Lupa integrates the
LuaJIT2
runtime into CPython. It is a partial
rewrite of
LunaticPython
in
Cython
with some additional features
such as proper coroutine support.
For questions not answered here, please contact the
Lupa mailing list
.
Major features
separate Lua runtime states through a
LuaRuntime
class
Python coroutine wrapper for Lua coroutines
proper encoding and decoding of strings (configurable per runtime,
UTF-8 by default)
frees the GIL and supports threading in separate runtimes when
calling into Lua
supports Python 2.x and 3.x, potentially starting with Python 2.3
(currently untested)
written for LuaJIT2 (tested with LuaJIT 2.0.0-beta5), but reportedly
works with the normal Lua interpreter (5.1+)
easy to hack on and extend as it is written in Cython, not C
Why use it?
It complements Python very well. Lua is a language as dynamic as
Python, but LuaJIT compiles it to very fast machine code, sometimes
faster than many other compiled languages
for computational code.
The language runtime is extremely small and carefully designed for
embedding. The complete binary module of Lupa, including a statically
linked LuaJIT2 runtime, is only some 500KB on a 64 bit machine.
However, the Lua ecosystem lacks many of the batteries that Python
readily includes, either directly in its standard library or as third
party packages. This makes real-world Lua applications harder to write
than equivalent Python applications. Lua is therefore not commonly
used as primary language for large applications, but it makes for a
fast, high-level and resource-friendly backup language inside of
Python when raw speed is required and the edit-compile-run cycle of
binary extension modules is too heavy and too static for agile
development or hot-deployment.
Lupa is a very fast and thin wrapper around LuaJIT. It makes it easy
to write dynamic Lua code that accompanies dynamic Python code by
switching between the two languages at runtime, based on the tradeoff
between simplicity and speed.
Examples
>>> import lupa
>>> from lupa import LuaRuntime
>>> lua = LuaRuntime()
>>> lua.eval('1+1')
>>> lua_func = lua.eval('function(f, n) return f(n) end')
>>> def py_add1(n): return n+1
>>> lua_func(py_add1, 2)
>>> lua.eval('python.eval(" 2 ** 2 ")') == 4
>>> lua.eval('python.builtins.str(4)') == '4'
Python objects in Lua
Python objects are either converted when passed into Lua (e.g.
numbers and strings) or passed as wrapped object references.
>>> lua_type = lua.globals().type # Lua's type() function
>>> lua_type(1) == 'number'
>>> lua_type('abc') == 'string'
Wrapped Lua objects get unwrapped when they are passed back into Lua,
and arbitrary Python objects get wrapped in different ways:
>>> lua_type(lua_type) == 'function' # unwrapped Lua function
>>> lua_type(eval) == 'userdata' # wrapped Python function
>>> lua_type([]) == 'userdata' # wrapped Python object
Lua supports two main protocols on objects: calling and indexing. It
does not distinguish between attribute access and item access like
Python does, so the Lua operations obj[x] and obj.x both map
to indexing. To decide which Python protocol to use for Lua wrapped
objects, Lupa employs a simple heuristic.
Pratically all Python objects allow attribute access, so if the object
also has a __getitem__ method, it is preferred when turning it
into an indexable Lua object. Otherwise, it becomes a simple object
that uses attribute access for indexing from inside Lua.
Obviously, this heuristic will fail to provide the required behaviour
in many cases, e.g. when attribute access is required to an object
that happens to support item access. To be explicit about the
protocol that should be used, Lupa provides the helper functions
as_attrgetter() and as_itemgetter() that restrict the view on
an object to a certain protocol, both from Python and from inside
>>> lua_func = lua.eval('function(obj) return obj["get"] end')
>>> d = {'get' : 'got'}
>>> value = lua_func(d)
>>> value == 'got'
>>> dict_get = lua_func( lupa.as_attrgetter(d) )
>>> dict_get('get') == 'got'
>>> lua_func = lua.eval(
... 'function(obj) return python.as_attrgetter(obj)["get"] end')
>>> dict_get = lua_func(d)
>>> dict_get('get') == 'got'
Note that unlike Lua function objects, callable Python objects are
indexable:
>>> def py_func(): pass
>>> py_func.ATTR = 2
>>> lua_func = lua.eval('function(obj) return obj.ATTR end')
>>> lua_func(py_func)
>>> lua_func = lua.eval(
... 'function(obj) return python.as_attrgetter(obj).ATTR end')
>>> lua_func(py_func)
>>> lua_func = lua.eval(
... 'function(obj) return python.as_attrgetter(obj)["ATTR"] end')
>>> lua_func(py_func)
Iteration in Lua
Iteration over Python objects from Lua’s for-loop is fully supported.
