                                        continue HAMMER;
+                                                    } else {
+                                                        break HAMMER;
+                                                    }
+
+                                                }
+                                                break HAMMER;
+                                            } // while x > 0
+                                            else {
+                                                if ((block[i1] & 0xff) > (block[i2] & 0xff)) {
+                                                    continue HAMMER;
+                                                } else {
+                                                    break HAMMER;
+                                                }
+                                            }
+                                        } else if ((block[i1 + 5] & 0xff) > (block[i2 + 5] & 0xff)) {
+                                            continue HAMMER;
+                                        } else {
+                                            break HAMMER;
+                                        }
+                                    } else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff)) {
+                                        continue HAMMER;
+                                    } else {
+                                        break HAMMER;
+                                    }
+                                } else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff)) {
+                                    continue HAMMER;
+                                } else {
+                                    break HAMMER;
+                                }
+                            } else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff)) {
+                                continue HAMMER;
+                            } else {
+                                break HAMMER;
+                            }
+                        } else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff)) {
+                            continue HAMMER;
+                        } else {
+                            break HAMMER;
+                        }
+
+                    } // HAMMER
+                    // end inline mainGTU
+
+                    fmap[j] = v;
+                }
+
+                if (firstAttemptShadow && (i <= hi)
+                    && (workDoneShadow > workLimitShadow)) {
+                    break HP;
+                }
+            }
+        }
+
+        this.workDone = workDoneShadow;
+        return firstAttemptShadow && (workDoneShadow > workLimitShadow);
+    }
+
+/*--
+   LBZ2: The following is an implementation of
+   an elegant 3-way quicksort for strings,
+   described in a paper "Fast Algorithms for
+   Sorting and Searching Strings", by Robert
+   Sedgewick and Jon L. Bentley.
+--*/
+
+    private static void vswap(int[] fmap, int p1, int p2, int n) {
+        n += p1;
+        while (p1 < n) {
+            int t = fmap[p1];
+            fmap[p1++] = fmap[p2];
+            fmap[p2++] = t;
+        }
+    }
+
+    private static byte med3(byte a, byte b, byte c) {
+        return (a < b) ? (b < c ? b : a < c ? c : a) : (b > c ? b : a > c ? c
+                                                        : a);
+    }
+
+    private static final int SMALL_THRESH = 20;
+    private static final int DEPTH_THRESH = 10;
+    private static final int WORK_FACTOR = 30;
+
+    /**
+     * Method "mainQSort3", file "blocksort.c", BZip2 1.0.2
+     */
+    private void mainQSort3(final CBZip2OutputStream.Data dataShadow,
+                            final int loSt, final int hiSt, final int dSt,
+                            final int last) {
+        final int[] stack_ll = this.stack_ll;
+        final int[] stack_hh = this.stack_hh;
+        final int[] stack_dd = this.stack_dd;
+        final int[] fmap = dataShadow.fmap;
+        final byte[] block = dataShadow.block;
+
+        stack_ll[0] = loSt;
+        stack_hh[0] = hiSt;
+        stack_dd[0] = dSt;
+
+        for (int sp = 1; --sp >= 0;) {
+            final int lo = stack_ll[sp];
+            final int hi = stack_hh[sp];
+            final int d = stack_dd[sp];
+
+            if ((hi - lo < SMALL_THRESH) || (d > DEPTH_THRESH)) {
+                if (mainSimpleSort(dataShadow, lo, hi, d, last)) {
+                    return;
+                }
+            } else {
+                final int d1 = d + 1;
+                final int med = med3(block[fmap[lo] + d1],
+                                     block[fmap[hi] + d1], block[fmap[(lo + hi) >>> 1] + d1]) & 0xff;
+
+                int unLo = lo;
+                int unHi = hi;
+                int ltLo = lo;
+                int gtHi = hi;
+
+                while (true) {
+                    while (unLo <= unHi) {
+                        final int n = (block[fmap[unLo] + d1] & 0xff)
+                            - med;
+                        if (n == 0) {
+                            final int temp = fmap[unLo];
+                            fmap[unLo++] = fmap[ltLo];
+                            fmap[ltLo++] = temp;
+                        } else if (n < 0) {
+                            unLo++;
+                        } else {
+                            break;
+                        }
+                    }
+
+                    while (unLo <= unHi) {
+                        final int n = (block[fmap[unHi] + d1] & 0xff)
+                            - med;
+                        if (n == 0) {
+                            final int temp = fmap[unHi];
+                            fmap[unHi--] = fmap[gtHi];
+                            fmap[gtHi--] = temp;
+                        } else if (n > 0) {
+                            unHi--;
+                        } else {
+                            break;
+                        }
+                    }
+
+                    if (unLo <= unHi) {
+                        final int temp = fmap[unLo];
+                        fmap[unLo++] = fmap[unHi];
+                        fmap[unHi--] = temp;
+                    } else {
+                        break;
+                    }
+                }
+
+                if (gtHi < ltLo) {
+                    stack_ll[sp] = lo;
+                    stack_hh[sp] = hi;
+                    stack_dd[sp] = d1;
+                    sp++;
+                } else {
+                    int n = ((ltLo - lo) < (unLo - ltLo)) ? (ltLo - lo)
+                        : (unLo - ltLo);
+                    vswap(fmap, lo, unLo - n, n);
+                    int m = ((hi - gtHi) < (gtHi - unHi)) ? (hi - gtHi)
+                        : (gtHi - unHi);
+                    vswap(fmap, unLo, hi - m + 1, m);
+
+                    n = lo + unLo - ltLo - 1;
+                    m = hi - (gtHi - unHi) + 1;
+
+                    stack_ll[sp] = lo;
+                    stack_hh[sp] = n;
+                    stack_dd[sp] = d;
+                    sp++;
+
+                    stack_ll[sp] = n + 1;
+                    stack_hh[sp] = m - 1;
+                    stack_dd[sp] = d1;
+                    sp++;
+
+                    stack_ll[sp] = m;
+                    stack_hh[sp] = hi;
+                    stack_dd[sp] = d;
+                    sp++;
+                }
+            }
+        }
+    }
+
+    private static final int SETMASK = (1 << 21);
+    private static final int CLEARMASK = (~SETMASK);
+
+    final void mainSort(final CBZip2OutputStream.Data dataShadow,
+                        final int lastShadow) {
+        final int[] runningOrder = this.mainSort_runningOrder;
+        final int[] copy = this.mainSort_copy;
+        final boolean[] bigDone = this.mainSort_bigDone;
+        final int[] ftab = this.ftab;
+        final byte[] block = dataShadow.block;
+        final int[] fmap = dataShadow.fmap;
+        final char[] quadrant = this.quadrant;
+        final int workLimitShadow = this.workLimit;
+        final boolean firstAttemptShadow = this.firstAttempt;
+
+        // LBZ2: Set up the 2-byte frequency table
+        for (int i = 65537; --i >= 0;) {
+            ftab[i] = 0;
+        }
+
+        /*
+         * In the various block-sized structures, live data runs from 0 to
+         * last+NUM_OVERSHOOT_BYTES inclusive. First, set up the overshoot area
+         * for block.
+         */
+        for (int i = 0; i < BZip2Constants.NUM_OVERSHOOT_BYTES; i++) {
+            block[lastShadow + i + 2] = block[(i % (lastShadow + 1)) + 1];
+        }
+        for (int i = lastShadow + BZip2Constants.NUM_OVERSHOOT_BYTES +1; --i >= 0;) {
+            quadrant[i] = 0;
+        }
+        block[0] = block[lastShadow + 1];
+
+        // LBZ2: Complete the initial radix sort:
+
+        int c1 = block[0] & 0xff;
+        for (int i = 0; i <= lastShadow; i++) {
+            final int c2 = block[i + 1] & 0xff;
+            ftab[(c1 << 8) + c2]++;
+            c1 = c2;
+        }
+
+        for (int i = 1; i <= 65536; i++) {
+            ftab[i] += ftab[i - 1];
+        }
+
+        c1 = block[1] & 0xff;
+        for (int i = 0; i < lastShadow; i++) {
+            final int c2 = block[i + 2] & 0xff;
+            fmap[--ftab[(c1 << 8) + c2]] = i;
+            c1 = c2;
+        }
+
+        fmap[--ftab[((block[lastShadow + 1] & 0xff) << 8) + (block[1] & 0xff)]] = lastShadow;
+
+        /*
+         * LBZ2: Now ftab contains the first loc of every small bucket. Calculate the
+         * running order, from smallest to largest big bucket.
+         */
+        for (int i = 256; --i >= 0;) {
+            bigDone[i] = false;
+            runningOrder[i] = i;
+        }
+
+        for (int h = 364; h != 1;) {
+            h /= 3;
+            for (int i = h; i <= 255; i++) {
+                final int vv = runningOrder[i];
+                final int a = ftab[(vv + 1) << 8] - ftab[vv << 8];
+                final int b = h - 1;
+                int j = i;
+                for (int ro = runningOrder[j - h]; (ftab[(ro + 1) << 8] - ftab[ro << 8]) > a; ro = runningOrder[j
+                                                                                                                - h]) {
+                    runningOrder[j] = ro;
+                    j -= h;
+                    if (j <= b) {
+                        break;
+                    }
+                }
+                runningOrder[j] = vv;
+            }
+        }
+
+        /*
+         * LBZ2: The main sorting loop.
+         */
+        for (int i = 0; i <= 255; i++) {
+            /*
+             * LBZ2: Process big buckets, starting with the least full.
+             */
+            final int ss = runningOrder[i];
+
+            // Step 1:
+            /*
+             * LBZ2: Complete the big bucket [ss] by quicksorting any unsorted small
+             * buckets [ss, j]. Hopefully previous pointer-scanning phases have
+             * already completed many of the small buckets [ss, j], so we don't
+             * have to sort them at all.
+             */
+            for (int j = 0; j <= 255; j++) {
+                final int sb = (ss << 8) + j;
+                final int ftab_sb = ftab[sb];
+                if ((ftab_sb & SETMASK) != SETMASK) {
+                    final int lo = ftab_sb & CLEARMASK;
+                    final int hi = (ftab[sb + 1] & CLEARMASK) - 1;
+                    if (hi > lo) {
+                        mainQSort3(dataShadow, lo, hi, 2, lastShadow);
+                        if (firstAttemptShadow
+                            && (this.workDone > workLimitShadow)) {
+                            return;
+                        }
+                    }
+                    ftab[sb] = ftab_sb | SETMASK;
+                }
+            }
+
+            // Step 2:
+            // LBZ2: Now scan this big bucket so as to synthesise the
+            // sorted order for small buckets [t, ss] for all t != ss.
+
+            for (int j = 0; j <= 255; j++) {
+                copy[j] = ftab[(j << 8) + ss] & CLEARMASK;
+            }
+
+            for (int j = ftab[ss << 8] & CLEARMASK, hj = (ftab[(ss + 1) << 8] & CLEARMASK); j < hj; j++) {
+                final int fmap_j = fmap[j];
+                c1 = block[fmap_j] & 0xff;
+                if (!bigDone[c1]) {
+                    fmap[copy[c1]] = (fmap_j == 0) ? lastShadow : (fmap_j - 1);
+                    copy[c1]++;
+                }
+            }
+
+            for (int j = 256; --j >= 0;) {
+                ftab[(j << 8) + ss] |= SETMASK;
+            }
+
+            // Step 3:
+            /*
+             * LBZ2: The ss big bucket is now done. Record this fact, and update the
+             * quadrant descriptors. Remember to update quadrants in the
+             * overshoot area too, if necessary. The "if (i < 255)" test merely
+             * skips this updating for the last bucket processed, since updating
+             * for the last bucket is pointless.
+             */
+            bigDone[ss] = true;
+
+            if (i < 255) {
+                final int bbStart = ftab[ss << 8] & CLEARMASK;
+                final int bbSize = (ftab[(ss + 1) << 8] & CLEARMASK) - bbStart;
+                int shifts = 0;
+
+                while ((bbSize >> shifts) > 65534) {
+                    shifts++;
+                }
+
+                for (int j = 0; j < bbSize; j++) {
+                    final int a2update = fmap[bbStart + j];
+                    final char qVal = (char) (j >> shifts);
+                    quadrant[a2update] = qVal;
+                    if (a2update < BZip2Constants.NUM_OVERSHOOT_BYTES) {
+                        quadrant[a2update + lastShadow + 1] = qVal;
+                    }
+                }
+            }
+
+        }
+    }
+
+}
Index: src/main/org/apache/tools/bzip2/CBZip2OutputStream.java
===================================================================
--- src/main/org/apache/tools/bzip2/CBZip2OutputStream.java.orig	2006-12-13 13:16:20.000000000 +0100
+++ src/main/org/apache/tools/bzip2/CBZip2OutputStream.java	2012-10-30 10:43:01.804972661 +0100
@@ -24,8 +24,8 @@
 
