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   3
   4<a name="goals"><b><h2><a href="#goals">Design goals</a></h2></b>
   5
   6<p>Toybox should be simple, small, fast, and full featured. In that order.</p>
   7
   8<p>When these goals need to be balanced off against each other, keeping the code
   9as simple as it can be to do what it does is the most important (and hardest)
  10goal. Then keeping it small is slightly more important than making it fast.
  11Features are the reason we write code in the first place but this has all
  12been implemented before so if we can't do a better job why bother?</p>
  13
  14<p>It should be possible to get 80% of the way to each goal
  15before they really start to fight. Here they are in reverse order
  16of importance:</p>
  17
  18<b><h3>Features</h3></b>
  19
  20<p>These days toybox is the command line of Android, so anything the android
  21guys say to do gets at the very least closely listened to.</p>
  22
  23<p>Toybox should provide the command line utilities of a build
  24environment capable of recompiling itself under itself from source code.
  25This minimal build system conceptually consists of 4 parts: toybox,
  26a C library, a compiler, and a kernel. Toybox needs to provide all the
  27commands (with all the behavior) necessary to run the configure/make/install
  28of each package and boot the resulting system into a usable state.</p>
  29
  30<p>In addition, it should be possible to bootstrap up to arbitrary complexity
  31under the result by compiling and installing additional packages into this
  32minimal system, as measured by building both Linux From Scratch and the
  33Android Open Source Project under the result. Any "circular dependencies"
  34should be solved by toybox including the missing dependencies itself
  35(see "Shared Libraries" below).</p>
  36
  37<p>Finally, toybox may provide some "convenience" utilties
  38like top and vi that aren't necessarily used in a build but which turn
  39the minimal build environment into a minimal development environment
  40(supporting edit/compile/test cycles in a text console), configure
  41network infrastructure for communication with other systems (in a build
  42cluster), and so on.</p>
  43
  44<p>The hard part is deciding what NOT to include.
  45A project without boundaries will bloat itself
  46to death. One of the hardest but most important things a project must
  47do is draw a line and say "no, this is somebody else's problem, not
  48something we should do."
  49Some things are simply outside the scope of the project: even though
  50posix defines commands for compiling and linking, we're not going to include
  51a compiler or linker (and support for a potentially infinite number of hardware
  52targets). And until somebody comes up with a ~30k ssh implementation (with
  53a crypto algorithm that won't need replacing every 5 years), we're
  54going to point you at dropbear or bearssl.</p>
  55
  56<p>The <a href=roadmap.html>roadmap</a> has the list of features we're
  57trying to implement, and the reasons why we decided to include those
  58features. After the 1.0 release some of that material may get moved here,
  59but for now it needs its own page. The <a href=status.html>status</a>
  60page shows the project's progress against the roadmap.</p>
  61
  62<p>There are potential features (such as a screen/tmux implementation)
  63that might be worth adding after 1.0, in part because they could share
  64infrastructure with things like "less" and "vi" so might be less work for
  65us to do than for an external from scratch implementation. But for now, major
  66new features outside posix, android's existing commands, and the needs of
  67development systems, are a distraction from the 1.0 release.</p>
  68
  69<b><h3>Speed</h3></b>
  70
  71<p>It's easy to say lots about optimizing for speed (which is why this section
  72is so long), but at the same time it's the optimization we care the least about.
  73The essence of speed is being as efficient as possible, which means doing as
  74little work as possible.  A design that's small and simple gets you 90% of the
  75way there, and most of the rest is either fine-tuning or more trouble than
  76it's worth (and often actually counterproductive).  Still, here's some
  77advice:</p>
  78
  79<p>First, understand the darn problem you're trying to solve.  You'd think
  80I wouldn't have to say this, but I do.  Trying to find a faster sorting
  81algorithm is no substitute for figuring out a way to skip the sorting step
  82entirely.  The fastest way to do anything is not to have to do it at all,
  83and _all_ optimization boils down to avoiding unnecessary work.</p>
  84
  85<p>Speed is easy to measure; there are dozens of profiling tools for Linux
  86(although personally I find the "time" command a good starting place).
