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- Subject: Looking for ideas to lower binding overhead for lua-re2. in plain-text)
- From: lua.greatwolf@...
- Date: Fri, 23 Aug 2013 06:12:59 -0700
I'm resubmitting my original post in plain-text this time. Hopefully it'll show up well enough and
the mailing-list doesn't ruin it too badly:
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=u32
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:
Time (seconds)
C++ ~1.401s
pyre2 ~1.424s
lua-re2 ~1.51s
with 10 iterations:
Time (seconds)
C++ ~14.061s
pyre2 ~14.2720s
lua-re2 ~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 10^th 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.