Ah interesting, I guess that could mean I would need to switch to using 
reflect.Value as the "value" type in the Lua runtime.  I am unclear about 
the performance consequences, but I guess I could try to measure that.

Also, looking at the implementation of reflect, its seems like the Value 
type I suggested in my reply to Ben [1] is a "special purpose" version of 
reflect.Value - if you squint at it from the right angle!

-- 
Arnaud

[1]
    type Value struct {
        scalar uint64
        iface interface{}
    }
On Wednesday, 16 December 2020 at 00:56:52 UTC Keith Randall wrote:

> Unfortunately for you, interfaces are immutable. We can't provide a means 
> to create an interface from a pointer, because then the user can modify the 
> interface using the pointer they constructed it with (as you were planning 
> to do).
>
> You could use a modifiable reflect.Value for this.
>
> var i int64  = 77
> v := reflect.ValueOf(&i).Elem()
>
> At this point, v now has .Type() of int64, and is settable.
>
> Note that to get the value you can't do v.Interface().(int64), as that 
> allocates. You need to use v.Int().
> Of course, reflection has its own performance gotchas. It will solve this 
> problem but may surface others.
> On Tuesday, December 15, 2020 at 12:04:54 PM UTC-8 ben...@gmail.com wrote:
>
>> Nice project!
>>
>> It's a pity Go doesn't have C-like unions for cases like this (though I 
>> understand why). In my implementation of AWK in Go, I modelled the value 
>> type as a pseudo-union struct, passed by value:
>>
>> type value struct {
>>     typ valueType // Type of value (Null, Str, Num, NumStr)
>>     s   string    // String value (for typeStr)
>>     n   float64   // Numeric value (for typeNum and typeNumStr)
>> }
>>
>> Code here: 
>> https://github.com/benhoyt/goawk/blob/22bd82c92461cedfd02aa7b8fe1fbebd697d59b5/interp/value.go#L22-L27
>>
>> Initially I actually used "type Value interface{}" as well, but I 
>> switched to the above primarily to model the funky AWK "numeric string" 
>> concept. However, I seem to recall that it had a significant performance 
>> benefit too, as passing everything by value avoided a number of allocations.
>>
>> Lua has more types to deal with, but you could try something similar. Or 
>> maybe include int64 (for bool as well) and string fields, and everything 
>> else falls back to interface{}? It'd be a fairly large struct, so not sure 
>> it would help ... you'd have to benchmark it. But I'm thinking something 
>> like this:
>>
>> type Value struct {
>>     typ valueType
>>     i int64 // for typ = bool, integer
>>     s string // for typ = string
>>     v interface{} // for typ = float, other
>> }
>>
>> -Ben
>>
>> On Wednesday, December 16, 2020 at 6:50:05 AM UTC+13 arn...@gmail.com 
>> wrote:
>>
>>> Hi
>>>
>>> The context for this question is that I am working on a pure Go 
>>> implementation of Lua [1] (as a personal project).  Now that it is more or 
>>> less functionally complete, I am using pprof to see what the main CPU 
>>> bottlenecks are, and it turns out that they are around memory management.  
>>> The first one was to do with allocating and collecting Lua "stack frame" 
>>> data, which I improved by having add-hoc pools for such objects.
>>>
>>> The second one is the one that is giving me some trouble. Lua is a 
>>> so-called "dynamically typed" language, i.e. values are typed but variables 
>>> are not.  So for easy interoperability with Go I implemented Lua values 
>>> with the type
>>>
>>>     // Go code
>>>     type Value interface{}
>>>
>>> The scalar Lua types are simply implemented as int64, float64, bool, 
>>> string with their type "erased" by putting them in a Value interface.  The 
>>> problem is that the Lua runtime creates a great number of short lived Value 
>>> instances.  E.g.
>>>
>>>     -- Lua code
>>>     for i = 0, 1000000000 do
>>>         n = n + i
>>>     end    
>>>
>>> When executing this code, the Lua runtime will put the values 0 to 1 
>>> billion into the register associated with the variable "i" (say, r_i).  But 
>>> because r_i contains a Value, each integer is converted to an interface 
>>> which triggers a memory allocation.  The critical functions in the Go 
>>> runtime seem to be convT64 and mallocgc.
>>>
>>> I am not sure how to deal with this issue.  I cannot easily create a 
>>> pool of available values because Go presents say Value(int64(1000)) as an 
>>> immutable object to me, so I cannot keep it around for later use to hold 
>>> the integer 1001.  To be more explicit
>>>
>>>     // Go code
>>>     i := int64(1000)
>>>     v := Value(i) // This triggers an allocation (because the interface 
>>> needs a pointer)
>>>     // Here the Lua runtime can work with v (containing 1000)
>>>     j := i + 1
>>>     // Even though v contains a pointer to a heap location, I cannot 
>>> modify it
>>>     v := Value(j) // This triggers another allocation
>>>     // Here the Lua runtime can work with v (containing 1001)
>>>
>>>
>>> I could perhaps use a pointer to an integer to make a Value out of.  
>>> This would allow reuse of the heap location.
>>>
>>>     // Go code
>>>     p :=new(int64) // Explicit allocation
>>>     vp := Value(p)
>>>     i :=int64(1000)
>>>     *p = i // No allocation
>>>     // Here the Lua runtime can work with vp (contaning 1000)
>>>     j := i + 1
>>>     *p = j // No allocation
>>>     // Here the Lua runtime can work with vp (containing 1001)
>>>
>>> But the issue with this is that Go interoperability is not so good, as 
>>> Go int64 now map to (interfaces holding) *int64 in the Lua runtime.
>>>
>>> However, as I understand it, in reality interfaces holding an int64 and 
>>> an *int64 both contain the same thing (with a different type annotation): a 
>>> pointer to an int64.
>>>
>>> Imagine that if somehow I had a function that can turn an *int64 to a 
>>> Value holding an int64 (and vice-versa):
>>>
>>>     func Int64PointerToInt64Iface(p *int16) interface{} {
>>>         // returns an interface that has concrete type int64, and points 
>>> at p
>>>     }
>>>
>>>     func int64IfaceToInt64Pointer(v interface{}) *int64 {
>>>         // returns the pointer that v holds
>>>     }
>>>
>>>  then I would be able to "pool" the allocations as follows:
>>>
>>>     func NewIntValue(n int64) Value {
>>>         v = getFromPool()
>>>         if p == nil {
>>>             return Value(n)
>>>         }
>>>         *p = n
>>>         return Int64PointerToint64Iface(p)
>>>     }
>>>
>>>     func ReleaseIntValue(v Value) {
>>>         addToPool(Int64IPointerFromInt64Iface(v))
>>>     }
>>>
>>>     func getFromPool() *int64 {
>>>         // returns nil if there is no available pointer in the pool
>>>     }
>>>
>>>     func addToPool(p *int64) {
>>>         // May add p to the pool if there is spare capacity.
>>>     }
>>>
>>> I am sure that this must leak an abstraction and that there are good 
>>> reasons why this may be dangerous or impossible, but I don't know what the 
>>> specific issues are.  Could someone enlighten me?
>>>
>>> Or even better, would there be a different way of modelling Lua values 
>>> that would allow good Go interoperability and allow controlling heap 
>>> allocations?
>>>
>>> If you got to this point, thank you for reading!
>>>
>>> Arnaud Delobelle
>>>
>>> [1] https://github.com/arnodel/golua
>>>
>>

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