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      1 <html><head><title>The design of toybox</title></head>
      2 <!--#include file="header.html" -->
      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
      9 as simple as it can be to do what it does is the most important (and hardest)
     10 goal. Then keeping it small is slightly more important than making it fast.
     11 Features are the reason we write code in the first place but this has all
     12 been 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
     15 before they really start to fight. Here they are in reverse order
     16 of importance:</p>
     17 
     18 <b><h3>Features</h3></b>
     19 
     20 <p>The hard part is deciding what NOT to include.
     21 A project without boundaries will bloat itself
     22 to death. One of the hardest but most important things a project must
     23 do is draw a line and say "no, this is somebody else's problem, not
     24 something we should do."</p>
     25 
     26 <p>Some things are simply outside the scope of the project: even though
     27 posix defines commands for compiling and linking, we're not going to include
     28 a compiler or linker (and support for a potentially infinite number of hardware
     29 targets). And until somebody comes up with a ~30k ssh implementation (with
     30 a crypto algorithm that won't need replacing every 5 years), we're
     31 going to point you at dropbear or bearssl.</p>
     32 
     33 <p>The <a href=roadmap.html>roadmap</a> has the list of features we're
     34 trying to implement, and the reasons why we decided to include those
     35 features. After the 1.0 release some of that material may get moved here,
     36 but for now it needs its own page.</p>
     37 
     38 <p>There are potential features (such as a screen/tmux implementation)
     39 that might be worth adding after 1.0, in part because they could share
     40 infrastructure with things like "less" and "vi" so might be less work for
     41 us to do than an external from-scratch implementation. But for now, major
     42 new features outside posix, android's existing commands, and the needs of
     43 development systems, are a distraction from the 1.0 release.</p>
     44 
     45 <b><h3>Speed</h3></b>
     46 
     47 <p>It's easy to say lots about optimizing for speed (which is why this section
     48 is so long), but at the same time it's the optimization we care the least about.
     49 The essence of speed is being as efficient as possible, which means doing as
     50 little work as possible.  A design that's small and simple gets you 90% of the
     51 way there, and most of the rest is either fine-tuning or more trouble than
     52 it's worth (and often actually counterproductive).  Still, here's some
     53 advice:</p>
     54 
     55 <p>First, understand the darn problem you're trying to solve.  You'd think
     56 I wouldn't have to say this, but I do.  Trying to find a faster sorting
     57 algorithm is no substitute for figuring out a way to skip the sorting step
     58 entirely.  The fastest way to do anything is not to have to do it at all,
     59 and _all_ optimization boils down to avoiding unnecessary work.</p>
     60 
     61 <p>Speed is easy to measure; there are dozens of profiling tools for Linux
     62 (although personally I find the "time" command a good starting place).
     63 Don't waste too much time trying to optimize something you can't measure,
     64 and there's no much point speeding up things you don't spend much time doing
     65 anyway.</p>
     66 
     67 <p>Understand the difference between throughput and latency.  Faster
     68 processors improve throughput, but don't always do much for latency.
     69 After 30 years of Moore's Law, most of the remaining problems are latency,
     70 not throughput.  (There are of course a few exceptions, like data compression
     71 code, encryption, rsync...)  Worry about throughput inside long-running
     72 loops, and worry about latency everywhere else.  (And don't worry too much
     73 about avoiding system calls or function calls or anything else in the name
     74 of speed unless you are in the middle of a tight loop that's you've already
     75 proven isn't running fast enough.)</p>
     76 
     77 <p>"Locality of reference" is generally nice, in all sorts of contexts.
