the basics and design of lua table

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"TABLE" IN LUA

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

OVERVIEW OF LUA

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.

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

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).

BASIC

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

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"

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

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 ]]

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

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.

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:

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

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?

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 ? ]]

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 ;)

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

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"

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

TABLE AS A HASHTABLE: DELETE

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

t.key = nil

TABLE AS A HASHTABLE: ITERATION

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.

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

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

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!

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! :(

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! :(

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

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

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

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. :(

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)

DATA STRUCTURE

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

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

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

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

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

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

I omit and modify some code for simplicity. XD

HOW DO LUA STORE 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;

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`

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))

Macros related to `Table`:

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

We will meet this macro later. ;)

WHAT IS ̀NODE?̀

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

`Node` is the structure for key-value pair

Macros related to `Node`:

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

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

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. ;)

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

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. ;)

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)

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); }

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); }

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 */ };

REVIEW: WHAT IS ̀TVALUE?̀

WHAT IS ̀TKEY?̀

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

Macros related to `TKey`:

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

REVIEW: WHAT IS ̀NODE?̀

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

WHAT HAPPENS WHEN CREATING A`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.

GENERAL PROCEDURE OF LUA PROGRAM:

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

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

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

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.

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?

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`. :)

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`?

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; }

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!

WHAT HAPPENS WHEN CREATING A`TABLE?̀

WHAT ABOUT CREATING A NON-EMPTY TABLE?

We will come back to this topic later. ;)

WHAT HAPPENS WHEN ACCESSING A`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

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.

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`. :)

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.

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 */

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`?

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.

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;

DIVE INTO ̀LUAH_GET`

Lua table uses open addressing to resolve hashcollision:

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

WHAT HAPPENS WHEN SETTING THEVALUE OF A ̀TABLE ̀ELEMENT?

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

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.

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

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.

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.

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

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); }

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); }

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);

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

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"

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.

LESSON LEARNEDPrefer this way to avoid initial rehashings of table.

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

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

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)

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