+<html><head><title>The design of toybox</title></head>
+<!--#include file="header.html" -->
+
<b><h2>Design goals</h2></b>
-<p>Toybox should be simple, small, and fast. Often, these things need to be
-balanced off against each other. In general, simple is slightly more
-important than small, and small is slightly more important than fast, but
-it should be possible to get 80% of the way to each goal before they really
-start to fight.</p>
+<p>Toybox should be simple, small, fast, and full featured. Often, these
+things need to be balanced off against each other. In general, keeping the
+code simple the most important (and hardest) goal, and small is slightly more
+important than fast. Features are the reason we write code in the first
+place but this has all been implemented before so if we can't do a better
+job why bother? It should be possible to get 80% of the way to each goal
+before they really start to fight.</p>
+
+<p>Here they are in reverse order of importance:</p>
+
+<b><h3>Features</h3></b>
+
+<p>The <a href=roadmap.html>roadmap</a> has the list of features we're
+trying to implement, and the reasons for them. After the 1.0 release
+some of that material may get moved here.</p>
-<b><h3>Fast</h3></b>
+<p>Some things are simply outside the scope of the project: even though
+posix defines commands for compiling and linking, we're not going to include
+a compiler or linker (and support for a potentially infinite number of hardware
+targets). And until somebody comes up with a ~30k ssh implementation, we're
+going to point you at dropbear or polarssl.</p>
+
+<p>Environmental dependencies are a type of complexity, so needing other
+packages to build or run is a big downside. For example, we don't use curses
+when we can simply output ansi escape sequences and trust all terminal
+programs written in the past 30 years to be able to support them. (A common
+use case is to download a statically linked toybox binary to an arbitrary
+Linux system, and use it in an otherwise unknown environment; being
+self-contained helps support this.)</p>
+
+<b><h3>Speed</h3></b>
<p>It's easy to say lots about optimizing for speed (which is why this section
-is so long), but at the same time it's the one we care the least about.
+is so long), but at the same time it's the optimization we care the least about.
The essence of speed is being as efficient as possible, which means doing as
little work as possible. A design that's small and simple gets you 90% of the
way there, and most of the rest is either fine-tuning or more trouble than
than a loop that has to wait for a DRAM fetch on each iteration. Don't worry
about whether "&" is faster than "%" until your executable loop stays in L1
cache and the data access is fetching cache lines intelligently. (To
-understand DRAM, L1, and L2 cache, read Hannibal's marvelous ram guid at Ars
+understand DRAM, L1, and L2 cache, read Hannibal's marvelous ram guide at Ars
Technica:
<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part1-2.html>part one</a>,
<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part2-1.html>part two</a>,
<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part3-1.html>part three</a>,
plus this
<a href=http://arstechnica.com/articles/paedia/cpu/caching.ars/1>article on
-cacheing</a>, and this one on
+cacheing</a>, and this one on
<a href=http://arstechnica.com/articles/paedia/cpu/bandwidth-latency.ars>bandwidth
and latency</a>.
-And there's <a href=http://arstechnica.com/paedia/>more where that came from</a>.)
+And there's <a href=http://arstechnica.com/paedia/index.html>more where that came from</a>.)
Running out of L1 cache can execute one instruction per clock cycle, going
to L2 cache costs a dozen or so clock cycles, and waiting for a worst case dram
fetch (round trip latency with a bank switch) can cost thousands of
is 128k and a big L2 cache is a couple of megabytes. A cheap low-power
embedded processor may have 8k of L1 cache and no L2.)</p>
-<p>Learn how virtual memory and memory managment units work. Don't touch
+<p>Learn how <a href=http://nommu.org/memory-faq.txt>virtual memory and
+memory managment units work</a>. Don't touch
memory you don't have to. Even just reading memory evicts stuff from L1 and L2
cache, which may have to be read back in later. Writing memory can force the
operating system to break copy-on-write, which allocates more memory. (The
copy-on-write mappings of the zero page. Actual physical pages get allocated
when the copy-on-write gets broken by writing to the virtual page. This
is why checking the return value of malloc() isn't very useful anymore, it
-only detects running out of virtual memory, not physical memory.)</p>
+only detects running out of virtual memory, not physical memory. Unless
+you're using a <a href=http://nommu.org>NOMMU system</a>, where all bets are off.)</p>
<p>Don't think that just because you don't have a swap file the system can't
start swap thrashing: any file backed page (ala mmap) can be evicted, and
applies to toybox. Do the simple thing first, do as little of it as possible,
and make sure it's right. You can always speed it up later.</p>
-<b><h3>Small</h3></b>
+<b><h3>Size</h3></b>
<p>Again, simple gives you most of this. An algorithm that does less work
is generally smaller. Understand the problem, treat size as a cost, and
get a good bang for the byte.</p>