     78 It's obvious that waiting for disk access is 1000x slower than doing stuff in
     79 RAM (and making the disk seek is 10x slower than sequential reads/writes),
     80 but it's just as true that a loop which stays in L1 cache is many times faster
     81 than a loop that has to wait for a DRAM fetch on each iteration.  Don't worry
     82 about whether "&" is faster than "%" until your executable loop stays in L1
     83 cache and the data access is fetching cache lines intelligently.  (To
     84 understand DRAM, L1, and L2 cache, read Hannibal's marvelous ram guide at Ars
     85 Technica:
     86 <a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part1-2.html>part one</a>,
     87 <a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part2-1.html>part two</a>,
     88 <a href=http://arstechnica.com/paedia/r/ram_guide/ram_guide.part3-1.html>part three</a>,
     89 plus this
     90 <a href=http://arstechnica.com/articles/paedia/cpu/caching.ars/1>article on
     91 cacheing</a>, and this one on
     92 <a href=http://arstechnica.com/articles/paedia/cpu/bandwidth-latency.ars>bandwidth
     93 and latency</a>.
     94 And there's <a href=http://arstechnica.com/paedia/index.html>more where that came from</a>.)
     95 Running out of L1 cache can execute one instruction per clock cycle, going
     96 to L2 cache costs a dozen or so clock cycles, and waiting for a worst case dram
     97 fetch (round trip latency with a bank switch) can cost thousands of
     98 clock cycles.  (Historically, this disparity has gotten worse with time,
     99 just like the speed hit for swapping to disk.  These days, a _big_ L1 cache
    100 is 128k and a big L2 cache is a couple of megabytes.  A cheap low-power
    101 embedded processor may have 8k of L1 cache and no L2.)</p>
    102 
    103 <p>Learn how <a href=http://nommu.org/memory-faq.txt>virtual memory and
    104 memory managment units work</a>.  Don't touch
    105 memory you don't have to.  Even just reading memory evicts stuff from L1 and L2
    106 cache, which may have to be read back in later.  Writing memory can force the
    107 operating system to break copy-on-write, which allocates more memory.  (The
    108 memory returned by malloc() is only a virtual allocation, filled with lots of
    109 copy-on-write mappings of the zero page.  Actual physical pages get allocated
    110 when the copy-on-write gets broken by writing to the virtual page.  This
    111 is why checking the return value of malloc() isn't very useful anymore, it
    112 only detects running out of virtual memory, not physical memory.  Unless
    113 you're using a <a href=http://nommu.org>NOMMU system</a>, where all bets are off.)</p>
    114 
    115 <p>Don't think that just because you don't have a swap file the system can't
    116 start swap thrashing: any file backed page (ala mmap) can be evicted, and
    117 there's a reason all running programs require an executable file (they're
    118 mmaped, and can be flushed back to disk when memory is short).  And long
    119 before that, disk cache gets reclaimed and has to be read back in.  When the
    120 operating system really can't free up any more pages it triggers the out of
    121 memory killer to free up pages by killing processes (the alternative is the
    122 entire OS freezing solid).  Modern operating systems seldom run out of
    123 memory gracefully.</p>
    124 
    125 <p>Also, it's better to be simple than clever.  Many people think that mmap()
    126 is faster than read() because it avoids a copy, but twiddling with the memory
    127 management is itself slow, and can cause unnecessary CPU cache flushes.  And
    128 if a read faults in dozens of pages sequentially, but your mmap iterates
    129 backwards through a file (causing lots of seeks, each of which your program
    130 blocks waiting for), the read can be many times faster.  On the other hand, the
    131 mmap can sometimes use less memory, since the memory provided by mmap
    132 comes from the page cache (allocated anyway), and it can be faster if you're
    133 doing a lot of different updates to the same area.  The moral?  Measure, then
    134 try to speed things up, and measure again to confirm it actually _did_ speed
    135 things up rather than made them worse.  (And understanding what's really going
    136 on underneath is a big help to making it happen faster.)</p>
    137 
    138 <p>In general, being simple is better than being clever.  Optimization
    139 strategies change with time.  For example, decades ago precalculating a table
    140 of results (for things like isdigit() or cosine(int degrees)) was clearly
    141 faster because processors were so slow.  Then processors got faster and grew
    142 math coprocessors, and calculating the value each time became faster than
    143 the table lookup (because the calculation fit in L1 cache but the lookup
    144 had to go out to DRAM).  Then cache sizes got bigger (the Pentium M has
    145 2 megabytes of L2 cache) and the table fit in cache, so the table became
    146 fast again...  Predicting how changes in hardware will affect your algorithm
    147 is difficult, and using ten year old optimization advice and produce
    148 laughably bad results.  But being simple and efficient is always going to
    149 give at least a reasonable result.</p>
    150 
    151 <p>The famous quote from Ken Thompson, "When in doubt, use brute force",
    152 applies to toybox.  Do the simple thing first, do as little of it as possible,
    153 and make sure it's right.  You can always speed it up later.</p>
    154 
    155 <b><h3>Size</h3></b>
    156 <p>Again, being simple gives you most of this. An algorithm that does less work
    157 is generally smaller.  Understand the problem, treat size as a cost, and
    158 get a good bang for the byte.</p>
    159 
    160 <p>Understand the difference between binary size, heap size, and stack size.