  87Don't waste too much time trying to optimize something you can't measure,
  88and there's no much point speeding up things you don't spend much time doing
  89anyway.</p>
  90
  91<p>Understand the difference between throughput and latency.  Faster
  92processors improve throughput, but don't always do much for latency.
  93After 30 years of Moore's Law, most of the remaining problems are latency,
  94not throughput.  (There are of course a few exceptions, like data compression
  95code, encryption, rsync...)  Worry about throughput inside long-running
  96loops, and worry about latency everywhere else.  (And don't worry too much
  97about avoiding system calls or function calls or anything else in the name
  98of speed unless you are in the middle of a tight loop that's you've already
  99proven isn't running fast enough.)</p>
 100
 101<p>"Locality of reference" is generally nice, in all sorts of contexts.
 102It's obvious that waiting for disk access is 1000x slower than doing stuff in
 103RAM (and making the disk seek is 10x slower than sequential reads/writes),
 104but it's just as true that a loop which stays in L1 cache is many times faster
 105than a loop that has to wait for a DRAM fetch on each iteration.  Don't worry
 106about whether "&" is faster than "%" until your executable loop stays in L1
 107cache and the data access is fetching cache lines intelligently.  (To
 108understand DRAM, L1, and L2 cache, read Hannibal's marvelous ram guide at Ars
 109Technica:
 110<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part1-2.html>part one</a>,
 111<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part2-1.html>part two</a>,
 112<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part3-1.html>part three</a>,
 113plus this
 114<a href=http://arstechnica.com/articles/paedia/cpu/caching.ars/1>article on
 115cacheing</a>, and this one on
 116<a href=http://arstechnica.com/articles/paedia/cpu/bandwidth-latency.ars>bandwidth
 117and latency</a>.
 118And there's <a href=http://arstechnica.com/paedia/index.html>more where that came from</a>.)
 119Running out of L1 cache can execute one instruction per clock cycle, going
 120to L2 cache costs a dozen or so clock cycles, and waiting for a worst case dram
 121fetch (round trip latency with a bank switch) can cost thousands of
 122clock cycles.  (Historically, this disparity has gotten worse with time,
 123just like the speed hit for swapping to disk.  These days, a _big_ L1 cache
 124is 128k and a big L2 cache is a couple of megabytes.  A cheap low-power
 125embedded processor may have 8k of L1 cache and no L2.)</p>
 126
 127<p>Learn how <a href=http://nommu.org/memory-faq.txt>virtual memory and
 128memory managment units work</a>.  Don't touch
 129memory you don't have to.  Even just reading memory evicts stuff from L1 and L2
 130cache, which may have to be read back in later.  Writing memory can force the
 131operating system to break copy-on-write, which allocates more memory.  (The
 132memory returned by malloc() is only a virtual allocation, filled with lots of
 133copy-on-write mappings of the zero page.  Actual physical pages get allocated
 134when the copy-on-write gets broken by writing to the virtual page.  This
 135is why checking the return value of malloc() isn't very useful anymore, it
 136only detects running out of virtual memory, not physical memory.  Unless
 137you're using a <a href=http://nommu.org>NOMMU system</a>, where all bets
 138are off.)</p>
 139
 140<p>Don't think that just because you don't have a swap file the system can't
 141start swap thrashing: any file backed page (ala mmap) can be evicted, and
 142there's a reason all running programs require an executable file (they're
 143mmaped, and can be flushed back to disk when memory is short).  And long
 144before that, disk cache gets reclaimed and has to be read back in.  When the
 145operating system really can't free up any more pages it triggers the out of
 146memory killer to free up pages by killing processes (the alternative is the
 147entire OS freezing solid).  Modern operating systems seldom run out of
 148memory gracefully.</p>
 149
 150<p>Also, it's better to be simple than clever.  Many people think that mmap()
 151is faster than read() because it avoids a copy, but twiddling with the memory
