1<html><head><title>The design of toybox</title></head>
2<!--#include file="header.html" -->
3
4<b><h2>Design goals</h2></b>
5
6<p>Toybox should be simple, small, fast, and full featured.  Often, these
7things need to be balanced off against each other.  In general, keeping the
8code simple the most important (and hardest) goal, and small is slightly more
9important than fast. Features are the reason we write code in the first
10place but this has all been implemented before so if we can't do a better
11job why bother?  It should be possible to get 80% of the way to each goal
12before they really start to fight.</p>
13
14<p>Here they are in reverse order of importance:</p>
15
16<b><h3>Features</h3></b>
17
18<p>The <a href=roadmap.html>roadmap</a> has the list of features we're
19trying to implement, and the reasons for them. After the 1.0 release
20some of that material may get moved here.</p>
21
22<p>Some things are simply outside the scope of the project: even though
23posix defines commands for compiling and linking, we're not going to include
24a compiler or linker (and support for a potentially infinite number of hardware
25targets). And until somebody comes up with a ~30k ssh implementation, we're
26going to point you at dropbear or polarssl.</p>
27
28<p>Environmental dependencies are a type of complexity, so needing other
29packages to build or run is a big downside.  For example, we don't use curses
30when we can simply output ansi escape sequences and trust all terminal
31programs written in the past 30 years to be able to support them. (A common
32use case is to download a statically linked toybox binary to an arbitrary
33Linux system, and use it in an otherwise unknown environment; being
34self-contained helps support this.)</p>
35
36<b><h3>Speed</h3></b>
37
38<p>It's easy to say lots about optimizing for speed (which is why this section
39is so long), but at the same time it's the optimization we care the least about.
40The essence of speed is being as efficient as possible, which means doing as
41little work as possible.  A design that's small and simple gets you 90% of the
42way there, and most of the rest is either fine-tuning or more trouble than
43it's worth (and often actually counterproductive).  Still, here's some
44advice:</p>
45
46<p>First, understand the darn problem you're trying to solve.  You'd think
47I wouldn't have to say this, but I do.  Trying to find a faster sorting
48algorithm is no substitute for figuring out a way to skip the sorting step
49entirely.  The fastest way to do anything is not to have to do it at all,
50and _all_ optimization boils down to avoiding unnecessary work.</p>
51
52<p>Speed is easy to measure; there are dozens of profiling tools for Linux
53(although personally I find the "time" command a good starting place).
54Don't waste too much time trying to optimize something you can't measure,
55and there's no much point speeding up things you don't spend much time doing
56anyway.</p>
57
58<p>Understand the difference between throughput and latency.  Faster
59processors improve throughput, but don't always do much for latency.
60After 30 years of Moore's Law, most of the remaining problems are latency,
61not throughput.  (There are of course a few exceptions, like data compression
62code, encryption, rsync...)  Worry about throughput inside long-running
63loops, and worry about latency everywhere else.  (And don't worry too much
64about avoiding system calls or function calls or anything else in the name
65of speed unless you are in the middle of a tight loop that's you've already
66proven isn't running fast enough.)</p>
67
68<p>"Locality of reference" is generally nice, in all sorts of contexts.
69It's obvious that waiting for disk access is 1000x slower than doing stuff in
70RAM (and making the disk seek is 10x slower than sequential reads/writes),
71but it's just as true that a loop which stays in L1 cache is many times faster
72than a loop that has to wait for a DRAM fetch on each iteration.  Don't worry
73about whether "&" is faster than "%" until your executable loop stays in L1
74cache and the data access is fetching cache lines intelligently.  (To
75understand DRAM, L1, and L2 cache, read Hannibal's marvelous ram guide at Ars
76Technica:
77<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part1-2.html>part one</a>,
78<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part2-1.html>part two</a>,
79<a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part3-1.html>part three</a>,
80plus this
81<a href=http://arstechnica.com/articles/paedia/cpu/caching.ars/1>article on
82cacheing</a>, and this one on
83<a href=http://arstechnica.com/articles/paedia/cpu/bandwidth-latency.ars>bandwidth
84and latency</a>.
85And there's <a href=http://arstechnica.com/paedia/index.html>more where that came from</a>.)
