Inline - Use other programming languages inside your Perl scripts and modules.
print "9 + 16 = ", add(9, 16), "\n"; print "9 - 16 = ", subtract(9, 16), "\n"; use Inline C => <<'END_OF_C_CODE'; int add(int x, int y) { return x + y; } int subtract(int x, int y) { return x - y; } END_OF_C_CODE
The Inline
module allows you to put source code from other programming languages
directly ``Inline'' in a Perl script or module. The code is automatically
compiled as needed, and then loaded for immediate access from Perl.
Inline
saves you from the hassle of having to write and compile your own glue code
using facilities like XS or SWIG. Simply type the code where you want it
and run your Perl as normal. All the hairy details are handled for you. The
compilation and installation of your code chunks all happen transparently;
all you will notice is the delay of compilation.
The Inline
code only gets compiled the first time you run it (or whenever it is
modified) so you only take the performance hit once. Code that is Inlined
into distributed modules (like on the CPAN) will get compiled when the
module is installed (during ``make test
''), so the end user will never notice the compilation time.
Best of all, it works the same on both Unix and Microsoft Windows. See SUPPORTED PLATFORMS below.
Do you want to know ``Why would I use other languages in Perl?'' or ``Why
should I use Inline
to do it?''? I'll try to answer both.
The most obvious reason is performance. For an interpreted language, Perl is extremely fast. But like my co-workers say ``Anything Perl can do, C can do faster''. (They never mention the development time ;-) Anyway, you may be able to remove a bottleneck in your Perl code by using another language, without having to write the entire program in that language. This keeps your overall development time down, because you're using Perl for all of the non-critical code.
Another reason is to access functionality from existing API-s that use the language. Some of this code may only be available in binary form. But by creating small subroutines in the native language, you can ``glue'' existing libraries to your Perl. As a user of the CPAN, you know that code reuse is a good thing. So why throw away those Fortran libraries just yet?
Maybe the best reason is ``Because you want to!''. Diversity keeps the world interesting. TMTOWTDI!
There are already two major facilities for extending Perl with C. They are XS and SWIG. Now if you're familiar with either, then I may be preaching to the choir. Well, here goes:
<SERMON>
Greetings congregation. This morning I want to open your eyes to the virtues of Inline and the perils of XS. Let us compare the two.
---
Inline - You can use it from a regular script.
XS - Requires you to create a module and an XS file and a makefile, in addition
to your regular script. Actually, the program h2xs
does a nice job of getting you started, but that's still a lot of junk to
maintain.
---
XS - You need rebuild every time you want to test a small change.
Inline - Perl programmers cannot be bothered with silly things like compiling.
``Tweak, Run, Tweak, Run'' is our way of life. Inline
does all the dirty work for you.
---
XS - There is a difficult learning curve involved with setting up and using the XS environment. (At least for a simple Perl preacher like me.) Read the following perldocs and man pages if you don't believe me:
* perlxs * perlxstut * perlapi * perlguts * perlmod * h2xs * xsubpp * ExtUtils::MakeMaker
Inline - Fuh-GED-ah-bow-dit!
---
XS - Only implements C and C++.
Inline - Plans to implement several languages. For now, Inline
only implements C and it uses XS to do it. (Dirty little secret) But this
is the right thing to do. See SUPPORTED LANGUAGES below. I too believe in code reuse, and XS is good code. (as long as you
don't actually need to write it yourself :^)
---
Amen.
</SERMON>
In actuality, XS is quite powerful for all of its madness. Inline
only generates a minimal subset of XS mappings. (See C-Perl Bindings below) But that should be enough to do what you need to. If not, give XS a
try. Also, h2xs
attempts to map header files to glue code which can be very handy when it
works. Inline
has no such facility.
I also think that its important to understand what's going on under the
hood. It gives you the power to do more complicated things. So read all of
those perldocs when you get a chance. In the meantime, just ``use Inline
''!
Inline
performs the following steps:
Inline
gets the source code from your script or module with a statement like the
following:
use Inline C => Source-Code;
where C
is the programming language of the source code, and Source-Code
is a string (most easily represented by using the ``Here Document'' quoting
style; see SYNOPSIS above), a file name, an open file handle, or a reference to a subroutine
(that will return source code).