    161 Your binary is the executable file on disk, your heap is where malloc() memory
    162 lives, and your stack is where local variables (and function call return
    163 addresses) live.  Optimizing for binary size is generally good: executing
    164 fewer instructions makes your program run faster (and fits more of it in
    165 cache).  On embedded systems, binary size is especially precious because
    166 flash is expensive (and its successor, MRAM, even more so).  Small stack size
    167 is important for nommu systems because they have to preallocate their stack
    168 and can't make it bigger via page fault.  And everybody likes a small heap.</p>
    169 
    170 <p>Measure the right things.  Especially with modern optimizers, expecting
    171 something to be smaller is no guarantee it will be after the compiler's done
    172 with it.  Binary size isn't the most accurate indicator of the impact of a
    173 given change, because lots of things get combined and rounded during
    174 compilation and linking.  Matt Mackall's bloat-o-meter is a python script
    175 which compares two versions of a program, and shows size changes in each
    176 symbol (using the "nm" command behind the scenes).  To use this, run
    177 "make baseline" to build a baseline version to compare against, and
    178 then "make bloatometer" to compare that baseline version against the current
    179 code.</p>
    180 
    181 <p>Avoid special cases.  Whenever you see similar chunks of code in more than
    182 one place, it might be possible to combine them and have the users call shared
    183 code. (This is the most commonly cited trick, which doesn't make it easy. If
    184 seeing two lines of code do the same thing makes you slightly uncomfortable,
    185 you've got the right mindset.)</p>
    186 
    187 <p>Some specific advice: Using a char in place of an int when doing math
    188 produces significantly larger code on some platforms (notably arm),
    189 because each time the compiler has to emit code to convert it to int, do the
    190 math, and convert it back.  Bitfields have this problem on most platforms.
    191 Because of this, using char to index a for() loop is probably not a net win,
    192 although using char (or a bitfield) to store a value in a structure that's
    193 repeated hundreds of times can be a good tradeoff of binary size for heap
    194 space.</p>
    195 
    196 <b><h3>Simplicity</h3></b>
    197 
    198 <p>Complexity is a cost, just like code size or runtime speed. Treat it as
    199 a cost, and spend your complexity budget wisely. (Sometimes this means you
    200 can't afford a feature because it complicates the code too much to be
    201 worth it.)</p>
    202 
    203 <p>Simplicity has lots of benefits.  Simple code is easy to maintain, easy to
    204 port to new processors, easy to audit for security holes, and easy to
    205 understand.</p>
    206 
    207 <p>Simplicity itself can have subtle non-obvious aspects requiring a tradeoff
    208 between one kind of simplicity and another: simple for the computer to
    209 execute and simple for a human reader to understand aren't always the
    210 same thing. A compact and clever algorithm that does very little work may
    211 not be as easy to explain or understand as a larger more explicit version
    212 requiring more code, memory, and CPU time. When balancing these, err on the
    213 side of doing less work, but add comments describing how you
    214 could be more explicit.</p>
    215 
    216 <p>In general, comments are not a substitute for good code (or well chosen
    217 variable or function names). Commenting "x += y;" with "/* add y to x */"
    218 can actually detract from the program's readability. If you need to describe
    219 what the code is doing (rather than _why_ it's doing it), that means the
    220 code itself isn't very clear.</p>
    221 
    222 <p>Environmental dependencies are another type of complexity, so needing other
    223 packages to build or run is a big downside. For example, we don't use curses
    224 when we can simply output ansi escape sequences and trust all terminal
    225 programs written in the past 30 years to be able to support them. Regularly