 152management is itself slow, and can cause unnecessary CPU cache flushes.  And
 153if a read faults in dozens of pages sequentially, but your mmap iterates
 154backwards through a file (causing lots of seeks, each of which your program
 155blocks waiting for), the read can be many times faster.  On the other hand, the
 156mmap can sometimes use less memory, since the memory provided by mmap
 157comes from the page cache (allocated anyway), and it can be faster if you're
 158doing a lot of different updates to the same area.  The moral?  Measure, then
 159try to speed things up, and measure again to confirm it actually _did_ speed
 160things up rather than made them worse.  (And understanding what's really going
 161on underneath is a big help to making it happen faster.)</p>
 162
 163<p>In general, being simple is better than being clever.  Optimization
 164strategies change with time.  For example, decades ago precalculating a table
 165of results (for things like isdigit() or cosine(int degrees)) was clearly
 166faster because processors were so slow.  Then processors got faster and grew
 167math coprocessors, and calculating the value each time became faster than
 168the table lookup (because the calculation fit in L1 cache but the lookup
 169had to go out to DRAM).  Then cache sizes got bigger (the Pentium M has
 1702 megabytes of L2 cache) and the table fit in cache, so the table became
 171fast again...  Predicting how changes in hardware will affect your algorithm
 172is difficult, and using ten year old optimization advice and produce
 173laughably bad results.  But being simple and efficient is always going to
 174give at least a reasonable result.</p>
 175
 176<p>The famous quote from Ken Thompson, "When in doubt, use brute force",
 177applies to toybox.  Do the simple thing first, do as little of it as possible,
 178and make sure it's right.  You can always speed it up later.</p>
 179
 180<b><h3>Size</h3></b>
 181<p>Again, being simple gives you most of this. An algorithm that does less work
 182is generally smaller.  Understand the problem, treat size as a cost, and
 183get a good bang for the byte.</p>
 184
 185<p>Understand the difference between binary size, heap size, and stack size.
 186Your binary is the executable file on disk, your heap is where malloc() memory
 187lives, and your stack is where local variables (and function call return
 188addresses) live.  Optimizing for binary size is generally good: executing
 189fewer instructions makes your program run faster (and fits more of it in
 190cache).  On embedded systems, binary size is especially precious because
 191flash is expensive (and its successor, MRAM, even more so).  Small stack size
 192is important for nommu systems because they have to preallocate their stack
 193and can't make it bigger via page fault.  And everybody likes a small heap.</p>
 194
 195<p>Measure the right things.  Especially with modern optimizers, expecting
 196something to be smaller is no guarantee it will be after the compiler's done
 197with it.  Binary size isn't the most accurate indicator of the impact of a
 198given change, because lots of things get combined and rounded during
 199compilation and linking.  Matt Mackall's bloat-o-meter is a python script
 200which compares two versions of a program, and shows size changes in each
 201symbol (using the "nm" command behind the scenes).  To use this, run
 202"make baseline" to build a baseline version to compare against, and
 203then "make bloatometer" to compare that baseline version against the current
 204code.</p>
 205
 206<p>Avoid special cases.  Whenever you see similar chunks of code in more than
 207one place, it might be possible to combine them and have the users call shared
 208code. (This is the most commonly cited trick, which doesn't make it easy. If
 209seeing two lines of code do the same thing makes you slightly uncomfortable,
 210you've got the right mindset.)</p>
 211
 212<p>Some specific advice: Using a char in place of an int when doing math
 213produces significantly larger code on some platforms (notably arm),
 214because each time the compiler has to emit code to convert it to int, do the
 215math, and convert it back.  Bitfields have this problem on most platforms.