Since Inline
is coded in a ``use
'' statement, everything is done during Perl's compile time. If anything
needs to be done that will affect the Source-Code
string, it needs to be done in a BEGIN
block that is before the ``use Inline ...
'' statement. This might include setting interpolated variables, or setting
options in the Inline::Config
module.
Inline
only needs to compile the source code if it has not yet been compiled. It
accomplishes this seemingly magical task in an extremely simple and
straightforward manner. It runs the source text through the Digest::MD5
module to produce a 128-bit ``fingerprint'' which is virtually unique. The
fingerprint (in hex) is mangled with the current package name (and the script name, if the package is ``main
'') along with the name of the programming language, to form a unique name
for the executable module. For instance, the C
code from examples/example001.pl
(see Examples In C) would mangle into:
main_C_example001_pl_3a9a7ba88a8fb10714be625de5e701f1.so
If an executable with that name already exists, then proceed to step 8. (No compilation is necessary)
At this point we know we need to compile the source code. The first thing to figure out is where to create the great big mess associated with compilation, and the second thing is where to put the module when its done.
By default Inline
will try to build under the first one of the following places that is a
valid directory and is writable:
- $ENV{PERL_INLINE_BLIB} # environment variable set to directory path - $ENV{HOME}/.blib_I/ - $ENV{HOME}/blib_I/ - $bin/blib_I/ # the directory that the script is in - ./blib_I/ - /tmp/blib_I/ - $bin/blib_I/ # will mkdir if -w $bin/ - ./blib_I/ # will mkdir if -w ./
(where $bin
is the script directory returned by FindBin.pm
)
It will then try to install the executable under the same directory or in
the Config{installsitearch}
directory if $Inline::Config::SITE_INSTALL=1
.
Optionally, you can configure Inline
to build and install exactly where you want. See Inline::Config.
Inline
uses the module Parse::RecDescent
to parse through your chunks of source code and look for things that it can
create run-time bindings to. For instance, in C
it looks for all of the function definitions and breaks them down into
names and data types. These elements are used to correctly bind the C
function to a Perl
subroutine.
Now Inline
can take all of the gathered information and create an environment to build
your source code into an executable. Without going into all the details, it
just creates the appropriate directories, creates the appropriate source
files including an XS file and a Makefile.PL
.
The planets are in alignment. Now for the easy part. Inline
just does what you would do to install a module. ``perl Makefile.PL && make && make test && make install
''. If something goes awry, Inline
will croak with a message indicating where to look for more info.
By default, Inline
will remove all of the mess created by the build process, assuming that
everything worked. If the compile fails, Inline
will leave everything intact, so that you can debug your errors. Setting $Inline::Config::CLEAN_AFTER_BUILD=0
will also stop Inline
from cleaning up.
Inline
uses the DynaLoader::bootstrap
method to pull your external module into Perl
space. Now you can call all of your external functions like Perl
subroutines. Wheeee!
This section describes how the Perl
variables get mapped to C
variables and back again.
First, you need to know how Perl
passes arguments back and forth to subroutines. Basically it uses a stack
(also known as the Stack). When a sub is called, all of the parenthesized arguments get expanded
into a list of scalars and pushed onto the Stack. The subroutine then pops all of its parameters off of the Stack. When the sub is done, it pushes all of its return values back onto the Stack.
The Stack is an array of scalars known internally as SV
's. The Stack is actually an array of pointers to SV or SV*
; therefore every element of the Stack is natively a SV*
. For FMTYEWTK about this, read perlguts.
So back to variable mapping. XS uses a thing known as ``typemaps'' to turn
each SV*
into a C
type and back again. This is done through various XS macro calls, casts and
the Perl API. See perlapi. XS allows you to define your own typemaps as well for fancier
non-standard types such as typedef
-ed structs.
Inline
uses a boiled down version of this approach. It parses your code for simple
types and generates the XS code to map them. The currently supported types
are:
- int - long - double - char* - void - SV*
If you need to deal with anything fancier, just use the generic SV*
type in the function definition. Then inside your code, do the mapping
yourself.