    226 testing that we work with C libraries which support static linking (musl does,
    227 glibc doesn't) is another way to be self-contained with known boundaries:
    228 it doesn't have to be the only way to build the project, but should be regularly
    229 tested and supported.</p>
    230 
    231 <p>Prioritizing simplicity tends to serve our other goals: simplifying code
    232 generally reduces its size (both in terms of binary size and runtime memory
    233 usage), and avoiding unnecessary work makes code run faster. Smaller code
    234 also tends to run faster on modern hardware due to CPU cacheing: fitting your
    235 code into L1 cache is great, and staying in L2 cache is still pretty good.</p>
    236 
    237 <p>But a simple implementation is not always the smallest or fastest, and
    238 balancing simplicity vs the other goals can be difficult. For example, the
    239 atolx_range() function in lib/lib.c always uses the 64 bit "long long" type,
    240 which produces larger and slower code on 32 bit platforms and
    241 often assigned into smaller interger types. Although libc has parallel
    242 implementations for different data sizes (atoi, atol, atoll) we chose a
    243 common codepath which can cover all cases (every user goes through the
    244 same codepath, with the maximum amount of testing and minimum and avoids
    245 surprising variations in behavior).</p>
    246 
    247 <p>On the other hand, the "tail" command has two codepaths, one for seekable
    248 files and one for nonseekable files. Although the nonseekable case can handle
    249 all inputs (and is required when input comes from a pipe or similar, so cannot
    250 be removed), reading through multiple gigabytes of data to reach the end of
    251 seekable files was both a common case and hugely penalized by a nonseekable
    252 approach (half-minute wait vs instant results). This is one example
    253 where performance did outweigh simplicity of implementation.</p>
    254 
    255 <p><a href=http://www.joelonsoftware.com/articles/fog0000000069.html>Joel
    256 Spolsky argues against throwing code out and starting over</a>, and he has
    257 good points: an existing debugged codebase contains a huge amount of baked
    258 in knowledge about strange real-world use cases that the designers didn't
    259 know about until users hit the bugs, and most of this knowledge is never
    260 explicitly stated anywhere except in the source code.</p>
    261 
    262 <p>That said, the Mythical Man-Month's "build one to throw away" advice points
    263 out that until you've solved the problem you don't properly understand it, and
    264 about the time you finish your first version is when you've finally figured
    265 out what you _should_ have done.  (The corrolary is that if you build one
    266 expecting to throw it away, you'll actually wind up throwing away two.  You
    267 don't understand the problem until you _have_ solved it.)</p>
    268 
    269 <p>Joel is talking about what closed source software can afford to do: Code
    270 that works and has been paid for is a corporate asset not lightly abandoned.
    271 Open source software can afford to re-implement code that works, over and
    272 over from scratch, for incremental gains.  Before toybox, the unix command line
    273 has already been reimplemented from scratch several times (the
    274 original AT&amp;T Unix command line in assembly and then in C, the BSD
    275 versions, Coherent was the first full from-scratch Unix clone in 1980,
    276 Minix was another clone which Linux was inspired by and developed under,
    277 the GNU tools were yet another rewrite intended for use in the stillborn
    278 "Hurd" project, BusyBox was still another rewrite, and more versions
    279 were written in Plan 9, uclinux, klibc, sash, sbase, s6, and of course
    280 android toolbox...). But maybe toybox can do a better job. :)</p>
    281 
    282 <p>As Antoine de St. Exupery (author of "The Little Prince" and an early
    283 aircraft designer) said, "Perfection is achieved, not when there
    284 is nothing left to add, but when there is nothing left to take away."
