99
"TABLE" IN LUA

The basics and design of lua table

Embed Size (px)

Citation preview

Page 1: The basics and design of lua table

"TABLE" IN LUA

Page 2: The basics and design of lua table

OUTLINEBasic of Lua "table"Adapt Lua "table" for multiple data structureDive into Lua "table" source code

Page 3: The basics and design of lua table

OVERVIEW OF LUA

Page 4: The basics and design of lua table

OVERVIEW OF LUALua is a powerful, e�cient, lightweight, embeddablescripting language.multi-paradigm: Lua supports proceduralprogramming, object-oriented programming,functional programming, etc.dynamically-type: types are attached to values ratherthan to variables.Lua has automatic memory management withincremental garbage collection.

Page 5: The basics and design of lua table

OVERVIEW OF LUAbasic types (�rst-class):1. nil (like "None" in Python, including unde�ned

variables)2. boolean: true, false3. number: double-precision �oating-point numbers

(like "double" in C)4. string: immutable (once internalized, cannot be

changed)5. table: associative arrays6. function: Lua functions, C functions7. heavy userdata8. light userdata9. thread: coroutines

Page 6: The basics and design of lua table

9. thread: coroutines

OVERVIEW OF TABLE IN LUATables are the main — in fact, the only — data-structuring mechanism in Lua.Tables in Lua are associative arrays, that is, they can beindexed by any value (except nil) and can hold valuesof any type.Tables are dynamic in the sense that they may growwhen data is added to them (by assigning a value to ahitherto non-existent �eld) and shrink when data isremoved from them (by assigning nil to a �eld).

Page 7: The basics and design of lua table

BASIC

Page 8: The basics and design of lua table

TABLE CREATION-- This is a comment.

-- Empty table local t1 = {}

-- Table as an array local t2 = { 1, 2, "str", t1 }

-- Table as a hashtable local t3 = { ["k1"] = "v1", k2 = "v2", }

-- Table as mixed data structure of array and hashtable local t4 = { "e1", -- stored in the array part ["k1"] = "v1", -- stored in the hash part

Page 9: The basics and design of lua table

TABLE AS AN ARRAYArray Operations:

Set the element of position "n"Get the element of position "n"Get the number of elementsIterate over all elementsDelete the element of position "n"

Page 10: The basics and design of lua table

TABLE AS AN ARRAY: SETTER

Set the element of position "n"

NOTE: index in Lua starts from 1

-- Way #1: specify the index local t = {} t[1] = "e1" t[2] = "e2" t[3] = "e3" t[4] = "e4"

-- Way #2: use table.insert (list, [pos,] value) local t = {} table.insert(t, 1, "e1")table.insert(t, 2, "e2")-- table.insert(t, x) inserts x at the end of list t table.insert(t, "e3") table.insert(t, "e4")

See the manual of table.insert

Page 11: The basics and design of lua table

TABLE AS AN ARRAY: GETTER

Get the element of position "n"

local t = {"e1", "e2", "e3", "e4"} -- Get the fourth element print(t[4])

--[[ This is a multi-line comment.

Output: e4 ]]

Page 12: The basics and design of lua table

TABLE AS AN ARRAY: GET ELEMENT NUMBER

Get the number of elements

local t = {"e1", "e2", "e3", "e4"}

-- Way #1: the length operator "#" print(#t)

--[[ Output: 4 ]]

-- Way #2 --[[ table.unpack(t) returns "e1", "e2", "e3", "e4" so it becomes: print(select('#', "e1", "e2", "e3", "e4")) ]] print(select('#', table.unpack(t)))

Refer to:

manual of the length operator "#"manual of selectmanual of table.unpack

Page 13: The basics and design of lua table

TABLE AS AN ARRAY: ITERATION

Iterate over all elements

local t = {"e1", "e2", "e3", "e4"}

-- Forward iteration for i = 1, 4 do print(t[i]) end

--[[ Output: e1 e2 e3 e4 ]]

-- More general way: for i = 1, #t do print(t[i])

There's another way of using an iterator. We will talkabout that later.