A return type of void
has a special meaning to Inline
. It means that you plan to push the values back onto the Stack yourself. This is what you need to do to return a list of values. If you
really don't want to return anything (the traditional meaning of void
) then simply don't push anything back.
If ellipsis or ...
is used at the end of an argument list, it means that any number of SV*
s may follow. Again you will need to pop the values off of the Stack
yourself.
See Examples In C below.
The definitions of your C functions will fall into one of the following four categories. For each category there are special considerations.
int Foo(int arg1, char* arg2, SV* arg3) {
This is the simplest case. You have a non void
return type and a fixed length argument list. You don't need to worry about
much. All the conversions will happen automatically.
void Foo(int arg1, char* arg2, SV* arg3) {
In this category you have a void
return type. This means that either you want to return nothing, or that you
want to return a list. In the latter case you'll need to push values onto
the Stack yourself. There are a couple of XS macros that make this easy. Code
something like this:
int i, max; SV* my_sv[10]; dXSARGS; sp = mark; for (i = 0; i < max; i++) XPUSHs(my_sv[i]); PUTBACK;
The dXSARGS
macro defines sp
(stack pointer) and mark
(stack base). You'll need to reset sp
to mark
yourself. Next use a series of XPUSHs
calls to add values to the Stack. sp
will get incremented with each call. Finally, the PUTBACK
macro stores off the final value of sp
so that your values will all get returned. See perlapi for more info.
If you really want to return nothing, then don't use dXSARGS
. If you must use dXSARGS
, then set sp = mark;
and use PUTBACK;
as well.
char* Foo(SV* arg1, ...) {
In this category you have an unfixed number of arguments. This means that you'll have to pop values off the Stack yourself. Do it like this:
int i; dSXSARGS; for (i = 0; i < items; i++) handle_sv(ST(i));
dXSARGS
also defines an integer items
, which contains the number of arguments on the Stack. The macro ST(i)
returns the Stack argument i
where i = 0
is the first argument. The return type of ST(i)
is SV*
.
void* Foo(SV* arg1, ...) {
In this category you have both a void
return type and an unfixed number of arguments. Just combine the techniques
from Categories 3 and 4.
Inline
trys to do the right thing as often as possible. But sometimes you may need
to override the default actions. This is where Inline::Config
comes to the rescue. Inline::Config
gives you a more fine-grained control over the entire process. The other
side of that coin is ``you need to know what you are doing''.
An important point to remember is that the config settings must be done before the ``use Inline
'' statement. Since a ``use
'' happens at (Perl
's) compile time, you need to something like this:
BEGIN { use Inline; $Inline::Config::OPTION_NUMBER_9 = 'Yes'; # or Inline::Config->new->option_number_9('Yes'); # depending on your orientation :-) } use Inline C => "C code goes here...";
See Inline::Config for more info.
Inline
lets you set many of the configuration options from the command line. This
can be very handy, especially when you only want to set the options
temporarily, for say, debugging.
For instance, to get some general information about your Inline
code in the script Foo.pl
, use the command:
perl -MInline=INFO Foo.pl
If you want to force your code to compile, even if its already done, use:
perl -MInline=FORCE Foo.pl
If you want to do both, use:
perl -MInline=INFO -MInline=FORCE Foo.pl
or better yet:
perl -MInline=INFO,FORCE Foo.pl
See Inline::Config for more info.
If you are writing a module to distribute on the CPAN, (say Foo.pm
) and you want it to include Inlined code, then you should add the
following line to the top of your test.pl
file before the ``use Foo;
'' line:
BEGIN {use Inline SITE_INSTALL;}
When the installer does a ``make test
'', the Inline
module will compile Foo
's Inlined code and attempt to install the executable code into the ./blib
directory. Then when a ``make install
'' is done, the module will be copied into Perl's $Config{installsitearch}
directory (which is where an installed module should go).