86Running out of L1 cache can execute one instruction per clock cycle, going
87to L2 cache costs a dozen or so clock cycles, and waiting for a worst case dram
88fetch (round trip latency with a bank switch) can cost thousands of
89clock cycles.  (Historically, this disparity has gotten worse with time,
90just like the speed hit for swapping to disk.  These days, a _big_ L1 cache
91is 128k and a big L2 cache is a couple of megabytes.  A cheap low-power
92embedded processor may have 8k of L1 cache and no L2.)</p>
93
94<p>Learn how <a href=http://nommu.org/memory-faq.txt>virtual memory and
95memory managment units work</a>.  Don't touch
96memory you don't have to.  Even just reading memory evicts stuff from L1 and L2
97cache, which may have to be read back in later.  Writing memory can force the
98operating system to break copy-on-write, which allocates more memory.  (The
99memory returned by malloc() is only a virtual allocation, filled with lots of
100copy-on-write mappings of the zero page.  Actual physical pages get allocated
101when the copy-on-write gets broken by writing to the virtual page.  This
102is why checking the return value of malloc() isn't very useful anymore, it
103only detects running out of virtual memory, not physical memory.  Unless
104you're using a <a href=http://nommu.org>NOMMU system</a>, where all bets are off.)</p>
105
106<p>Don't think that just because you don't have a swap file the system can't
107start swap thrashing: any file backed page (ala mmap) can be evicted, and
108there's a reason all running programs require an executable file (they're
109mmaped, and can be flushed back to disk when memory is short).  And long
110before that, disk cache gets reclaimed and has to be read back in.  When the
111operating system really can't free up any more pages it triggers the out of
112memory killer to free up pages by killing processes (the alternative is the
113entire OS freezing solid).  Modern operating systems seldom run out of
114memory gracefully.</p>
115
116<p>Also, it's better to be simple than clever.  Many people think that mmap()
117is faster than read() because it avoids a copy, but twiddling with the memory
118management is itself slow, and can cause unnecessary CPU cache flushes.  And
119if a read faults in dozens of pages sequentially, but your mmap iterates
120backwards through a file (causing lots of seeks, each of which your program
121blocks waiting for), the read can be many times faster.  On the other hand, the
122mmap can sometimes use less memory, since the memory provided by mmap
123comes from the page cache (allocated anyway), and it can be faster if you're
124doing a lot of different updates to the same area.  The moral?  Measure, then
125try to speed things up, and measure again to confirm it actually _did_ speed
126things up rather than made them worse.  (And understanding what's really going
127on underneath is a big help to making it happen faster.)</p>
128
129<p>In general, being simple is better than being clever.  Optimization
130strategies change with time.  For example, decades ago precalculating a table
131of results (for things like isdigit() or cosine(int degrees)) was clearly
132faster because processors were so slow.  Then processors got faster and grew
133math coprocessors, and calculating the value each time became faster than
134the table lookup (because the calculation fit in L1 cache but the lookup
135had to go out to DRAM).  Then cache sizes got bigger (the Pentium M has
1362 megabytes of L2 cache) and the table fit in cache, so the table became
137fast again...  Predicting how changes in hardware will affect your algorithm
138is difficult, and using ten year old optimization advice and produce
139laughably bad results.  But being simple and efficient is always going to
140give at least a reasonable result.</p>
141
142<p>The famous quote from Ken Thompson, "When in doubt, use brute force",
143applies to toybox.  Do the simple thing first, do as little of it as possible,
144and make sure it's right.  You can always speed it up later.</p>
145
146<b><h3>Size</h3></b>
147<p>Again, simple gives you most of this.  An algorithm that does less work
148is generally smaller.  Understand the problem, treat size as a cost, and
149get a good bang for the byte.</p>
150
151<p>Understand the difference between binary size, heap size, and stack size.
152Your binary is the executable file on disk, your heap is where malloc() memory
153lives, and your stack is where local variables (and function call return
154addresses) live.  Optimizing for binary size is generally good: executing
155fewer instructions makes your program run faster (and fits more of it in
156cache).  On embedded systems, binary size is especially precious because
157flash is expensive (and its successor, MRAM, even more so).  Small stack size
158is important for nommu systems because they have to preallocate their stack
159and can't make it bigger via page fault.  And everybody likes a small heap.</p>
160
161<p>Measure the right things.  Especially with modern optimizers, expecting
162something to be smaller is no guarantee it will be after the compiler's done
163with it.  Binary size isn't the most accurate indicator of the impact of a
164given change, because lots of things get combined and rounded during
165compilation and linking.  Matt Mackall's bloat-o-meter is a python script
166which compares two versions of a program, and shows size changes in each
167symbol (using the "nm" command behind the scenes).  To use this, run
168"make baseline" to build a baseline version to compare against, and
169then "make bloatometer" to compare that baseline version against the current
170code.</p>
171
172<p>Avoid special cases.  Whenever you see similar chunks of code in more than
173one place, it might be possible to combine them and have the users call shared
174code. (This is the most commonly cited trick, which doesn't make it easy. If
175seeing two lines of code do the same thing makes you slightly uncomfortable,
176you've got the right mindset.)</p>
177
178<p>Some specific advice: Using a char in place of an int when doing math
179produces significantly larger code on some platforms (notably arm),
180because each time the compiler has to emit code to convert it to int, do the
181math, and convert it back.  Bitfields have this problem on most platforms.