Page 14: The basics and design of lua table

TABLE AS AN ARRAY: DELETE

Delete the element of position "n"

-- Way #1: set the specified element as nil local t = {"e1", "e2", "e3", "e4"}

-- Delete the third element t[3] = nil

--[[ NOTE: 1. Lua table will not pack the elements backward to fill the empty slot 2. the number of elements will not change ]] print("The number of elements:", #t) for i = 1, #t do print(t[i]) end

--[[ Output:

Page 15: The basics and design of lua table

TABLE AS AN ARRAY: DELETE

Delete the element of position "n"

-- Way #2: use table.remove (list [, pos]) local t = {"e1", "e2", "e3", "e4"}

table.remove(t, 3) print("The number of elements:", #t) for i = 1, #t do print(t[i]) end

--[[ Output: The number of elements: 3 e1 e2 e4 ]]

-- table.remove(t) removes the last element of list t.

See the manual of table.remove

Page 16: The basics and design of lua table

TABLE AS AN ARRAY: DELETE

Common misuse of table.remove in a loop

local t = {1, 2, 3, 4}

for i = 1, #t do if t[i] < 4 then table.remove(t, i) end end

--[[ Opps... lua: xxx.lua:4: attempt to compare nil with number stack traceback: xxx.lua:4: in main chunk [C]: in ?

]]

Why?

Page 17: The basics and design of lua table

TABLE AS AN ARRAY: DELETE

Trace the source code using print

local t = {1, 2, 3, 4}

for i = 1, #t do print(i, t[i]) if t[i] < 4 then table.remove(t, i) end end

--[[ 1 1 2 3 3 nil lua: xxx.lua:5: attempt to compare nil with number stack traceback: xxx.lua:5: in main chunk [C]: in ? ]]

Page 18: The basics and design of lua table

TABLE AS AN ARRAY: DELETE

Straightforward solution: use backward iteration.

local t = {1, 2, 3, 4}

for i = #t, 1, -1 do if t[i] < 4 then table.remove(t, i) end end

for i = 1, #t do print(t[i]) end

--[[ Output: 4 ]]

We will see another misuse case of table.remove whenwe discuss iterator ;)

Page 19: The basics and design of lua table

TABLE AS A HASHTABLEHashtable Operations:

Set the value of key "k"Get the value of key "k"Delete the value of key "k"Iterate over all key-value pairsGet the number of key-value pairs

Page 20: The basics and design of lua table

TABLE AS A HASHTABLE: SETTER

local t = {}

-- Way #1 t["key"] = "value"

-- Way #2: syntactic sugar t.key = "value"

-- Compare with the following code: local key = "key" t[key] = "value"

Page 21: The basics and design of lua table

TABLE AS A HASHTABLE: GETTER

local t = { "key" = "value", }

print("t[\"key\"] = ", t["key"])print("t.key = ", t.key)

local k = "key" print("t[k] = ", t[k]) -- t.k is equivalent to t["k"] print("t.k = ", t.k)

--[[ Output: t["key"] = value t.key = value t[k] = value t.k = nil

Page 22: The basics and design of lua table

TABLE AS A HASHTABLE: DELETE

local t = { "key" = "value", }

t.key = nil

Page 23: The basics and design of lua table

TABLE AS A HASHTABLE: ITERATION

Page 24: The basics and design of lua table

TABLE AS A HASHTABLE: ITERATION

Meet `next (table [, index])`

Allows a program to traverse all �elds of a table. Its�rst argument is a table and its second argument isan index in this table. next returns the next index of

the table and its associated value. When called with nilas its second argument, next returns an initial indexand its associated value. When called with the last

index, or with nil in an empty table, next returns nil. Ifthe second argument is absent, then it is interpreted

as nil. In particular, you can use next(t) to checkwhether a table is empty.

Page 25: The basics and design of lua table

TABLE AS A HASHTABLE: ITERATION

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

local k, v -- Note: equivalent to: -- local k = nil-- local v = nilfor i = 1, 3 do k, v = next(t, k) print(k, v) end

-- NOTE: The order in which the indices are enumerated is not specified, even for numeric indices.--[[ Output:

See the manual of next

Page 26: The basics and design of lua table

TABLE AS A HASHTABLE: ITERATION

What if we don't know there's three key-value pairs inthe table `t`?

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

local k, v = next(t, k) while k do -- Note: equivalent to: -- while k ~= nil do print(k, v) k, v = next(t, k) end

--[[ Output: k2 v2 k1 v1

Page 27: The basics and design of lua table

ITERATOR

Advanced skill: meet the "generic for" in Lua.

for {var-list} in {exp-list} do {body} end

Now we can write an iterator and use it in the genericfor loop!