The Inline
module opens up all sorts of possibilities regarding what you can do with Perl
and C
. Since everything happens at run time (depending on how you think of it)
you can generate C
code on the fly and effectively 'eval
' it. (How this might be useful is left as an exercise to the reader :-)
Here is how you would code such a beast:
BEGIN {$c_code = &c_code_generator()} use Inline C => $c_code; # will die if code doesn't compile myfunc1();
or
$c_code = &c_code_generator(); eval {use Inline C => $c_code}; if ($@) { handle_error($@); # trap error if code doesn't compile } else { myfunc1(); }
Here is a series of examples. Each one is a complete program that you can
try running yourself. In fact, each example is stored in the examples/
subdirectory of the Inline.pm
distribution. They will start out simple and build in complexity.
This example will take one string argument (a name) and print a greeting. The function is called with a string and with a number. In the second case the number is forced to a string.
Notice that you do not need to #include <stdio.h
>. The perl.h
header file which gets included by default, automatically loads the
standard C header files for you.
greet('Ingy'); greet(42); use Inline C => <<'END_OF_C_CODE'; void greet(char* name) { printf("Hello %s!\n", name); } END_OF_C_CODE __END__
This is similar to the last example except that the name is passed in as a SV*
(pointer to Scalar Value) rather than a string (char*
). That means we need to convert the SV
to a string ourselves. This is accomplished using the SvPVX
function which is part of the Perl
internal API. See perlapi for more info.
One problem is that SvPVX
doesn't automatically convert strings to numbers, so we get a little
surprise when we try to greet 42
.
greet('Ingy'); greet(42); use Inline C => <<'END_OF_C_CODE'; void greet(SV* sv_name) { printf("Hello %s!\n", SvPVX(sv_name)); } END_OF_C_CODE __END__
We can fix the problem in Example #2 by using the SvPV
function instead. This function will stringify the SV
if it does not contain a string. SvPV
returns the length of the string as it's second parameter. Since we don't
care about the length, we can just put PL_na
there, which is a special variable designed for that purpose.
greet('Ingy'); greet(42); use Inline C => <<'END_OF_C_CODE'; void greet(SV* sv_name) { printf("Hello %s!\n", SvPV(sv_name, PL_na)); } END_OF_C_CODE __END__
In this example we will return the greeting to the caller, rather than printing it. This would seem mighty easy, except for the fact that we need to allocate a small buffer to create the greeting.
I would urge you to stay away from malloc
ing your own buffer. Just use Perl's built in memory management. In other
words, just create a new Perl string scalar. The function newSVpv
does just that. And newSVpvf
includes sprintf
functionality.
The other problem is getting rid of this new scalar. How will the ref count
get decremented after we pass the scalar back? Perl also provides a
function called sv_2mortal
. Mortal variables die when the context goes out of scope. In other words,
Perl will wait until the new scalar gets passed back and then decrement the
ref count for you, thereby making it eligible for garbage collection. See perlguts.
In this example the sv_2mortal
call gets done under the hood by XS, because we declared the return type to
be SV*
. Later, in Example #6, when we manage the return stack by hand, we'll need
to call it ourselves.
To view the generated XS code, run the command ``perl -MInline=INFO,FORCE,NOCLEAN example004.pl
''. This will leave the build directory intact and tell you where to find
it.
If all that sounds difficult, its not. Take a look:
print greet('Ingy'); print greet(42); use Inline C => <<'END_OF_C_CODE'; SV* greet(SV* sv_name) { return (newSVpvf("Hello %s!\n", SvPV(sv_name, PL_na))); } END_OF_C_CODE __END__
Let's modify the greet function to handle a group of people, or more
exactly, a list of names. We use the C
ellipsis syntax: ``...
'', since the list can be of any size.
Since there are no types or names associated with each argument, we can't expect XS to handle the conversions for us. We'll need to pop them off the Stack ourselves. Luckily there are two functions (macros) that make this a very easy task.
First, we need to begin our function with a ``dXSARGS;
'' statement. This defines a few variables that we need to access the Stack. The variable we need in this example is ``items
'', which is an integer containing the number of arguments passed to us.
NOTE: It is important to only use ``dXSARGS;
'' when there is an ellipsis (...
) in the argument list, or the function has a return type of void (See Example #6).