182Because of this, using char to index a for() loop is probably not a net win,
183although using char (or a bitfield) to store a value in a structure that's
184repeated hundreds of times can be a good tradeoff of binary size for heap
185space.</p>
186
187<b><h3>Simple</h3></b>
188
189<p>Complexity is a cost, just like code size or runtime speed. Treat it as
190a cost, and spend your complexity budget wisely. (Sometimes this means you
191can't afford a feature because it complicates the code too much to be
192worth it.)</p>
193
194<p>Simplicity has lots of benefits.  Simple code is easy to maintain, easy to
195port to new processors, easy to audit for security holes, and easy to
196understand.</p>
197
198<p>Simplicity itself can have subtle non-obvious aspects requiring a tradeoff
199between one kind of simplicity and another: simple for the computer to
200execute and simple for a human reader to understand aren't always the
201same thing. A compact and clever algorithm that does very little work may
202not be as easy to explain or understand as a larger more explicit version
203requiring more code, memory, and CPU time. When balancing these, err on the
204side of doing less work, but add comments describing how you
205could be more explicit.</p>
206
207<p>In general, comments are not a substitute for good code (or well chosen
208variable or function names). Commenting "x += y;" with "/* add y to x */"
209can actually detract from the program's readability. If you need to describe
210what the code is doing (rather than _why_ it's doing it), that means the
211code itself isn't very clear.</p>
212
213<p>Prioritizing simplicity tends to serve our other goals: simplifying code
214generally reduces its size (both in terms of binary size and runtime memory
215usage), and avoiding unnecessary work makes code run faster. Smaller code
216also tends to run faster on modern hardware due to CPU cacheing: fitting your
217code into L1 cache is great, and staying in L2 cache is still pretty good.</p>
218
219<p><a href=http://www.joelonsoftware.com/articles/fog0000000069.html>Joel
220Spolsky argues against throwing code out and starting over</a>, and he has
221good points: an existing debugged codebase contains a huge amount of baked
222in knowledge about strange real-world use cases that the designers didn't
223know about until users hit the bugs, and most of this knowledge is never
224explicitly stated anywhere except in the source code.</p>
225
226<p>That said, the Mythical Man-Month's "build one to throw away" advice points
227out that until you've solved the problem you don't properly understand it, and
228about the time you finish your first version is when you've finally figured
229out what you _should_ have done.  (The corrolary is that if you build one
230expecting to throw it away, you'll actually wind up throwing away two.  You
231don't understand the problem until you _have_ solved it.)</p>
232
233<p>Joel is talking about what closed source software can afford to do: Code
234that works and has been paid for is a corporate asset not lightly abandoned.
235Open source software can afford to re-implement code that works, over and
236over from scratch, for incremental gains.  Before toybox, the unix command line
237has already been reimplemented from scratch several times (the
238original AT&amp;T Unix command line in assembly and then in C, the BSD
239versions, Coherent was the first full from-scratch Unix clone in 1980,
240Minix was another clone which Linux was inspired by and developed under,
241the GNU tools were yet another rewrite intended for use in the stillborn
242"Hurd" project, BusyBox was still another rewrite, and more versions
243were written in Plan 9, uclinux, klibc, sash, sbase, s6, and of course
244android toolbox...) but maybe toybox can do a better job. :)</p>
245
246<p>P.S.  How could I resist linking to an article about
247<a href=http://blog.outer-court.com/archive/2005-08-24-n14.html>why
248programmers should strive to be lazy and dumb</a>?</p>
249
250<b><h2>Portability issues</h2></b>
251
252<b><h3>Platforms</h3></b>
253<p>Toybox should run on Android (all commands with musl-libc, as large a subset
254as practical with bionic), and every other hardware platform Linux runs on.