Page 28: The basics and design of lua table

ITERATOR

Hand-written iterator (V1):

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

local function iter(t) local last_k return function() local v last_k, v = next(t, last_k) return last_k, v end end

-- Use the iterator in the generic for loop for k, v in iter(t) do print(k, v)

It would be di�cult to understand if you don't knowanything about closure or lambda! :(

Page 29: The basics and design of lua table

ITERATOR

Hand-written iterator (V2): we can pass a function and itsparameters in {exp-list} of "generic for".

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

for k, v in next, t do print(k, v) end

--[[ Output: k3 v3 k2 v2 k1 v1 ]]

Simpler code :)It would still be di�cult to understand if you don'tknow functions in Lua are �rst-class variables! :(

Page 30: The basics and design of lua table

ITERATOR

There's a built-in iterator: `pairs`! XD

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

for k, v in pairs(t) do print(k, v) end

--[[ Output: k3 v3 k1 v1 k2 v2 ]]

See the manual of pairs

Page 31: The basics and design of lua table

ITERATOR

There's another built-in iterator for array: `ipairs`! XD

local t = {"e1", "e2", "e3", "e4"}

-- Only forward iteration for i, v in ipairs(t) do print(i, v) end

--[[ Output: 1 e1 2 e2 3 e3 4 e4 ]]

See the manual of ipairs

Page 32: The basics and design of lua table

Now we can talk about another common misuse oftable.remove in loop.

local t = {1, 2, 3, 4}

for i, v in ipairs(t) do print("Access the element: ", v) if v < 4 then table.remove(t, i) end end

print("Result:")for i, v in ipairs(t) do print(i, v) end

--[[ Output: Access the element: 1 Access the element: 3

Page 33: The basics and design of lua table

TABLE AS A HASHTABLE: GET THE NUMBER OF KEY-VALUE PAIRS

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

-- Try the length operator "#": print(#t)

--[[ Output: 0 ]]

Opps...The length operator "#" only deals with the arraypart of table. :(

Page 34: The basics and design of lua table

TABLE AS A HASHTABLE: GET THE NUMBER OF KEY-VALUE PAIRS

Since we know how to iterator over the table, we knowhow to count all the key-value pairs. :)

local t = { k1 = "v1", k2 = "v2", k3 = "v3", }

local cnt = 0 for i, v in pairs(t) do cnt = cnt + 1 end

print(cnt)

--[[ Output: 3 ]]

Complexity: O(N)

Page 35: The basics and design of lua table

DATA STRUCTURE

Page 36: The basics and design of lua table

MATRICES / MULTI-DIMENSIONAL ARRAYSLike C array:

-- Create a matrix of zeros with dimensions N by M

-- Way #1 mt = {} -- create the matrix for i = 1, N do mt[i] = {} -- create a new row for j = 1, M do mt[i][j] = 0 end end

-- Way #2 mt = {} -- create the matrix for i = 1, N do for j = 1, M do mt[i*M + j] = 0 end end

Page 37: The basics and design of lua table

LINKED LISTS-- local node = {next = node, value = v} -- local list = first_node

function traverse(list) local node = list while node do print(node.value) node = node.next end end

-- We counting the nodes from 1 function insert_kth_node(list, k, node) assert(k > 0, "invalid k")

-- Insert from front if k == 1 then node.next = list

Page 38: The basics and design of lua table

STACKS-- Use Stack as a namespace local Stack = {}

function Stack.push(stack, element) table.insert(stack, element) end

function Stack.pop(stack) table.remove(stack) end

function Stack.top(stack) return stack[#stack]end

return Stack

Page 39: The basics and design of lua table

QUEUES AND DOUBLE QUEUESlocal Queue = {}

function Queue.new() return {first = 0, last = -1} end

function Queue.pushleft(queue, value) local first = queue.first - 1 queue.first = first queue[first] = value end

function Queue.pushright(queue, value) local last = queue.last + 1 queue.last = last queue[last] = value end

Page 40: The basics and design of lua table

SETSlocal Set = {}

function Set.new() return {} end

function Set.add(set, element) set[element] = true end

function Set.has(set, element) return set[element] end

-- Union of two sets function Set.union(set1, set2) local union = {} for _, set in ipairs({set1, set2}) do

Page 41: The basics and design of lua table

DIVE INTO LUA SOURCE CODEThe version of Lua source code is 5.2

I omit and modify some code for simplicity. XD

Page 42: The basics and design of lua table

HOW DO LUA STORE TABLE?

Page 43: The basics and design of lua table

HOW DO LUA STORE TABLE?