    285 And Ken Thompson (creator of Unix) said "One of my most productive
    286 days was throwing away 1000 lines of code." It's always possible to
    287 come up with a better way to do it.</p>
    288 
    289 <p>P.S. How could I resist linking to an article about
    290 <a href=http://blog.outer-court.com/archive/2005-08-24-n14.html>why
    291 programmers should strive to be lazy and dumb</a>?</p>
    292 
    293 <a name="portability"><b><h2><a href="#portability">Portability issues</a></h2></b>
    294 
    295 <b><h3>Platforms</h3></b>
    296 <p>Toybox should run on Android (all commands with musl-libc, as large a subset
    297 as practical with bionic), and every other hardware platform Linux runs on.
    298 Other posix/susv4 environments (perhaps MacOS X or newlib+libgloss) are vaguely
    299 interesting but only if they're easy to support; I'm not going to spend much
    300 effort on them.</p>
    301 
    302 <p>I don't do windows.</p>
    303 
    304 <p>We depend on C99 and posix-2008 libc features such as the openat() family of
    305 functions. We also assume certain "modern" linux kernel behavior such
    306 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
    307 released <a href=faq.html#support_horizon>July 2007</a>). In theory this shouldn't prevent us from working on
    308 older kernels or other implementations (ala BSD), but we don't police their
    309 corner cases.</p>
    310 
    311 <b><h3>32/64 bit</h3></b>
    312 <p>Toybox should work on both 32 bit and 64 bit systems. 64 bit desktop
    313 hardware went mainstream in 2005 and was essentially ubiquitous
    314 by the end of the decade, but 32 bit hardware will continue to be important
    315 in embedded devices for several more years.</p>
    316 
    317 <p>Toybox relies on the fact that on any Unix-like platform, pointer and long
    318 are always the same size (on both 32 and 64 bit). Pointer and int are _not_
    319 the same size on 64 bit systems, but pointer and long are.
    320 This is guaranteed by the LP64 memory model, a Unix standard (which Linux
    321 and MacOS X both implement, and which modern 64 bit processors such as
    322 x86-64 were <a href=http://www.pagetable.com/?p=6>designed for</a>).  See
    323 <a href=http://www.unix.org/whitepapers/64bit.html>the LP64 standard</a> and
    324 <a href=http://www.unix.org/version2/whatsnew/lp64_wp.html>the LP64
    325 rationale</a> for details.</p>
    326 
    327 <p>Note that Windows doesn't work like this, and I don't care.
    328 <a href=http://blogs.msdn.com/oldnewthing/archive/2005/01/31/363790.aspx>The
    329 insane legacy reasons why this is broken on Windows are explained here.</a></p>
    330 
    331 <b><h3>Signedness of char</h3></b>
    332 <p>On platforms like x86, variables of type char default to unsigned.  On
    333 platforms like arm, char defaults to signed.  This difference can lead to
    334 subtle portability bugs, and to avoid them we specify which one we want by
    335 feeding the compiler -funsigned-char.</p>
    336 
    337 <p>The reason to pick "unsigned" is that way char strings are 8-bit clean by
    338 default, which makes UTF-8 support easier.</p>
    339 
    340 <p><h3>Error messages and internationalization:</h3></p>
    341 
    342 <p>Error messages are extremely terse not just to save bytes, but because we
    343 don't use any sort of _("string") translation infrastructure. (We're not
    344 translating the command names themselves, so we must expect a minimum amount of
    345 english knowledge from our users, but let's keep it to a minimum.)</p>
    346 
    347 <p>Thus "bad -A '%c'" is
    348 preferable to "Unrecognized address base '%c'", because a non-english speaker
    349 can see that -A was the problem (giving back the command line argument they
    350 supplied). A user with a ~20 word english vocabulary is
    351 more likely to know (or guess) "bad" than the longer message, and you can
    352 use "bad" in place of "invalid", "inappropriate", "unrecognized"...