 package org.apache.tools.bzip2;
 
-import java.io.OutputStream;
 import java.io.IOException;
+import java.io.OutputStream;
 
 /**
  * An output stream that compresses into the BZip2 format (without the file
@@ -521,18 +521,11 @@
     private int last;
 
     /**
-     * Index in fmap[] of original string after sorting.
-     */
-    private int origPtr;
-
-    /**
        Always: in the range 0 .. 9.
        The current block size is 100000 * this number.
      */
     private final int blockSize100k;
 
-    private boolean blockRandomised;
-
     private int bsBuff;
     private int bsLive;
     private final CRC crc = new CRC();
@@ -541,15 +534,6 @@
 
     private int nMTF;
 
-    /*
-     * Used when sorting.  If too many long comparisons
-     * happen, we stop sorting, randomise the block
-     * slightly, and try again.
-     */
-    private int workDone;
-    private int workLimit;
-    private boolean firstAttempt;
-
     private int currentChar = -1;
     private int runLength = 0;
 
@@ -560,7 +544,8 @@
     /**
      * All memory intensive stuff.
      */
-    private CBZip2OutputStream.Data data;
+    private Data data;
+    private BlockSort blockSorter;
 
     private OutputStream out;
 
@@ -585,7 +570,7 @@
     /**
      * Constructs a new <tt>CBZip2OutputStream</tt> with a blocksize of 900k.
      * 
-     * <p><b>Attention: </b>The caller is resonsible to write the two
+     * <p><b>Attention: </b>The caller is responsible to write the two
      * BZip2 magic bytes <tt>"BZ"</tt> to the specified stream prior
      * to calling this constructor.</p>
      *
@@ -603,7 +588,7 @@
     /**
      * Constructs a new <tt>CBZip2OutputStream</tt> with specified blocksize.
      * 
-     * <p><b>Attention: </b>The caller is resonsible to write the two
+     * <p><b>Attention: </b>The caller is responsible to write the two
      * BZip2 magic bytes <tt>"BZ"</tt> to the specified stream prior
      * to calling this constructor.</p>
      *
@@ -641,6 +626,8 @@
         init();
     }
 
+    /** {@inheritDoc} */
+    @Override
     public void write(final int b) throws IOException {
         if (this.out != null) {
             write0(b);
@@ -649,6 +636,19 @@
         }
     }
 
+    /**
+     * Writes the current byte to the buffer, run-length encoding it
+     * if it has been repeated at least four times (the first step
+     * RLEs sequences of four identical bytes).
+     *
+     * <p>Flushes the current block before writing data if it is
+     * full.</p>
+     *
+     * <p>"write to the buffer" means adding to data.buffer starting
+     * two steps "after" this.last - initially starting at index 1
+     * (not 0) - and updating this.last to point to the last index
+     * written minus 1.</p>
+     */
     private void writeRun() throws IOException {
         final int lastShadow = this.last;
 
@@ -708,14 +708,14 @@
     /**
      * Overriden to close the stream.
      */
+    @Override
     protected void finalize() throws Throwable {
-        close();
+        finish();
         super.finalize();
     }
 
-    public void close() throws IOException {
-        OutputStream outShadow = this.out;
-        if (outShadow != null) {
+    public void finish() throws IOException {
+        if (out != null) {
             try {
                 if (this.runLength > 0) {
                     writeRun();
@@ -723,14 +723,24 @@
                 this.currentChar = -1;
                 endBlock();
                 endCompression();
-                outShadow.close();
             } finally {
                 this.out = null;
                 this.data = null;
+                this.blockSorter = null;
             }
         }
     }
 