However, Python iterables need to be converted using one of the
utility functions which are described here. This is similar to the
functions like pairs() in Lua.
To iterate over a plain Python iterable, use the python.iter()
function. For example, you can manually copy a Python list into a Lua
table like this:
>>> lua_copy = lua.eval('''
... function(L)
... local t, i = {}, 1
... for item in python.iter(L) do
... t[i] = item
... i = i + 1
... end
... return t
... end
... ''')
>>> table = lua_copy([1,2,3,4])
>>> len(table)
>>> table[1] # Lua indexing
Python’s enumerate() function is also supported, so the above
could be simplified to:
>>> lua_copy = lua.eval('''
... function(L)
... local t = {}
... for index, item in python.enumerate(L) do
... t[ index+1 ] = item
... end
... return t
... end
... ''')
>>> table = lua_copy([1,2,3,4])
>>> len(table)
>>> table[1] # Lua indexing
For iterators that return tuples, such as dict.iteritems(), it is
convenient to use the special python.iterex() function that
automatically explodes the tuple items into separate Lua arguments:
>>> lua_copy = lua.eval('''
... function(d)
... local t = {}
... for key, value in python.iterex(d.items()) do
... t[key] = value
... end
... return t
... end
... ''')
>>> d = dict(a=1, b=2, c=3)
>>> table = lua_copy( lupa.as_attrgetter(d) )
>>> table['b']
Note that accessing the d.items method from Lua requires passing
the dict as attrgetter. Otherwise, attribute access in Lua would
use the getitem protocol of Python dicts.
Lua Tables
Lua tables mimic Python’s mapping protocol. For the special case of
array tables, Lua automatically inserts integer indices as keys into
the table. Therefore, indexing starts from 1 as in Lua instead of 0
as in Python. For the same reason, negative indexing does not work.
It is best to think of Lua tables as mappings rather than arrays, even
for plain array tables.
>>> table = lua.eval('{10,20,30,40}')
>>> table[1]
>>> table[4]
>>> list(table)
[1, 2, 3, 4]
>>> list(table.values())
[10, 20, 30, 40]
>>> len(table)
>>> mapping = lua.eval('{ [1] = -1 }')
>>> list(mapping)
>>> mapping = lua.eval('{ [20] = -20; [3] = -3 }')
>>> mapping[20]
>>> mapping[3]
>>> sorted(mapping.values())
[-20, -3]
>>> sorted(mapping.items())
[(3, -3), (20, -20)]
>>> mapping[-3] = 3 # -3 used as key, not index!
>>> mapping[-3]
>>> sorted(mapping)
[-3, 3, 20]
>>> sorted(mapping.items())
[(-3, 3), (3, -3), (20, -20)]
A lookup of nonexisting keys or indices returns None (actually nil
inside of Lua). A lookup is therefore more similar to the .get()
method of Python dicts than to a mapping lookup in Python.
>>> table[1000000] is None
>>> table['no such key'] is None
>>> mapping['no such key'] is None
Note that len() does the right thing for array tables but does not
work on mappings:
>>> len(table)
>>> len(mapping)
This is because len() is based on the # (length) operator in
Lua and because of the way Lua defines the length of a table.
Remember that unset table indices always return nil, including
indices outside of the table size. Thus, Lua basically looks for an
index that returns nil and returns the index before that. This
works well for array tables that do not contain nil values, gives
barely predictable results for tables with ‘holes’ and does not work
at all for mapping tables. For tables with both sequential and
mapping content, this ignores the mapping part completely.
Note that it is best not to rely on the behaviour of len() for
mappings. It might change in a later version of Lupa.
Similar to the table interface provided by Lua, Lupa also supports
attribute access to table members:
>>> table = lua.eval('{ a=1, b=2 }')
>>> table.a, table.b
(1, 2)
>>> table.a == table['a']
This enables access to Lua ‘methods’ that are associated with a table,
as used by the standard library modules:
>>> string = lua.eval('string') # get the 'string' library table
>>> print( string.lower('A') )
Lua Coroutines
The next is an example of Lua coroutines. A wrapped Lua coroutine
behaves exactly like a Python coroutine. It needs to get created at
the beginning, either by using the .coroutine() method of a
function or by creating it in Lua code. Then, values can be sent into
it using the .send() method or it can be iterated over. Note that
the .throw() method is not supported, though.