De�nition in lobject.h:

typedef struct Table { lu_byte lsizenode; /* log2 of size of `node' array */ TValue *array; /* array part */ Node *node; Node *lastfree; /* any free position is before this position */ int sizearray; /* size of `array' array */ } Table;

Page 44: The basics and design of lua table

WHAT DOES ̀TABLE ̀CONTAIN?

A `Table` instance has at lease three continued areasin memory:

The `Table` instance itself.`array`: array part of `Table``node`: hash part of `Table`

Page 45: The basics and design of lua table

WHAT DOES ̀TABLE ̀CONTAIN?

Fields of recording the size:size of array part: `sizearray`size of hash part: 2^`lsizenode`

#define twoto(x) (1<<(x)) #define sizenode(t) (twoto((t)->lsizenode))

Page 46: The basics and design of lua table

Macros related to `Table`:

#define gnode(t,i) (&(t)->node[i])

We will meet this macro later. ;)

Page 47: The basics and design of lua table

WHAT IS ̀NODE?̀

typedef struct Node { TValue i_val; TKey i_key; } Node;

`Node` is the structure for key-value pair

Page 48: The basics and design of lua table

Macros related to `Node`:

#define gval(n) (&(n)->i_val)

Page 49: The basics and design of lua table

WHAT IS ̀TVALUE ̀THEN?

typedef struct lua_TValue TValue;

/* ** Tagged Values. This is the basic representation of values in Lua, ** an actual value plus a tag with its type. */

struct lua_TValue { Value value_; int tt_; };

`TValue` = Tagged Value

`TValue` contains the value and a type tagLua represents values as tagged unions, that is, aspairs (t, v), where t is an integer tag identifying the typeof the value v, which is a union of C typesimplementing Lua types.omitted source code: NaN Trick

Page 50: The basics and design of lua table

Macros related to `TValue`:

#define val_(o) ((o)->value_)

/* raw type tag of a TValue */ #define rttype(o) ((o)->tt_)

#define setobj(L,obj1,obj2) \ { const TValue *io2=(obj2); TValue *io1=(obj1); \ io1->value_ = io2->value_; io1->tt_ = io2->tt_; }

We will meet these macros later. ;)

Page 51: The basics and design of lua table

HOW DOES THE TAG DISTINGUISH DIFFERENT TYPES OF LUAVALUE?

lua.h

/* ** basic types */ #define LUA_TNONE (-1)

#define LUA_TNIL 0 #define LUA_TBOOLEAN 1 #define LUA_TLIGHTUSERDATA 2 #define LUA_TNUMBER 3 #define LUA_TSTRING 4 #define LUA_TTABLE 5 #define LUA_TFUNCTION 6 #define LUA_TUSERDATA 7 #define LUA_TTHREAD 8

#define LUA_NUMTAGS 9

Page 52: The basics and design of lua table

HOW DOES THE TAG DISTINGUISH DIFFERENT TYPES OF LUAVALUE?

/* raw type tag of a TValue */ #define rttype(o) ((o)->tt_)

/* Macros to test type */ #define checktag(o,t) (rttype(o) == (t))

#define ttistable(o) checktag((o), LUA_TTABLE)

#define hvalue(o) check_exp(ttistable(o), &val_(o).gc->h)

Again, we will meet these macros later. ;)

Page 53: The basics and design of lua table

WHAT IS ̀VALUE?̀

union Value { GCObject *gc; /* collectable objects */ void *p; /* light userdata */ int b; /* booleans */ lua_CFunction f; /* light C functions */ lua_Number n; /* numbers */ };

`Value` can be:

`nil`? No! Tag of `TValue` is enough.

#define settt_(o,t) ((o)->tt_=(t)) #define setnilvalue(obj) settt_(obj, LUA_TNIL) #define ttisnil(o) checktag((o), LUA_TNIL)

Page 54: The basics and design of lua table

WHAT IS ̀VALUE?̀

union Value { GCObject *gc; /* collectable objects */ void *p; /* light userdata */ int b; /* booleans */ lua_CFunction f; /* light C functions */ lua_Number n; /* numbers */ };

`Value` can be:

boolean? Yes! `Value` = `b`number? Yes! `Value` = `n`

light userdata? Yes! `Value` = `p`light C functions? Yes! `Value` = `f`

#define val_(o) ((o)->value_) #define num_(o) (val_(o).n) #define nvalue(o) check_exp(ttisnumber(o), num_(o)) #define setnvalue(obj,x) \ { TValue *io=(obj); num_(io)=(x); settt_(io, LUA_TNUMBER); }