+    @Override
+    public void close() throws IOException {
+        if (out != null) {
+            OutputStream outShadow = this.out;
+            finish();
+            outShadow.close();
+        }
+    }
+
+    @Override
     public void flush() throws IOException {
         OutputStream outShadow = this.out;
         if (outShadow != null) {
@@ -744,6 +754,7 @@
         //this.out.write('Z');
 
         this.data = new Data(this.blockSize100k);
+        this.blockSorter = new BlockSort(this.data);
 
         /* Write `magic' bytes h indicating file-format == huffmanised,
            followed by a digit indicating blockSize100k.
@@ -807,12 +818,8 @@
         /* Now the block's CRC, so it is in a known place. */
         bsPutInt(this.blockCRC);
 
-        /* Now a single bit indicating randomisation. */
-        if (this.blockRandomised) {
-            bsW(1, 1);
-        } else {
-            bsW(1, 0);
-        }
+        /* Now a single bit indicating no randomisation. */
+        bsW(1, 0);
 
         /* Finally, block's contents proper. */
         moveToFrontCodeAndSend();
@@ -844,6 +851,7 @@
         return this.blockSize100k;
     }
 
+    @Override
     public void write(final byte[] buf, int offs, final int len)
         throws IOException {
         if (offs < 0) {
@@ -866,6 +874,10 @@
         }
     }
 
+    /**
+     * Keeps track of the last bytes written and implicitly performs
+     * run-length encoding as the first step of the bzip2 algorithm.
+     */
     private void write0(int b) throws IOException {
         if (this.currentChar != -1) {
             b &= 0xff;
@@ -981,7 +993,7 @@
         sendMTFValues6(nGroups, alphaSize);
 
         /* And finally, the block data proper */
-        sendMTFValues7(nSelectors);
+        sendMTFValues7();
     }
 
     private void sendMTFValues0(final int nGroups, final int alphaSize) {
@@ -1336,7 +1348,7 @@
         this.bsLive = bsLiveShadow;
     }
 
-    private void sendMTFValues7(final int nSelectors) throws IOException {
+    private void sendMTFValues7() throws IOException {
         final Data dataShadow         = this.data;
         final byte[][] len      = dataShadow.sendMTFValues_len;
         final int[][] code      = dataShadow.sendMTFValues_code;
@@ -1384,562 +1396,22 @@
     }
 
     private void moveToFrontCodeAndSend() throws IOException {
-        bsW(24, this.origPtr);
+        bsW(24, this.data.origPtr);
         generateMTFValues();
         sendMTFValues();
     }
 
-    /**
-     * This is the most hammered method of this class.
-     *
-     * <p>This is the version using unrolled loops. Normally I never
-     * use such ones in Java code.  The unrolling has shown a
-     * noticable performance improvement on JRE 1.4.2 (Linux i586 /
-     * HotSpot Client). Of course it depends on the JIT compiler of
-     * the vm.</p>
-     */
-    private boolean mainSimpleSort(final Data dataShadow, final int lo, final int hi,
-                                   final int d) {
-        final int bigN = hi - lo + 1;
-        if (bigN < 2) {
-            return this.firstAttempt && (this.workDone > this.workLimit);
-        }
-
-        int hp = 0;
-        while (INCS[hp] < bigN) {
-            hp++;
-        }
-
-        final int[] fmap            = dataShadow.fmap;
-        final char[] quadrant       = dataShadow.quadrant;
-        final byte[] block          = dataShadow.block;
-        final int lastShadow              = this.last;
-        final int lastPlus1         = lastShadow + 1;
-        final boolean firstAttemptShadow  = this.firstAttempt;
-        final int workLimitShadow         = this.workLimit;
-        int workDoneShadow                = this.workDone;
-
-        // Following block contains unrolled code which could be shortened by
-        // coding it in additional loops.
-
-        HP: while (--hp >= 0) {
-            final int h = INCS[hp];
-            final int mj = lo + h - 1;
-
-            for (int i = lo + h; i <= hi;) {
-                // copy
-                for (int k = 3; (i <= hi) && (--k >= 0); i++) {
-                    final int v = fmap[i];
-                    final int vd = v + d;
-                    int j = i;
-
-                    //  for (int a;
-                    //       (j > mj) && mainGtU((a = fmap[j - h]) + d, vd,
-                    //                           block, quadrant, lastShadow);
-                    //       j -= h) {
-                    //      fmap[j] = a;
-                    //  }
-                    //
-                    // unrolled version:
-
-                    // start inline mainGTU
-                    boolean onceRunned = false;
-                    int a = 0;
-
-                    HAMMER: while (true) {
-                        if (onceRunned) {
-                            fmap[j] = a;
-                            if ((j -= h) <= mj) {
-                                break HAMMER;
-                            }
-                        } else {
-                            onceRunned = true;
-                        }
-
-                        a = fmap[j - h];
-                        int i1 = a + d;
-                        int i2 = vd;
-
-                        // following could be done in a loop, but
-                        // unrolled it for performance:
-                        if (block[i1 + 1] == block[i2 + 1]) {
-                            if (block[i1 + 2] == block[i2 + 2]) {
-                                if (block[i1 + 3] == block[i2 + 3]) {
-                                    if (block[i1 + 4] == block[i2 + 4]) {
-                                        if (block[i1 + 5] == block[i2 + 5]) {
-                                            if (block[(i1 += 6)]
-                                                == block[(i2 += 6)]) {
-                                                int x = lastShadow;
-                                                X: while (x > 0) {
-                                                    x -= 4;
-
-                                                    if (block[i1 + 1]
-                                                        == block[i2 + 1]) {
-                                                        if (quadrant[i1]
-                                                            == quadrant[i2]) {
-                                                            if (block[i1 + 2] == block[i2 + 2]) {
-                                                                if (quadrant[i1 + 1] == quadrant[i2 + 1]) {
-                                                                    if (block[i1 + 3] == block[i2 + 3]) {
-                                                                        if (quadrant[i1 + 2] == quadrant[i2 + 2]) {
-                                                                            if (block[i1 + 4] == block[i2 + 4]) {
-                                                                                if (quadrant[i1 + 3] == quadrant[i2 + 3]) {
-                                                                                    if ((i1 += 4) >= lastPlus1) {
-                                                                                        i1 -= lastPlus1;
-                                                                                    }
-                                                                                    if ((i2 += 4) >= lastPlus1) {
-                                                                                        i2 -= lastPlus1;
-                                                                                    }
-                                                                                    workDoneShadow++;
-                                                                                    continue X;
-                                                                                } else if ((quadrant[i1 + 3] > quadrant[i2 + 3])) {
-                                                                                    continue HAMMER;
-                                                                                } else {
-                                                                                    break HAMMER;
-                                                                                }
-                                                                            } else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff)) {
-                                                                                continue HAMMER;
-                                                                            } else {
-                                                                                break HAMMER;
-                                                                            }
-                                                                        } else if ((quadrant[i1 + 2] > quadrant[i2 + 2])) {
-                                                                            continue HAMMER;
-                                                                        } else {
-                                                                            break HAMMER;
-                                                                        }
-                                                                    } else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff)) {
-                                                                        continue HAMMER;
-                                                                    } else {
-                                                                        break HAMMER;
-                                                                    }
-                                                                } else if ((quadrant[i1 + 1] > quadrant[i2 + 1])) {
-                                                                    continue HAMMER;
-                                                                } else {
-                                                                    break HAMMER;
-                                                                }
-                                                            } else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff)) {
-                                                                continue HAMMER;
-                                                            } else {
-                                                                break HAMMER;
-                                                            }
-                                                        } else if ((quadrant[i1] > quadrant[i2])) {
-                                                            continue HAMMER;
-                                                        } else {
-                                                            break HAMMER;
-                                                        }
-                                                    } else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff)) {
-                                                        continue HAMMER;
-                                                    } else {
-                                                        break HAMMER;
-                                                    }
-
-                                                }
-                                                break HAMMER;
-                                            } // while x > 0
-                                            else {
-                                                if ((block[i1] & 0xff)
-                                                    > (block[i2] & 0xff)) {
-                                                    continue HAMMER;
-                                                } else {
-                                                    break HAMMER;
-                                                }
-                                            }
-                                        } else if ((block[i1 + 5] & 0xff)
-                                                   > (block[i2 + 5] & 0xff)) {
-                                            continue HAMMER;
-                                        } else {
-                                            break HAMMER;
-                                        }
-                                    } else if ((block[i1 + 4] & 0xff)
-                                               > (block[i2 + 4] & 0xff)) {
-                                        continue HAMMER;
-                                    } else {
-                                        break HAMMER;
-                                    }
-                                } else if ((block[i1 + 3] & 0xff)
-                                           > (block[i2 + 3] & 0xff)) {
-                                    continue HAMMER;
-                                } else {
-                                    break HAMMER;
-                                }
-                            } else if ((block[i1 + 2] & 0xff)
-                                       > (block[i2 + 2] & 0xff)) {
-                                continue HAMMER;
-                            } else {
-                                break HAMMER;
-                            }
-                        } else if ((block[i1 + 1] & 0xff)
-                                   > (block[i2 + 1] & 0xff)) {
-                            continue HAMMER;
-                        } else {
-                            break HAMMER;
-                        }
-
-                    } // HAMMER
-                    // end inline mainGTU
-
-                    fmap[j] = v;
-                }
-
-                if (firstAttemptShadow && (i <= hi) && (workDoneShadow > workLimitShadow)) {
-                    break HP;
-                }
-            }
-        }
-
-        this.workDone = workDoneShadow;
-        return firstAttemptShadow && (workDoneShadow > workLimitShadow);
-    }
-
-    private static void vswap(int[] fmap, int p1, int p2, int n) {
-        n += p1;
-        while (p1 < n) {
-            int t = fmap[p1];
-            fmap[p1++] = fmap[p2];
-            fmap[p2++] = t;
-        }
-    }
-
-    private static byte med3(byte a, byte b, byte c) {
-        return (a < b)
-            ? (b < c ? b : a < c ? c : a)
-            : (b > c ? b : a > c ? c : a);
-    }
-
     private void blockSort() {
-        this.workLimit = WORK_FACTOR * this.last;
-        this.workDone = 0;
-        this.blockRandomised = false;
-        this.firstAttempt = true;
-        mainSort();
-
-        if (this.firstAttempt && (this.workDone > this.workLimit)) {
-            randomiseBlock();
-            this.workLimit = this.workDone = 0;
-            this.firstAttempt = false;
-            mainSort();
-        }
-
-        int[] fmap = this.data.fmap;
-        this.origPtr = -1;
-        for (int i = 0, lastShadow = this.last; i <= lastShadow; i++) {
-            if (fmap[i] == 0) {
-                this.origPtr = i;
-                break;
-            }
-        }
-
-        // assert (this.origPtr != -1) : this.origPtr;
+        blockSorter.blockSort(data, last);
     }
 