 216Because of this, using char to index a for() loop is probably not a net win,
 217although using char (or a bitfield) to store a value in a structure that's
 218repeated hundreds of times can be a good tradeoff of binary size for heap
 219space.</p>
 220
 221<b><h3>Simplicity</h3></b>
 222
 223<p>Complexity is a cost, just like code size or runtime speed. Treat it as
 224a cost, and spend your complexity budget wisely. (Sometimes this means you
 225can't afford a feature because it complicates the code too much to be
 226worth it.)</p>
 227
 228<p>Simplicity has lots of benefits.  Simple code is easy to maintain, easy to
 229port to new processors, easy to audit for security holes, and easy to
 230understand.</p>
 231
 232<p>Simplicity itself can have subtle non-obvious aspects requiring a tradeoff
 233between one kind of simplicity and another: simple for the computer to
 234execute and simple for a human reader to understand aren't always the
 235same thing. A compact and clever algorithm that does very little work may
 236not be as easy to explain or understand as a larger more explicit version
 237requiring more code, memory, and CPU time. When balancing these, err on the
 238side of doing less work, but add comments describing how you
 239could be more explicit.</p>
 240
 241<p>In general, comments are not a substitute for good code (or well chosen
 242variable or function names). Commenting "x += y;" with "/* add y to x */"
 243can actually detract from the program's readability. If you need to describe
 244what the code is doing (rather than _why_ it's doing it), that means the
 245code itself isn't very clear.</p>
 246
 247<p>Environmental dependencies are another type of complexity, so needing other
 248packages to build or run is a big downside. For example, we don't use curses
 249when we can simply output ansi escape sequences and trust all terminal
 250programs written in the past 30 years to be able to support them. Regularly
 251testing that we work with C libraries which support static linking (musl does,
 252glibc doesn't) is another way to be self-contained with known boundaries:
 253it doesn't have to be the only way to build the project, but should be regularly
 254tested and supported.</p>
 255
 256<p>Prioritizing simplicity tends to serve our other goals: simplifying code
 257generally reduces its size (both in terms of binary size and runtime memory
 258usage), and avoiding unnecessary work makes code run faster. Smaller code
 259also tends to run faster on modern hardware due to CPU cacheing: fitting your
 260code into L1 cache is great, and staying in L2 cache is still pretty good.</p>
 261
 262<p>But a simple implementation is not always the smallest or fastest, and
 263balancing simplicity vs the other goals can be difficult. For example, the
 264atolx_range() function in lib/lib.c always uses the 64 bit "long long" type,
 265which produces larger and slower code on 32 bit platforms and
 266often assigned into smaller interger types. Although libc has parallel
 267implementations for different data sizes (atoi, atol, atoll) we chose a
 268common codepath which can cover all cases (every user goes through the
 269same codepath, with the maximum amount of testing and minimum and avoids
 270surprising variations in behavior).</p>
 271
 272<p>On the other hand, the "tail" command has two codepaths, one for seekable
 273files and one for nonseekable files. Although the nonseekable case can handle
 274all inputs (and is required when input comes from a pipe or similar, so cannot
 275be removed), reading through multiple gigabytes of data to reach the end of
 276seekable files was both a common case and hugely penalized by a nonseekable
 277approach (half-minute wait vs instant results). This is one example
 278where performance did outweigh simplicity of implementation.</p>
 279
 280<p><a href=http://www.joelonsoftware.com/articles/fog0000000069.html>Joel
 281Spolsky argues against throwing code out and starting over</a>, and he has
 282good points: an existing debugged codebase contains a huge amount of baked
 283in knowledge about strange real-world use cases that the designers didn't
 284know about until users hit the bugs, and most of this knowledge is never
 285explicitly stated anywhere except in the source code.</p>
 286
 287<p>That said, the Mythical Man-Month's "build one to throw away" advice points
 288out that until you've solved the problem you don't properly understand it, and
 289about the time you finish your first version is when you've finally figured
 290out what you _should_ have done.  (The corrolary is that if you build one
 291expecting to throw it away, you'll actually wind up throwing away two.  You
 292don't understand the problem until you _have_ solved it.)</p>
 293
 294<p>Joel is talking about what closed source software can afford to do: Code
 295that works and has been paid for is a corporate asset not lightly abandoned.