Second, we use the ST(x)
function to access each argument where ``0 <= x < items''. Observe:
greet(qw(Brian Ingerson Ingy Me Myself I)); use Inline C => <<'END_OF_C_CODE'; void greet(SV* name1, ...) { dXSARGS; int i; for (i = 0; i < items; i++) printf("Hello %s!\n", SvPV(ST(i), PL_na)); } END_OF_C_CODE __END__
NOTE: When using a variable length argument list, you have to specify at least one argument before the ellipsis. (On my compiler, anyway.) When XS does it's argument checking, it will complain if you pass in less than the number of defined arguments. Therefore, there is currently no way to pass an empty list when a variable length list is expected.
In this contrived example, we'll pass in the name to greet, and the number
of times to do it. The greet();
function will return that number of greetings. The purpose is to
demonstrate how to pass back a list of values.
The first thing to do is set the function return type to void. This has a
special meaning to Inline
(and XS). It means that you're going to handle the return stack yourself.
Now we first call ``dXSARGS
'' again. This time, we are interested in the variables sp
and mark
, which dXSARGS
will create. sp
is the stack pointer and mark
is the beginning of the stack. Upon entry, sp will not be pointing at the
beginning, so we use ``sp = mark
'' to reset it.
The XPUSHs
function does a lot for us. It pushes an SV
onto the Stack, and updates the value of sp
. It also will extend the size of the Stack, if it needs to, thus avoiding segfaults.
Finally, PUTBACK
stashes the new value of sp
back to where it belongs. Don't forget it or your function won't work
right. You'll get a return list equal in size to your input list, which in
this case is 2.
print greet('Ingy', 42); use Inline C => <<'END_OF_C_CODE'; void greet(char* name, int number) { dXSARGS; int i; sp = mark; for (i = 0; i < number; i++) XPUSHs(sv_2mortal(newSVpvf("Hello %s!\n", name))); PUTBACK; } END_OF_C_CODE __END__
Also notice that we used the sv_2mortal
call that was discussed earlier. This will make sure that your newborn
scalars get DESTROYed at the appointed time.
The world is not made of scalars alone, although they are definitely the easiest creatures to deal with, when doing this kind of stuff. Sometimes we need to deal with arrays, hashes, and code references, among other things.
Since Perl subroutine calls only pass scalars as arguments, we'll need to
use the argument type SV*
and pass references to more complex types.
Lets look a program that dumps the key/value pairs of a hash:
use Inline C => <<'END_OF_C_CODE'; void dump_hash(SV* hash_ref) { HV* hash; HE* hash_entry; int num_keys, i; SV* sv_key; SV* sv_val; if (! SvROK(hash_ref)) croak("hash_ref is not a reference"); hash = (HV*)SvRV(hash_ref); num_keys = hv_iterinit(hash); for (i = 0; i < num_keys; i++) { hash_entry = hv_iternext(hash); sv_key = hv_iterkeysv(hash_entry); sv_val = hv_iterval(hash, hash_entry); printf("%s => %s\n", SvPV(sv_key, PL_na), SvPV(sv_val, PL_na)); } return; } END_OF_C_CODE my %hash = ( Author => "Brian Ingerson", Nickname => "INGY", Module => "Inline.pm", Version => "0.18", Example => 7, ); dump_hash(\%hash); __END__
To figure out this one, just curl up with perlapi for a couple hours. Actually, its fairly straight forward once you are familiar with the calls.
Note the croak
function call. This is the proper way to die from your C
extensions.
Currently, ``C
'' is the only supported language. This is obviously the most important
language to support. That is because Perl
itself is written in C
. By giving a your Perl
scripts access to C
, you in effect give them access to the entire glorious internals of Perl
. (Caveat scriptor :-)
C
is also the easiest language to implement because the tools needed to do
so, (like XS and ExtUtils::MakeMaker
) have already been written and are very flexible and reliable. Inline
makes use of these pre-existing tools.
But there is definitely no reason why Inline
must or should stop with C
. As long as sensible bindings can be defined between Perl and another
language, that language could be a candidate for the Inline
module. Current languages I am considering adding support for include:
- C++ - Fortran - Pascal - Python
Note: Since many C
compilers allow the use of assembly code within C, you may want to consider
Assembly Language as supported. Ready to start scripting out new device
drivers?