Your binary is the executable file on disk, your heap is where malloc() memory
lives, and your stack is where local variables (and function call return
addresses) live. Optimizing for binary size is generally good: executing
-fewer instructions makes your program run faster (and fits more of it in
+fewer instructions makes your program run faster (and fits more of it in
cache). On embedded systems, binary size is especially precious because
flash is expensive (and its successor, MRAM, even more so). Small stack size
is important for nommu systems because they have to preallocate their stack
<p>Avoid special cases. Whenever you see similar chunks of code in more than
one place, it might be possible to combine them and have the users call shared
-code. (This is the most commonly cited trick, which doesn't make it easy.)</p>
+code. (This is the most commonly cited trick, which doesn't make it easy. If
+seeing two lines of code do the same thing makes you slightly uncomfortable,
+you've got the right mindset.)</p>
<p>Some specific advice: Using a char in place of an int when doing math
produces significantly larger code on some platforms (notably arm),
<b><h3>Simple</h3></b>
-<p>Complexity is a cost, just like code size or runtime speed. Treat it as
-a cost, and spend your complexity budget wisely.</p>
+<p>Complexity is a cost, just like code size or runtime speed. Treat it as
+a cost, and spend your complexity budget wisely. (Sometimes this means you
+can't afford a feature because it complicates the code too much to be
+worth it.)</p>
<p>Simplicity has lots of benefits. Simple code is easy to maintain, easy to
port to new processors, easy to audit for security holes, and easy to
-understand. (Comments help, but they're no substitute for simple code.)</p>
+understand.</p>
+
+<p>Simplicity itself can have subtle non-obvious aspects requiring a tradeoff
+between one kind of simplicity and another: simple for the computer to
+execute and simple for a human reader to understand aren't always the
+same thing. A compact and clever algorithm that does very little work may
+not be as easy to explain or understand as a larger more explicit version
+requiring more code, memory, and CPU time. When balancing these, err on the
+side of doing less work, but add comments describing how you
+could be more explicit.</p>
+
+<p>In general, comments are not a substitute for good code (or well chosen
+variable or function names). Commenting "x += y;" with "/* add y to x */"
+can actually detract from the program's readability. If you need to describe
+what the code is doing (rather than _why_ it's doing it), that means the
+code itself isn't very clear.</p>
+
+<p>Prioritizing simplicity tends to serve our other goals: simplifying code
+generally reduces its size (both in terms of binary size and runtime memory
+usage), and avoiding unnecessary work makes code run faster. Smaller code
+also tends to run faster on modern hardware due to CPU cacheing: fitting your
+code into L1 cache is great, and staying in L2 cache is still pretty good.</p>
+
+<p>But a simple implementation is not always the smallest or fastest, and
+balancing simplicity vs the other goals can be difficult. For example, the
+atolx_range() function in lib/lib.c uses the always 64 bit "long long" type,
+which produces larger and slower code on 32 bit platforms and
+often assigned into smaller interger types. Although libc has parallel
+implementations for different data sizes (atoi, atol, atoll) we only
+used the largest, which can cover all cases.</p>
+
+<p>On the other hand, the "tail" command has two codepaths, one for seekable
+files and one for nonseekable files. Although the nonseekable case can handle
+all inputs (and is required when input comes from a pipe or similar, so cannot
+be removed), reading through multiple gigabytes of data to reach the end of
+seekable files was both a common case and hugely penalized by a nonseekable
+approach (half-minute wait vs instant results). This is one example
+where performance did outweigh simplicity of implementation.</p>
<p><a href=http://www.joelonsoftware.com/articles/fog0000000069.html>Joel
Spolsky argues against throwing code out and starting over</a>, and he has
that works and has been paid for is a corporate asset not lightly abandoned.
Open source software can afford to re-implement code that works, over and
over from scratch, for incremental gains. Before toybox, the unix command line
-has already been reimplemented from scratch several in a row (the
-original Unix and BSD tools, the GNU tools, BusyBox...)
-but maybe toybox can do a better job. :)</p>
+has already been reimplemented from scratch several times (the
+original AT&T Unix command line in assembly and then in C, the BSD
+versions, Coherent was the first full from-scratch Unix clone in 1980,
+Minix was another clone which Linux was inspired by and developed under,
+the GNU tools were yet another rewrite intended for use in the stillborn
+"Hurd" project, BusyBox was still another rewrite, and more versions
+were written in Plan 9, uclinux, klibc, sash, sbase, s6, and of course
+android toolbox...) but maybe toybox can do a better job. :)</p>
+
+<p>As Antoine de St. Exupery (author of "The Little Prince" and an early
+aircraft designer) said, "Perfection is achieved, not when there
+is nothing left to add, but when there is nothing left to take away."