 296Open source software can afford to re-implement code that works, over and
 297over from scratch, for incremental gains.  Before toybox, the unix command line
 298has already been reimplemented from scratch several times (the
 299original AT&amp;T Unix command line in assembly and then in C, the BSD
 300versions, Coherent was the first full from-scratch Unix clone in 1980,
 301Minix was another clone which Linux was inspired by and developed under,
 302the GNU tools were yet another rewrite intended for use in the stillborn
 303"Hurd" project, BusyBox was still another rewrite, and more versions
 304were written in Plan 9, uclinux, klibc, sash, sbase, s6, and of course
 305android toolbox...). But maybe toybox can do a better job. :)</p>
 306
 307<p>As Antoine de St. Exupery (author of "The Little Prince" and an early
 308aircraft designer) said, "Perfection is achieved, not when there
 309is nothing left to add, but when there is nothing left to take away."
 310And Ken Thompson (creator of Unix) said "One of my most productive
 311days was throwing away 1000 lines of code." It's always possible to
 312come up with a better way to do it.</p>
 313
 314<p>P.S. How could I resist linking to an article about
 315<a href=http://blog.outer-court.com/archive/2005-08-24-n14.html>why
 316programmers should strive to be lazy and dumb</a>?</p>
 317
 318<a name="portability"><b><h2><a href="#portability">Portability issues</a></h2></b>
 319
 320<b><h3>Platforms</h3></b>
 321<p>Toybox should run on Android (all commands with musl-libc, as large a subset
 322as practical with bionic), and every other hardware platform Linux runs on.
 323Other posix/susv4 environments (perhaps MacOS X or newlib+libgloss) are vaguely
 324interesting but only if they're easy to support; I'm not going to spend much
 325effort on them.</p>
 326
 327<p>I don't do windows.</p>
 328
 329<p>We depend on C99 and posix-2008 libc features such as the openat() family of
 330functions. We also root around in the linux /proc directory a lot (no other
 331way to implement "ps" at the moment), and assume certain "modern" linux kernel
 332behavior such as large environment sizes (<a href=https://git.kernel.org/pub/scm/linux/kernel/git/torvalds/linux.git/commit/?id=b6a2fea39318>linux commit b6a2fea39318</a>, went into 2.6.22
 333released <a href=faq.html#support_horizon>July 2007</a>, expanding the 128k
 334limit to 2 gigabytes. But it was then
 335trimmed back down to 10 megabytes, and when I asked for a way to query the
 336actual value from the kernel if it was going to keep changing
 337like that, <a href=https://lkml.org/lkml/2017/11/5/204>Linus declined</a>).
 338In theory this shouldn't prevent us from working on
 339older kernels or other implementations (ala BSD), but we don't police their
 340corner cases.</p>
 341
 342<a name="bits" />
 343<b><h3>32/64 bit</h3></b>
 344<p>Toybox should work on both 32 bit and 64 bit systems. 64 bit desktop
 345hardware went mainstream in <a href=https://web.archive.org/web/20040307000108mp_/http://developer.intel.com/technology/64bitextensions/faq.htm>in 2005</a>
 346and was essentially ubiquitous <a href=faq.html#support_horizon>by 2012</a>,
 347but 32 bit hardware will continue to be important in embedded devices for years to come.</p>
 348
 349<p>Toybox relies on the
 350<a href=http://archive.opengroup.org/public/tech/aspen/lp64_wp.htm>LP64 standard</a>