255Other posix/susv4 environments (perhaps MacOS X or newlib+libgloss) are vaguely
256interesting but only if they're easy to support; I'm not going to spend much
257effort on them.</p>
258
259<p>I don't do windows.</p>
260
261<p>We depend on C99 and posix-2008 libc features such as the openat() family of
262functions. We also assume certain "modern" linux kernel behavior such
263as large environment sizes (linux commit b6a2fea39318, went into 2.6.22
264released July 2007). In theory this shouldn't prevent us from working on
265older kernels or other implementations (ala BSD), but we don't police their
266corner cases.</p>
267
268<b><h3>32/64 bit</h3></b>
269<p>Toybox should work on both 32 bit and 64 bit systems.  By the end of 2008
27064 bit hardware will be the new desktop standard, but 32 bit hardware will
271continue to be important in embedded devices for years to come.</p>
272
273<p>Toybox relies on the fact that on any Unix-like platform, pointer and long
274are always the same size (on both 32 and 64 bit).  Pointer and int are _not_
275the same size on 64 bit systems, but pointer and long are.</p>
276
277<p>This is guaranteed by the LP64 memory model, a Unix standard (which Linux
278and MacOS X both implement, and which modern 64 bit processors such as
279x86-64 were <a href=http://www.pagetable.com/?p=6>designed for</a>).  See
280<a href=http://www.unix.org/whitepapers/64bit.html>the LP64 standard</a> and
281<a href=http://www.unix.org/version2/whatsnew/lp64_wp.html>the LP64
282rationale</a> for details.</p>
283
284<p>Note that Windows doesn't work like this, and I don't care.
285<a href=http://blogs.msdn.com/oldnewthing/archive/2005/01/31/363790.aspx>The
286insane legacy reasons why this is broken on Windows are explained here.</a></p>
287
288<b><h3>Signedness of char</h3></b>
289<p>On platforms like x86, variables of type char default to unsigned.  On
290platforms like arm, char defaults to signed.  This difference can lead to
291subtle portability bugs, and to avoid them we specify which one we want by
292feeding the compiler -funsigned-char.</p>
293
294<p>The reason to pick "unsigned" is that way we're 8-bit clean by default.</p>
295
296<p><h3>Error messages and internationalization:</h3></p>
297
298<p>Error messages are extremely terse not just to save bytes, but because we
299don't use any sort of _("string") translation infrastructure. (We're not
300translating the command names themselves, so we must expect a minimum amount of
301english knowledge from our users, but let's keep it to a minimum.)</p>
302
303<p>Thus "bad -A '%c'" is
304preferable to "Unrecognized address base '%c'", because a non-english speaker
305can see that -A was the problem (giving back the command line argument they
306supplied). A user with a ~20 word english vocabulary is
307more likely to know (or guess) "bad" than the longer message, and you can
308use "bad" in place of "invalid", "inappropriate", "unrecognized"...
309Similarly when atolx_range() complains about range constraints with
310"4 < 17" or "12 > 5", it's intentional: those don't need to be translated.</p>
311
312<p>The strerror() messages produced by perror_exit() and friends should be
313localized by libc, and our error functions also prepend the command name
314(which non-english speakers can presumably recognize already). Keep the
315explanation in between to a minimum, and where possible feed back the values
316they passed in to identify _what_ we couldn't process.
317If you say perror_exit("setsockopt"), you've identified the action you
318were trying to take, and the perror gives a translated error message (from libc)
319explaining _why_ it couldn't do it, so you probably don't need to add english
320words like "failed" or "couldn't assign".</p>
321
322<p>All commands should be 8-bit clean, with explicit
323<a href=http://yarchive.net/comp/linux/utf8.html>UTF-8</a> support where
324necessary. Assume all input data might be utf8, and at least preserve
325it and pass it through. (For this reason, our build is -funsigned-char on
326all architectures; "char" is unsigned unless you stick "signed" in front
327of it.)</p>
328
329<p>Locale support isn't currently a goal; that's a presentation layer issue
330(I.E. a GUI problem).</p>
331
332<a name="codestyle" />
333<h2>Coding style</h2>
334
335<p>The real coding style holy wars are over things that don't matter
336(whitespace, indentation, curly bracket placement...) and thus have no
337obviously correct answer. As in academia, "the fighting is so vicious because
338the stakes are so small". That said, being consistent makes the code readable,
339so here's how to make toybox code look like other toybox code.</p>
340
341<p>Toybox source uses two spaces per indentation level, and wraps at 80
342columns. (Indentation of continuation lines is awkward no matter what
343you do, sometimes two spaces looks better, sometimes indenting to the
344contents of a parentheses looks better.)</p>
345
346<p>I'm aware this indentation style creeps some people out, so here's
347the sed invocation to convert groups of two leading spaces to tabs:</p>
348<blockquote><pre>
349sed -i ':loop;s/^\( *\)  /\1\t/;t loop' filename
350</pre></blockquote>
351
352<p>And here's the sed invocation to convert leading tabs to two spaces each:</p>
353<blockquote><pre>
354sed -i ':loop;s/^\( *\)\t/\1  /;t loop' filename
355</pre></blockquote>
356
357<p>There's a space after C flow control statements that look like functions, so
358"if (blah)" instead of "if(blah)". (Note that sizeof is actually an
359operator, so we don't give it a space for the same reason ++ doesn't get
360one. Yeah, it doesn't need the parentheses either, but it gets them.