+And Ken Thompson (creator of Unix) said "One of my most productive
+days was throwing away 1000 lines of code." It's always possible to
+come up with a better way to do it.</p>
<p>P.S. How could I resist linking to an article about
<a href=http://blog.outer-court.com/archive/2005-08-24-n14.html>why
<b><h2>Portability issues</h2></b>
<b><h3>Platforms</h3></b>
-<p>Toybox should run on every hardware platform Linux runs on. Other
-posix/susv3 environments (perhaps MacOS X or newlib+libgloss) are vaguely
-interesting but only if they're easy to support, I'm not going to spend much
+<p>Toybox should run on Android (all commands with musl-libc, as large a subset
+as practical with bionic), and every other hardware platform Linux runs on.
+Other posix/susv4 environments (perhaps MacOS X or newlib+libgloss) are vaguely
+interesting but only if they're easy to support; I'm not going to spend much
effort on them.</p>
<p>I don't do windows.</p>
+<p>We depend on C99 and posix-2008 libc features such as the openat() family of
+functions. We also assume certain "modern" linux kernel behavior such
+as large environment sizes (linux commit b6a2fea39318, went into 2.6.22
+released July 2007). In theory this shouldn't prevent us from working on
+older kernels or other implementations (ala BSD), but we don't police their
+corner cases.</p>
+
<b><h3>32/64 bit</h3></b>
<p>Toybox should work on both 32 bit and 64 bit systems. By the end of 2008
64 bit hardware will be the new desktop standard, but 32 bit hardware will
the same size on 64 bit systems, but pointer and long are.</p>
<p>This is guaranteed by the LP64 memory model, a Unix standard (which Linux
-and MacOS X implements). See
+and MacOS X both implement, and which modern 64 bit processors such as
+x86-64 were <a href=http://www.pagetable.com/?p=6>designed for</a>). See
<a href=http://www.unix.org/whitepapers/64bit.html>the LP64 standard</a> and
<a href=http://www.unix.org/version2/whatsnew/lp64_wp.html>the LP64
rationale</a> for details.</p>
feeding the compiler -funsigned-char.</p>
<p>The reason to pick "unsigned" is that way we're 8-bit clean by default.</p>
+
+<p><h3>Error messages and internationalization:</h3></p>
+
+<p>Error messages are extremely terse not just to save bytes, but because we
+don't use any sort of _("string") translation infrastructure. (We're not
+translating the command names themselves, so we must expect a minimum amount of
+english knowledge from our users, but let's keep it to a minimum.)</p>
+
+<p>Thus "bad -A '%c'" is
+preferable to "Unrecognized address base '%c'", because a non-english speaker
+can see that -A was the problem (giving back the command line argument they
+supplied). A user with a ~20 word english vocabulary is
+more likely to know (or guess) "bad" than the longer message, and you can
+use "bad" in place of "invalid", "inappropriate", "unrecognized"...
+Similarly when atolx_range() complains about range constraints with
+"4 < 17" or "12 > 5", it's intentional: those don't need to be translated.</p>
+
+<p>The strerror() messages produced by perror_exit() and friends should be
+localized by libc, and our error functions also prepend the command name
+(which non-english speakers can presumably recognize already). Keep the
+explanation in between to a minimum, and where possible feed back the values
+they passed in to identify _what_ we couldn't process.
+If you say perror_exit("setsockopt"), you've identified the action you
+were trying to take, and the perror gives a translated error message (from libc)
+explaining _why_ it couldn't do it, so you probably don't need to add english
+words like "failed" or "couldn't assign".</p>
+
+<p>All commands should be 8-bit clean, with explicit
+<a href=http://yarchive.net/comp/linux/utf8.html>UTF-8</a> support where
+necessary. Assume all input data might be utf8, and at least preserve
+it and pass it through. (For this reason, our build is -funsigned-char on
+all architectures; "char" is unsigned unless you stick "signed" in front
+of it.)</p>
+
+<p>Locale support isn't currently a goal; that's a presentation layer issue
+(I.E. a GUI problem).</p>
+
+<a name="codestyle" />
+<h2>Coding style</h2>
+
+<p>The real coding style holy wars are over things that don't matter
+(whitespace, indentation, curly bracket placement...) and thus have no
+obviously correct answer. As in academia, "the fighting is so vicious because
+the stakes are so small". That said, being consistent makes the code readable,
+so here's how to make toybox code look like other toybox code.</p>
+
+<p>Toybox source uses two spaces per indentation level, and wraps at 80
+columns. (Indentation of continuation lines is awkward no matter what
+you do, sometimes two spaces looks better, sometimes indenting to the
+contents of a parentheses looks better.)</p>
+
+<p>I'm aware this indentation style creeps some people out, so here's
+the sed invocation to convert groups of two leading spaces to tabs:</p>
+<blockquote><pre>
+sed -i ':loop;s/^\( *\) /\1\t/;t loop' filename
+</pre></blockquote>
+
+<p>And here's the sed invocation to convert leading tabs to two spaces each:</p>
+<blockquote><pre>
+sed -i ':loop;s/^\( *\)\t/\1 /;t loop' filename
+</pre></blockquote>
+
+<p>There's a space after C flow control statements that look like functions, so
+"if (blah)" instead of "if(blah)". (Note that sizeof is actually an
+operator, so we don't give it a space for the same reason ++ doesn't get
+one. Yeah, it doesn't need the parentheses either, but it gets them.