 351which Linux, MacOS X, and BSD all implement, and which modern 64 bit processors such as
 352x86-64 were <a href=http://www.pagetable.com/?p=6>explicitly designed to
 353support</a>. (Here's the original <a href=https://web.archive.org/web/20020905181545/http://www.unix.org/whitepapers/64bit.html>LP64 white paper</a>.)</p>
 354
 355<p>LP64 defines explicit sizes for all the basic C integer types, and
 356guarantees that on any Unix-like platform "long" and "pointer" types
 357are always the same size. This means it's safe to assign pointers into
 358longs and vice versa without losing data: on 32 bit systems both are 32 bit,
 359on 64 bit systems both are 64 bit.</p>
 360
 361<table border=1 cellpadding=10 cellspacing=2>
 362<tr><td>C type</td><td>32 bit<br />sizeof</td><td>64 bit<br />sizeof</td></tr>
 363<tr><td>char</td><td>1 byte</td><td>1 byte</td></tr>
 364<tr><td>short</td><td>2 bytes</td><td>2 bytes</td></tr>
 365<tr><td>int</td><td>4 bytes</td><td>4 bytes</td></tr>
 366<tr><td>long</td><td>4 bytes</td><td>8 bytes</td></tr>
 367<tr><td>long long</td><td>8 bytes</td><td>8 bytes</td></tr>
 368</table>
 369
 370<p>LP64 eliminates the need to use c99 "uint32_t" and friends: the basic
 371C types all have known size/behavior, and the only type whose
 372size varies is "long", which is the natural register size of the processor.</p>
 373
 374<p>Note that Windows doesn't work like this, and I don't care, but if you're
 375curious here are <a href=https://devblogs.microsoft.com/oldnewthing/20050131-00/?p=36563>the insane legacy reasons why this is broken on Windows</a>.</a></p>
 376
 377<b><h3>Signedness of char</h3></b>
 378<p>On platforms like x86, variables of type char default to unsigned.  On
 379platforms like arm, char defaults to signed.  This difference can lead to
 380subtle portability bugs, and to avoid them we specify which one we want by
 381feeding the compiler -funsigned-char.</p>
 382
 383<p>The reason to pick "unsigned" is that way char strings are 8-bit clean by
 384default, which makes UTF-8 support easier.</p>
 385
 386<p><h3>Error messages and internationalization:</h3></p>
 387
 388<p>Error messages are extremely terse not just to save bytes, but because we
 389don't use any sort of _("string") translation infrastructure. (We're not
 390translating the command names themselves, so we must expect a minimum amount of
 391english knowledge from our users, but let's keep it to a minimum.)</p>
 392
 393<p>Thus "bad -A '%c'" is
 394preferable to "Unrecognized address base '%c'", because a non-english speaker
 395can see that -A was the problem (giving back the command line argument they
 396supplied). A user with a ~20 word english vocabulary is
 397more likely to know (or guess) "bad" than the longer message, and you can
 398use "bad" in place of "invalid", "inappropriate", "unrecognized"...
 399Similarly when atolx_range() complains about range constraints with
 400"4 < 17" or "12 > 5", it's intentional: those don't need to be translated.</p>
 401
 402<p>The strerror() messages produced by perror_exit() and friends should be
 403localized by libc, and our error functions also prepend the command name
 404(which non-english speakers can presumably recognize already). Keep the
 405explanation in between to a minimum, and where possible feed back the values
 406they passed in to identify _what_ we couldn't process.