361These rules are mostly to make the code look consistent, and thus easier
362to read.) We also put a space around assignment operators (on both sides),
363so "int x = 0;".</p>
364
365<p>Blank lines (vertical whitespace) go between thoughts. "We were doing that,
366now we're doing this." (Not a hard and fast rule about _where_ it goes,
367but there should be some for the same reason writing has paragraph breaks.)</p>
368
369<p>Variable declarations go at the start of blocks, with a blank line between
370them and other code. Yes, c99 allows you to put them anywhere, but they're
371harder to find if you do that. If there's a large enough distance between
372the declaration and the code using it to make you uncomfortable, maybe the
373function's too big, or is there an if statement or something you can
374use as an excuse to start a new closer block?</p>
375
376<p>If statments with a single line body go on the same line if the result
377fits in 80 columns, on a second line if it doesn't. We usually only use
378curly brackets if we need to, either because the body is multiple lines or
379because we need to distinguish which if an else binds to. Curly brackets go
380on the same line as the test/loop statement. The exception to both cases is
381if the test part of an if statement is long enough to split into multiple
382lines, then we put the curly bracket on its own line afterwards (so it doesn't
383get lost in the multple line variably indented mess), and we put it there
384even if it's only grouping one line (because the indentation level is not
385providing clear information in that case).</p>
386
387<p>I.E.</p>
388
389<blockquote>
390<pre>
391if (thingy) thingy;
392else thingy;
393
394if (thingy) {
395  thingy;
396  thingy;
397} else thingy;
398
399if (blah blah blah...
400    && blah blah blah)
401{
402  thingy;
403}
404</pre></blockquote>
405
406<p>Gotos are allowed for error handling, and for breaking out of
407nested loops. In general, a goto should only jump forward (not back), and
408should either jump to the end of an outer loop, or to error handling code
409at the end of the function. Goto labels are never indented: they override the
410block structure of the file. Putting them at the left edge makes them easy
411to spot as overrides to the normal flow of control, which they are.</p>
412
413<p>When there's a shorter way to say something, we tend to do that for
414consistency. For example, we tend to say "*blah" instead of "blah[0]" unless
415we're referring to more than one element of blah. Similarly, NULL is
416really just 0 (and C will automatically typecast 0 to anything, except in
417varargs), "if (function() != NULL)" is the same as "if (function())",
418"x = (blah == NULL);" is "x = !blah;", and so on.</p>
419
420<p>The goal is to be
421concise, not cryptic: if you're worried about the code being hard to
422understand, splitting it to multiple steps on multiple lines is
423better than a NOP operation like "!= NULL". A common sign of trying to
424hard is nesting ? : three levels deep, sometimes if/else and a temporary
425variable is just plain easier to read. If you think you need a comment,
426you may be right.</p>
427
428<p>Comments are nice, but don't overdo it. Comments should explain _why_,
429not how. If the code doesn't make the how part obvious, that's a problem with
430the code. Sometimes choosing a better variable name is more revealing than a
431comment. Comments on their own line are better than comments on the end of
432lines, and they usually have a blank line before them. Most of toybox's
433comments are c99 style // single line comments, even when there's more than
434one of them. The /* multiline */ style is used at the start for the metadata,
435but not so much in the code itself. They don't nest cleanly, are easy to leave
436accidentally unterminated, need extra nonfunctional * to look right, and if
437you need _that_ much explanation maybe what you really need is a URL citation
438linking to a standards document? Long comments can fall out of sync with what
439the code is doing. Comments do not get regression tested. There's no such
440thing as self-documenting code (if nothing else, code with _no_ comments
441is a bit unfriendly to new readers), but "chocolate sauce isn't the answer
442to bad cooking" either. Don't use comments as a crutch to explain unclear
443code if the code can be fixed.</p>
444
445<!--#include file="footer.html" -->
446