+These rules are mostly to make the code look consistent, and thus easier
+to read.) We also put a space around assignment operators (on both sides),
+so "int x = 0;".</p>
+
+<p>Blank lines (vertical whitespace) go between thoughts. "We were doing that,
+now we're doing this." (Not a hard and fast rule about _where_ it goes,
+but there should be some for the same reason writing has paragraph breaks.)</p>
+
+<p>Variable declarations go at the start of blocks, with a blank line between
+them and other code. Yes, c99 allows you to put them anywhere, but they're
+harder to find if you do that. If there's a large enough distance between
+the declaration and the code using it to make you uncomfortable, maybe the
+function's too big, or is there an if statement or something you can
+use as an excuse to start a new closer block?</p>
+
+<p>If statments with a single line body go on the same line if the result
+fits in 80 columns, on a second line if it doesn't. We usually only use
+curly brackets if we need to, either because the body is multiple lines or
+because we need to distinguish which if an else binds to. Curly brackets go
+on the same line as the test/loop statement. The exception to both cases is
+if the test part of an if statement is long enough to split into multiple
+lines, then we put the curly bracket on its own line afterwards (so it doesn't
+get lost in the multple line variably indented mess), and we put it there
+even if it's only grouping one line (because the indentation level is not
+providing clear information in that case).</p>
+
+<p>I.E.</p>
+
+<blockquote>
+<pre>
+if (thingy) thingy;
+else thingy;
+
+if (thingy) {
+ thingy;
+ thingy;
+} else thingy;
+
+if (blah blah blah...
+ && blah blah blah)
+{
+ thingy;
+}
+</pre></blockquote>
+
+<p>Gotos are allowed for error handling, and for breaking out of
+nested loops. In general, a goto should only jump forward (not back), and
+should either jump to the end of an outer loop, or to error handling code
+at the end of the function. Goto labels are never indented: they override the
+block structure of the file. Putting them at the left edge makes them easy
+to spot as overrides to the normal flow of control, which they are.</p>
+
+<p>When there's a shorter way to say something, we tend to do that for
+consistency. For example, we tend to say "*blah" instead of "blah[0]" unless
+we're referring to more than one element of blah. Similarly, NULL is
+really just 0 (and C will automatically typecast 0 to anything, except in
+varargs), "if (function() != NULL)" is the same as "if (function())",
+"x = (blah == NULL);" is "x = !blah;", and so on.</p>
+
+<p>The goal is to be
+concise, not cryptic: if you're worried about the code being hard to
+understand, splitting it to multiple steps on multiple lines is
+better than a NOP operation like "!= NULL". A common sign of trying to
+hard is nesting ? : three levels deep, sometimes if/else and a temporary
+variable is just plain easier to read. If you think you need a comment,
+you may be right.</p>
+
+<p>Comments are nice, but don't overdo it. Comments should explain _why_,
+not how. If the code doesn't make the how part obvious, that's a problem with
+the code. Sometimes choosing a better variable name is more revealing than a
+comment. Comments on their own line are better than comments on the end of
+lines, and they usually have a blank line before them. Most of toybox's
+comments are c99 style // single line comments, even when there's more than
+one of them. The /* multiline */ style is used at the start for the metadata,
+but not so much in the code itself. They don't nest cleanly, are easy to leave
+accidentally unterminated, need extra nonfunctional * to look right, and if
+you need _that_ much explanation maybe what you really need is a URL citation
+linking to a standards document? Long comments can fall out of sync with what
+the code is doing. Comments do not get regression tested. There's no such
+thing as self-documenting code (if nothing else, code with _no_ comments
+is a bit unfriendly to new readers), but "chocolate sauce isn't the answer
+to bad cooking" either. Don't use comments as a crutch to explain unclear
+code if the code can be fixed.</p>
+
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