 407If you say perror_exit("setsockopt"), you've identified the action you
 408were trying to take, and the perror gives a translated error message (from libc)
 409explaining _why_ it couldn't do it, so you probably don't need to add english
 410words like "failed" or "couldn't assign".</p>
 411
 412<p>All commands should be 8-bit clean, with explicit
 413<a href=http://yarchive.net/comp/linux/utf8.html>UTF-8</a> support where
 414necessary. Assume all input data might be utf8, and at least preserve
 415it and pass it through. (For this reason, our build is -funsigned-char on
 416all architectures; "char" is unsigned unless you stick "signed" in front
 417of it.)</p>
 418
 419<p>Locale support isn't currently a goal; that's a presentation layer issue
 420(I.E. a GUI problem).</p>
 421
 422<p>Someday we should probably have translated --help text, but that's a
 423post-1.0 issue.</p>
 424
 425<p><h3>Shared Libraries</h3></p>
 426
 427<p>Toybox's policy on shared libraries is that they should never be
 428required, but can optionally be used to improve performance.</p>
 429
 430<p>Toybox should provide the command line utilities for
 431<a href=roadmap.html#dev_env>self-hosting development envirionments</a>,
 432and an easy way to set up "hermetic builds" (I.E. builds which provide
 433their own dependencies, isolating the build logic from host command version
 434skew with a simple known build environment). In both cases, external
 435dependencies defeat the purpose.</p>
 436
 437<p>This means toybox should provide full functionality without relying
 438on any external dependencies (other than libc). But toybox may optionally use
 439libraries such as zlib and openssl to improve performance for things like
 440deflate and sha1sum, which lets the corresponding built-in implementations
 441be simple (and thus slow). But the built-in implementations need to exist and
 442work.</p>
 443
 444<p>(This is why we use an external https wrapper program, because depending on
 445openssl or similar to be linked in would change the behavior of toybox.)</p>
 446
 447<a name="license" />
 448<h2>License</h2>
 449
 450<p>Toybox is licensed <a href=license.html>0BSD</a>, which is a public domain
 451equivalent license approved by <a href=https://spdx.org/licenses/0BSD.html>SPDX</a>. This works like other BSD licenses except that it doesn't
 452require copying specific license text into the resulting project when
 453you copy code. (We care about attribution, not ownership, and the internet's
 454really good at pointing out plagiarism.)</p>
 455
 456<p>This means toybox usually can't use external code contributions, and must
 457implement new versions of everything unless the external code's original
 458author (and any additional contributors) grants permission to relicense.
 459Just as a GPLv2 project can't incorporate GPLv3 code and a BSD-licensed
 460project can't incorporate either kind of GPL code, we can't incorporate
 461most BSD or Apache licensed code without changing our license terms.</p>
 462
 463<p>The exception to this is code under an existing public domain equivalent
 464license, such as the xz decompressor or
 465<a href=https://github.com/mkj/dropbear/blob/master/libtommath/LICENSE>libtommath</a> and <a href=https://github.com/mkj/dropbear/blob/master/libtomcrypt/LICENSE>libtomcrypt</a>.</p>
 466
 467<a name="codestyle" />
 468<h2>Coding style</h2>
 469
 470<p>The real coding style holy wars are over things that don't matter
 471(whitespace, indentation, curly bracket placement...) and thus have no
 472obviously correct answer. As in academia, "the fighting is so vicious because
 473the stakes are so small". That said, being consistent makes the code readable,
 474so here's how to make toybox code look like other toybox code.</p>
 475
 476<p>Toybox source uses two spaces per indentation level, and wraps at 80
 477columns. (Indentation of continuation lines is awkward no matter what
 478you do, sometimes two spaces looks better, sometimes indenting to the
 479contents of a parentheses looks better.)</p>
 480
 481<p>I'm aware this indentation style creeps some people out, so here's
 482the sed invocation to convert groups of two leading spaces to tabs:</p>
 483<blockquote><pre>
 484sed -i ':loop;s/^\( *\)  /\1\t/;t loop' filename
 485</pre></blockquote>
 486
 487<p>And here's the sed invocation to convert leading tabs to two spaces each:</p>
 488<blockquote><pre>
 489sed -i ':loop;s/^\( *\)\t/\1  /;t loop' filename
 490</pre></blockquote>
 491
 492<p>There's a space after C flow control statements that look like functions, so
 493"if (blah)" instead of "if(blah)". (Note that sizeof is actually an
 494operator, so we don't give it a space for the same reason ++ doesn't get
 495one. Yeah, it doesn't need the parentheses either, but it gets them.