-    /**
-     * Method "mainQSort3", file "blocksort.c", BZip2 1.0.2
+    /*
+     * Performs Move-To-Front on the Burrows-Wheeler transformed
+     * buffer, storing the MTFed data in data.sfmap in RUNA/RUNB
+     * run-length-encoded form.
+     *
+     * <p>Keeps track of byte frequencies in data.mtfFreq at the same time.</p>
      */
-    private void mainQSort3(final Data dataShadow, final int loSt, final int hiSt,
-                            final int dSt) {
-        final int[] stack_ll = dataShadow.stack_ll;
-        final int[] stack_hh = dataShadow.stack_hh;
-        final int[] stack_dd = dataShadow.stack_dd;
-        final int[] fmap     = dataShadow.fmap;
-        final byte[] block   = dataShadow.block;
-
-        stack_ll[0] = loSt;
-        stack_hh[0] = hiSt;
-        stack_dd[0] = dSt;
-
-        for (int sp = 1; --sp >= 0;) {
-            final int lo = stack_ll[sp];
-            final int hi = stack_hh[sp];
-            final int d = stack_dd[sp];
-
-            if ((hi - lo < SMALL_THRESH) || (d > DEPTH_THRESH)) {
-                if (mainSimpleSort(dataShadow, lo, hi, d)) {
-                    return;
-                }
-            } else {
-                final int d1 = d + 1;
-                final int med = med3(block[fmap[lo]              + d1],
-                                     block[fmap[hi            ]  + d1],
-                                     block[fmap[(lo + hi) >> 1]  + d1])
-                    & 0xff;
-
-                int unLo = lo;
-                int unHi = hi;
-                int ltLo = lo;
-                int gtHi = hi;
-
-                while (true) {
-                    while (unLo <= unHi) {
-                        final int n =
-                            ((int) block[fmap[unLo] + d1] & 0xff) - med;
-                        if (n == 0) {
-                            final int temp = fmap[unLo];
-                            fmap[unLo++] = fmap[ltLo];
-                            fmap[ltLo++] = temp;
-                        } else if (n < 0) {
-                            unLo++;
-                        } else {
-                            break;
-                        }
-                    }
-
-                    while (unLo <= unHi) {
-                        final int n =
-                            ((int) block[fmap[unHi] + d1] & 0xff) - med;
-                        if (n == 0) {
-                            final int temp = fmap[unHi];
-                            fmap[unHi--] = fmap[gtHi];
-                            fmap[gtHi--] = temp;
-                        } else if (n > 0) {
-                            unHi--;
-                        } else {
-                            break;
-                        }
-                    }
-
-                    if (unLo <= unHi) {
-                        final int temp = fmap[unLo];
-                        fmap[unLo++] = fmap[unHi];
-                        fmap[unHi--] = temp;
-                    } else {
-                        break;
-                    }
-                }
-
-                if (gtHi < ltLo) {
-                    stack_ll[sp] = lo;
-                    stack_hh[sp] = hi;
-                    stack_dd[sp] = d1;
-                    sp++;
-                } else {
-                    int n = ((ltLo - lo) < (unLo - ltLo))
-                        ? (ltLo - lo) : (unLo - ltLo);
-                    vswap(fmap, lo, unLo - n, n);
-                    int m = ((hi - gtHi) < (gtHi - unHi))
-                        ? (hi - gtHi) : (gtHi - unHi);
-                    vswap(fmap, unLo, hi - m + 1, m);
-
-                    n = lo + unLo - ltLo - 1;
-                    m = hi - (gtHi - unHi) + 1;
-
-                    stack_ll[sp] = lo;
-                    stack_hh[sp] = n;
-                    stack_dd[sp] = d;
-                    sp++;
-
-                    stack_ll[sp] = n + 1;
-                    stack_hh[sp] = m - 1;
-                    stack_dd[sp] = d1;
-                    sp++;
-
-                    stack_ll[sp] = m;
-                    stack_hh[sp] = hi;
-                    stack_dd[sp] = d;
-                    sp++;
-                }
-            }
-        }
-    }
-
-    private void mainSort() {
-        final Data dataShadow             = this.data;
-        final int[] runningOrder    = dataShadow.mainSort_runningOrder;
-        final int[] copy            = dataShadow.mainSort_copy;
-        final boolean[] bigDone     = dataShadow.mainSort_bigDone;
-        final int[] ftab            = dataShadow.ftab;
-        final byte[] block          = dataShadow.block;
-        final int[] fmap            = dataShadow.fmap;
-        final char[] quadrant       = dataShadow.quadrant;
-        final int lastShadow              = this.last;
-        final int workLimitShadow         = this.workLimit;
-        final boolean firstAttemptShadow  = this.firstAttempt;
-
-        // Set up the 2-byte frequency table
-        for (int i = 65537; --i >= 0;) {
-            ftab[i] = 0;
-        }
-
-        /*
-          In the various block-sized structures, live data runs
-          from 0 to last+NUM_OVERSHOOT_BYTES inclusive.  First,
-          set up the overshoot area for block.
-        */
-        for (int i = 0; i < NUM_OVERSHOOT_BYTES; i++) {
-            block[lastShadow + i + 2] = block[(i % (lastShadow + 1)) + 1];
-        }
-        for (int i = lastShadow + NUM_OVERSHOOT_BYTES; --i >= 0;) {
-            quadrant[i] = 0;
-        }
-        block[0] = block[lastShadow + 1];
-
-        // Complete the initial radix sort:
-
-        int c1 = block[0] & 0xff;
-        for (int i = 0; i <= lastShadow; i++) {
-            final int c2 = block[i + 1] & 0xff;
-            ftab[(c1 << 8) + c2]++;
-            c1 = c2;
-        }
-
-        for (int i = 1; i <= 65536; i++)
-            ftab[i] += ftab[i - 1];
-
-        c1 = block[1] & 0xff;
-        for (int i = 0; i < lastShadow; i++) {
-            final int c2 = block[i + 2] & 0xff;
-            fmap[--ftab[(c1 << 8) + c2]] = i;
-            c1 = c2;
-        }
-
-        fmap[--ftab[((block[lastShadow + 1] & 0xff) << 8) + (block[1] & 0xff)]]
-            = lastShadow;
-
-        /*
-              Now ftab contains the first loc of every small bucket.
-              Calculate the running order, from smallest to largest
-              big bucket.
-        */
-        for (int i = 256; --i >= 0;) {
-            bigDone[i] = false;
-            runningOrder[i] = i;
-        }
-
-        for (int h = 364; h != 1;) {
-            h /= 3;
-            for (int i = h; i <= 255; i++) {
-                final int vv = runningOrder[i];
-                final int a = ftab[(vv + 1) << 8] - ftab[vv << 8];
-                final int b = h - 1;
-                int j = i;
-                for (int ro = runningOrder[j - h];
-                     (ftab[(ro + 1) << 8] - ftab[ro << 8]) > a;
-                     ro = runningOrder[j - h]) {
-                    runningOrder[j] = ro;
-                    j -= h;
-                    if (j <= b) {
-                        break;
-                    }
-                }
-                runningOrder[j] = vv;
-            }
-        }
-
-        /*
-              The main sorting loop.
-        */
-        for (int i = 0; i <= 255; i++) {
-            /*
-                  Process big buckets, starting with the least full.
-            */
-            final int ss = runningOrder[i];
-
-            // Step 1:
-            /*
-                  Complete the big bucket [ss] by quicksorting
-                  any unsorted small buckets [ss, j].  Hopefully
-                  previous pointer-scanning phases have already
-                  completed many of the small buckets [ss, j], so
-                  we don't have to sort them at all.
-            */
-            for (int j = 0; j <= 255; j++) {
-                final int sb = (ss << 8) + j;
-                final int ftab_sb = ftab[sb];
-                if ((ftab_sb & SETMASK) != SETMASK) {
-                    final int lo = ftab_sb & CLEARMASK;
-                    final int hi = (ftab[sb + 1] & CLEARMASK) - 1;
-                    if (hi > lo) {
-                        mainQSort3(dataShadow, lo, hi, 2);
-                        if (firstAttemptShadow && (this.workDone > workLimitShadow)) {
-                            return;
-                        }
-                    }
-                    ftab[sb] = ftab_sb | SETMASK;
-                }
-            }
-
-            // Step 2:
-            // Now scan this big bucket so as to synthesise the
-            // sorted order for small buckets [t, ss] for all t != ss.
-
-            for (int j = 0; j <= 255; j++) {
-                copy[j] = ftab[(j << 8) + ss] & CLEARMASK;
-            }
-
-            for (int j = ftab[ss << 8] & CLEARMASK,
-                     hj = (ftab[(ss + 1) << 8] & CLEARMASK);
-                 j < hj;
-                 j++) {
-                final int fmap_j = fmap[j];
-                c1 = block[fmap_j] & 0xff;
-                if (!bigDone[c1]) {
-                    fmap[copy[c1]] = (fmap_j == 0) ? lastShadow : (fmap_j - 1);
-                    copy[c1]++;
-                }
-            }
-
-            for (int j = 256; --j >= 0;)
-                ftab[(j << 8) + ss] |= SETMASK;
-
-            // Step 3:
-            /*
-                  The ss big bucket is now done.  Record this fact,
-                  and update the quadrant descriptors.  Remember to
-                  update quadrants in the overshoot area too, if
-                  necessary.  The "if (i < 255)" test merely skips
-                  this updating for the last bucket processed, since
-                  updating for the last bucket is pointless.
-            */
-            bigDone[ss] = true;
-
-            if (i < 255) {
-                final int bbStart = ftab[ss << 8] & CLEARMASK;
-                final int bbSize  = 
-                    (ftab[(ss + 1) << 8] & CLEARMASK) - bbStart;
-                int shifts = 0;
-
-                while ((bbSize >> shifts) > 65534) {
-                    shifts++;
-                }
-
-                for (int j = 0; j < bbSize; j++) {
-                    final int a2update = fmap[bbStart + j];
-                    final char qVal = (char) (j >> shifts);
-                    quadrant[a2update] = qVal;
-                    if (a2update < NUM_OVERSHOOT_BYTES) {
-                        quadrant[a2update + lastShadow + 1] = qVal;
-                    }
-                }
-            }
-
-        }
-    }
-
-    private void randomiseBlock() {
-        final boolean[] inUse = this.data.inUse;
-        final byte[] block    = this.data.block;
-        final int lastShadow        = this.last;
-
-        for (int i = 256; --i >= 0;)
-            inUse[i] = false;
-
-        int rNToGo = 0;
-        int rTPos  = 0;
-        for (int i = 0, j = 1; i <= lastShadow; i = j, j++) {
-            if (rNToGo == 0) {
-                rNToGo = (char) BZip2Constants.rNums[rTPos];
-                if (++rTPos == 512) {
-                    rTPos = 0;
-                }
-            }
-
-            rNToGo--;
-            block[j] ^= ((rNToGo == 1) ? 1 : 0);
-
-            // handle 16 bit signed numbers
-            inUse[block[j] & 0xff] = true;
-        }
-
-        this.blockRandomised = true;
-    }
 