This module should work anywhere that CPAN extension modules (those that use XS) can be installed, using the typical install format of:
perl Makefile.PL make make test make install
It has been tested on many Unix variants and Windows NT.
NOTE: Inline.pm
requires Perl 5.005 or higher because Parse::RecDescent
requires it. (Something to do with the qr
operator)
Inline has been tested on the following platforms:
V# OS OS V# Perl V# Human Email 0.23 Linux 2.2.13 5.00503 Brian Ingerson ingy@cpan.org 0.22 Linux 2.2.13 5.6 Brian Ingerson ingy@cpan.org 0.20 FreeBSD 3.4 5.00503 Timothy A Gregory tgregory@tarjema.com 0.20 FreeBSD 4.0 5.00503 Timothy A Gregory tgregory@tarjema.com 0.20 FreeBSD 4.0 5.6 Timothy A Gregory tgregory@tarjema.com 0.20 Linux 2.0.36 5.00503 Prakasa Bellam pbellam@cobaltgroup.com 0.20 HPUX B.10.20 5.00503 Jamie Shaffer jshaffer@chronology.com 0.20 SunOS 5.6 5.6.0 Jamie Shaffer jshaffer@chronology.com 0.20 SunOS 5.5.1 5.6.0 Jamie Shaffer jshaffer@chronology.com 0.22 OpenBSD 2.7 5.6.0 Jeremy Devenport jeremy@weezel.com 0.22 FreeBSD 3.1 5.00503 Doug Beaver dougb@scalar.org 0.23 WinNT 4.0 sp6 5.00503 Brian Ingerson ingy@cpan.org
The Microsoft test deserves a little more explanation. I used the following:
Windows NT 4.0 (service pack 6) Perl 5.005_03 (ActiveState build 522) MS Visual C++ 6.0 The "nmake" make utility (distributed w/ Visual C++)
Inline.pm
pulls all of its base configuration (including which make
utility to use) from config.pm
. Since your MSWin32 version of Perl probably came from ActiveState (as a
binary distribution) the Config.pm
will indicate that nmake
is the system's make
utility. That is because ActiveState uses Visual C++ to compile Perl.
If you want to use another compiler with Inline
, you're on your own until I get a chance to play around. I would like to
see this work the free Cygnus port of gcc
. For more info see: http://sources.redhat.com/cygwin/
To install Inline.pm
(or any other CPAN module) on MSWin32 w/ Visual C++, use these:
perl Makefile.PL nmake nmake test nmake install
If Inline
works on your platform, please email me the info above. If it doesn't work,
see BUGS AND DEFICIENCIES below.
This is an early release of a fairly ambitious module. It is definitely ALPHA code. The bugs should be bountiful!
When reporting a bug, please do the following:
- Put "use Inline REPORTBUG;" at the top of your code, or use the command line option "perl -MInline=REPORTBUG ...". - Run your code. - Follow the printed directions.
Here are some things to watch out for:
The Parse::RecDescent
grammar for C
is fledgling. For example, it won't catch invalid type errors in your
function definitions. It will just ignore those definitions altogether.
It'll get better. For now be careful and examine the generated code when
things don't work. Also, using ``perl -MInline=INFO ...
'' will show you which function definitions did work.
Inline
doesn't currently handle output parameters (like XS does). I'm not sure
whether to add them or not. They're not very Perl-like IMO.
While Inline
does attempt to clean up after itself, there is currently no functionality
to remove a shared object when a new version is compiled. This shouldn't be
hard to do, but I want to think about it a little more.
The compile time using Visual C++ on MSWin32 is an order of magnitude slower than on Unix. 30-40 seconds compared to 3-4 seconds, in my testing. During this time, your script will seem to hang. Just be patient. After compilation, the execution time is comparable.
Brian Ingerson <INGY@cpan.org>
Copyright (c) 2000, Brian Ingerson. All Rights Reserved. This module is free software. It may be used, redistributed and/or modified under the terms of the Perl Artistic License (see http://www.perl.com/perl/misc/Artistic.html)