Page 55: The basics and design of lua table

WHAT IS ̀VALUE?̀

union Value { GCObject *gc; /* collectable objects */ void *p; /* light userdata */ int b; /* booleans */ lua_CFunction f; /* light C functions */ lua_Number n; /* numbers */ };

`Value` can be:

string, table, other function, heavy userdata, thread?`Value` = `gc`

#define sethvalue(L,obj,x) \ { TValue *io=(obj); \ val_(io).gc=cast(GCObject *, (x)); settt_(io, LUA_TTABLE); }

Page 56: The basics and design of lua table

WHAT IS ̀GCOBJECT ̀THEN?

lstate.h

/* ** Union of all collectable objects */ typedef union GCObject GCObject;

union GCObject { GCheader gch; /* common header */ union TString ts; union Udata u; union Closure cl; struct Table h; struct Proto p; struct UpVal uv; struct lua_State th; /* thread */ };

Page 57: The basics and design of lua table

REVIEW: WHAT IS ̀TVALUE?̀

Page 58: The basics and design of lua table

WHAT IS ̀TKEY?̀

typedef union TKey { struct { Value value_; int tt_; struct Node *next; /* for chaining */ } nk; TValue tvk; } TKey;

Page 59: The basics and design of lua table

Macros related to `TKey`:

#define gkey(n) (&(n)->i_key.tvk) #define gnext(n) ((n)->i_key.nk.next)

Page 60: The basics and design of lua table

REVIEW: WHAT IS ̀NODE?̀

Combine `TValue` and `TKey` into `Node`.

Page 61: The basics and design of lua table

WHAT HAPPENS WHEN CREATING A`TABLE?̀

Page 62: The basics and design of lua table

GENERAL PROCEDURE OF LUA PROGRAM:

Lua programs are not interpreted directly from thetextual Lua �le, but are compiled into bytecode, which is

then run on the Lua virtual machine.

Page 63: The basics and design of lua table

GENERAL PROCEDURE OF LUA PROGRAM:

Here we care about the execution phrase, and we willstart our analysis from function `luaV_execute`.

Page 64: The basics and design of lua table

BRIEF INTRODUCTION OF LUA VM AND ITS INSTRUCTIONS

�xed size (32 bit unsigned integer)register-basedinstruction formats (`sBx' : signed Bx):

We will meet the following guys later:R(A) : Register ARK(B) : Register B or a constant index

Page 65: The basics and design of lua table

START FROM THE NAIVE EXAMPLE

local t = {}

0+ params, 2 slots, 1 upvalue, 1 local, 0 constants, 0 functions 1 [1] NEWTABLE 0 0 0 2 [1] RETURN 0 1

Instructions related to table creation:

1 [1] NEWTABLE 0 0 0

Page 66: The basics and design of lua table

NEWTABLE INSTRUCTION

NEWTABLE A B C R(A) := {} (size = B,C)

Creates a new empty table at register R(A).B: encoded size information for the array part of thetable.C: encoded size information for the hash part of thetable.

Page 67: The basics and design of lua table

EXECUTE NEWTABLE IN LUA VM

void luaV_execute (lua_State *L) { CallInfo *ci = L->ci; LClosure *cl; TValue *k; StkId base; newframe: /* reentry point when frame changes (call/return) */ lua_assert(ci == L->ci); cl = clLvalue(ci->func); k = cl->p->k; base = ci->u.l.base; /* main loop of interpreter */ for (;;) { Instruction i = *(ci->u.l.savedpc++); StkId ra; if ((L->hookmask & (LUA_MASKLINE | LUA_MASKCOUNT)) && (--L->hookcount == 0 || L->hookmask & LUA_MASKLINE)) { Protect(traceexec(L)); }

A bit confused?

Page 68: The basics and design of lua table

EXECUTE NEWTABLE IN LUA VM

We only need to trace the following part of code for thenaive example. ;)

vmcase(OP_NEWTABLE, // Get the operator B from the instruction int b = GETARG_B(i); // Get the operator C from the instruction int c = GETARG_C(i); Table *t = luaH_new(L); // Remember this macro: `sethvalue` ? ;) sethvalue(L, ra, t); )

Now we only need to look at `luaH_new`. :)

Page 69: The basics and design of lua table

EXECUTE NEWTABLE IN LUA VM

Table *luaH_new (lua_State *L) { Table *t = &luaC_newobj(L, LUA_TTABLE, sizeof(Table), NULL, 0)->h; t->array = NULL; t->sizearray = 0; setnodevector(L, t, 0); return t; }

static void setnodevector (lua_State *L, Table *t, int size) { int lsize; if (size == 0) { /* no elements to hash part? */ t->node = cast(Node *, dummynode); /* use common `dummynode' */ lsize = 0; } else { int i; lsize = luaO_ceillog2(size); if (lsize > MAXBITS)

Confused by `setnodevector`?