     private void generateMTFValues() {
         final int lastShadow          = this.last;
@@ -2044,9 +1516,10 @@
         this.nMTF = wr + 1;
     }
 
-    private static final class Data extends Object {
+    static final class Data extends Object {
 
         // with blockSize 900k
+        /* maps unsigned byte => "does it occur in block" */
         final boolean[] inUse     = new boolean[256];                           //     256 byte
         final byte[] unseqToSeq   = new byte[256];                              //     256 byte
         final int[] mtfFreq       = new int[MAX_ALPHA_SIZE];                    //    1032 byte
@@ -2062,34 +1535,32 @@
         final byte[] sendMTFValues2_pos   = new byte[N_GROUPS];                 //       6 byte
         final boolean[] sentMTFValues4_inUse16 = new boolean[16];               //      16 byte
 
-        final int[] stack_ll = new int[QSORT_STACK_SIZE];                       //    4000 byte
-        final int[] stack_hh = new int[QSORT_STACK_SIZE];                       //    4000 byte
-        final int[] stack_dd = new int[QSORT_STACK_SIZE];                       //    4000 byte
-
-        final int[] mainSort_runningOrder = new int[256];                       //    1024 byte
-        final int[] mainSort_copy         = new int[256];                       //    1024 byte
-        final boolean[] mainSort_bigDone  = new boolean[256];                   //     256 byte
-
         final int[] heap   = new int[MAX_ALPHA_SIZE + 2];                       //    1040 byte
         final int[] weight = new int[MAX_ALPHA_SIZE * 2];                       //    2064 byte
         final int[] parent = new int[MAX_ALPHA_SIZE * 2];                       //    2064 byte
 
-        final int[] ftab = new int[65537];                                      //  262148 byte
         // ------------
         //  333408 byte
 
+        /* holds the RLEd block of original data starting at index 1.
+         * After sorting the last byte added to the buffer is at index
+         * 0. */
         final byte[] block;                                                     //  900021 byte
+        /* maps index in Burrows-Wheeler transformed block => index of
+         * byte in original block */
         final int[] fmap;                                                       // 3600000 byte
         final char[] sfmap;                                                     // 3600000 byte
         // ------------
         // 8433529 byte
         // ============
 
