lua-users home
lua-l archive

[Date Prev][Date Next][Thread Prev][Thread Next] [Date Index] [Thread Index]


I've been working on some bindings for lua to google's RE2 regex library and I got most of the important functions working. At the moment, I'm working on optimizing and reducing the overhead for the bindings.

I've been benching the lua bindings rigorously using the regexdna benchmark from http://benchmarksgame.alioth.debian.org/u32/benchmark.php?test=regexdna&lang=all&data="">, comparing it against a pure C++ implementation as well as pyre2 bindings.

What I found is that my lua bindings seem to have slightly higher overhead compared to pyre2's bindings at least
when performing pattern match and count, eg. using RE2::FindAndConsume. For example, when benchmarking with 1 iteration:


C++
pyre2
lua-re2
Time (seconds)
~1.401s
~1.424s
~1.51s

with 10 iterations:


C++
pyre2
lua-re2
Time (seconds)
~14.061s
~14.2720s
~15.2618s


What I'm trying to figure out is why lua-re2 is being slow here.

Here's the minimal relevant code snippets I used to test:
-- regexdna_re2.lua
re2 = require 'lua-re2'
function printelapse(start)
  local elapse = os.clock() - start
  print(elapse..'s')
end
-- omitted code
-- 'variants' is a table of regex dna patterns to match
-- 'seq' is a *really* long dna sequence string loaded from stdin
local start = os.clock()
for i = 1, 10 do
  for _, p in ipairs(variants) do
    io.write( string.format('%s %d\n', p, re2(p):countmatch(seq)) )
  end
end
printelapse(start)


// lua-re2.cpp
// a temporary function in my binding code used in the benchmark above
static int re2_countmatch(lua_State *L)
{
  lua_settop(L, 2);
  RE2 *re2obj = luaRE2_checkobject(L, 1);
  StringPiece subject(
luaL_checkstring(L, 2) );

  int c = 0;
  while(RE2::FindAndConsume(&subject, *re2obj))
    ++c;

  lua_pushinteger(L, c);
  return 1;
}


# regexdna.py
from time import time
from sys import stdin, stdout
from re2 import sub, findall

def printelapse(start):
  elapse = time() - start
  print(str(elapse) + 's')

# omitted code
    start = time()
    for i in xrange(10):
      for f in variants:
        write(f.decode("utf-8") + ' ' + str(len(findall(f.decode("utf-8"), seq))) + '\n')
    printelapse(start)

// regexdna.cpp
#include "re2/re2.h"

#include <iostream>
#include <memory>
#include <stdio.h>
#include <time.h>

int main(void)
{
  // lots of omitted code
      clock_t start = clock();
      for(int it = 0; it < 10; ++it)
      {
        for (int i = 0; i < (int)(sizeof(pattern1) / sizeof(string)); ++i)
        {
          int count = 0;
          RE2 pat(pattern1[i]);
          StringPiece piece = str;

          while (RE2::FindAndConsume(&piece, pat)) ++count;

          printf("%s %d\n", pattern1[i].c_str(), count);
        }
      }
      double elapse = (clock() - start)*1.0 / CLOCKS_PER_SEC;
      cout << elapse << "s\n";
}

After a lot of experimenting, it seems the slowdown is happening when I call 'luaL_checkstring(L, 2)' on the long dna 'seq' passed in from lua code. For whatever reason, it seems to take a 10th of a second to process on each iteration and it really becomes visible when done for 10 iterations.

For instance, if I modify my re2_countmatch slightly to use a static string for testing:
static int re2_countmatch(lua_State *L)
{
  lua_settop(L, 2);
  RE2 *re2obj = luaRE2_checkobject(L, 1);
  static const string overhead_test = luaL_checkstring(L, 2);
  StringPiece subject( overhead_test );

  int c = 0;
  while(RE2::FindAndConsume(&subject, *re2obj))
    ++c;

  lua_pushinteger(L, c);
  return 1;
}
This will only call luaL_checkstring(L, 2) once to initialize overhead_test on the very first call of re2_countmatch. Obviously I can't do this in a real implementation since the 'haystack' string can be anything. But running the benchmark again with all other parameters being equal, those same 10 iterations now complete in 14.1778 seconds.

So does anyone have any ideas on how to lower the overhead for the lua bindings so that they're comparable with pyre2?

Testing setup and tools used:
  • Mingw-gcc 4.6.3
  • LuaJIT 2.02
  • Python 2.7.3
  • RE2 compiled from head using mingw above
  • Windows 7 64-bit on Intel Q6600 quad-core.
Thank you for reading and sorry for the long post.