Page 70: The basics and design of lua table

IT'S SIMPLER IN OUR CASE...

Table *luaH_new (lua_State *L) { Table *t = &luaC_newobj(L, LUA_TTABLE, sizeof(Table), NULL, 0)->h; t->array = NULL; t->sizearray = 0; t->node = cast(Node *, dummynode); /* use common `dummynode' */ t->lsizenode = 0; t->lastfree = gnode(t, 0); /* all positions are free */ return t; }

Page 71: The basics and design of lua table

WHAT'S ̀DUMMYNODE?̀

/* macro defining a nil value */ #define NILCONSTANT {NULL}, LUA_TNIL

#define dummynode (&dummynode_)

#define isdummy(n) ((n) == dummynode)

static const Node dummynode_ = { {NILCONSTANT}, /* value */ {{NILCONSTANT, NULL}} /* key */ };

All empty table in Lua points to the same memory area.CLEVER Lua!

Page 72: The basics and design of lua table

WHAT HAPPENS WHEN CREATING A`TABLE?̀

WHAT ABOUT CREATING A NON-EMPTY TABLE?

We will come back to this topic later. ;)

Page 73: The basics and design of lua table

WHAT HAPPENS WHEN ACCESSING A`TABLE?̀

Page 74: The basics and design of lua table

ANOTHER NAIVE EXAMPLE:local t = {} return t[1]

0+ params, 2 slots, 1 upvalue, 1 local, 1 constant, 0 functions 1 [1] NEWTABLE 0 0 0 2 [2] GETTABLE 1 0 -1 ; 1 3 [2] RETURN 1 2 4 [2] RETURN 0 1

Instructions related to accessing table:

2 [2] GETTABLE 1 0 -1 ; 1

Page 75: The basics and design of lua table

GETTABLE INSTRUCTION

GETTABLE A B C R(A) := R(B)[RK(C)]

Copies the value from a table element into registerR(A).The table is referenced by register R(B).The index to the table is given by RK(C), which may bethe value of register R(C) or a constant number.

Page 76: The basics and design of lua table

EXECUTE GETTABLE IN LUA VM

Look at the for loop in `luaV_execute` (lvm.c):

vmcase(OP_GETTABLE, Protect(luaV_gettable(L, RB(i), RKC(i), ra)); )

Now we need to look at `luaV_gettable`. :)

Page 77: The basics and design of lua table

EXECUTE GETTABLE IN LUA VM

void luaV_gettable (lua_State *L, const TValue *t, TValue *key, TValue *val) // Remember this macro: `ttistable` ? ;) if (ttistable(t)) { /* `t' is a table? */ // Remember this macro: `hvalue` ? ;) Table *h = hvalue(t); const TValue *res = luaH_get(h, key); /* do a primitive get */ // Remember this macro: `ttisnil` ? ;) if (!ttisnil(res)) { /* result is not nil? */ // Remember this macro: `setobj` ? ;) setobj(L, val, res); } } return; }

Now only the function `luaH_get` causes ourheadaches.

Page 78: The basics and design of lua table

DIVE INTO ̀LUAH_GET`

/* ** main search function */ const TValue *luaH_get (Table *t, const TValue *key) { switch (ttype(key)) { case LUA_TSHRSTR: return luaH_getstr(t, rawtsvalue(key)); case LUA_TNIL: return luaO_nilobject; case LUA_TNUMBER: { int k; lua_Number n = nvalue(key); lua_number2int(k, n); if (luai_numeq(cast_num(k), n)) /* index is int? */ return luaH_getint(t, k); /* use specialized version */ /* else go through */ } default: { Node *n = mainposition(t, key); do { /* check whether `key' is somewhere in the chain */

Page 79: The basics and design of lua table

IT'S SIMPLER IN OUR CASE...

const TValue *luaH_get (Table *t, const TValue *key) { int k; // Remember this macro: `nvalue` ? ;) lua_Number n = nvalue(key); lua_number2int(k, n); if (luai_numeq(cast_num(k), n)) /* index is int? */ return luaH_getint(t, k); /* use specialized version */ }

What's the so-called specialized function`luaH_getint`?