-        /**
-         * Array instance identical to sfmap, both are used only temporarily and indepently,
-         * so we do not need to allocate additional memory.
+        /*
+         * Index of original line in Burrows-Wheeler table.
+         *
+         * <p>This is the index in fmap that points to the last byte
+         * of the original data.</p>
          */
-        final char[] quadrant;
+        int origPtr;
 
         Data(int blockSize100k) {
             super();
@@ -2098,7 +1569,6 @@
             this.block = new byte[(n + 1 + NUM_OVERSHOOT_BYTES)];
             this.fmap = new int[n];
             this.sfmap = new char[2 * n];
-            this.quadrant = this.sfmap;
         }
 
     }
Index: WHATSNEW
===================================================================
--- WHATSNEW.orig	2006-12-13 13:16:25.000000000 +0100
+++ WHATSNEW	2012-10-30 09:49:37.235300941 +0100
@@ -7,6 +7,10 @@
 Fixed bugs:
 -----------
 
+ * Ported libbzip2's fallback sort algorithm to CBZip2OutputStream to
+   speed up compression in certain edge cases.  Merge from Commons
+   Compress.
+
 Other changes:
 --------------

Index: src/main/org/apache/tools/bzip2/CBZip2OutputStream.java 
===================================================================
+--- src/main/org/apache/tools/bzip2/CBZip2OutputStream.java	(revision 1340989)
++++ src/main/org/apache/tools/bzip2/CBZip2OutputStream.java	(revision 1340990)
+@@ -791,9 +794,6 @@
+         for (int i = 256; --i >= 0;) {
+             inUse[i] = false;
          }
-     }
- 
-+    @Override
-     public void close() throws IOException {
-         if (out != null) {
-             OutputStream outShadow = this.out;
-@@ -1363,7 +1370,7 @@
-         this.bsLive = bsLiveShadow;
-     }
- 
--    private void sendMTFValues7(final int nSelectors) throws IOException {
-+    private void sendMTFValues7() throws IOException {
-         final Data dataShadow = this.data;
-         final byte[][] len = dataShadow.sendMTFValues_len;
-         final int[][] code = dataShadow.sendMTFValues_code;
-@@ -1411,545 +1418,22 @@
-     }
- 
-     private void moveToFrontCodeAndSend() throws IOException {
--        bsW(24, this.origPtr);
-+        bsW(24, this.data.origPtr);
-         generateMTFValues();
-         sendMTFValues();
-     }
- 
--    /**
--     * This is the most hammered method of this class.
--     *
--     * <p>
--     * This is the version using unrolled loops. Normally I never use such ones
--     * in Java code. The unrolling has shown a noticable performance improvement
--     * on JRE 1.4.2 (Linux i586 / HotSpot Client). Of course it depends on the
--     * JIT compiler of the vm.
--     * </p>
--     */
--    private boolean mainSimpleSort(final Data dataShadow, final int lo,
--                                   final int hi, final int d) {
--        final int bigN = hi - lo + 1;
--        if (bigN < 2) {
--            return this.firstAttempt && (this.workDone > this.workLimit);
--        }
--
--        int hp = 0;
--        while (INCS[hp] < bigN) {
--            hp++;
--        }
--
--        final int[] fmap = dataShadow.fmap;
--        final char[] quadrant = dataShadow.quadrant;
--        final byte[] block = dataShadow.block;
--        final int lastShadow = this.last;
--        final int lastPlus1 = lastShadow + 1;
--        final boolean firstAttemptShadow = this.firstAttempt;
--        final int workLimitShadow = this.workLimit;
--        int workDoneShadow = this.workDone;
--
--        // Following block contains unrolled code which could be shortened by
--        // coding it in additional loops.
--
--        HP: while (--hp >= 0) {
--            final int h = INCS[hp];
--            final int mj = lo + h - 1;
--
--            for (int i = lo + h; i <= hi;) {
--                // copy
--                for (int k = 3; (i <= hi) && (--k >= 0); i++) {
--                    final int v = fmap[i];
--                    final int vd = v + d;
--                    int j = i;
--
--                    // for (int a;
--                    // (j > mj) && mainGtU((a = fmap[j - h]) + d, vd,
--                    // block, quadrant, lastShadow);
--                    // j -= h) {
--                    // fmap[j] = a;
--                    // }
--                    //
--                    // unrolled version:
 -
--                    // start inline mainGTU
--                    boolean onceRunned = false;
--                    int a = 0;
--
--                    HAMMER: while (true) {
--                        if (onceRunned) {
--                            fmap[j] = a;
--                            if ((j -= h) <= mj) {
--                                break HAMMER;
--                            }
--                        } else {
--                            onceRunned = true;
--                        }
--
--                        a = fmap[j - h];
--                        int i1 = a + d;
--                        int i2 = vd;
--
--                        // following could be done in a loop, but
--                        // unrolled it for performance:
--                        if (block[i1 + 1] == block[i2 + 1]) {
--                            if (block[i1 + 2] == block[i2 + 2]) {
--                                if (block[i1 + 3] == block[i2 + 3]) {
--                                    if (block[i1 + 4] == block[i2 + 4]) {
--                                        if (block[i1 + 5] == block[i2 + 5]) {
--                                            if (block[(i1 += 6)] == block[(i2 += 6)]) {
--                                                int x = lastShadow;
--                                                X: while (x > 0) {
--                                                    x -= 4;
--
--                                                    if (block[i1 + 1] == block[i2 + 1]) {
--                                                        if (quadrant[i1] == quadrant[i2]) {
--                                                            if (block[i1 + 2] == block[i2 + 2]) {
--                                                                if (quadrant[i1 + 1] == quadrant[i2 + 1]) {
--                                                                    if (block[i1 + 3] == block[i2 + 3]) {
--                                                                        if (quadrant[i1 + 2] == quadrant[i2 + 2]) {
--                                                                            if (block[i1 + 4] == block[i2 + 4]) {
--                                                                                if (quadrant[i1 + 3] == quadrant[i2 + 3]) {
--                                                                                    if ((i1 += 4) >= lastPlus1) {
--                                                                                        i1 -= lastPlus1;
--                                                                                    }
--                                                                                    if ((i2 += 4) >= lastPlus1) {
--                                                                                        i2 -= lastPlus1;
--                                                                                    }
--                                                                                    workDoneShadow++;
--                                                                                    continue X;
--                                                                                } else if ((quadrant[i1 + 3] > quadrant[i2 + 3])) {
--                                                                                    continue HAMMER;
--                                                                                } else {
--                                                                                    break HAMMER;
--                                                                                }
--                                                                            } else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff)) {
--                                                                                continue HAMMER;
--                                                                            } else {
--                                                                                break HAMMER;
--                                                                            }
--                                                                        } else if ((quadrant[i1 + 2] > quadrant[i2 + 2])) {
--                                                                            continue HAMMER;
--                                                                        } else {
--                                                                            break HAMMER;
--                                                                        }
--                                                                    } else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff)) {
--                                                                        continue HAMMER;
--                                                                    } else {
--                                                                        break HAMMER;
--                                                                    }
--                                                                } else if ((quadrant[i1 + 1] > quadrant[i2 + 1])) {
--                                                                    continue HAMMER;
--                                                                } else {
--                                                                    break HAMMER;
--                                                                }
--                                                            } else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff)) {
--                                                                continue HAMMER;
--                                                            } else {
--                                                                break HAMMER;
--                                                            }
--                                                        } else if ((quadrant[i1] > quadrant[i2])) {
--                                                            continue HAMMER;
--                                                        } else {
--                                                            break HAMMER;
--                                                        }
--                                                    } else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff)) {
--                                                        continue HAMMER;
--                                                    } else {
--                                                        break HAMMER;
--                                                    }
--
--                                                }
--                                                break HAMMER;
--                                            } // while x > 0
--                                            else {
--                                                if ((block[i1] & 0xff) > (block[i2] & 0xff)) {
--                                                    continue HAMMER;
--                                                } else {
--                                                    break HAMMER;
--                                                }
--                                            }
--                                        } else if ((block[i1 + 5] & 0xff) > (block[i2 + 5] & 0xff)) {
--                                            continue HAMMER;
--                                        } else {
--                                            break HAMMER;
--                                        }
--                                    } else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff)) {
--                                        continue HAMMER;
--                                    } else {
--                                        break HAMMER;
--                                    }
--                                } else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff)) {
--                                    continue HAMMER;
--                                } else {
--                                    break HAMMER;
--                                }
--                            } else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff)) {
--                                continue HAMMER;
--                            } else {
--                                break HAMMER;
--                            }
--                        } else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff)) {
--                            continue HAMMER;
--                        } else {
--                            break HAMMER;
--                        }
--
--                    } // HAMMER
--                    // end inline mainGTU
--
--                    fmap[j] = v;
--                }
--
--                if (firstAttemptShadow && (i <= hi)
--                    && (workDoneShadow > workLimitShadow)) {
--                    break HP;
--                }
--            }
--        }
--
--        this.workDone = workDoneShadow;
--        return firstAttemptShadow && (workDoneShadow > workLimitShadow);
--    }
--
--    private static void vswap(int[] fmap, int p1, int p2, int n) {
--        n += p1;
--        while (p1 < n) {
--            int t = fmap[p1];
--            fmap[p1++] = fmap[p2];
--            fmap[p2++] = t;
--        }
--    }
--
--    private static byte med3(byte a, byte b, byte c) {
--        return (a < b) ? (b < c ? b : a < c ? c : a) : (b > c ? b : a > c ? c
--                                                        : a);
--    }
--
-     private void blockSort() {
--        this.workLimit = WORK_FACTOR * this.last;
--        this.workDone = 0;
--        this.blockRandomised = false;
--        this.firstAttempt = true;
--        mainSort();
--
--        if (this.firstAttempt && (this.workDone > this.workLimit)) {
--            randomiseBlock();
--            this.workLimit = this.workDone = 0;
--            this.firstAttempt = false;
--            mainSort();
--        }
--
--        int[] fmap = this.data.fmap;
--        this.origPtr = -1;
--        for (int i = 0, lastShadow = this.last; i <= lastShadow; i++) {
--            if (fmap[i] == 0) {
--                this.origPtr = i;
--                break;
--            }
--        }
--
--        // assert (this.origPtr != -1) : this.origPtr;
-+        blockSorter.blockSort(data, last);
+-        /* 20 is just a paranoia constant */
+-        this.allowableBlockSize = (this.blockSize100k * BZip2Constants.baseBlockSize) - 20;
      }
  