>>> lua_code = '''\
... function(N)
... for i=0,N do
... coroutine.yield( i%2 )
... end
... end
... '''
>>> lua = LuaRuntime()
>>> f = lua.eval(lua_code)
>>> gen = f.coroutine(4)
>>> list(enumerate(gen))
[(0, 0), (1, 1), (2, 0), (3, 1), (4, 0)]
An example where values are passed into the coroutine using its
.send() method:
>>> lua_code = '''\
... function()
... local t,i = {},0
... local value = coroutine.yield()
... while value do
... t[i] = value
... i = i + 1
... value = coroutine.yield()
... end
... return t
... end
... '''
>>> f = lua.eval(lua_code)
>>> co = f.coroutine() # create coroutine
>>> co.send(None) # start coroutine (stops at first yield)
>>> for i in range(3):
... co.send(i*2)
>>> mapping = co.send(None) # loop termination signal
>>> list(mapping.items())
[(0, 0), (1, 2), (2, 4)]
It also works to create coroutines in Lua and to pass them back into
Python space:
>>> lua_code = '''\
... function f(N)
... for i=0,N do
... coroutine.yield( i%2 )
... end
... end ;
... co1 = coroutine.create(f) ;
... co2 = coroutine.create(f) ;
... status, first_result = coroutine.resume(co2, 2) ; -- starting!
... return f, co1, co2, status, first_result
... '''
>>> lua = LuaRuntime()
>>> f, co, lua_gen, status, first_result = lua.execute(lua_code)
>>> # a running coroutine:
>>> status
>>> first_result
>>> list(lua_gen)
[1, 0]
>>> list(lua_gen)
>>> # an uninitialised coroutine:
>>> gen = co(4)
>>> list(enumerate(gen))
[(0, 0), (1, 1), (2, 0), (3, 1), (4, 0)]
>>> gen = co(2)
>>> list(enumerate(gen))
[(0, 0), (1, 1), (2, 0)]
>>> # a plain function:
>>> gen = f.coroutine(4)
>>> list(enumerate(gen))
[(0, 0), (1, 1), (2, 0), (3, 1), (4, 0)]
Threading
The following example calculates a mandelbrot image in parallel
threads and displays the result in PIL. It is based on a benchmark
implementation for the Computer Language Benchmarks Game.
lua_code = '''\
function(N, i, total)
local char, unpack = string.char, unpack
local result = ""
local M, ba, bb, buf = 2/N, 2^(N%8+1)-1, 2^(8-N%8), {}
local start_line, end_line = N/total * (i-1), N/total * i - 1
for y=start_line,end_line do
local Ci, b, p = y*M-1, 1, 0
for x=0,N-1 do
local Cr = x*M-1.5
local Zr, Zi, Zrq, Ziq = Cr, Ci, Cr*Cr, Ci*Ci
b = b + b
for i=1,49 do
Zi = Zr*Zi*2 + Ci
Zr = Zrq-Ziq + Cr
Ziq = Zi*Zi
Zrq = Zr*Zr
if Zrq+Ziq > 4.0 then b = b + 1; break; end
if b >= 256 then p = p + 1; buf[p] = 511 - b; b = 1; end
if b ~= 1 then p = p + 1; buf[p] = (ba-b)*bb; end
result = result .. char(unpack(buf, 1, p))
return result
image_size = 1280 # == 1280 x 1280
thread_count = 8
from lupa import LuaRuntime
lua_funcs = [ LuaRuntime(encoding=None).eval(lua_code)
for _ in range(thread_count) ]
results = [None] * thread_count
def mandelbrot(i, lua_func):
results[i] = lua_func(image_size, i+1, thread_count)
import threading
threads = [ threading.Thread(target=mandelbrot, args=(i,lua_func))
for i, lua_func in enumerate(lua_funcs) ]
for thread in threads:
thread.start()
for thread in threads:
thread.join()
result_buffer = b''.join(results)
# use PIL to display the image
import Image
image = Image.fromstring('1', (image_size, image_size), result_buffer)
image.show()
Note how the example creates a separate LuaRuntime for each thread
to enable parallel execution. Each LuaRuntime is protected by a
global lock that prevents concurrent access to it. The low memory
footprint of Lua makes it reasonable to use multiple runtimes, but
this setup also means that values cannot easily be exchanged between
threads inside of Lua. They must either get copied through Python
space (passing table references will not work, either) or use some Lua
mechanism for explicit communication, such as a pipe or some kind of
shared memory setup.
Importing Lua binary modules
To use binary modules in Lua, you need to compile them against the
header files of the LuaJIT sources that you used to build Lupa, but do
not link them against the LuaJIT library.
Furthermore, CPython needs to enable global symbol visibility for
shared libraries before loading the Lupa module. This can be done by
calling sys.setdlopenflags(flag_values). Importing the lupa
module will automatically try to set up the correct dlopen flags
if it can find the platform specific DLFCN Python module that
defines the necessary flag constants. In that case, using binary
modules in Lua should work out of the box.
If this setup fails, however, you have to set the flags manually.