Page 80: The basics and design of lua table

DIVE INTO ̀LUAH_GET`

/* ** search function for integers */ const TValue *luaH_getint (Table *t, int key) { /* (1 <= key && key <= t->sizearray) */ if (cast(unsigned int, key-1) < cast(unsigned int, t->sizearray)) return &t->array[key-1]; else { lua_Number nk = cast_num(key); Node *n = hashnum(t, nk); do { /* check whether `key' is somewhere in the chain */ if (ttisnumber(gkey(n)) && luai_numeq(nvalue(gkey(n)), nk)) return gval(n); /* that's it */ else n = gnext(n); } while (n); return luaO_nilobject; } }

If the int key is smaller than the size of array, accessthe array part.Otherwises, compute the hash value of the key, andaccess the hash part.

Page 81: The basics and design of lua table

WHAT DOES THIS LOOP DO?

do { /* check whether `key' is somewhere in the chain */ if (ttisnumber(gkey(n)) && luai_numeq(nvalue(gkey(n)), nk)) return gval(n); /* that's it */ else n = gnext(n); } while (n); return luaO_nilobject;

Page 82: The basics and design of lua table

DIVE INTO ̀LUAH_GET`

Lua table uses open addressing to resolve hashcollision:

Page 83: The basics and design of lua table

DIVE INTO ̀LUAH_GET`

Lua de�nes the index of the hash part of table as"mainposition".The rest part of `luaH_get` is similar to`luaH_getint`. XD

Page 84: The basics and design of lua table

WHAT HAPPENS WHEN SETTING THEVALUE OF A ̀TABLE ̀ELEMENT?

Page 85: The basics and design of lua table

ALWAYS NAIVE EXAMPLE :)local t = {} t[1] = 3

0+ params, 2 slots, 1 upvalue, 1 local, 2 constants, 0 functions 1 [1] NEWTABLE 0 0 0 2 [2] SETTABLE 0 -1 -2 ; 1 3 3 [2] RETURN 0 1

Instructions related to accessing table:

2 [2] SETTABLE 0 -1 -2 ; 1 3

Page 86: The basics and design of lua table

SETTABLE INSTRUCTION

SETTABLE A B C R(A)[RK(B)] := RK(C)

Copies the value from register R(C) or a constant into atable element.The table is referenced by register R(A).The index to the table is given by RK(B), which may bethe value of register R(B) or a constant number.

Page 87: The basics and design of lua table

EXECUTE SETTABLE IN LUA VM

Look at the for loop in `luaV_execute` (lvm.c):

vmcase(OP_SETTABLE, Protect(luaV_settable(L, ra, RKB(i), RKC(i))); )

It looks like the case of `GETTABLE`. XD

Page 88: The basics and design of lua table

EXECUTE SETTABLE IN LUA VM

Now look at function `luaV_settable`:

void luaV_settable (lua_State *L, const TValue *t, TValue *key, TValue *val) if (ttistable(t)) { /* `t' is a table? */ Table *h = hvalue(t); // Remember `luaH_get`? TValue *oldval = cast(TValue *, luaH_get(h, key)); /* is there a previous entry in the table? */ if (!ttisnil(oldval) || /* no previous entry; must create one. (The next test is * always true; we only need the assignment.) */ (oldval = luaH_newkey(L, h, key), 1)) { /* (now) there is an entry with given key */ setobj(L, oldval, val); /* assign new value to that entry */ } } return; }

C trick of comma operator: (a, b, c) is a sequence ofexpressions, separated by commas, which evaluates to

the last expression c.

Page 89: The basics and design of lua table

WHAT DOES LUAV_SETTABLE DO?

1. Get the old value of the key.2. If

The old value is nil: create a new key by`luaH_newkey` and write the corresponding value.Otherwises, rewrite the value.

Page 90: The basics and design of lua table

WHAT DOES LUAH_NEWKEY DO?

/* ** inserts a new key into a hash table; first, check whether key's main ** position is free. If not, check whether colliding node is in its main ** position or not: if it is not, move colliding node to an empty place and** put new key in its main position; otherwise (colliding node is in its main** position), new key goes to an empty position. */ TValue *luaH_newkey (lua_State *L, Table *t, const TValue *key) { Node *mp; if (ttisnil(key)) luaG_runerror(L, "table index is nil"); else if (ttisnumber(key) && luai_numisnan(L, nvalue(key))) luaG_runerror(L, "table index is NaN"); mp = mainposition(t, key); if (!ttisnil(gval(mp)) || isdummy(mp)) { /* main position is taken? */ Node *othern; Node *n = getfreepos(t); /* get a free place */ if (n == NULL) { /* cannot find a free place? */ rehash(L, t, key); /* grow table */