--    /**
--     * Method "mainQSort3", file "blocksort.c", BZip2 1.0.2
-+    /*
-+     * Performs Move-To-Front on the Burrows-Wheeler transformed
-+     * buffer, storing the MTFed data in data.sfmap in RUNA/RUNB
-+     * run-length-encoded form.
-+     *
-+     * <p>Keeps track of byte frequencies in data.mtfFreq at the same time.</p>
-      */
--    private void mainQSort3(final Data dataShadow, final int loSt,
--                            final int hiSt, final int dSt) {
--        final int[] stack_ll = dataShadow.stack_ll;
--        final int[] stack_hh = dataShadow.stack_hh;
--        final int[] stack_dd = dataShadow.stack_dd;
--        final int[] fmap = dataShadow.fmap;
--        final byte[] block = dataShadow.block;
--
--        stack_ll[0] = loSt;
--        stack_hh[0] = hiSt;
--        stack_dd[0] = dSt;
--
--        for (int sp = 1; --sp >= 0;) {
--            final int lo = stack_ll[sp];
--            final int hi = stack_hh[sp];
--            final int d = stack_dd[sp];
--
--            if ((hi - lo < SMALL_THRESH) || (d > DEPTH_THRESH)) {
--                if (mainSimpleSort(dataShadow, lo, hi, d)) {
--                    return;
--                }
--            } else {
--                final int d1 = d + 1;
--                final int med = med3(block[fmap[lo] + d1],
--                                     block[fmap[hi] + d1], block[fmap[(lo + hi) >>> 1] + d1]) & 0xff;
--
--                int unLo = lo;
--                int unHi = hi;
--                int ltLo = lo;
--                int gtHi = hi;
--
--                while (true) {
--                    while (unLo <= unHi) {
--                        final int n = ((int) block[fmap[unLo] + d1] & 0xff)
--                            - med;
--                        if (n == 0) {
--                            final int temp = fmap[unLo];
--                            fmap[unLo++] = fmap[ltLo];
--                            fmap[ltLo++] = temp;
--                        } else if (n < 0) {
--                            unLo++;
--                        } else {
--                            break;
--                        }
--                    }
--
--                    while (unLo <= unHi) {
--                        final int n = ((int) block[fmap[unHi] + d1] & 0xff)
--                            - med;
--                        if (n == 0) {
--                            final int temp = fmap[unHi];
--                            fmap[unHi--] = fmap[gtHi];
--                            fmap[gtHi--] = temp;
--                        } else if (n > 0) {
--                            unHi--;
--                        } else {
--                            break;
--                        }
--                    }
--
--                    if (unLo <= unHi) {
--                        final int temp = fmap[unLo];
--                        fmap[unLo++] = fmap[unHi];
--                        fmap[unHi--] = temp;
--                    } else {
--                        break;
--                    }
--                }
--
--                if (gtHi < ltLo) {
--                    stack_ll[sp] = lo;
--                    stack_hh[sp] = hi;
--                    stack_dd[sp] = d1;
--                    sp++;
--                } else {
--                    int n = ((ltLo - lo) < (unLo - ltLo)) ? (ltLo - lo)
--                        : (unLo - ltLo);
--                    vswap(fmap, lo, unLo - n, n);
--                    int m = ((hi - gtHi) < (gtHi - unHi)) ? (hi - gtHi)
--                        : (gtHi - unHi);
--                    vswap(fmap, unLo, hi - m + 1, m);
--
--                    n = lo + unLo - ltLo - 1;
--                    m = hi - (gtHi - unHi) + 1;
--
--                    stack_ll[sp] = lo;
--                    stack_hh[sp] = n;
--                    stack_dd[sp] = d;
--                    sp++;
--
--                    stack_ll[sp] = n + 1;
--                    stack_hh[sp] = m - 1;
--                    stack_dd[sp] = d1;
--                    sp++;
--
--                    stack_ll[sp] = m;
--                    stack_hh[sp] = hi;
--                    stack_dd[sp] = d;
--                    sp++;
--                }
--            }
--        }
--    }
--
--    private void mainSort() {
--        final Data dataShadow = this.data;
--        final int[] runningOrder = dataShadow.mainSort_runningOrder;
--        final int[] copy = dataShadow.mainSort_copy;
--        final boolean[] bigDone = dataShadow.mainSort_bigDone;
--        final int[] ftab = dataShadow.ftab;
--        final byte[] block = dataShadow.block;
--        final int[] fmap = dataShadow.fmap;
--        final char[] quadrant = dataShadow.quadrant;
--        final int lastShadow = this.last;
--        final int workLimitShadow = this.workLimit;
--        final boolean firstAttemptShadow = this.firstAttempt;
--
--        // Set up the 2-byte frequency table
--        for (int i = 65537; --i >= 0;) {
--            ftab[i] = 0;
--        }
--
--        /*
--         * In the various block-sized structures, live data runs from 0 to
--         * last+NUM_OVERSHOOT_BYTES inclusive. First, set up the overshoot area
--         * for block.
--         */
--        for (int i = 0; i < NUM_OVERSHOOT_BYTES; i++) {
--            block[lastShadow + i + 2] = block[(i % (lastShadow + 1)) + 1];
--        }
--        for (int i = lastShadow + NUM_OVERSHOOT_BYTES +1; --i >= 0;) {
--            quadrant[i] = 0;
--        }
--        block[0] = block[lastShadow + 1];
--
--        // Complete the initial radix sort:
--
--        int c1 = block[0] & 0xff;
--        for (int i = 0; i <= lastShadow; i++) {
--            final int c2 = block[i + 1] & 0xff;
--            ftab[(c1 << 8) + c2]++;
--            c1 = c2;
--        }
--
--        for (int i = 1; i <= 65536; i++)
--            ftab[i] += ftab[i - 1];
--
--        c1 = block[1] & 0xff;
--        for (int i = 0; i < lastShadow; i++) {
--            final int c2 = block[i + 2] & 0xff;
--            fmap[--ftab[(c1 << 8) + c2]] = i;
--            c1 = c2;
--        }
--
--        fmap[--ftab[((block[lastShadow + 1] & 0xff) << 8) + (block[1] & 0xff)]] = lastShadow;
--
--        /*
--         * Now ftab contains the first loc of every small bucket. Calculate the
--         * running order, from smallest to largest big bucket.
--         */
--        for (int i = 256; --i >= 0;) {
--            bigDone[i] = false;
--            runningOrder[i] = i;
--        }
--
--        for (int h = 364; h != 1;) {
--            h /= 3;
--            for (int i = h; i <= 255; i++) {
--                final int vv = runningOrder[i];
--                final int a = ftab[(vv + 1) << 8] - ftab[vv << 8];
--                final int b = h - 1;
--                int j = i;
--                for (int ro = runningOrder[j - h]; (ftab[(ro + 1) << 8] - ftab[ro << 8]) > a; ro = runningOrder[j
--                                                                                                                - h]) {