When using the above configuration call, the argument flag_values
must represent the sum of your system’s values for RTLD_NEW and
RTLD_GLOBAL. If RTLD_NEW is 2 and RTLD_GLOBAL is 256, you
need to call sys.setdlopenflags(258).
Assuming that the Lua luaposix (posix) module is available, the
following should work on a Linux system:
>>> import sys
>>> orig_dlflags = sys.getdlopenflags()
>>> sys.setdlopenflags(258)
>>> import lupa
>>> sys.setdlopenflags(orig_dlflags)
>>> lua = lupa.LuaRuntime()
>>> posix_module = lua.require('posix') # doctest: +SKIP
Installing lupa
Download and unpack lupa
http://pypi.python.org/pypi/lupa
Download LuaJIT2
http://luajit.org/download.html
Unpack the archive into the lupa base directory, e.g.:
.../lupa-0.1/LuaJIT-2.0.0-beta4
Build LuaJIT:
cd LuaJIT-2.0.0-beta4
cd ..
If you need specific C compiler flags, pass them to make as follows:
make CFLAGS="..."
Build lupa:
python setup.py build
new helper function python.enumerate() in Lua that returns a Lua
iterator for a Python object and adds the 0-based index to each
item.
new helper function python.iterex() in Lua that returns a Lua
iterator for a Python object and unpacks any tuples that the
iterator yields.
new helper function python.iter() in Lua that returns a Lua
iterator for a Python object.
reestablished the python.as_function() helper function for Lua
code as it can be needed in cases where Lua cannot determine how to
run a Python function.
0.16 (2010-09-03)
dropped python.as_function() helper function for Lua as all
Python objects are callable from Lua now (potentially raising a
TypeError at call time if they are not callable)
fix regression in 0.13 and later where ordinary Lua functions failed
to print due to an accidentally used meta table
fix crash when calling str() on wrapped Lua objects without
metatable
0.15 (2010-09-02)
support for loading binary Lua modules on systems that support it
0.14 (2010-08-31)
relicensed to the MIT license used by LuaJIT2 to simplify licensing
considerations
0.13.1 (2010-08-30)
fix Cython generated C file using Cython 0.13
0.13 (2010-08-29)
fixed undefined behaviour on str(lua_object) when the object’s
__tostring() meta method fails
removed redundant “error:” prefix from LuaError messages
access to Python’s python.builtins from Lua code
more generic wrapping rules for Python objects based on supported
protocols (callable, getitem, getattr)
new helper functions as_attrgetter() and as_itemgetter() to
specify the Python object protocol used by Lua indexing when
wrapping Python objects in Python code
new helper functions python.as_attrgetter(),
python.as_itemgetter() and python.as_function() to specify
the Python object protocol used by Lua indexing of Python objects in
Lua code
item and attribute access for Python objects from Lua code
0.12 (2010-08-16)
fix Lua stack leak during table iteration
fix lost Lua object reference after iteration
0.11 (2010-08-07)
error reporting on Lua syntax errors failed to clean up the stack so
that errors could leak into the next Lua run
Lua error messages were not properly decoded
0.10 (2010-07-27)
much faster locking of the LuaRuntime, especially in the single
threaded case (see
http://code.activestate.com/recipes/577336-fast-re-entrant-optimistic-lock-implemented-in-cyt/)
fixed several error handling problems when executing Python code
inside of Lua
0.9 (2010-07-23)
fixed Python special double-underscore method access on LuaObject
instances
Lua coroutine support through dedicated wrapper classes, including
Python iteration support. In Python space, Lua coroutines behave
exactly like Python generators.
0.8 (2010-07-21)
support for returning multiple values from Lua evaluation
repr() support for Lua objects
LuaRuntime.table() method for creating Lua tables from Python
space
encoding fix for str(LuaObject)
0.7 (2010-07-18)
LuaRuntime.require() and LuaRuntime.globals() methods
renamed LuaRuntime.run() to LuaRuntime.execute()
support for len(), setattr() and subscripting of Lua objects
provide all built-in Lua libraries in LuaRuntime, including
support for library loading
fixed a thread locking issue
fix passing Lua objects back into the runtime from Python space
0.6 (2010-07-18)
Python iteration support for Lua objects (e.g. tables)
threading fixes
fix compile warnings
0.5 (2010-07-14)
explicit encoding options per LuaRuntime instance to decode/encode
strings and Lua code
0.4 (2010-07-14)
attribute read access on Lua objects, e.g. to read Lua table values
from Python
str() on Lua objects
include .hg repository in source downloads
added missing files to source distribution
0.3 (2010-07-13)
fix several threading issues
safely free the GIL when calling into Lua
0.2 (2010-07-13)
propagate Python exceptions through Lua calls
0.1 (2010-07-12)
first public release
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