 496These rules are mostly to make the code look consistent, and thus easier
 497to read.) We also put a space around assignment operators (on both sides),
 498so "int x = 0;".</p>
 499
 500<p>Blank lines (vertical whitespace) go between thoughts. "We were doing that,
 501now we're doing this." (Not a hard and fast rule about _where_ it goes,
 502but there should be some for the same reason writing has paragraph breaks.)</p>
 503
 504<p>Variable declarations go at the start of blocks, with a blank line between
 505them and other code. Yes, c99 allows you to put them anywhere, but they're
 506harder to find if you do that. If there's a large enough distance between
 507the declaration and the code using it to make you uncomfortable, maybe the
 508function's too big, or is there an if statement or something you can
 509use as an excuse to start a new closer block? Use a longer variable name
 510that's easier to search for perhaps?</p>
 511
 512<p>An * binds to a variable name not a type name, so space it that way.
 513(In C "char *a, b;" and "char* a, b;" mean the same thing: "a" is a pointer
 514but "b" is not. Spacing it the second way is not how C works.)</p>
 515
 516<p>If statements with a single line body go on the same line if the result
 517fits in 80 columns, on a second line if it doesn't. We usually only use
 518curly brackets if we need to, either because the body is multiple lines or
 519because we need to distinguish which if an else binds to. Curly brackets go
 520on the same line as the test/loop statement. The exception to both cases is
 521if the test part of an if statement is long enough to split into multiple
 522lines, then we put the curly bracket on its own line afterwards (so it doesn't
 523get lost in the multple line variably indented mess), and we put it there
 524even if it's only grouping one line (because the indentation level is not
 525providing clear information in that case).</p>
 526
 527<p>I.E.</p>
 528
 529<blockquote>
 530<pre>
 531if (thingy) thingy;
 532else thingy;
 533
 534if (thingy) {
 535  thingy;
 536  thingy;
 537} else thingy;
 538
 539if (blah blah blah...
 540    && blah blah blah)
 541{
 542  thingy;
 543}
 544</pre></blockquote>
 545
 546<p>Gotos are allowed for error handling, and for breaking out of
 547nested loops. In general, a goto should only jump forward (not back), and
 548should either jump to the end of an outer loop, or to error handling code
 549at the end of the function. Goto labels are never indented: they override the
 550block structure of the file. Putting them at the left edge makes them easy
 551to spot as overrides to the normal flow of control, which they are.</p>
 552
 553<p>When there's a shorter way to say something, we tend to do that for
 554consistency. For example, we tend to say "*blah" instead of "blah[0]" unless
 555we're referring to more than one element of blah. Similarly, NULL is
 556really just 0 (and C will automatically typecast 0 to anything, except in
 557varargs), "if (function() != NULL)" is the same as "if (function())",
 558"x = (blah == NULL);" is "x = !blah;", and so on.</p>
 559
 560<p>The goal is to be
 561concise, not cryptic: if you're worried about the code being hard to
 562understand, splitting it to multiple steps on multiple lines is
 563better than a NOP operation like "!= NULL". A common sign of trying too
 564hard is nesting ? : three levels deep, sometimes if/else and a temporary
 565variable is just plain easier to read. If you think you need a comment,
 566you may be right.</p>
 567
 568<p>Comments are nice, but don't overdo it. Comments should explain _why_,
 569not how. If the code doesn't make the how part obvious, that's a problem with
 570the code. Sometimes choosing a better variable name is more revealing than a
 571comment. Comments on their own line are better than comments on the end of
 572lines, and they usually have a blank line before them. Most of toybox's
 573comments are c99 style // single line comments, even when there's more than
 574one of them. The /* multiline */ style is used at the start for the metadata,
 575but not so much in the code itself. They don't nest cleanly, are easy to leave
 576accidentally unterminated, need extra nonfunctional * to look right, and if
 577you need _that_ much explanation maybe what you really need is a URL citation
 578linking to a standards document? Long comments can fall out of sync with what
 579the code is doing. Comments do not get regression tested. There's no such
 580thing as self-documenting code (if nothing else, code with _no_ comments
 581is a bit unfriendly to new readers), but "chocolate sauce isn't the answer
 582to bad cooking" either. Don't use comments as a crutch to explain unclear
 583code if the code can be fixed.</p>
 584
 585<!--#include file="footer.html" -->
 586