Don't be scared, we will take it apart. ;D

Page 91: The basics and design of lua table

THE LUCKIEST CASE

There's free space. The main position has not beenoccupied. XD

TValue *luaH_newkey (lua_State *L, Table *t, const TValue *key) { Node *mp; mp = mainposition(t, key); setobj(L, gkey(mp), key); return gval(mp); }

Page 92: The basics and design of lua table

CASE 2

There's free space. The main position has been occupied,and that bad guy is occupying its main position. :|

TValue *luaH_newkey (lua_State *L, Table *t, const TValue *key) { Node *mp; mp = mainposition(t, key); if (!ttisnil(gval(mp)) || isdummy(mp)) { /* main position is taken? */ Node *othern; Node *n = getfreepos(t); /* get a free place */ lua_assert(!isdummy(n)); /* colliding node is in its own main position */ /* new node will go into free position */ gnext(n) = gnext(mp); /* chain new position */ gnext(mp) = n; mp = n; } setobj(L, gkey(mp), key); return gval(mp); }

Page 93: The basics and design of lua table

CASE 3

There's free space. The main position has been occupied,and that bad guy is not occupying its main position. :(

TValue *luaH_newkey (lua_State *L, Table *t, const TValue *key) { Node *mp; mp = mainposition(t, key); if (!ttisnil(gval(mp)) || isdummy(mp)) { /* main position is taken? */ Node *othern; Node *n = getfreepos(t); /* get a free place */ lua_assert(!isdummy(n)); othern = mainposition(t, gkey(mp)); if (othern != mp) { /* is colliding node out of its main position? */ /* yes; move colliding node into free position */ while (gnext(othern) != mp) othern = gnext(othern); /* find previous */ gnext(othern) = n; /* redo the chain with `n' in place of `mp' */ *n = *mp; /* copy colliding node into free pos. (mp->next also goes) */ gnext(mp) = NULL; /* now `mp' is free */ setnilvalue(gval(mp)); } } setobj(L, gkey(mp), key);

Page 94: The basics and design of lua table

CASE 4

There's no free space. :(

It will cause rehashing.

The array part may grow or shrink so that at lease halfof the array is occupied. If the array part shrinks, itsrest elements will be inserted into the hash part.The hash part may grow or shrink, too. Its size isdetermined by the number of valid key-value pair,whose value is not nil, and the number of elementsfrom the shrinked array part. Moreover, the size isguaranteed to be power of two. (Remember the`lsizenode` �eld of `Table`?)

I will not show the source code of rehashing in order notto scare you. XD

Page 95: The basics and design of lua table

to scare you. XD

BACK TO THE TOPIC OF CREATING A NON-EMPTY TABLE XD

What's the di�erence between the following codesnippets?

local t = {"e1", "e2", "e3", "e4", "e5"}

local t = {} t[1] = "e1" t[2] = "e2" t[3] = "e3" t[4] = "e4" t[5] = "e5"

Page 96: The basics and design of lua table

COUNTING THE OCCURRENCES OFREHASHING:

Zero rehash, resize the array part once at table creation.:)

local t = {"e1", "e2", "e3", "e4", "e5"}

Rehash four times at SETTABLE. :(

local t = {} t[1] = "e1" -- rehash t[2] = "e2" -- rehash t[3] = "e3" -- rehash t[4] = "e4" t[5] = "e5" -- rehash

The rehashing overhead can be much higher if there'slots of small table in your Lua program.

Page 97: The basics and design of lua table

LESSON LEARNEDPrefer this way to avoid initial rehashings of table.

local t = {"e1", "e2", "e3", "e4", "e5"}

Page 98: The basics and design of lua table

MORE ABOUT TABLE IN LUAmetatable, metamethodOO in LuaWeak tableSpecial table: `{}` (we have meet it), `_ENV`, `_G`,etc.How does luajit accelerate table operations?...

Page 99: The basics and design of lua table

REFERENCES

"The Implementation of Lua 5.0" by RobertoIerusalimschy, Luiz Henrique de Figueiredo, WaldemarCeles"Programming in Lua" by the leading architect of Lua,Roberto Ierusalimschy:

"A No-Frills Introduction to Lua 5.1 VM Instructions" byKein-Hong Man"Lua Performance Tips" by Roberto Ierusalimschy

Lua o�cial website

First version is free online (Lua5.0)