    353 Similarly when atolx_range() complains about range constraints with
    354 "4 < 17" or "12 > 5", it's intentional: those don't need to be translated.</p>
    355 
    356 <p>The strerror() messages produced by perror_exit() and friends should be
    357 localized by libc, and our error functions also prepend the command name
    358 (which non-english speakers can presumably recognize already). Keep the
    359 explanation in between to a minimum, and where possible feed back the values
    360 they passed in to identify _what_ we couldn't process.
    361 If you say perror_exit("setsockopt"), you've identified the action you
    362 were trying to take, and the perror gives a translated error message (from libc)
    363 explaining _why_ it couldn't do it, so you probably don't need to add english
    364 words like "failed" or "couldn't assign".</p>
    365 
    366 <p>All commands should be 8-bit clean, with explicit
    367 <a href=http://yarchive.net/comp/linux/utf8.html>UTF-8</a> support where
    368 necessary. Assume all input data might be utf8, and at least preserve
    369 it and pass it through. (For this reason, our build is -funsigned-char on
    370 all architectures; "char" is unsigned unless you stick "signed" in front
    371 of it.)</p>
    372 
    373 <p>Locale support isn't currently a goal; that's a presentation layer issue
    374 (I.E. a GUI problem).</p>
    375 
    376 <p>Someday we should probably have translated --help text, but that's a
    377 post-1.0 issue.</p>
    378 
    379 <p><h3>Shared Libraries</h3></p>
    380 
    381 <p>Toybox's policy on shared libraries is that they should never be
    382 required, but can optionally be used to improve performance.</p>
    383 
    384 <p>Toybox should provide the command line utilities for
    385 <a href=roadmap.html#dev_env>self-hosting development envirionments</a>,
    386 and an easy way to set up "hermetic builds" (I.E. builds which provide
    387 their own dependencies, isolating the build logic from host command version
    388 skew with a simple known build environment). In both cases, external
    389 dependencies defeat the purpose.</p>
    390 
    391 <p>This means toybox should provide full functionality without relying
    392 on any external dependencies (other than libc). But toybox may optionally use
    393 libraries such as zlib and openssl to improve performance for things like
    394 deflate and sha1sum, which lets the corresponding built-in implementations
    395 be simple (and thus slow). But the built-in implementations need to exist and
    396 work.</p>
    397 
    398 <p>(This is why we use an external https wrapper program, because depending on
    399 openssl or similar to be linked in would change the behavior of toybox.)</p>
    400 
    401 <a name="codestyle" />
    402 <h2>Coding style</h2>
    403 
    404 <p>The real coding style holy wars are over things that don't matter
    405 (whitespace, indentation, curly bracket placement...) and thus have no
    406 obviously correct answer. As in academia, "the fighting is so vicious because
    407 the stakes are so small". That said, being consistent makes the code readable,
    408 so here's how to make toybox code look like other toybox code.</p>
    409 
    410 <p>Toybox source uses two spaces per indentation level, and wraps at 80
    411 columns. (Indentation of continuation lines is awkward no matter what
    412 you do, sometimes two spaces looks better, sometimes indenting to the
    413 contents of a parentheses looks better.)</p>
    414 
    415 <p>I'm aware this indentation style creeps some people out, so here's
    416 the sed invocation to convert groups of two leading spaces to tabs:</p>
    417 <blockquote><pre>
    418 sed -i ':loop;s/^\( *\)  /\1\t/;t loop' filename
    419 </pre></blockquote>
    420 
    421 <p>And here's the sed invocation to convert leading tabs to two spaces each:</p>
    422 <blockquote><pre>
    423 sed -i ':loop;s/^\( *\)\t/\1  /;t loop' filename
    424 </pre></blockquote>
    425 
    426 <p>There's a space after C flow control statements that look like functions, so
    427 "if (blah)" instead of "if(blah)". (Note that sizeof is actually an
    428 operator, so we don't give it a space for the same reason ++ doesn't get
    429 one. Yeah, it doesn't need the parentheses either, but it gets them.