--                    runningOrder[j] = ro;
--                    j -= h;
--                    if (j <= b) {
--                        break;
--                    }
--                }
--                runningOrder[j] = vv;
--            }
--        }
--
--        /*
--         * The main sorting loop.
--         */
--        for (int i = 0; i <= 255; i++) {
--            /*
--             * Process big buckets, starting with the least full.
--             */
--            final int ss = runningOrder[i];
--
--            // Step 1:
--            /*
--             * Complete the big bucket [ss] by quicksorting any unsorted small
--             * buckets [ss, j]. Hopefully previous pointer-scanning phases have
--             * already completed many of the small buckets [ss, j], so we don't
--             * have to sort them at all.
--             */
--            for (int j = 0; j <= 255; j++) {
--                final int sb = (ss << 8) + j;
--                final int ftab_sb = ftab[sb];
--                if ((ftab_sb & SETMASK) != SETMASK) {
--                    final int lo = ftab_sb & CLEARMASK;
--                    final int hi = (ftab[sb + 1] & CLEARMASK) - 1;
--                    if (hi > lo) {
--                        mainQSort3(dataShadow, lo, hi, 2);
--                        if (firstAttemptShadow
--                            && (this.workDone > workLimitShadow)) {
--                            return;
--                        }
--                    }
--                    ftab[sb] = ftab_sb | SETMASK;
--                }
--            }
--
--            // Step 2:
--            // Now scan this big bucket so as to synthesise the
--            // sorted order for small buckets [t, ss] for all t != ss.
--
--            for (int j = 0; j <= 255; j++) {
--                copy[j] = ftab[(j << 8) + ss] & CLEARMASK;
--            }
--
--            for (int j = ftab[ss << 8] & CLEARMASK, hj = (ftab[(ss + 1) << 8] & CLEARMASK); j < hj; j++) {
--                final int fmap_j = fmap[j];
--                c1 = block[fmap_j] & 0xff;
--                if (!bigDone[c1]) {
--                    fmap[copy[c1]] = (fmap_j == 0) ? lastShadow : (fmap_j - 1);
--                    copy[c1]++;
--                }
--            }
--
--            for (int j = 256; --j >= 0;)
--                ftab[(j << 8) + ss] |= SETMASK;
--
--            // Step 3:
--            /*
--             * The ss big bucket is now done. Record this fact, and update the
--             * quadrant descriptors. Remember to update quadrants in the
--             * overshoot area too, if necessary. The "if (i < 255)" test merely
--             * skips this updating for the last bucket processed, since updating
--             * for the last bucket is pointless.
--             */
--            bigDone[ss] = true;
--
--            if (i < 255) {
--                final int bbStart = ftab[ss << 8] & CLEARMASK;
--                final int bbSize = (ftab[(ss + 1) << 8] & CLEARMASK) - bbStart;
--                int shifts = 0;
--
--                while ((bbSize >> shifts) > 65534) {
--                    shifts++;
--                }
--
--                for (int j = 0; j < bbSize; j++) {
--                    final int a2update = fmap[bbStart + j];
--                    final char qVal = (char) (j >> shifts);
--                    quadrant[a2update] = qVal;
--                    if (a2update < NUM_OVERSHOOT_BYTES) {
--                        quadrant[a2update + lastShadow + 1] = qVal;
--                    }
--                }
--            }
--
--        }
--    }
--
--    private void randomiseBlock() {
--        final boolean[] inUse = this.data.inUse;
--        final byte[] block = this.data.block;
--        final int lastShadow = this.last;
--
--        for (int i = 256; --i >= 0;)
--            inUse[i] = false;
--
--        int rNToGo = 0;
--        int rTPos = 0;
--        for (int i = 0, j = 1; i <= lastShadow; i = j, j++) {
--            if (rNToGo == 0) {
--                rNToGo = (char) BZip2Constants.rNums[rTPos];
--                if (++rTPos == 512) {
--                    rTPos = 0;
--                }
--            }
--
--            rNToGo--;
--            block[j] ^= ((rNToGo == 1) ? 1 : 0);
--
--            // handle 16 bit signed numbers
--            inUse[block[j] & 0xff] = true;
--        }
--
--        this.blockRandomised = true;
--    }
--
-     private void generateMTFValues() {
-         final int lastShadow = this.last;
-         final Data dataShadow = this.data;
-@@ -2053,9 +1537,10 @@
-         this.nMTF = wr + 1;
-     }
- 
--    private static final class Data extends Object {
-+    static final class Data extends Object {
- 
-         // with blockSize 900k
-+        /* maps unsigned byte => "does it occur in block" */
-         final boolean[] inUse = new boolean[256]; // 256 byte
-         final byte[] unseqToSeq = new byte[256]; // 256 byte
-         final int[] mtfFreq = new int[MAX_ALPHA_SIZE]; // 1032 byte
-@@ -2074,23 +1559,19 @@
-         final byte[] sendMTFValues2_pos = new byte[N_GROUPS]; // 6 byte
-         final boolean[] sentMTFValues4_inUse16 = new boolean[16]; // 16 byte
- 
--        final int[] stack_ll = new int[QSORT_STACK_SIZE]; // 4000 byte
--        final int[] stack_hh = new int[QSORT_STACK_SIZE]; // 4000 byte
--        final int[] stack_dd = new int[QSORT_STACK_SIZE]; // 4000 byte
--
--        final int[] mainSort_runningOrder = new int[256]; // 1024 byte
--        final int[] mainSort_copy = new int[256]; // 1024 byte
--        final boolean[] mainSort_bigDone = new boolean[256]; // 256 byte
--
-         final int[] heap = new int[MAX_ALPHA_SIZE + 2]; // 1040 byte
-         final int[] weight = new int[MAX_ALPHA_SIZE * 2]; // 2064 byte
-         final int[] parent = new int[MAX_ALPHA_SIZE * 2]; // 2064 byte
- 
--        final int[] ftab = new int[65537]; // 262148 byte
-         // ------------
-         // 333408 byte
- 
-+        /* holds the RLEd block of original data starting at index 1.
-+         * After sorting the last byte added to the buffer is at index
-+         * 0. */
-         final byte[] block; // 900021 byte
-+        /* maps index in Burrows-Wheeler transformed block => index of
-+         * byte in original block */
-         final int[] fmap; // 3600000 byte
-         final char[] sfmap; // 3600000 byte
-         // ------------
-@@ -2098,11 +1579,12 @@
-         // ============
- 
-         /**
--         * Array instance identical to sfmap, both are used only
--         * temporarily and indepently, so we do not need to allocate
--         * additional memory.
-+         * Index of original line in Burrows-Wheeler table.
-+         *
-+         * <p>This is the index in fmap that points to the last byte
-+         * of the original data.</p>
-          */
--        final char[] quadrant;
-+        int origPtr;
- 
-         Data(int blockSize100k) {
-             super();
+     private void endBlock() throws IOException {