    430 These rules are mostly to make the code look consistent, and thus easier
    431 to read.) We also put a space around assignment operators (on both sides),
    432 so "int x = 0;".</p>
    433 
    434 <p>Blank lines (vertical whitespace) go between thoughts. "We were doing that,
    435 now we're doing this." (Not a hard and fast rule about _where_ it goes,
    436 but there should be some for the same reason writing has paragraph breaks.)</p>
    437 
    438 <p>Variable declarations go at the start of blocks, with a blank line between
    439 them and other code. Yes, c99 allows you to put them anywhere, but they're
    440 harder to find if you do that. If there's a large enough distance between
    441 the declaration and the code using it to make you uncomfortable, maybe the
    442 function's too big, or is there an if statement or something you can
    443 use as an excuse to start a new closer block?</p>
    444 
    445 <p>If statments with a single line body go on the same line if the result
    446 fits in 80 columns, on a second line if it doesn't. We usually only use
    447 curly brackets if we need to, either because the body is multiple lines or
    448 because we need to distinguish which if an else binds to. Curly brackets go
    449 on the same line as the test/loop statement. The exception to both cases is
    450 if the test part of an if statement is long enough to split into multiple
    451 lines, then we put the curly bracket on its own line afterwards (so it doesn't
    452 get lost in the multple line variably indented mess), and we put it there
    453 even if it's only grouping one line (because the indentation level is not
    454 providing clear information in that case).</p>
    455 
    456 <p>I.E.</p>
    457 
    458 <blockquote>
    459 <pre>
    460 if (thingy) thingy;
    461 else thingy;
    462 
    463 if (thingy) {
    464   thingy;
    465   thingy;
    466 } else thingy;
    467 
    468 if (blah blah blah...
    469     && blah blah blah)
    470 {
    471   thingy;
    472 }
    473 </pre></blockquote>
    474 
    475 <p>Gotos are allowed for error handling, and for breaking out of
    476 nested loops. In general, a goto should only jump forward (not back), and
    477 should either jump to the end of an outer loop, or to error handling code
    478 at the end of the function. Goto labels are never indented: they override the
    479 block structure of the file. Putting them at the left edge makes them easy
    480 to spot as overrides to the normal flow of control, which they are.</p>
    481 
    482 <p>When there's a shorter way to say something, we tend to do that for
    483 consistency. For example, we tend to say "*blah" instead of "blah[0]" unless
    484 we're referring to more than one element of blah. Similarly, NULL is
    485 really just 0 (and C will automatically typecast 0 to anything, except in
    486 varargs), "if (function() != NULL)" is the same as "if (function())",
    487 "x = (blah == NULL);" is "x = !blah;", and so on.</p>
    488 
    489 <p>The goal is to be
    490 concise, not cryptic: if you're worried about the code being hard to
    491 understand, splitting it to multiple steps on multiple lines is
    492 better than a NOP operation like "!= NULL". A common sign of trying too
    493 hard is nesting ? : three levels deep, sometimes if/else and a temporary
    494 variable is just plain easier to read. If you think you need a comment,
    495 you may be right.</p>
    496 
    497 <p>Comments are nice, but don't overdo it. Comments should explain _why_,
    498 not how. If the code doesn't make the how part obvious, that's a problem with
    499 the code. Sometimes choosing a better variable name is more revealing than a
    500 comment. Comments on their own line are better than comments on the end of
    501 lines, and they usually have a blank line before them. Most of toybox's
    502 comments are c99 style // single line comments, even when there's more than
    503 one of them. The /* multiline */ style is used at the start for the metadata,
    504 but not so much in the code itself. They don't nest cleanly, are easy to leave
    505 accidentally unterminated, need extra nonfunctional * to look right, and if
    506 you need _that_ much explanation maybe what you really need is a URL citation
    507 linking to a standards document? Long comments can fall out of sync with what
    508 the code is doing. Comments do not get regression tested. There's no such
    509 thing as self-documenting code (if nothing else, code with _no_ comments
    510 is a bit unfriendly to new readers), but "chocolate sauce isn't the answer
    511 to bad cooking" either. Don't use comments as a crutch to explain unclear
    512 code if the code can be fixed.</p>
    513 
    514 <!--#include file="footer.html" -->
    515